Setting up a Lodge (Base building)


Homebrew and House Rules

Envoy's Alliance

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Pathfinder Rulebook Subscriber

With the introduction of the new bastion system over in that other system, I think that PF2e would not only benefit from a system like that, but you could create an entire AP around it. at level 3, the PFS assigns the party to man a remote now defunct lodge in a semi-hostile area. They have to promote the Society by taking on jobs and helping the locals. Slowly convincing the society and locals to join and help grow the resources of the lodge.


We actually have a few systems like that, though they could certainly stand with being fleshed out more. Lodge of the Living God in Season 1 PFS is perhaps a great (if egregiously unfun) example of this as is the fortress mechanics of Age of Ashes.

I've done some of my own with homebrew, but something concrete could take shape with some effort.


Thinking more on it, such a system would probably end up firmly in the realm of Downtime and revolve around that system.


  • Allowing you to create facilities that make Retraining easier/faster.
  • Creates opportunities to Earn Income using alternative skills.
  • Speedier or less costly or perhaps more reliable Learn A Spell activities.
  • Even facilities that could impact your starting attitudes to NPCs who are brought to the location.

I think this could be a fantastic subsystem, but one that likely has its place in a very specific type of game. I actually would love to take another stab at something like this using a lot of lessons I've learned over the years (I think my previous attempt was when Abomination Vaults came out). I think the best way to get the idea off the ground, though, is to introduce a type of game or setting where this is desired.


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A proper system would ideally also cover things like wagons, caravans, boats, etc. Home can travel!


A sort of campaign where the PCs act as the heroic owners and defenders of a trading post? Build up a community, undertake work to defend it, slowly unravel the plot of a rival group (Aspis Consortium, perhaps?), all while making trade deals and negotiating with powerful forces.

I mean, I could totally get behind something like that.

Envoy's Alliance

Pathfinder Rulebook Subscriber

Oh, yeah, this would definitely be both improved and used in downtime. But at hire levels I was thinking a job board (giving bonus to earn income rolls) plus a practice arena (for slightly faster retraining) could eventually grow into a barracks, and you have a small retinue of hirelings with martial proficiency on site.

Or you could have on site apothecary/alchemical services on sight, giving you a discount while they sell out of your hall.

Arcane characters could eventually create a calligrapher's station (bonus to learn a spell rolls), that builds into a small library, with a hireling organizing and lending books (bonuses to downtime research and to community favor). which could eventually become a full mage's tower. which could grant bonuses on rituals and spell transcription.

The religious could create small shrines to their god, which give them a bonus to down time checks for religion, or their diety's skill. Which eventually grows into a temple which can help influence the community attitude toward them (depending on the attitude toward their god) Eventually grow it into a Monastery, which can have hirelings with low level healing and restorative spells.

Stables that give discounts to taking care of mounts, animal companions, and other creatures the party has. or a garden that can give a single extra item to any PC with advanced Alchemy. Those can evolve into Menageries and botanical gardens.


It's all really good, honestly - you just have to make sure that all of these systems work to the benefit of the game and the story. When I did this (once for Abomination Vaults and then another small attempt for Strength of Thousands), my players all went "Hey, this is neat!" and then... well, they went ahead with the story because that part of the game didn't really hold their interest or I couldn't really tie it close enough to the story we were telling.

It was like offering up a side dish to a meal that they already enjoyed. "Hey, this is great, thank you for it, but I'm already really digging this main course."

Envoy's Alliance

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Pathfinder Rulebook Subscriber

LIke you said before this is a system that would only interest a select few, and the idea would be central to the campaign.


Well alright then, it sounds like a great idea then! I don't know about how you set things up when you plot out adventures, but if you need to spitball ideas, I'd love to contribute!

Envoy's Alliance

Pathfinder Rulebook Subscriber

The core concept for this is that the group (at like level 3) are members of the in universe Pathfinder Society. and they've done some impressive work, and are being asked to go to a remote long abandoned Lodge and establish good relationships with the locals. Ideally in some semi-hostile area (Locals are supsicious or dismissive of outsiders, but the Society is not outright banned)

They would get their choice of places like the Balkzen Hold (establishing good relationships with Orcs who are suspicious of outsiders) Nex (who look down on the outsider's lake of arcane mastry) Irrisen (power struggles and intrigue), Numeria (again, the suspicion of outsiders in an area that most people take advantage of) Maybe even Oprak or some areas in Tian Xia.


You've pretty much described the plot of Lodge of the Living God (which takes place in Razmiran), so if you haven't checked that out, I'd give it a read through! To summarize, PFS agents are asked to establish diplomatic relations with Razmiran and build a lodge near one of their small communities (complete with suspicious NPCs you have to win over).

There are twists to the adventure and, overall, it's a fantastic idea, but one that feels constrained by Organized Play more than anything. At the table, a lot of the adventure felt like making repeated Crafting checks with little rising tension. So something like this would be a great idea to revisit, take the framework of, and write to pace better.

I've run the scenario a few times and it's given me a few opinions on how I would expand this out if you don't mind me tossing up an outline sketch sometime after work/dad-time.

Envoy's Alliance

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Pathfinder Rulebook Subscriber

I'd love to hear ideas on this.

My idea would be give them tables of jobs they can do for the locals based on the region they took up in.

Nex isn't going to ask them to perform magic or research but... "Hey, this experiment ran off, can you guys maybe track that down and bring it back?"

Belkzen might be "we're trying to bring this village into the fold. Go there and negotiate a trade deal with them" and it might involve ceremonial proofs of their skill, combat, crafting, animal wrangling, etc.

Irrisen they might be instrumental in revealing a low-level minor nobel is hording food and over taxing, and they have to work to prove this to the nobel he reports to (who knew, and was annoyed by it, but didn't have the evidence to really do anything about it) and after that they maybe get invited to court functions, etc.


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I wrote a few too many words about some of my experiences in the past and a rough outline of how this could take shape. I have the doc set so that anyone can comment, and would love to see more ideas!

(Also I wrote this hours ago and I think it's funny that both you and I considered Irrisen having a problem with nobility).

LINK


What are you guys' opinions on the bonus type such facilities should grant? I keep flip-flopping between Item and Circumstance.

Item follows other precedent set out by Kingmaker, and can constrain too much stacking, but on the other hand Circumstance let the party become really good at downtime things they want to do, and do make as much sense as an Item bonus would. Item bonuses representing using the great tools of your alchemy lab, with Circumstance representing being in the laboratory in general.


That's actually a great question.I feel like you somewhat have to push players to invest into the subsystem. My knee-jerk response is to say item bonus, but the case for circumstance is more compelling just because it would apply more and we want to encourage the PCs to use their base.


Ruzza wrote:
That's actually a great question.I feel like you somewhat have to push players to invest into the subsystem. My knee-jerk response is to say item bonus, but the case for circumstance is more compelling just because it would apply more and we want to encourage the PCs to use their base.

That was sort of my thinking, too. There's also the issue that, in most cases, it's possible to find a portable item that does the same thing a base might do, granting bonuses to different sorts of checks. I think making the bonuses Circumstance opens up the system to being able to help with more sorts of checks, which in turn means it's going to be more appealing to more kinds of characters.

The main thing to watch out for there is that said bonuses don't get too big, in that case. Perhaps employ a minor and major form of each room or improvement, like how Zoken brainstormed, above. An alchemical garden becomes a greenhouse, a shrine becomes a proper temple, etc. Then you can cap the bonus at +2, which is pretty significant if a player has already invested in the skills, feats, and items to be good at that thing.

Envoy's Alliance

Pathfinder Rulebook Subscriber

I would think numerically cap the bonuses. But expand the bonuses horizantally. Like if you get a temple, you can eventually get a following and have a certain number of followers who can supply a check in any divine ritual.


The "Nature Crafting" rules in Treasure Vault provide some good ideas on productive "gardens" that generate goods over a period of time, including magical consumables. Being able to have a reliable source of special metals, gems, alchemical items, magic ammo, etc. is pretty handy and saves having to have the same perfect item shops everywhere.


Pathfinder Lost Omens, Rulebook Subscriber

I am noting all of this.
My current home campaign will become a settlement building adventure after a point in the story develops.

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