This page details the functional and mechanical aspects, such as benefits or costs or obligations of building up and maintaining the Torch Base near
Khazad-Mor / Morgrad in
Rian.
Morgrad Torch Base
As your characters continue to advance and become more powerful, the threats you will face will continue to grow in power and complexity. Some of these foes may require a fighting force outside of your adventuring party. As you grow in strength and notoriety, others will expect you to be a natural leader of your fellows. That said, you will need a place to muster these forces, and
Torchmaster Torval has given you the means to get started.
The
Torch Base in
Morgrad is currently very basic, fit for only the barest of functions. By investing in the area and building new connections with potential allies, you can expand the facilities further. Doing this will increase what services the base can offer, and what kind of forces you can muster when the time comes to face down the Dragons of
High Peak. The facilities the Morgrad Torch Base begins with are:
- Barracks - Houses your forces.
- Training Grounds - Grounds for training new recruits.
- Smithy - Can create basic equipment for your men.
- Portal Room - Brings in men and resources from abroad.
- Briefing Room - Room for collection information and discussing plans.
- Mess Hall - Room for feeding your men.
While certain upgrades can help you, much of these upgrades are geared for preparing to lay siege to High Peak. To measure your force's readiness, consider the following factors:
- Capacity - Total number of units you can house.
- Training - Overall experience and discipline of your troops.
- Equipment - Overall quality of your force's equipment.
- Fitness - Measures the martial strength of your forces.
- Magic - Measures the magical strength of your forces.
- Awareness - Measures your scouting and information-gathering ability.
- Morale - The inspiration and spirit of your men, complements all other factors.
These factors are measured from 0 (the poorest) to 5 (the greatest). Your current measures of each are:
Factor |
Score |
Capacity |
1 |
Training |
1 |
Equipment |
1 |
Fitness |
0 |
Magic |
0 |
Awareness |
1 |
Morale |
1 |
Last Updated 1/03/23
Improvements at your base and forging new connections will improve these scores. See the list below for a list of available upgrades.
Basic Upgrades
Basic upgrades include improving and expanding the facilities you already have at the Morgrad Torch Base. With more upgrades here, you can increase your readiness for the battle to come.
Upgrade |
Prerequisite |
Bonus |
Description |
Barracks |
|
|
|
Barracks II |
Barracks |
+1 Capacity |
Improves the size and comforts of your barracks. |
Barracks III |
Barracks II |
+1 Capacity |
Improves the size and comforts of your barracks. |
Barracks IIII |
Barracks III |
+1 Capacity |
Improves the size and comforts of your barracks. |
Briefing Hall |
|
|
|
Briefing Hall II |
Briefing Hall |
+1 Awareness |
Improves your information gathering and planning facilities. |
Briefing Hall III |
Briefing Hall II |
+1 Awareness |
Improves your information gathering and planning facilities. |
Briefing Hall IIII |
Briefing Hall III |
+1 Awareness |
Improves your information gathering and planning facilities. |
Mess Hall |
|
|
|
Mess Hall II |
Mess Hall |
+1 Morale |
Brings in better food, drink, and entertainment for your troops. |
Mess Hall III |
Mess Hall II |
+1 Morale |
Brings in better food, drink, and entertainment for your troops. |
Mess Hall IIII |
Mess Hall III |
+1 Morale |
Brings in better food, drink, and entertainment for your troops. |
Portal Room |
|
|
|
Portal Room II |
Portal Room |
+1 to any, can be changed at any time. |
An improved portal room allows the Torches to send better support where it's needed. |
Smithy |
|
|
|
Smithy II |
Smithy |
+1 Equipment |
Improves the weapons and armor you can provide for your men. |
Smithy III |
Smithy II |
+1 Equipment |
Improves the weapons and armor you can provide for your men. |
Smithy IIII |
Smithy III, at least 2 Magic |
+1 Equipment |
Improves the weapons and armor you can provide for your men. |
Training Ground |
|
|
|
Training Ground II |
Training Ground |
+1 Training |
Expanded and more rigorous training provides for better disciplined troops. |
Training Ground III |
Training Ground II |
+1 Training |
Expanded and more rigorous training provides for better disciplined troops. |
Training Ground IIII |
Training Ground III, at least 2 Fitness |
+1 Training |
Expanded and more rigorous training provides for better disciplined troops. |
Enclaves
Enclaves are a way of allowing people from another nation or organization set up shop at the Morgrad Torch Base. By inviting these groups to your base, they will bring along with them their expertise and knowledge, which translates to a bonus to your base or fighting force, and will allow for the recruitment of their unique units in the battle to come.
Upgrade |
Prerequisite |
Bonus |
Description |
Al-Andalusian Chapel |
|
+1 Magic or Morale |
You invite a group of Mendos missionaries to your base to heal or motivate your troops. |
Druid Circle |
|
+1 Magic or Awareness |
You invite a local druid circle to your base, who are in touch with the land. |
Haradrim Trading Post |
|
+1 Awareness or Morale |
You invite a merchant from Harad to your base, who sells interesting curios and information. |
Magnosi Tower |
|
+1 Magic or Equipment |
You invite a chapter of Magnosi mages to your base, who can provide magical or enchanting support. |
Rianni Longhouse |
|
+1 Fitness or Morale |
You invite a tribe of Rianni beserkers to your base, who will set up a mead hall. |
Romanoran Settlers |
|
+1 Fitness or Training |
You invite a group of settlers from Romanorum to your base, including a number of retired veterans. |
S.pecial
L.eague of
Y.east |
|
+1 Fitness or Awareness |
This very unassuming guild of bakers will move into your base. My, what sharp knives they have! |
Regional Allies
Much like Enclaves, regional allies represent local powers in the area of High Peak. By helping or recruiting these other factions, they will help you in the battle to come. You will also be able to recruit their unique units for the battle to come.
Upgrade |
Prerequisite |
Bonus |
Description |
Dwarves of Khazad-Mor |
Regional Quest |
+1 Morale, +1 Fitness |
The Dwarves return your favor in hearty troops and heartier mead. |
Morgrad |
Regional Quest |
+1 Capacity, +1 Magic |
The citizens of Morgrad will open their homes and services to your cause. |
Rian (Thule) |
Regional Quest |
+1 Fitness, +1 Magic |
The Khan will send his personal bodyguard and shamans to aid your cause. |
Scales of the Dragon (Tyre) |
Regional Quest |
+1 Fitness, +1 Equipment |
The Scales will send men and scalesmiths to bolster your troops. |
If all the upgrades are built, all enclaves established, and all regional allies recruited, this will give you 5 in every score, plus one score of your choice to increase to 6. The higher your score, the better prepared you will be against High Peak!
Units
When the time comes to take on High Peak, you will need more than just yourselves to take on a cabal of corrupted dragons and their Fetchling allies. While you can count on the help of some of your allies, such as Drake, Ea, Rotund and Silvarin, you will need help from the people of the region. This help is represented by "Units", which represents a cadre of troops who will help you overtake the enemy. You can recruit up to your Capacity (see above) of Units to join your cause. Some Units may only be recruited if you meet the prerequisites, such as inviting enclaves to the Morgrad Torch Base, or assisting regional powers (see above). Each Unit has unique factors to consider when choosing them:
- Health - Amount of damage a unit can take before being routed.
- Accuracy - A Unit's precision, a "to hit".
- Attack - A Unit's martial ability.
- Magic - A Unit's magical ability.
- Defense - A Unit's ability to avoid "Attack" damage.
- Saves - A Unit's ability to avoid "Magic" damage.
- Movement - How many squares a Unit can move in a round.
- Range - From how many squares away a Unit can damage from.
- Skill - A Unit's special ability, if any.
See the
Torch Units page for more information.
Other Benefits
In addition to the primary function of marshaling the Torch's forces in the area, this base can also provide a number of other advantages, depending on your level of advancement. These bonuses can be both mechanical and role play bonuses. The further developed your facilities are, the more of a bonus you will gain. These are listed below:
Upgrade |
Benefit |
Barracks |
|
I |
You can rest here for free. |
II |
You can rest here without a chance for ambush. |
III |
You get an individual room for each party member, and can be individually decorated to each character's taste. |
IIII |
You can treat each individual room as an inn suite for purposes of quality and service. |
Briefing Hall |
|
I |
This room has free access to parchment. |
II |
This room has free messaging and courier services. |
III |
This room has access to local maps, giving a +3 to Knowledge (Geography) and Survival checks made in the area (Rian, Tyre, and the Gray Marches). |
IIII |
This room has access to local records, giving you instead a +4 to the above checks, and a +2 to all other skill checks made in the area. |
Mess Hall |
|
I |
You can eat free here, though of generally bland or poor quality. |
II |
The food has more options and variety. |
III |
You can request any reasonable meal at any time. |
IIII |
You hire a bard, who will give you +1 to hit, damage and saves against fear for the duration of your local missions. |
Portal Room |
|
I |
You can access Torch services, and communicate with Torch command. |
II |
You can buy Torch artifacts. |
Smithy |
|
I |
You can commission the creation of mundane goods. |
II |
You can commission the creation of mundane goods at 10% off it's normal price. |
III |
You can commission the creation of magical equipment (up to +8). |
IIII |
You can commission the creation of magical equipment (up to +10) for 5% off its normal price, and mundane goods at 20% off. |
Training Grounds |
|
I |
The grounds have instructors for retraining. |
II |
Retraining takes two less days. |
III |
Retraining costs 10% less. |
IIII |
Your training pays off. You gain +1 dodge bonus to AC or +1 to a save of your choice while doing local missions. |
Upgrade Costs
Like nearly everything in life, upgrading and building new facilities isn't cheap. You will need to hire local experts and men to gather wood and stone, and more to make it comfortable. The costs of upgrades are measured in building credit (BC). Much like regular credit, each building credit is equal 1000g. Torch credit, if you have any, can be used in place of building credit, but not vice-versa. You can also purchase 1 BC with 1000g, but not vice-versa. You are given 30BC to start, and will gain more as you make regional allies (see above). Building an enclave will also require BC to make a serviceable area for these groups to move in. The costs of each upgrade and enclave are listed below:
Upgrade |
Cost |
Barracks |
|
I |
- |
II |
5 |
III |
10 |
IIII |
15 |
Briefing Hall |
|
I |
- |
II |
5 |
III |
10 |
IIII |
15 |
Mess Hall |
|
I |
- |
II |
5 |
III |
10 |
IIII |
15 |
Portal Room |
|
I |
- |
II |
10 |
Smithy |
|
I |
- |
II |
5 |
III |
10 |
IIII |
15 |
Training Grounds |
|
I |
- |
II |
5 |
III |
10 |
IIII |
15 |
Enclave |
10 |
To complete all upgrades and all enclaves, it will cost a total of 230 BC.
Optional Projects
Throughout the course of reading this, you may have thought there may be something missing from this, or you wanted a way to give it a personal touch. These could include both aesthetic or functional buildings. If you have an idea for a building or grounds addition, we can talk about them DM to player and add them as an option for building!
Questions? Feel free to ask or send me a message for clarification.
See Also
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