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Source Heroes of the Wild pg. 14

Wilderness Rooms

Source Heroes of the Wild pg. 14
The rooms below can help characters survive in the wild.

Archery Range

Earnings gp or Influence +8
Benefit Decreased chance of fired arrows being destroyed or lost
Create 12 Goods, 12 Labor (480 gp); Time 25 days
Size 20–50 squares

An Archery Range is an open area where one can train with ranged weapons. One end of the range features targets and a soft wall (often several feet of stacked hay or loose earth) to absorb missed shots, while the other side has benches, tables, and firing stands to accommodate trainees. Because the targets and soft wall behind them are designed to absorb ranged attacks, arrows that strike either surface have only a 5% chance of being destroyed or lost.


Earnings gp or Influence +2
Benefit Perception check required to see through
Create 3 Goods, 2 Influence, 3 Labor (180 gp); Time 10 days
Size 10–30 squares

A Blind is a semisolid wall constructed out of area-appropriate debris and flora. Between 10 and 15 feet high, a Blind helps to conceal any structures behind it as it blends in with the nearby landscape. Structures behind a Blind can be seen only with a successful DC 15 Perception check, and targets of ranged attacks made through a blind gain concealment. One Blind can cover 20 squares' worth of structures; multiple Blinds can be used to conceal larger structures. A Blind can be thickened for double the construction cost, increasing the DC of the Perception check to see through the Blind to 20 and granting total concealment to creatures hiding behind it.


Earnings gp or Influence +4
Create 15 Goods, 10 Labor (500 gp); Time 30 days
Size 5–10 squares

A Grotto is a naturally or artificially shaped cave in which people can live. Compared to a standard cave, a Grotto will usually boast features that make habitation more pleasant, such as door-sized openings, access to neighboring caves or water, and adequate ventilation.

Mystic Greenhouse

Earnings gp, Goods, Influence, or Magic +4
Benefit Bonus on Charisma-based checks attempted against creatures inside
Create 8 Goods, 3 Influence, 7 Labor, 5 Magic (890 gp); Time 20 days
Size 10–20 squares
Upgrades From Greenhouse

A Mystic Greenhouse has been specially modified to accommodate both the mundane and magical needs of supernatural plants and creatures of the plant type, making them easier to work with. In addition to the glass walls of a traditional Greenhouse, this chamber is set with devices that focus ambient magical energy to the benefit of those creatures growing inside, such as rune-inscribed plates or mirrors arranged to reflect and funnel magical energy. After a full day of exposure to the Mystical Greenhouse's beneficial effects, creatures within become relaxed and compliant. Other creatures gain a +2 bonus on Charisma checks and Charisma-based skill checks against creatures that have spent the past 24 hours in a Mystic Greenhouse.


Earnings gp or Goods +15
Create 100 Goods (2,000 gp); Time 365 days
Size 300–500 squares

Rangelands are vast, unfenced areas of natural terrain that can be used to run large herds of cattle such as aurochs, horses, and sheep. While Rangelands can produce a significant profit, they involve a major investment of time and effort to maintain long enough for the herd to produce new livestock, as well as for livestock born in previous years to grow enough to be butchered, sheared, or otherwise harvested. Rangelands are different from pastures or farmlands in that they contain only native, local plant life, rather than crops placed to make them more effective grazing lands. Small communities often depend on Rangelands as their primary sources of income, and it is not uncommon for tribes to go to war over control of local Rangelands.

Reservoir System

Earnings gp, Influence, or Labor +10
Create 10 Goods, 10 Labor (400 gp); Time 40 days
Size 25–50 squares (though individual pools can be smaller)

A Reservoir System is a series of interconnected pools or tanks meant to collect and hold water from rains, springs, and other natural sources to act as a resource for plumbing networks or a source of water during times of drought. The pools are sealed to minimize water loss from evaporation and absorption into the surrounding ground, so the Reservoir System can be relied on throughout an entire dry season.

Watering Hole

Earnings gp, Goods, or Influence +8
Create 10 Goods, 3 Influence, 5 Labor (200 gp); Time 25 days
Size 30–50 squares

A Watering Hole provides bathing and drinking water for animals and traveling caravans. In addition to the pool of water itself, the Watering Hole also provides open space around it where animals can gather and rest. The pool can be a modified natural pond or spring, or it may be an artificially constructed pool that maximizes shore space around which animals can gather. Watering Holes often attract predators, which must be driven off or killed.

Wilderness Room Augmentations

Source Heroes of the Wild pg. 15
These augmentations can be added to the rooms presented in this volume or to rooms from Ultimate Campaign.

Arboreal (Augmentation)

Earnings Influence +2
Benefit Room is raised above ground
Create 6 Goods, 2 Influence, 6 Labor (300 gp); Time 15 days
Size As original room +9 spaces

This augmentation integrates a room into a large, sturdy tree or trees, raising the structure off the ground by one or two stories and wrapping the habitable space in or around the tree trunks. Usually, a room with this augmentation will have branches weaving through the room as the tree grows.

Attuned (Augmentation)

Benefit Allows the room to be affected by certain nature-related spells
Create 5 Goods, 5 Labor, 3 Magic (500 gp); Time 20 days
Size As original room

This augmentation integrates a room into the surrounding natural environment, putting the space into symbiosis with the local ecosystems. An Attuned room in a forest can be built amid great trees that act as some of the primary walls, while an Attuned room in a desert might be built to help foster the growth of desert plants. Once this augmentation is completed, the room is considered to be representative of the local flora for purposes of spells such as entangle or spike growth.

Wilderness Teams

Source Heroes of the Wild pg. 15
These teams help wilderness outposts run smoothly.


Earnings gp, Influence, or Labor +6
Create 5 Goods, 4 Influence, 7 Labor (360 gp); Time 6 days
Size 5 people
Upgrades From Archers, Guards, Robbers, or Soldiers

Skirmishers are teams of archers and soldiers trained in the ambush, scouting, and stealth tactics necessary for operating in areas heavy with vegetation or other non-uniform terrain. They are typically 3rd-level warriors equipped with leather armor, a longbow or shortbow, and a handaxe or short sword. The team also has necessary equipment for travel in one type of wilderness environment.


Earnings gp, Goods, or Labor +4
Create 2 Goods, 2 Influence, 4 Labor (180 gp); Time 3 days
Size 5 people
Upgrade From Laborers

Stewards are workers who specialize in caring for land with consideration for the local wildlife as well as any civilized inhabitants. Most stewards are 3rd-level experts with ranks in Knowledge (Nature), Perception, and Profession (gardener). Stewards may be trained professionals or common workers who have gained experience over time.

Wilderness Managers

Source Heroes of the Wild pg. 16
Managers oversee businesses, buildings, or organizations.

Animal Keeper

Wage 3 gp/day
Skills Handle Animal, Heal, Perception, Profession (animal keeper)

An Animal Keeper maintains the living area of undomesticated animals, either in a contained location (such as a menagerie) or a more open region (such as a preserve). Typically a 3rd-level expert, she sees to the feeding and first aid of animals.

Master Carpenter

Wage 4 gp/day
Skills Appraise, Craft (carpentry), Perception, Profession (clerk)

A Master Carpenter commands a business devoted to the collecting and processing of lumber into finely tooled products. She’s typically a 3rd-level expert. A Master Carpenter manages a facility that transforms raw lumber into artwork, furniture, and tools.

Master Scout

Wage 5 gp/day
Skills Climb, Perception, Stealth, Survival

A Master Scout oversees a network of agents who monitor a wide region of wilderness, coordinating reports and patrols. He’s typically a 3rd-level ranger, but could be an expert or rogue.

Wilderness Buildings

Source Heroes of the Wild pg. 16
The following buildings are found in Golarion’s wilds.

Bandit Camp, Large

Create 99 Goods, 19 Influence, 96 Labor, 1 Magic (4,270 gp)
Rooms 1 Animal Pen, 1 Archery Range*, 1 Armory, 6 Blinds*, 1 Cell, 1 Courtyard, 1 Forge, 1 Garden, 1 Grotto*, 1 Infirmary, 1 Kitchen, 1 Lavatory, 1 Pit, 1 Stall, 1 Storage

This semipermanent camp includes a few simple wooden structures hidden from the view of prying eyes by Blinds, allowing dozens of bandits to operate in the wilderness year-round with relative security.

Druid' Grove

Create 109 Goods, 19 Influence, 100 Labor, 10 Magic (5,750 gp)
Rooms 1 Altar, 2 Arboreal* (Altar and Sanctum), 1 Attuned* (Courtyard), 1 Courtyard, 2 Defensive Walls, 1 Garden, 1 Mystic Greenhouse*, 1 Grotto*, 2 Habitats, 1 Kitchen, 1 Lavatory, 1 Sanctum, 1 Sauna

This is a refuge in the wild where spellcasters tied to nature can enjoy shelter and practice their crafts in outdoor surroundings. Most Druid’s Groves serve primarily as places of worship, but they can also act as military strongholds for druids operating in wildernesses with particularly dangerous fauna, or who find themselves at odds with local settlements and governments.


Create 107 Goods, 15 Influence, 98 Labor, 6 Magic (5,150 gp)
Rooms 1 Armory, 1 Arboreal* (Guard Post), 2 Attuned* (2 Defensive Walls), 1 Bunk, 1 Cistern, 1 Common Room, 2 Defensive Walls, 1 Fortification (Guard Post), 1 Grotto*, 1 Guard Post, 1 Kitchen, 1 Lavatory, 1 Office, 1 Storage, 1 War Room

The reinforced, highly defensible structures built into the natural terrain known as Redoubts are often constructed to take advantage of locations such as cave entrances, mountain passes, or river fords. Communities may build Redoubts as defensive positions in times of war when their farms and towns can’t be defended effectively. Lords trying to tame and control newly claimed lands often make the construction of a Redoubt their first order of business as a temporary measure until a keep or larger fortification can be built.


Create 78 Goods, 12 Influence, 76 Labor (3,440 gp)
Rooms 6 Arboreal* (2 Bedrooms, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage), 2 Bedrooms, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 2 Storages, 1 Pit

Treehouse strongholds are particularly popular among small communities living in wildernesses so dangerous that sleeping on the ground is never safe. Such groups craft residences sized for one or two families into the boughs of neighboring trees, with bridges connecting the individual structures.

Treehouses are also popular among scouts and ranger organizations who wish to maintain a permanent presence in the wild but do not wish to be easily found. The most well-established ranger strongholds combine thick walls with the advantage of high ground, adding six Fortification augmentations at an additional cost of 48 Goods and 42 Labor, or 1,800 gp. Even larger buildings with arboreal augmentations can be found in Kyonin and, according to rumor, the Uskwood.

Witch Hut

Create 111 Goods, 4 Influence, 105 Labor, 23 Magic (7,500 gp)
Rooms 1 Alchemy Lab, 1 Altar, 1 Animal Pen, 1 Artisan’s Workshop, 10 Attuned* (all), 1 Bedroom, 1 Book Repository, 1 Escape Route, 1 Greenhouse, 1 Laboratory, 1 Storage

Be it a crazy old hermit, a hag, or just an herbalist who likes to live near the source of her craft, a spellcaster who prefers to dwell far from civilization calls this structure home.

Wood Shop

Create 31 Goods, 1 Influence, 28 Labor (1,210 gp)
Rooms 1 Artisan’s Workshop, 1 Mill Room, 1 Office, 2 Storages, 1 Storefront

A Wood Shop is a facility specially focused on the output of fine woodwork, from simple furniture to custom, masterwork engines of war.