Emerald Enclave Grove

Source: Forgotten Realms: Heroes of Faerƻn, page 157. Creator: Wizards of the Coast / D&D Studio.

Quick Reference

FieldValue
Facility typespecial
Required level9
Spacevast
Hirelings2
Bastion orderrecruit
PrerequisiteMembership or affiliation: Emerald Enclave.

Rules Text

Veteran agents of the Emerald Enclave create safe havens with trees, grass, and flowing water, where magical creatures that embody the power of nature live in peace and safety. The Emerald Enclave Grove can house one Huge creature or two Large creatures; four Small or Medium creatures or eight Tiny creatures can occupy the same space as one Large creature there.

Recruit: Creature of Nature

When you issue the Recruit order to this facility, you invite a creature from the Emerald Enclave Grove Creatures table to your Emerald Enclave Grove. Roll any die. If the number rolled is odd, the creature doesn’t accept your invitation and you gain no benefit from having issued the order. If the number rolled is even, a creature accepts your invitation and moves into your Emerald Enclave Grove after 7 days. Your hirelings care for the creature and perform upkeep in the facility.

Creatures in your Emerald Enclave Grove count as Bastion Defenders. Deduct any you lose from your Bastion Defenders roster. You can choose not to count one or more of these creatures as Bastion Defenders, in which case they can’t be called on to defend the Bastion. Instead, they act in accordance with their nature and use their stat blocks in the Monster Manual.

| Creature | Size |

| --- | --- |

| Awakened Shrub | Small |

| Awakened Tree | Huge |

| Blink Dog | Medium |

| Centaur Trooper | Large |

| Dryad | Medium |

| Myconid Adult | Medium |

| Myconid Sprout | Small |

| Pixie | Tiny |

| Satyr | Medium |

| Sprite | Tiny |

| Treant | Large |

| Unicorn | Large |

Balance Notes

  • Compare this facility against other 9-level facilities before allowing homebrew upgrades.
  • Keep the listed Bastion order as the primary action loop; additional benefits should usually be narrative, temporary, or gated by downtime.
  • If this facility grants creatures, information, resources, crafted items, or empowerment, keep those outputs tied to Bastion turns rather than free adventuring actions.