Mining camps include either a cave or quarry (to which the mining camp owner presumably has mineral rights), plus the equipment and facilities for transporting the spoils above ground and preparing them for use or sale. Some mining camps are little more than tents set up outside abandoned goblin caves, yet even the shoddiest mine with worthwhile product is, well, a “gold mine.” **Rural:** A mining camp is a rural stronghold. Its size is measured in acres. ### Stronghold Feat You gain an expertise die on Investigation checks. You gain advantage on Investigation and Perception checks made to find treasure. - At [[Stronghold Size#Stronghold Size Table|Grade 2]], you are networked with folk in the mineral trade, allowing you to sell gems and certain trade goods like precious metals, fossils, and the like at full price. If your bartering already gets you full price, you instead sell them at ×1.5 their normal price. - At [[Stronghold Size#Stronghold Size Table|Grade 3]], a stronghold increases one of your ability scores by 1. For a mining camp, that ability score is Constitution. - At [[Stronghold Size#Stronghold Size Table|Grade 4]], new treasure you gain is increased. Coins you find are increased by a percentage equal to your Wisdom, Constitution, or Wisdom score (whichever is higher). Whenever you find a gem, there is the same percentage chance you will find a second such gem. - At [[Stronghold Size#Stronghold Size Table|Grade 5]], your percentage chance for the Grade 4 benefit doubles. - At [[Stronghold Size#Stronghold Size Table|Grade 6]], your percentage chance for the Grade 4 benefit instead triples. - At [[Stronghold Size#Stronghold Size Table|Grade 7]], your percentage chance for the Grade 4 benefit instead quadruples. **Best Suited For:** Any **Minimum Size:** 1,100 square feet ([[Stronghold Size#Stronghold Size Table|Grade 2]]) **Minimum Quality:** [[Stronghold Furnishings and Staff#Stronghold Furnishings and Staff Table|Frugal]] **Followers Available:** [[Digger]], [[03-Mechanics/4-Equipment/Followers/Porter|Porter]], [[03-Mechanics/4-Equipment/Followers/Smith|Smith]], [[03-Mechanics/4-Equipment/Followers/Teamster|Teamster]], [[03-Mechanics/4-Equipment/Followers/Torchbearer|Torchbearer]] **Special:** You can turn an [[03-Mechanics/7-Adventuring/Between Adventures/Stronghold/Encampment|Encampment]] into a mining camp once you meet the minimum qualifications (Income, Underground). The former encampment's Stronghold Feat and Followers Available change to those of a mining camp.