WHAT IS A BASTION

  • It is a location that belongs to the player characters.
  • You will have control over various aspects of the bastion, including
    • What activities happen in the Bastion
    • Layout of the Bastion
    • What is within the Bastion
    • Who would be in the Bastion
  • Bastions come with various in game benefits depending on what you decide to do with it
  • At the end of every session you will have a Bastion Turn where you will give the Bastion “Orders” which will change the Bastion in some way and or dictate what activities occur in the Bastion, as well as the benefits it produces.
  • Tracking your Bastion is easy with this helpful PDF Bastion Tracker

LAYOUT

  • You are able to create and edit the layout and aesthetic of your bastion
  • Like any other dnd map you can make a floor plan with closets, corridors, stairs, ramps, walls, doors, windows and what have you.
  • The size of any given space/room tends to go into three categories. You don’t need to adhere to this, it is just a guideline.
    • Cramped 2x2 squares (10ftx10ft)
    • Roomy 4x4 squares (20ftx20ft)
    • Vast 6x6 squares (30ftx30ft)
  • At lv 1 each character will be able to have 2 free basic facilities within the bastion. These come with no in game bonuses and can be the following (But I am open to other ideas you come up with):
    • Bedroom
    • Dining Room
    • Parlor
    • Courtyard
    • Kitchen
    • Storage
  • Adding Basic Facilities
    • I will allow 2 free facilities per LV up, with any more facilities coming out to the following cost
    • Cramped: 500 GP
    • Roomy: 1000 GP
    • Vast: 3000 GP
  • You can also enlarge rooms and facilities that already exist at a discounted price
    • Cramped to Roomy: 500 GP
    • Roomy to Vast: 2000 GP
    • Cramped to Roomy: 2500 GP

SPECIAL FACILITIES

  • These facilities will allow for specific activities that yield in game benefits. Each player will start will 2 and will be able to get more as they level up.
  • Some facilities require characters to have prerequisites before building them. These can be a players LV and abilities.
  • The following is a list of all the special Facilities available at LV 1. If you come up with an idea for different one I am open to it.

Arcane Study

  • Prerequisite: Ability to use an Arcane Focus or a tool as a Spellcasting Focus
  • Order: Craft
  • Default Space: Roomy
  • Hirelings: 1
  • An Arcane Study is a place of quiet research that contains one or more desks and bookshelves.
  • Arcane Study Charm: After spending a Long Rest in your Bastion, you gain a magical Charm (see “Supernatural Gifts” in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Identify without expending a spell slot or using Material components. You can’t gain this Charm again while you still have it.
  • Craft Options:
    • Arcane Focus: You commission the facility’s hireling to craft an Arcane Focus. The work takes 7 days and costs no money. The Arcane Focus remains in your Bastion until you claim it.
    • Book: You commission the facility’s hireling to craft a blank book. The work takes 7 days and costs you 10 GP. The book remains in your Bastion until you claim it.

Armory

  • No prerequisite
  • Default Space: Roomy
  • Hirelings: 1
  • Order: Trade
  • An Armory contains mannequins for displaying armor, hooks for holding Shields, racks for storing weapons, and chests for holding ammunition.
  • Trade: Stock Armory -When you issue the Trade order to this facility, you commission the facility’s hireling to stock the Armory with armor, Shields, weapons, and ammunition. This equipment costs you 100 GP plus an extra 100 GP for each Bastion Defender in your Bastion. If your Bastion has a Smithy, the total cost is halved. -While your Armory is stocked, your Bastion Defenders are harder to kill. When any event causes you to roll dice to determine if your Bastion loses one or more of its defenders (see “Bastion Events” at the end of this chapter), roll 1d8 in place of each d6 you would normally roll. When the event is over, the equipment in your Armory is expended regardless of how many Bastion Defenders you have or how many you lost, leaving your Armory depleted until you issue another Trade order to the facility and pay the cost to restock it.

Barrack

  • No Prerequisite
  • Default Space: Roomy
  • Hirelings: 1
  • Order: Recruit
  • A Bastion can have more than one Barrack, each of which is furnished to serve as sleeping quarters for up to twelve Bastion Defenders.
  • Recruit: Bastion Defenders. Each time you issue the Recruit order to this facility, up to four Bastion Defenders are recruited to your Bastion and assigned quarters in this Barrack. The recruitment costs no money. You can’t issue the Recruit order to this facility if it’s fully occupied.
  • Keep track of the Bastion Defenders housed in each of your Barracks. If you lose Bastion Defenders, deduct them from your roster. Assign names and personalities to your Bastion Defenders as you see fit.
  • Enlarging the Facility: You can enlarge your Barrack to a Vast facility by spending 2,000 GP. A Vast Barrack can accommodate up to twenty-five Bastion Defenders.

Garden

  • No Prerequisite
  • Default Space: Roomy
  • Order: Harvest
  • A Bastion can have more than one Garden. Each time you add a Garden to your Bastion, choose its type from the options in the Garden Types table.
  • While in your Bastion, you can instruct the facility’s hireling to change the Garden from one type to another. This work takes 21 days, during which time no other activity can occur in this facility.
  • Harvest: Garden Growth. When you issue the Harvest order to this facility, you commission the facility’s hireling to collect items from the Garden as noted in the Garden Types table. The work takes 7 days and costs no money. -Enlarging the Facility: You can enlarge your Garden to a Vast facility by spending 2,000 GP. A Vast Garden is equivalent to two Roomy Gardens and can include two of the same type of Garden or two different types. When you issue the Harvest order to a Vast Garden, each component garden produces its own harvest. A Vast Garden gains one additional hireling.
  • Garden Types:
    • Decorative: Aesthetically pleasing garden full of flowers and topiaries.
      • Harvest: Ten exquisite floral bouquets (worth 5 GP each), ten vials of Perfume, or ten Candles
    • Food: Garden of delicious mushrooms or vegetables
      • Harvest: 100 days worth of Rations
    • Herb: Garden of rare herbs, some of which have medicinal uses
      • Harvest: Herbs that are used to create either ten Healer’s Kits or one Potion of Healing
    • Poison: Garden stocked with plants and fungi from which poisons and antitoxin can be extracted
      • Harvest: Plants that are used to create either two vials of Antitoxin or one vial of Basic Poison

Library

  • No Prerequisite
  • Default Space: Roomy
  • Hirelings: 1
  • Order: Research
  • This Library contains a collection of books plus one or more desks and reading chairs.
  • Research: Topical Lore. When you issue the Research order to this facility, you commission the facility’s hireling to research a topic. The topic can be a legend, a known event or location, a person of significance, a type of creature, or a famous object. The work takes 7 days. When the research concludes, the hireling obtains up to three accurate pieces of information about the topic that were previously unknown to you and shares this knowledge with you the next time you speak with them. The DM determines what information you learn.

Sacristy

  • Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a spellcasting focus
  • Default Space: Roomy
  • Hirelings: 1 Order: Craft
  • A Sacristy serves as a preparation and storage room for the sacred items and religious vestments.
  • Craft Options:
    • Holy Water: You commission the facility’s hireling to craft a flask of Holy Water. The work takes 7 days and costs no money. You can spend GP during the creation process to increase the potency of the Holy Water. For every 100 GP you spend, up to a maximum of 500 GP, the damage dealt by the Holy Water increases by 1d8.
    • Magic Item (Relic): You commission the facility’s hireling to craft a Common or an Uncommon magic item chosen by you from the Relics tables in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See the “Crafting Magic Items” section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility’s hireling can assist), and you must have all those spells prepared every day you spend crafting the item. -Spell Refreshment: Having a Sacristy allows you to regain one expended spell slot of level 5 or lower after spending an entire Short Rest in your Bastion. You can’t gain this benefit again until you finish a Long Rest.

Sanctuary

  • Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus
  • Default Space: Roomy
  • Hirelings: 1
  • Order: Craft
  • Icons of your religion are displayed in this facility, which includes a quiet place for worship.
  • Sanctuary Charm: After spending a Long Rest in your Bastion, you gain a magical Charm (see “Supernatural Gifts” in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Healing Word once without expending a spell slot. You can’t gain this Charm again while you still have it.
  • Craft: Sacred Focus. When you issue the Craft order to this facility, you commission the facility’s hireling to craft a Druidic Focus (wooden staff) or a Holy Symbol. The work takes 7 days and costs no money. The item remains in your Bastion until you claim it.

Smithy

  • No prerequisite
  • Default Space: Roomy
  • Hirelings: 2
  • Order: Craft
  • This Smithy contains a forge, an anvil, and other tools needed to craft weapons, armor, and other equipment.
  • Craft Options
    • Smith’s Tools: The facility’s hirelings craft anything that can be made with Smith’s Tools, using the rules in the Player’s Handbook.

Storehouse

  • No prerequisites
  • Default Space: Roomy
  • Hirelings: 1
  • Order: Trade
  • A Storehouse is a cool, dark space meant to contain trade goods objects from the Trade Goods table in chapter 7 and from chapter 6 of the Player’s Handbook.
  • Trade: Goods. When you issue the Trade order to this facility, its hireling spends the next 7 days procuring nonmagical items that have a total value of 500 GP or less and stores them in the Storehouse, or the hireling uses those 7 days to sell goods in the Storehouse. You bear the total cost of any purchases, and the maximum value of the items purchased increases to 2,000 GP when you reach level 9 and 5,000 GP when you reach level 13.
  • When you sell goods from your Storehouse, the buyer pays you 10 percent more than the standard price; this profit increases to 20 percent when you reach level 9, 50 percent when you reach level 13, and 100 percent when you reach level 17.

Workshop

  • No prerequisite
  • Space: Roomy
  • Hirelings: 3
  • Order: Craft
  • This Workshop is a creative space where useful items can be crafted.
  • Artisan’s Tools. The Workshop comes equipped with six different kinds of Artisan’s Tools, chosen from the following list:
    • Carpenter’s Tools
    • Cobbler’s Tools
    • Glassblower’s Tools
    • Jeweler’s Tools
    • Leatherworker’s Tools
    • Mason’s Tools
    • Painter’s Tools
    • Potter’s Tools
    • Tinker’s Tools
    • Weaver’s Tools
    • Woodcarver’s Tools
  • Craft Options.
    • Adventuring Gear. The facility’s hirelings craft anything that can be made with the tools you chose when you added the Workshop to your Bastion (see above), using the rules in the Player’s Handbook.
  • Source of Inspiration: After spending an entire Short Rest in your Workshop, you gain Heroic Inspiration. You can’t gain this benefit again until you finish a Long Rest.
  • Enlarging the Facility: You can enlarge your Workshop to a Vast facility by spending 2,000 GP. If you do so, the Workshop gains two additional hirelings and three additional Artisan’s Tools (chosen from the list above).

HIRELINGS

  • These are people or creatures who work at your bastion and will follow your bastion orders.
  • The revenue generated by the facilities they take care of will be enough to pay them, so they are no money out of the players pocket
  • Right now you have hired Keq Waasb the goblin as one of your hirelings to be a dealer in card games, IE; Blackjack and Poker.
    • You can change the Goblin’s name
  • Players can make NPCs to be Hirelings and or can find NPCs already in the game and hire them.

ORDERS

  • What you do on your Bastion Turn
  • Give orders to special facilities to decide what benefits they gain.
  • If no order is given the Maintain order is defaulted
  • Craft:
    • Hirelings craft a item that can be made in that facility. A facility can only craft one item at a time but you can order multiple items to be crafted, they will just make it one at a time acording to how long each item takes.
  • Empower: -The special facility confers a temporary empowerment to you or someone else.
  • Harvest:
    • Hirelings gather a resource produced in the special facility. During the time required to harvest a resource, the facility can’t be used to harvest anything else, even if a special ability allows the facility to carry out two orders at once.
  • Maintain:
    • All the Bastion’s hirelings focus on maintaining the Bastion rather than executing orders in special facilities. Issuing this order prohibits other orders from being issued to the Bastion on the current Bastion turn. Each time the Maintain order is issued, the DM rolls once on the Bastion Events table at the end of this chapter. Bastion events are resolved before the next Bastion turn.
  • Recruit:
    • Hirelings recruit creatures to the Bastion. These creatures might include one or more Bastion Defenders, whose main purpose is to defend the Bastion if it is attacked (see “Bastion Events” at the end of this chapter). The Bastion generates enough income to provide for the needs of its Bastion Defenders.
  • Research:
    • Hirelings in the special facility gather information.
  • Trade:
    • Hirelings buy and sell goods or services stored or produced in this special facility.

BASTION EVENTS

  • After the Maintain order is taken the DM rolls on the Bastion Events table to decide what happens. These can be bad, good, and neutral

All is Well

  • Nothing significant happens

Attack

  • A hostile force attacks your Bastion but is defeated.
  • Roll 6d6; for each die that rolls a 1, one Bastion Defender dies. Remove these Bastion Defenders from your Bastion’s roster. If the Bastion has zero Bastion Defenders, one of the Bastion’s special facilities (determined randomly) is damaged and forced to shut down.
  • A special facility that shuts down can’t be used on your next Bastion turn, after which it is repaired and made operational again at no cost to you.

Criminal Hireling

  • One of your Bastion’s hirelings has a criminal past that comes to light when officials or bounty hunters visit your Bastion with a warrant for the hireling’s arrest. You can retain the hireling by paying a bribe of 1d6 × 100 GP. Otherwise, the hireling is arrested and taken away. If this loss leaves one of your facilities without any hirelings, that facility can’t be used on your next Bastion turn. The hireling is then replaced at no cost to you.

Extraordinary Opportunity

  • Your Bastion is given the opportunity to host an important festival or celebration, fund the research of a powerful spellcaster, or appease a domineering noble. Work with the DM to determine the details.
  • If you seize the opportunity, you must pay 500 GP to cover costs. In return, your Bastion gains a sudden influx of recognition or attention, prompting the DM to roll again on the Bastion Events table (rerolling this result if it comes up again).
  • If you decline the opportunity, you don’t pay the money and nothing else happens.

Friendly Visitors

  • Friendly visitors come to your Bastion, seeking to use one of your special facilities. They offer 1d6 × 100 GP for the brief use of that facility. For example, a knight might want your Smithy to replace a horseshoe or repair a damaged weapon or suit of armor, or sages might need your Arcane Study to help them settle a dispute. Their use of the facility doesn’t interrupt any orders you’ve issued to it.

Guest

  • A Friendly guest comes to stay at your Bastion. Determine the guest by rolling on the following table, and work with your DM to flesh out the details.
  • 1: The guest is an individual of great renown who stays for 7 days. At the end of their stay, the guest gives you a letter of recommendation (see “Marks of Prestige” in chapter 3).
  • 2: The guest requests sanctuary while avoiding persecution for their beliefs or crimes. They depart 7 days later, but not before offering you a gift of 1d6 × 100 GP.
  • 3: The guest is a mercenary, giving you one additional Bastion Defender. The guest doesn’t require a facility to house them, and they stay until you send them away or they’re killed.
  • 4: The guest is a Friendly monster, such as a brass dragon or a treant. If your Bastion is attacked while this monster is your guest, it defends your Bastion, and you lose no Bastion Defenders. The monster leaves after it defends your Bastion once or when you send it away.

Lost Hireling

  • One of your Bastion’s special facilities (determined randomly) loses its hirelings. The cause of their departure is up to you. The facility can’t be used on your next Bastion turn, but the hirelings are replaced at no cost to you at that point.

Magical Discovery

  • Your hirelings discover or accidentally create an Uncommon magic item of your choice at no cost to you. The magic item must be a Potion or Scroll.

Refugees

  • A group of 2d4 refugees fleeing from a monster attack, a natural disaster, or some other calamity seeks refuge in your Bastion. If your Bastion lacks a basic facility large enough to house them, the refugees camp right outside the Bastion. The refugees offer you 1d6 × 100 GP as payment for your hospitality and protection. They stay until you find them a new home or a hostile force attacks your Bastion.

Request for Aid

  • Your Bastion is called on to help a local leader. Perhaps there’s a search on for a missing person, or brigands are plaguing the area. If you help, you must dispatch one or more Bastion Defenders. Roll 1d6 for each Bastion Defender you send. If the total is 10 or higher, the problem is solved and you earn a reward of 1d6 × 100 GP. If the total is less than 10, the problem is still solved, but the reward is halved and one of your Bastion Defenders is killed. Remove that Bastion Defender from your Bastion’s roster.

Treasure

  • Your Bastion acquires an art object or a magic item determined by rolling on the table below and then rolling on the specified table in chapter 7. How the Bastion acquires this treasure is up to you. It might represent an inheritance, a gift from a guest or an admirer, a theft, or a fortunate discovery. If you’re in the Bastion, you can claim the treasure immediately; otherwise, it is placed in storage until you can claim it.
  • 01-40: Roll on the 25 GP Art Objects table.
  • 41-63: Roll on the 250 GP Art Objects table.
  • 64-73: Roll on the 750 GP Art Objects table.
  • 74-75: Roll on the 2,500 GP Art Objects table.
  • 76-90: Roll on a Common Magic Items table of your choice (Arcana, Armaments, Implements, or Relics).
  • 91-98: Roll on an Uncommon Magic Items table of your choice (Arcana, Armaments, Implements, or Relics).
  • 99-100: Roll on a Rare Magic Items table of your choice (Arcana, Armaments, Implements, or Relics).