Bastions of the Black ยท v2.0 ยท Editor: Ooxy

Bastions of
the Black

Your stronghold, your legacy โ€” build it, defend it, grow it.

D-Rank StartSpecial SlotsFull RoomsEventsGuildsRewards

What is a Bastion? Overview

A Bastion is a location that belongs to your character: a base, stronghold, ship, hideout, temple, tower, keep, or other seat of power. It offers refuge from adventuring and gives access to crafting bonuses, harvesting, defenders, hirelings, buffs, and story events.

When Can I Start?Build your first Basic Facility at D-Rank / Level 6. Special Facilities begin at C-Rank / Level 9.

Building & Costs Construction

Construction TurnsEvery time you get a workweek reset, you also get a Construction Turn. A Construction Turn does not take any workweek hours. You can only build one facility at a time. Facilities become operational at the start of the turn after completion.

Basic Facility Build Costs

SizeBuild CostConstruction TurnsMap Area
Cramped250g3 turns4 squares
Roomy500g4 turns16 squares
Vast2,000g11 turns36 squares

Upgrading Facility Rank

Target RankCost
C500g
B1,000g
A2,000g
S4,000g
Construction Cost ReductionsCarpenter's Tools or Mason's Tools reduce Individual Bastion building costs by 10% each. If you have both, the discounts add together. If using Trance to gain the tool proficiency, the proficiency must be locked in for the entire build time.

Hirelings Core Rules

If the basic or special facility you just built needs a hireling, it provides the first one for free. If you upgrade a facility from Roomy to Vast, you get up to two additional hirelings for free upon completion. After that, new hirelings must be purchased.

Facility RankHireling Cost
D100g
C200g
B300g
A400g
S500g

This is a one-time expense that covers salary and upkeep going forward. You must pay this cost even if the hireling is an NPC invited to your Bastion during or after an adventure.

Cost Reductions

  • Charisma: 13+ = โ€“25%, 15+ = โ€“50%, 17+ = โ€“75%, 19+ = free. Magic items count.
  • Disguise Kit: Proficient = โ€“10%; Expertise = โ€“25%.
  • Costs cannot be reduced below 0.
  • Combined Bastion: Share half your reduction with allies. Only the highest shared reduction applies.

Moving Hirelings

You can move a hireling from any basic or special facility to another within your Bastion as long as the facilities are the same rank. If moving a hireling into a higher-ranked room, pay the cost difference. If your total reduction is 100% or more, moving them is free.

  1. At the start of your Bastion Turn, hire new hirelings, move existing hirelings, or upgrade them.
  2. Roll your Individual Bastion Turn event.
  3. After rolling, you cannot hire new hirelings until your next Bastion Turn.
  4. You may still move or upgrade existing hirelings until the beginning of your next Bastion Turn.

Hirelings cannot be lent. If a non-Acolyte hireling is given to another player for roleplay purposes, that player treats the hireling as a new acquisition and pays the normal cost each time the hireling changes hands.

Acolytes as Hirelings

If you have an Acolyte, they can work as a hireling as long as they meet the facility prerequisites. Acolytes work for free and can work in a room up to one rank above their own. If an event would kill or lose your Acolyte, they cannot work in any facility until the beginning of your next Individual Bastion Turn.

Bastion Turns Core Rules

There are two kinds of Bastion Turns: Monthly Bastion Turns and Individual Bastion Turns.

  • Monthly Bastion Turn: Happens on the first day of every real-life month and is rolled by a Dungeon Master.
  • Individual Bastion Turn: Happens when a DM calls for it during or immediately after a quest or dungeon. You do not get one every quest unless the DM calls for it.
Bastion OrdersOnce per Individual Bastion Turn, you can issue one order to each one of your facilities if applicable.

Combined Bastions Core Rules

  • Up to six players can combine their Bastions.
  • Players in a Combined Bastion can share all facilities.
  • You can only benefit from passive bonuses of someone else's facilities.
  • When you initiate a Bastion Order, it only affects you and your Bastion, not other players.
  • Bastion hirelings and defenders cannot be lent or given, except for the roleplay exception under Moving Hirelings.
  • Bastion Defenders can be temporarily deployed to block an attack or lift a siege.

Defending Your Bastion Combat

You cannot be attacked until you have at least four facilities in your Bastion. If an attack event happens before then, the enemy ignores you.

Barracks, Graveyards, and Menageries let you hire or house Defenders. Some events can grant extra Defenders, such as Mercenary Guest, Ronin, or Duel to the Death. Hiring Defenders from a Barracks does not cost gold, but other events and facilities might.

Bastion combat works by rolling a Defender's combat die. If the roll is 3 or lower, the Defender dies but successfully kills their adversary. This can be improved by Battlements or an Armory. Barracks and Graveyard Defenders normally use a d6, beasts may range from d6 to d12, and Knights use d12.

Rolling Attacks FastA Defender blocks one attacker at a time. If they survive, they can immediately block another attacker. Roll as many dice as attackers, then count through until either attackers or Defenders are gone.

You may sacrifice Battlements to repel an attack, or release a Friendly Monster if you have one. Repelling an attack by destroying Battlements or a similar defense grants no reward.

Siege weapons block a set number of attackers or deal damage during an Invasion. Ballistas kill 6 attackers or deal 3d10. Catapults kill 8 attackers or deal 10d6. Cannons kill 16 attackers or deal 8d10.

Fall of a Bastion Core Rules

CauseResult
AbandonmentYou give up the Bastion, release your hirelings, and abandon the site.
NeglectIf no orders are issued for Monthly Turns equal to your Rank, hirelings abandon it and the site is looted. In general, a hiatus of 6 months or more may cause ruin.
RazedIf every facility is destroyed and you do not repair at least one within two Monthly Turns, all hirelings leave.
TransferenceYour Acolyte can inherit the Bastion if you retire your main and play the Acolyte as your next main. Rooms above the Acolyte's rank are locked until they reach that rank. To change rooms for the Acolyte, destroy the current room and pay the cost and construction time for the new room. If you do not continue the Acolyte, the Bastion is abandoned.

Monthly Bastion Events Events

RollEventType
01Golden AgeGood
02โ€“19Nothing HappensNeutral
20โ€“30SiegeBad
31โ€“40InvasionVery Bad
41โ€“55DroughtBad
56โ€“65MaraudersMixed
66โ€“72StormBad
73โ€“85RefugeesMixed
86โ€“93Search PartyMixed
94โ€“98FestivalMixed
99โ€“100Abnormal PhenomenonWild

Individual Bastion Events Events

1d100Event
1โ€“13Nothing Happens
14โ€“19Surprise Attack!
20โ€“25Animal Rescue
26โ€“31Sellswords
32โ€“37Request for Aid
38โ€“43Love Letter
44โ€“49Duel to the Death
50โ€“51Tragic Accident
52โ€“56Plague
57โ€“62Two Hirelings Get Married
63โ€“68Criminal Hireling
69โ€“74Vermin Infestation
75โ€“80Wandering Professionals
81โ€“86Guest
87โ€“92Ronin
93โ€“98Extraordinary Opportunity
99โ€“100Treasure
Plague

A random hireling is on the brink of death. Pass DC 15 Medicine or feed them an Elixir of Health. If saved, they rest until your next Bastion Turn.

Animal Rescue

Save a dying wild animal with a healing spell or DC 15 Medicine. If saved, it becomes an extra Defender until the end of the next attack. DC 18 Animal Handling convinces it to stay until death.

Wandering Professionals

Visitors arrive and one asks to become a hireling for free.

Surprise Attack!

Roll d20 for attacker type and d8 for number of attackers per rank above D. D and C ranks max at 6 and 18 attackers respectively. You may use siege weapons. If you defeat a force larger than your total defenders, roll once on the Reward table.

Criminal Hireling

A hireling has a criminal past. Pay a bribe of 1d6 ร— 10 GP per rank to keep them, or allow arrest and lose them permanently.

Duel to the Death

A knight challenges your best Defender. Roll as if the knight were an attacker. If your champion survives three rolls, you win and the knight joins as a d12 Defender.

Extraordinary Opportunity

Host a festival, fund a renowned spellcaster, or appease a noble. Roll 3d6. If all three dice match, roll another Individual Event or take a 250g Art Object.

Guest

Roll d4: renowned individual, sanctuary seeker, mercenary guest, or friendly monster. Guests may grant recommendations, art, defenders, or repel one attack/siege.

Tragic Accident

A random facility suffers an accident. All hirelings in it die. The facility closes until your next Bastion Turn unless you pay 200g to fix it immediately.

Request for Aid

Send up to 4 Defenders and/or hirelings per rank above D. Roll 1d6 each. Total must meet or beat 12 per rank above D to solve the problem and gain a Reward.

Ronin

A warrior offers service as a Knight for 250g or free if you beat him at Bandit's Pig. Roll 3d6 six times. Three 6s wins and grants a Reward; three 1s loses, but you may still hire him.

Sellswords

Eight defenders arrive. Take as many as your Barracks can hold. Alternatively, two can become free hirelings.

Treasure

A hireling finds treasure. Roll d100: 01โ€“40 25g Art Object, 41โ€“63 250g Art Object, 64โ€“73 2,500g Art Object, 76โ€“90 three 1,000g gems, 91โ€“98 five 1,000g gems, 99โ€“00 one 25,000g gem.

Vermin Infestation

All kitchens and laboratories shut down. Pay 1d6 ร— 100 GP or send ten Defenders to slay them. Roll combat dice; if total exceeds 40, you succeed. If not, pay 50g to finish the job.

Basic Facilities D-Rank

Basic facilities are available to all Bastions starting at D-Rank. You may have one of every Basic Facility type unless a rule states otherwise.

Barracks

Sleeping quarters for your Bastion Defenders.

OrderRecruit: Recruit up to 4 Bastion Defenders.

Bedroom

Long resting in your Bastion grants 1d4 + Constitution Modifier maximum HP, plus an additional 1d4 per rank above D.

Dining Room

Hireling Capacity: 1 Roomy, 3 Vast.

Dining here grants Temporary Hit Points equal to 1d4 + Constitution Modifier. For each rank above D, gain an additional 1d4 Temporary Hit Points. You can share this facility with your Combined Bastion, but a player only receives the Temp HP appropriate to their own rank. A Cramped Dining Room serves 1, Roomy serves 4, and Vast serves 9.

Kitchen

Hireling Capacity: 1 Roomy, 3 Vast.

The Kitchen is where the magic happens. If you possess the Chef Feat, you may gain Expertise in Cooking checks made within this facility.

Kitchen RankRecipes that get Advantage
DCommon / Uncommon Treats
CRare Treats
BRare+ Treats
AVery Rare Treats
SLegendary Treats

OrderLet's Cook! If at least one cook assists you, gain Advantage on crafting treats of the kitchen's rank or lower. In a Vast Kitchen with three hirelings, a successful treat craft creates 1d6 extra treats.

Parlor

Hireling Capacity: 1 Roomy, 3 Vast.

OrderParle: As long as you are the same rank as the facility and have one hireling to talk to, a short rest in the Parlor grants Heroic Inspiration. You can chat with anyone, including hirelings in other facilities.

Shop

Hireling Capacity: 1 Roomy, 3 Vast.

A Shop is a dedicated business space for selling trade goods and items in the Discord Server's Market channel. Without this, you cannot start one. You can share it with a number of players equal to the amount of hirelings dedicated to this facility.

Storage

Hireling Capacity: 1 Cramped, 3 Roomy.

Storage allows you to store equipment while adventuring. Storage can only contain items equal to or lower than its rank. Cramped stores 2 categories, Roomy stores 5, and Vast stores all categories. If destroyed, you lose access to equipment until fixed.

OrderStore: Store and withdraw goods or equipment any number of times.

Categories: Herbs; Weapons/Ammunition; Armour/Clothing; Potions; Leathers/Scrolls/Weaves; Metals; Jewellery/Gemstones; Stones/Wood; Perishables; Adventuring Equipment; Hazardous Materials.

Well Room

A reliable water source for defenders, hirelings, and crafters.

OrderFresh Water: Each size increases the number of Special Facilities that remain operational during a siege, up to 3. A Vast Well Room extends these benefits to your Combined Bastion.

Battlements

Battlements must be equal to your rank to function.

SizeBenefit
CrampedRepel Attackers
RoomyReduce Defender death by 1
VastReduce Defender death by 1

OrderMount Defenses: Repel attackers and reduce Defender deaths.

Repel Attackers: If all Defenders are killed, sacrifice Battlements to push attackers back. Destroyed walls must be rebuilt.

Reduce Defender Death: Defenders normally die on 3 or lower. This reduces the threshold by 1; Vast Battlements can make defenders die only on a 1. Applies to all Defenders, including knights, undead, and beasts.

OrderRebuild: 500g per rank above C; D-Rank is free. Issue three times to fully rebuild. Alternatively pay 5ร— the cost to complete by the next Individual Bastion Turn.

Harvestarium

Hireling Capacity: 1 Cramped, 3 Roomy.

Choose a specialization when building: Fertile Soil, Quarries, Mines, Hunter's Lodge, Pasturelands, or Black Forest.

OrderHarvest: When you gain a Reward, roll once on a specialization table for 1d4โ€“1, minimum 1, materials at a rank three lower than the facility. Once per Individual Bastion Turn.

OrderRespecialize: Pay 500g and issue this order three times to change one specialization.

SizeBenefit
Cramped1 Hireling Slot
Roomy3 Hireling Slots
VastChoose one extra specialization

Humble Exterior

Requirements: No Armory, Battlements, Siege Workshop, or War Room, and no more than one Barracks.

You treat the Individual Event Surprise Attack! and Monthly Event Siege as Nothing Happens. If you have a Vast Bedroom, you can house five hirelings in reserve. This facility must be at least your rank to function.

Special Facilities Rules

Special Facilities grant specialized bonuses, crafting benefits, adventuring buffs, and special Bastion Orders. You cannot build more Special Facilities than you have slots.

RankSlots GainedTotal Slots
CGain 2 special facility slots2
BGain 2 additional slots4
AGain 1 additional slot5
SGain 1 final slot6

Each Special Facility has a required rank and may also have prerequisites. At any time, you can immediately destroy an unwanted Special Facility for no cost or time. A replacement facility starts from scratch.

Special Facility Build Costs

RankCrampedRoomyVastConstruction Turns
C1,000g2,000g6,000g3 / 7 / 18
B2,000g4,000g12,000g3 / 7 / 18
A4,000g8,000g24,000g3 / 7 / 18
S8,000g16,000g48,000g3 / 7 / 18

Rank C Facility Requirements

FacilityPrerequisiteSize
Armoryโ€”Roomy
Libraryโ€”Roomy
SanctuaryHoly Symbol or Druidic Focus as Spellcasting FocusRoomy
Stableโ€”Roomy
Storehouseโ€”Roomy
WorkshopSelected Tool or Kit ProficiencyRoomy

Rank C Rooms Special

Armory
Roomy2 Hirelings

OrderTo Arms! Until your next Bastion Turn, Defenders die on 2 or lower. This follows Defenders outside your Bastion.

Chainmail Upgrades: Pay 2,000g to upgrade to an Armamentarium. To Arms now makes Defenders die on 1. To the Walls! With Vast Battlements and Chainmail, Defenders fight with d8 at home.
Library
Roomy1 Hireling

OrderResearch: Gain up to three accurate pieces of unknown information about a topic after one Bastion Turn.

OrderCraft Blank Book: Commission a blank book.

Arcane Insight: Reduce component magic item crafting cost by 10% per rank, max 30%, for B-Rank and below. Vast Library extends this to A and S. Does not stack.

Sanctuary
Roomy1 Hireling

Prerequisite: Holy Symbol or Druidic Focus as Spellcasting Focus.

OrderCraft Blessed Medallion: Choose Healing Word or Cure Wounds. The medallion lasts until your next Individual Bastion Turn or until used. Spell level increases by Sanctuary rank above C. Owner only.

OrderCeremony: Cast Ceremony at will inside the Sanctuary, paying material costs.

Stables
Roomy3 Hirelings

Can house four Large creatures; two Medium equal one Large, one Huge equals two Large. After a beast mount spends 2 Bastion Turns here, Animal Handling checks for it have Advantage and it is trained/tamed.

Includes a carriage and wagon.

OrderHarden Steed: One normal steed permanently gains 1d4 max HP per stable rank above C.

OrderWarm Up Steed: One steed gains temporary max HP. Vast Kitchen can add Temp HP.

OrderMonster Hunt Retrieval: Retrieve dead/unconscious creatures using mounts.

OrderQuick Dispatch: If messaged, hirelings ride out with mounts.

Mythic Stable: Pay 2,000g. House six Large, three Huge, or one Gargantuan creature. Includes God Wagon and Gargantuan hauling.
Storehouse
Roomy1 Hireling

OrderPremium Procurement: Buy one nonmagical Price List item at double market value, limited by rank and value.

RankRarityValue
CCommon/Uncommon/Rare1,000g
BRare+2,000g
AVery Rare3,000g
SLegendary4,000g

Price list includes poisons, alchemy potions, healing potions, art pieces, and gemstones.

Specialized Shelving: Pay 2,000g. Increase procurement value by 500g per rank and allow scroll procurement.
Workshop
Roomy1 Hireling

Prerequisite: Proficiency in a tool or kit. Choose one proficient tool or kit; gain Expertise with it while using this facility.

OrderAssist: Gain Advantage on crafting rolls with the Workshop's specialized tool/kit if the Workshop rank is at least the item rank.

OrderRespecialize: Pay half the current build cost and issue this order three times to change specialization.

Mastercraft Workshop: Pay 4,000g. Capacity becomes 2 hirelings. Choose a second tool/kit for Expertise. With both hirelings, gain 1d4 to crafting checks, stacking with Built for Success but not Flash of Genius, and craft one rank higher than the Workshop.

Rank B Rooms Special

Naval Bastion Fittings
Vast1 Hireling

Move your operation to the high seas. All attacks become naval battles. Catapults may become cannons for free; cannons are otherwise not available to land Bastions. Gain 2 extra siege weapon slots.

OrderFire! During an attack, siege, or invasion, siege weapons fire a second time once per Bastion Turn.

OrderHard Starboard! Roll 1d12; 5+ escapes Surprise Attack, but not siege.

OrderBootleg! Gain Poison Resistance until end of Bastion Turn.

Wrath from the Deep: If equal rank with War Room, pay 2,000g to replace guards/horsemen with aquatic recruits. Without this, War Room is limited to 1 Lieutenant.
Gaming Hall
Vast3 Hirelings

OrderGamble! Roll on the Gambling Den Winnings table. 90+ results use the Reward table equal to this facility's rank.

d100Winnings
01โ€“3325g art object
34โ€“5050g gemstone
51โ€“89100g gemstone
90โ€“95Roll once on Reward table
96โ€“99Roll twice, choose one
100Roll twice, get both
Chronic Gambler: Pay 1,000g. When using Gamble, pay 100g plus 100g per rank above C to roll a second time.
Graveyard
Roomy1 Gravedigger

Prerequisite: Able to cast Animate Dead. Starts with 2 graves and gains 2 grave slots per rank above C, max 8 at S.

OrderBury the Dead: Bury fallen hirelings/Defenders if slots are open, including those from Combined Bastion.

OrderRaise the Dead! Raise full burial slots as undead Defenders. Undead combat die starts at d6 and increases one step per rank above C. They die at the end of the Bastion Turn and cannot be buried again.

Mausoleum: Pay 3,000g. Holds up to four dead Defenders or hirelings until your next Bastion Turn and grants +1 burial slot per rank.
Laboratory
Roomy1 Hireling

Prerequisite: Alchemist, Herbalist, or Brewer proficiency. Choose one as the lab specialization.

OrderAssist: Gain Advantage on Rare+ crafting with the specialized tool/kit if lab rank is high enough.

OrderExpertise: Gain Expertise on Rare+ crafts with the specialized tool/kit. Another player may still assist for Advantage.

Chemistry Station: Pay 4,000g. Capacity becomes 2. With two hirelings, successful potion, poison, or dilution crafts have a 30% chance to create an exact replica, +10% per rank above B.
Sacristy
Roomy1 Hireling

Prerequisite: Well Room.

OrderHoly Water: Commission one flask for 25g, ready next Bastion Turn.

OrderDivine Acknowledgement: After spending an entire Short Rest in your Bastion, regain one expended spell slot of level 5 or lower. Once per Long Rest.

Hallowed Font: Pay 1,000g. Holy Water costs 0 and deals +1d8 radiant per rank above C, max 5d8 at S. Holy Draught: Drink during a Short Rest to recover one spell slot of level 3 or lower.
Siege Workshop
Roomy2โ€“5 per weapon

Prerequisite: Battlements. Siege weapons are consumable and can deploy for your Bastion or Combined Bastion allies.

You begin with 2 siege weapon slots and gain +1 slot per rank above C, up to 5 at S. A siege weapon must have maximum hirelings to operate.

WeaponCostHirelingsAttack/SiegeInvasion
Ballista125g3Kills 63d10
Catapult250g4Kills 810d6
Cannon750g5Kills 168d10

Cannons require Naval Bastion Fittings.

Teleportation Circle
Roomy5 Hirelings

Prerequisite: Additional 14,250g. This reflects the remaining cost toward casting Teleportation Circle daily for a year after deducting build cost.

OrderCast: Issue 45 times to complete the circle. If all hirelings die, progress is set back 5 turns.

OrderActivate/Deactivate: Once complete, activate or deactivate the circle.

Theatre
Vast30 Hirelings

OrderPreparations: Prepare a theatrical production or concert. Takes 2 Bastion Turns.

OrderShow Time! After preparation, roll Performance DC 15. On success gain a Theater Die to add to one d20 test. You can hold only one. You may give it to another player, but it expires after their short/long rest.

Contribute as Composer/Writer, Conductor/Director, or Performer.

Stage Enhancements: B = d8, A = d10 for 2,000g, S = d12 for 4,000g.
Training Area
Vast8 Hirelings

Prerequisite: Expertise in a skill, Fighting Style, or Unarmored Defense.

OrderTrain: Choose a trainer. You and up to five Combined Bastion members train for 8 hours and gain the benefit until next Bastion Turn.

TrainerBenefit
Battle ExpertOnce per turn reduce physical damage by 2 if not Incapacitated.
Unarmed Combat Expert+1 to hit with damaging Unarmed Strikes.
Weapon Expert+1 to hit with melee weapons.
Marksman+1 to hit with ranged weapons.
Trainers: B = 1 for 1,000g, A = 2 for 2,000g, S = 3 for 4,000g. Each person benefits from only one trainer at a time.
Museum
Roomy1 Hireling

OrderResearch Lore: After one Bastion Turn, obtain up to three accurate unknown facts about a legend, creature, or famous object.

OrderLucky Charm: Hireling searches for a trinket from a creature type. At next Bastion Turn, roll any die. Even = charm found. While carried, gain +1 AC and saves versus that creature type for the Bastion Turn. Affects +1 creature type per rank above B, max 3 at S.

Rank A Rooms Special

Archive
Library PrereqRoomy1 Hireling

Research: Helpful Lore. The hireling searches the Archive. The work takes one Bastion Turn. The worker gains knowledge as if they had cast Legend Lore and shares it with you.

Reference Book: Choose one rare book granting Advantage on a Study action skill while you and the book are in the Bastion. S-Rank adds two more titles. Pay 2,000g for preservation procedures to select another two books.

Meditation Chamber
Cramped0 Hirelings

OrderInner World: Short rest in the chamber and permanently cure yourself of one phobia, madness, or insanity. At S-Rank, also gain Advantage on one Wisdom save of your choice this Bastion Turn and your next short rest can cure another phobia, madness, or insanity.

Menagerie
Vast2 Hirelings

Eight enclosures; each holds one Large animal or two Medium/smaller animals of the same species. Four Small CR 0 creatures of one species fit in one enclosure.

OrderTame Wild Animal: Add one creature from the list; training completes next Bastion Turn.

OrderDomesticate Wildling: Tame a beast found on quest. Cannot tame CR 4 or higher. Costs scale by CR.

Tamed animals are Bastion Defenders. Ranger hirelings may be called as d8 defenders. If destroyed, half the beasts die, your choice. S-Rank adds four enclosures.

Observatory
Focus PrereqRoomy1 Hireling

After an entire Long Rest in the Observatory, gain a Charm to cast Contact Other Plane without a spell slot. It lasts 1 Bastion Turn or until used.

OrderAugury: Cast Augury once per day as an action.

S-Rank: Supernatural Gift may bestow Charm of Darkvision, Heroism, or Vitality on yourself or someone you know on the same plane.

Pub
Brewer PrereqRoomy1 Hireling

Each Pub Special produces two consumables you can take on the road. Pub Specials are treated as very rare potions.

OrderChange Keg: Change one Pub Special and stock it.

OrderRestock: Restock all current Pub Specials.

S-Rank Pub can stock a second special. Pub of Legend: Pay 2,000g, staff increases to 4, and with two hirelings working you can place another Pub Special on tap.

SpecialEffect
Bigby's BurdenEnlarge effect for 24 hours.
Kiss of the Spider QueenSpider Climb for 24 hours.
Moonlight SerenadeDarkvision 60 ft, or +60 ft if already possessed, for 24 hours.
Scurvy's SurpriseRandom Wild Magic table effect.
Positive ReinforcementNecrotic Resistance for 24 hours.
Negative ReinforcementPoison Resistance for 24 hours.
Sterner StuffImmune to Frightened for 24 hours.
Reliquary
Holy/Druidic FocusRoomy1 Hireling

OrderReliquary Charm: Cast Greater Restoration once without a spell slot or material components. Cannot gain another while you still have it.

OrderArcane Talisman: Create a talisman ready next Bastion Turn. It replaces one spell's material components worth 125g or less. Cannot split costs.

S-Rank raises the talisman limit to 250g. Bones of the Arcane Martyr: Pay 2,000g; talisman covers up to 250g, or 750g if both S-Rank and Arcane Martyr are active.

Rank S Rooms Special

Demiplane
Arcane FocusVast1 Hireling

A door appears on a flat solid surface in any facility. During a Bastion Turn, relocate it to another facility. Only you and your hirelings can open it. The Demiplane is its own plane and cannot be dispelled.

OrderArcane Resilience: Runes last one Bastion Turn. After a Long Rest in the Demiplane, gain Temp HP equal to five times your level.

Fabrication: Once per Long Rest, create a nonmagical object up to a 5-foot cube, worth 5g or less, made of basic materials.

The Demiplane spell can connect with any Bastion Demiplane the caster has visited before.

Guildhall
Workshop/LabVast1 Hireling

Built into the same Special Facility slot as a Vast Workshop or Vast Laboratory. You become guild master of a roughly 50-member guild.

OrderGuild Assignment: Commission guild members to perform one special assignment.

Sanctum
Holy/Druidic FocusRoomy4 Hirelings

Sanctum Charm: After a Long Rest in your Bastion, gain a Charm to cast Heal once without a spell slot. Lasts one Bastion Turn or until used.

OrderFortifying Rites: Name a beneficiary. Each time they finish a Long Rest, they gain Temp HP equal to your level for one Bastion Turn.

Sanctum Recall: While the Sanctum exists, Word of Recall is always prepared. Your Sanctum can be the destination. One creature arriving by this spell gains Heal.

War Room
Title PrereqVast2+ Hirelings

Begin with two Lieutenants and can add more. Lieutenants are hirelings, not Bastion Defenders. Each Lieutenant housed in your Bastion reduces Defender deaths during an attack by 1.

OrderRecruit Lieutenants: Gain one new Lieutenant, up to 10.

OrderRecruit Soldiers: Each Lieutenant can muster 100 Guards by next Bastion Turn, or 20 mounted Guards. Each Guard and Horse costs 3g immediately and again each Bastion Turn. Army must be led by you or a Lieutenant.

OrderHold the Line! Each guard contributes 1d6 to an event, or 1d12 if mounted. Lieutenants lead but do not fight.

Guild List Guildhall

Adventurers' Guild

Track down a beast or monstrosity CR 3 or lower within 50 miles. They slay or capture it in 1 Bastion Turn. Captured creatures may be added to a Menagerie if space allows.

Bakers' Guild

Create baked goods for a prestigious event within the next Bastion Turn. Receive 500 GP or a favor from the host.

Brewers' Guild

Deliver fifty 40-gallon barrels of ale to your Bastion in 1 Bastion Turn. Sell for 10 GP each.

Cartographers' Guild

Draw a map of a known location in 1 Bastion Turn. Sell it for 500 GP.

Entertainers' Guild

Create art, such as a painting, play, ballad, symphony, or statue, in 1 Bastion Turn. It gains praise and can sell for 500 GP.

Jewellers' Guild

Craft a gemstone or jewelry piece worth up to 1,000 GP. Takes 1 Bastion Turn and costs half the item value in raw materials.

Masons' Guild

Add Vast Battlements to your Bastion for free, or to a Combined Bastion ally's Bastion.

Shipbuilders' Guild

Build a waterborne vehicle from the Player's Handbook. Pay full cost. Work takes 1 Bastion Turn per 4,000 GP of cost. Rowboats take 1 day.

Thieves' Guild

Steal a nonmagical object worth 500 GP from within 50 miles. Object must fit in a 5-foot cube and is delivered in 1 Bastion Turn. A white key is left behind.

Reward Tables Rewards

Roll on the table corresponding to your rank, if applicable. If the table has no rank, the reward is equal to your rank. If you do not have a Harvestarium, roll on the General Reward Table first when an event grants a Reward. You only get one reward unless you roll meat or blood, which grants five.

General Reward Table

d8Reward
1Herbs
2Woods
3Metals
4Stones
5Leathers
6Textiles
7Beast Meat ร—5
8Beast Blood ร—5

E-Rank Herbs

  1. Blue Herb
  2. Blood Herb
  3. Dried Ephedra
  4. Drojos Ivy
  5. Ellond Scrub
  6. Mandrake Root
  7. White Poppy
  8. Kreen Paste

D-Rank Herbs

  1. Ash Chives
  2. Kasuni Juice
  3. Frenn Moss
  4. Spineflower Berries
  5. Corpse Flower
  6. Othur Stalk

C-Rank Herbs

  1. Chromatic Mud
  2. Ghost Blossom
  3. Korin's Fang
  4. Lemurma Bell
  5. Olis Veritus
  6. Taggit Blossom
  7. Ucre Bramble
  8. Xeni Laaves

B-Rank Herbs

  1. Spirit Petals
  2. Lunar Nectar
  3. Ignant Petals
  4. Wisp Stems

A-Rank Herbs

  1. Devanian Fungus
  2. Doomsphere Whiskers
  3. Silverstem
  4. Galebloom
  5. Thunder Leaf
  6. Viping Vitals

S-Rank Herbs

  1. Dragon Tongue
  2. Void Blossom
  3. Arborian Ivy
  4. Black Lotus

Woods

  1. Darkwood
  2. Deadwood
  3. Ironwood
  4. Summitwood

Metals

  1. Sunsteel
  2. Fellsteel
  3. Cold Iron
  4. Moonsteel
  5. Bloodmetal
  6. Mithril
  7. Orichalcum
  8. Plague Steel

Stones

  1. Skyshard
  2. Coral
  3. Eternal Ice
  4. Ignum
  5. Obsidian
  6. Bones

Leathers

  1. Abominable Skin
  2. Chitin
  3. Ellond Hide
  4. Thick Hide
  5. Monster Feathers
  6. Monster Scales
  7. Demon Leather
  8. Spirit Pelt

Textiles

  1. Leafweave
  2. Heavenweave
  3. Shadowsilk
  4. Spidersilk