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.
Building & Costs Construction
Basic Facility Build Costs
| Size | Build Cost | Construction Turns | Map Area |
|---|---|---|---|
| Cramped | 250g | 3 turns | 4 squares |
| Roomy | 500g | 4 turns | 16 squares |
| Vast | 2,000g | 11 turns | 36 squares |
Upgrading Facility Rank
| Target Rank | Cost |
|---|---|
| C | 500g |
| B | 1,000g |
| A | 2,000g |
| S | 4,000g |
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 Rank | Hireling Cost |
|---|---|
| D | 100g |
| C | 200g |
| B | 300g |
| A | 400g |
| S | 500g |
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+ = โ25%, 15+ = โ50%, 17+ = โ75%, 19+ = free. Magic items count.
- Disguise Kit: Proficient = โ10%; Expertise = โ25%.
- 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.
- At the start of your Bastion Turn, hire new hirelings, move existing hirelings, or upgrade them.
- Roll your Individual Bastion Turn event.
- After rolling, you cannot hire new hirelings until your next Bastion Turn.
- 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.
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.
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
| Cause | Result |
|---|---|
| Abandonment | You give up the Bastion, release your hirelings, and abandon the site. |
| Neglect | If 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. |
| Razed | If every facility is destroyed and you do not repair at least one within two Monthly Turns, all hirelings leave. |
| Transference | Your 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
| Roll | Event | Type |
|---|---|---|
| 01 | Golden Age | Good |
| 02โ19 | Nothing Happens | Neutral |
| 20โ30 | Siege | Bad |
| 31โ40 | Invasion | Very Bad |
| 41โ55 | Drought | Bad |
| 56โ65 | Marauders | Mixed |
| 66โ72 | Storm | Bad |
| 73โ85 | Refugees | Mixed |
| 86โ93 | Search Party | Mixed |
| 94โ98 | Festival | Mixed |
| 99โ100 | Abnormal Phenomenon | Wild |
Individual Bastion Events Events
| 1d100 | Event |
|---|---|
| 1โ13 | Nothing Happens |
| 14โ19 | Surprise Attack! |
| 20โ25 | Animal Rescue |
| 26โ31 | Sellswords |
| 32โ37 | Request for Aid |
| 38โ43 | Love Letter |
| 44โ49 | Duel to the Death |
| 50โ51 | Tragic Accident |
| 52โ56 | Plague |
| 57โ62 | Two Hirelings Get Married |
| 63โ68 | Criminal Hireling |
| 69โ74 | Vermin Infestation |
| 75โ80 | Wandering Professionals |
| 81โ86 | Guest |
| 87โ92 | Ronin |
| 93โ98 | Extraordinary Opportunity |
| 99โ100 | Treasure |
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.
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.
Visitors arrive and one asks to become a hireling for free.
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.
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.
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.
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.
Roll d4: renowned individual, sanctuary seeker, mercenary guest, or friendly monster. Guests may grant recommendations, art, defenders, or repel one attack/siege.
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.
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.
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.
Eight defenders arrive. Take as many as your Barracks can hold. Alternatively, two can become free hirelings.
A hireling finds treasure. Roll d100: 01โ40 25g Art Object, 41โ63 250g Art Object, 64โ73 2,500g Art Object, 76โ90 three 1,000g gems, 91โ98 five 1,000g gems, 99โ00 one 25,000g gem.
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 Rank | Recipes that get Advantage |
|---|---|
| D | Common / Uncommon Treats |
| C | Rare Treats |
| B | Rare+ Treats |
| A | Very Rare Treats |
| S | Legendary 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.
| Size | Benefit |
|---|---|
| Cramped | Repel Attackers |
| Roomy | Reduce Defender death by 1 |
| Vast | Reduce 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 1d4โ1, 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.
| Size | Benefit |
|---|---|
| Cramped | 1 Hireling Slot |
| Roomy | 3 Hireling Slots |
| Vast | Choose 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.
| Rank | Slots Gained | Total Slots |
|---|---|---|
| C | Gain 2 special facility slots | 2 |
| B | Gain 2 additional slots | 4 |
| A | Gain 1 additional slot | 5 |
| S | Gain 1 final slot | 6 |
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
| Rank | Cramped | Roomy | Vast | Construction Turns |
|---|---|---|---|---|
| C | 1,000g | 2,000g | 6,000g | 3 / 7 / 18 |
| B | 2,000g | 4,000g | 12,000g | 3 / 7 / 18 |
| A | 4,000g | 8,000g | 24,000g | 3 / 7 / 18 |
| S | 8,000g | 16,000g | 48,000g | 3 / 7 / 18 |
Rank C Facility Requirements
| Facility | Prerequisite | Size |
|---|---|---|
| Armory | โ | Roomy |
| Library | โ | Roomy |
| Sanctuary | Holy Symbol or Druidic Focus as Spellcasting Focus | Roomy |
| Stable | โ | Roomy |
| Storehouse | โ | Roomy |
| Workshop | Selected Tool or Kit Proficiency | Roomy |
Rank C Rooms Special
OrderTo Arms! Until your next Bastion Turn, Defenders die on 2 or lower. This follows Defenders outside your Bastion.
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.
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.
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.
OrderPremium Procurement: Buy one nonmagical Price List item at double market value, limited by rank and value.
| Rank | Rarity | Value |
|---|---|---|
| C | Common/Uncommon/Rare | 1,000g |
| B | Rare+ | 2,000g |
| A | Very Rare | 3,000g |
| S | Legendary | 4,000g |
Price list includes poisons, alchemy potions, healing potions, art pieces, and gemstones.
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.
Rank B Rooms Special
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.
OrderGamble! Roll on the Gambling Den Winnings table. 90+ results use the Reward table equal to this facility's rank.
| d100 | Winnings |
|---|---|
| 01โ33 | 25g art object |
| 34โ50 | 50g gemstone |
| 51โ89 | 100g gemstone |
| 90โ95 | Roll once on Reward table |
| 96โ99 | Roll twice, choose one |
| 100 | Roll twice, get both |
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.
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.
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.
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.
| Weapon | Cost | Hirelings | Attack/Siege | Invasion |
|---|---|---|---|---|
| Ballista | 125g | 3 | Kills 6 | 3d10 |
| Catapult | 250g | 4 | Kills 8 | 10d6 |
| Cannon | 750g | 5 | Kills 16 | 8d10 |
Cannons require Naval Bastion Fittings.
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.
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.
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.
| Trainer | Benefit |
|---|---|
| Battle Expert | Once 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. |
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
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.
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.
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.
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.
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.
| Special | Effect |
|---|---|
| Bigby's Burden | Enlarge effect for 24 hours. |
| Kiss of the Spider Queen | Spider Climb for 24 hours. |
| Moonlight Serenade | Darkvision 60 ft, or +60 ft if already possessed, for 24 hours. |
| Scurvy's Surprise | Random Wild Magic table effect. |
| Positive Reinforcement | Necrotic Resistance for 24 hours. |
| Negative Reinforcement | Poison Resistance for 24 hours. |
| Sterner Stuff | Immune to Frightened for 24 hours. |
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
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.
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 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.
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
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.
Create baked goods for a prestigious event within the next Bastion Turn. Receive 500 GP or a favor from the host.
Deliver fifty 40-gallon barrels of ale to your Bastion in 1 Bastion Turn. Sell for 10 GP each.
Draw a map of a known location in 1 Bastion Turn. Sell it for 500 GP.
Create art, such as a painting, play, ballad, symphony, or statue, in 1 Bastion Turn. It gains praise and can sell for 500 GP.
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.
Add Vast Battlements to your Bastion for free, or to a Combined Bastion ally's Bastion.
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.
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
| d8 | Reward |
|---|---|
| 1 | Herbs |
| 2 | Woods |
| 3 | Metals |
| 4 | Stones |
| 5 | Leathers |
| 6 | Textiles |
| 7 | Beast Meat ร5 |
| 8 | Beast Blood ร5 |
E-Rank Herbs
- Blue Herb
- Blood Herb
- Dried Ephedra
- Drojos Ivy
- Ellond Scrub
- Mandrake Root
- White Poppy
- Kreen Paste
D-Rank Herbs
- Ash Chives
- Kasuni Juice
- Frenn Moss
- Spineflower Berries
- Corpse Flower
- Othur Stalk
C-Rank Herbs
- Chromatic Mud
- Ghost Blossom
- Korin's Fang
- Lemurma Bell
- Olis Veritus
- Taggit Blossom
- Ucre Bramble
- Xeni Laaves
B-Rank Herbs
- Spirit Petals
- Lunar Nectar
- Ignant Petals
- Wisp Stems
A-Rank Herbs
- Devanian Fungus
- Doomsphere Whiskers
- Silverstem
- Galebloom
- Thunder Leaf
- Viping Vitals
S-Rank Herbs
- Dragon Tongue
- Void Blossom
- Arborian Ivy
- Black Lotus
Woods
- Darkwood
- Deadwood
- Ironwood
- Summitwood
Metals
- Sunsteel
- Fellsteel
- Cold Iron
- Moonsteel
- Bloodmetal
- Mithril
- Orichalcum
- Plague Steel
Stones
- Skyshard
- Coral
- Eternal Ice
- Ignum
- Obsidian
- Bones
Leathers
- Abominable Skin
- Chitin
- Ellond Hide
- Thick Hide
- Monster Feathers
- Monster Scales
- Demon Leather
- Spirit Pelt
Textiles
- Leafweave
- Heavenweave
- Shadowsilk
- Spidersilk