Bastions of the Black · v2.3 · Editor: Ooxy

Bastions of
the Black

Your stronghold, your legacy — build it, defend it, grow it.

D-Rank StartSpecial SlotsFull RoomsDetailed EventsGuildsRewards

Quick Start New Players

  1. Reach D-Rank / Level 6.
  2. Build your first Basic Facility. Once it is complete, your Bastion officially exists.
  3. You gain one Construction Turn every workweek reset. Construction does not use workweek hours.
  4. Build and upgrade Basic Facilities over time. Basic Facilities start Cramped and must upgrade step by step.
  5. Reach C-Rank / Level 9 to unlock Special Facilities.
  6. Issue Bastion Orders during Bastion Turns, defend your Bastion from events, and grow your stronghold into a lasting legacy.

What is a Bastion? Overview

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

A Bastion is also a creative playground. It gives your character a storytelling space where pets, NPC friends, servants, hirelings, allies, and personal projects can have a home and become part of the world.

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

Starting Your BastionTo start your Bastion, build any Basic Facility. Once that first facility is completed, your Bastion officially exists. All Basic Facilities begin at D-Rank and Cramped size.

Basic Facilities are rooms every Bastion can have, while Special Facilities are more specialized rooms that expand your character’s skills, story, or influence. You may build one of every Basic Facility unless a rule says otherwise. Some facilities, such as additional Barracks beyond the first, use Special Facility slots even though they continue to upgrade like Basic Facilities.

You may only build one facility at a time. Finish the current facility before beginning another so construction progress remains clear.

Basic Facilities

Basic Facility
Barracks
Battlements (Walls)
Bedroom
Dining Room
Harvestarium
Humble Exterior
Kitchen
Parlor
Shop
Storage
Well Room
Construction TurnsEvery time you get a workweek reset, you also get a Construction Turn. A Construction Turn does not use workweek hours. Facilities become operational at the start of the turn after completion.

Building a New Basic Facility

Starting SizeBuild CostConstruction TurnsMap Area
Cramped250 GP3 turns4 squares

Increasing Basic Facility Size

The cost and time required to increase a Basic Facility depends on its current size. These costs stay the same regardless of facility rank.

Space IncreaseGP CostTime RequiredResulting Map Area
Cramped to Roomy500 GP4 Construction Turns16 squares
Roomy to Vast2,000 GP11 Construction Turns36 squares

Upgrading Basic Facility Rank

To increase a Basic Facility’s rank, pay the listed gold cost. There is no additional construction time. The cost represents new hardware, reinforced structures, and specialized equipment.

Target RankCost
C500 GP
B1,000 GP
A2,000 GP
S4,000 GP
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+ = –25%, 15+ = –50%, 17+ = –75%, 19+ = free. Magic items count.
  • Disguise Kit: Proficient = –10%; Expertise = –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

Bastion Turn SummaryMonthly Bastion Turns happen on the first day of each real-life month and affect all players. Individual Bastion Turns happen when a DM calls for one during or after a quest. Construction Turns happen every workweek reset and are used to build or upgrade facilities.

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

Some events send attackers against your Bastion, threatening to destroy facilities and kill everyone inside. Battlements, Defenders, Armories, and siege weapons are the primary tools used to withstand these attacks.

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

Barracks, Graveyards, and Menageries allow you to hire or house Defenders. Some events can grant extra Defenders who provide their own housing, such as Mercenary Guest, Ronin, or Duel to the Death.

Hiring Defenders from a Barracks does not cost gold, though Defenders gained from other events or facilities might.

Defender Combat

Bastion combat works by rolling a Defender’s combat die. If the result is within that Defender’s death threshold, the Defender dies but still kills the attacker they blocked.

  • Normal Barracks and Graveyard Defenders use a d6 and normally die on a 3 or lower.
  • Beasts from a Menagerie may use anything from a d6 to a d12.
  • Knights use a d12.
  • Battlements, an Armory, and other Bastion features can reduce the death threshold.
Event Combat NoteUnless otherwise stated, any event that requires a Defender to roll a combat die uses the normal Bastion combat rules. A Defender that rolls within their death threshold is killed. Improvements from Battlements, Armory, or other Bastion features apply when relevant.

A Defender blocks one attacker at a time. If the Defender survives, they may immediately block another attacker. For ease of play, roll a number of combat dice equal to the number of attackers and count through the results until either all attackers are blocked or all available Defenders are dead.

Combat ExampleA force of 6 attackers assaults a Bastion with 4 d6 Defenders and fully upgraded Battlements. Roll 6d6, one die per attacker. Suppose the results are 5, 5, 4, 5, 1, and 6. Fully upgraded Battlements reduce the Defenders’ death threshold to 1. The first four attacks are blocked, one Defender dies on the fifth result, and the surviving Defenders block the sixth attacker. The Bastion is victorious.

If fully upgraded Battlements and the appropriate Armory upgrades cause your home Defenders to fight with d8s, roll d8s instead of d6s when defending your own Bastion. Different Defender types, such as Knights using d12s, are best rolled before or after the normal Defenders so their results remain easy to track.

It is statistically possible for a single surviving Bastion Defender to hold off a very large force because they may continue blocking attackers until they roll within their death threshold.

Repelling Attacks

You may sacrifice Battlements to repel an attack after your Defenders are killed, or release a Friendly Monster to drive the attackers away. Repelling an attack by destroying Battlements or using a similar automatic defense grants no Reward.

Siege Weapons

Siege weapons block a set number of attackers during normal attacks or deal damage during an Invasion.

  • Ballista: Kills 6 attackers or deals 3d10 damage during an Invasion.
  • Catapult: Kills 8 attackers or deals 10d6 damage during an Invasion.
  • Cannon: Kills 16 attackers or deals 8d10 damage during an Invasion.

Fall of a Bastion Core Rules

You can lose your Bastion in the following ways:

CauseResult
AbandonmentYou may give up your Bastion at any time, release your hirelings, and abandon the location. The Bastion is quickly vacated, eventually looted, and may be burned or otherwise destroyed.
NeglectIf you issue no orders for a number of consecutive Monthly Bastion Turns equal to your Rank, the hirelings abandon the Bastion and the site is eventually looted. In general, a hiatus of six months or more may cause the Bastion to fall into ruin.
RazedIf every facility in your Bastion is destroyed and you do not repair at least one within two Monthly Bastion Turns, all hirelings leave.
TransferenceYour Acolyte may inherit the Bastion if you retire your main character and choose the Acolyte as your next main. Facilities above the Acolyte’s rank remain locked until they reach the required rank. To replace an inherited facility with one better suited to the Acolyte, destroy the old facility and pay the normal gold cost and construction time for the replacement. If you choose not to continue with the Acolyte, the Bastion is considered abandoned.

Monthly Bastion Events Events

The Monthly Bastion Event takes place after the beginning of the Monthly Bastion Turn. This means construction can finish before the event hits. A DM rolls once on the table and the result affects all players.

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

Monthly Event Details Expanded

Golden Age

All gold rewards from quests and dungeons increase by 10%. You also roll twice on all Reward tables in this book and choose either result. This does not apply to Harvestarium rewards.

If you have a Workshop, you gain Expertise when crafting with the associated proficiency until the beginning of the next Monthly Turn.

Marauders

The countryside is under attack. There are 50% more attackers this month. Build and upgrade time for Barracks and Battlements is reduced by half, rounded up. Barracks can recruit 6 Defenders at a time instead of 4 until the next Monthly Turn.

d8Attackers per Rank above DMarauder Month
123
246
369
4812
51015
61218
71421
81624
Drought

Water becomes scarce and hirelings are exhausted. All facilities must have their maximum number of hirelings to operate. Hireling costs are doubled and your Barracks can recruit only 2 Defenders at a time instead of 4 until the next Monthly Turn.

If you have a Vast Well Room, ignore this event.

Storm

A tornado or severe storm strikes your Bastion. One facility, basic or special, is chosen at random and destroyed. All hirelings inside that facility die. A destroyed facility can be rebuilt at half total cost and 3 Construction Turns.

Festival

If you have a Pub, Reliquary, Sanctuary, Gaming Hall, Sanctum, or Theatre, the party comes to your Bastion and you receive a gift from a visiting noble. Roll once on the Reward table for your rank with advantage, even if you have more than one qualifying facility.

If you do not have one of those facilities, your hirelings leave to enjoy the festival until your next Individual Turn. One hireling for each rank you are above D does not return; you choose who is lost.

Refugees

A group of refugees arrives seeking protection and work. All hireling costs are reduced by 50%, stacking with other reductions such as high Charisma. Barracks can recruit 6 Defenders at a time instead of 4 until the next Monthly Turn.

Siege

Your Bastion is surrounded by a hostile force. Facilities that require at least one hireling stop functioning while under siege. You still gain Construction Turns. The sieging force does not attack, even if you attack them.

Well Rooms and Battlements allow some facilities to continue functioning. You can end the siege early by defeating the besiegers over one or more Individual Bastion Turns. Siege weapons and War Room can be used. A Friendly Monster can repel the siege and then departs.

RankBesiegers
D12
C24
B72
A96
S120

If you defeat a besieging force that outnumbered your defenders, you gain a Reward.

Invasion

A hostile kingdom marches toward Drathmere. On the 15th day of the month, all players may send Defenders to withstand the assault. One player’s Bastion is chosen as the war site, and facilities that normally affect only that player’s Defenders now affect everyone until the war ends.

Once the event begins counting on the 15th, no more forces can be sent. Each player rolls the combat dice for all sent Defenders and totals the results. A Friendly Monster fights with 10d12 instead of repelling the event. Siege weapons may be used.

  • 10,000+: The Invasion is crushed. All participating players roll twice on the Reward table.
  • 5,000+: The Invasion is repelled. Half of each participating player’s Defenders are killed, chosen by that player. Roll once on the Reward table.
  • Below 5,000: Drathmere is defeated. All sent Bastion Defenders are killed and each participating player’s Battlements are destroyed.
Search Party

A VIP has disappeared and the guild forms a search party. The search can happen any time during the month. Players send Defenders, roll each Defender’s combat die, total all results, and submit the total to a DM.

You cannot send siege weapons, but you can use War Room. If the combined total is 1,000 or more, the VIP is found. Everyone who sent at least one Defender rolls on the Reward table for their rank. If one player contributed 50% or more of the total, that player rolls twice.

Abnormal Phenomenon

Hold your breath. The DMs are whispering. This event is intentionally strange, unusual, and determined by the DM team.

Individual Bastion Events Events

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

Individual Event Details Expanded

Plague

A random hireling is on the brink of death. There is no time to ask other players for help. Pass a DC 15 Medicine check or feed them an Elixir of Health. If saved, they rest until your next Bastion Turn. If not saved, they die.

Animal Rescue

A hireling finds a dying wild animal. Save it with a healing spell or a DC 15 Medicine check. If saved, it becomes an extra Defender until the end of the next attack, at which point it dies or returns to the wild. A DC 18 Animal Handling check convinces it to stay until death.

Wandering Professionals

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

Surprise Attack!

Your Bastion is attacked. Roll 1d20 to determine the attackers and 1d8 to determine the number of attackers per rank above D. Some results are abstracted; twelve dragons at C-Rank might represent one dragon with twelve “attacker points.”

d20Attackers
1Giant Boars
2Pirates/Bandits
3Bugbears
4Zombies
5Goblins and Hobgoblins
6Barbarians
7Orc Warriors and Shamans
8Rabid Wolves and Dire Wolves
9Mad Cultists
10Harpies and their Queen
11Kobolds
12Skeletons
13Giant(s)
14Worgs and Dire Worgs
15Ogre(s)
16Cursed Owls
17Ghosts/Wraiths
18Vampire(s)
19Lycanthrope(s)
20Chromatic Dragon(s)

D-Rank and C-Rank attacks cap at 6 and 18 attackers, respectively, even during Marauder Month. B-Rank and above have no cap. Siege weapons may be used. If you defeat an attacking force larger than your total Defenders, roll once on the Reward table. Repelling by sacrificing Battlements or similar defenses grants no reward.

Criminal Hireling

A hireling is discovered to have a criminal past. You may pay a bribe of 1d6 × 10 GP per rank to keep them, or allow the arrest. If arrested, the hireling is lost permanently.

Duel to the Death

A wandering knight arrives, boasting he is the greatest swordsman in Thracia. He challenges your strongest Defender to a duel.

Choose one Defender as your champion. Siege weapons and Friendly Monsters cannot participate. Roll your champion’s combat die three times. Normal Defenders use 1d6, Knights use 1d12, and other Defenders use their normal combat die.

Your champion follows normal Bastion combat rules and dies if they roll within their death range. For example, a normal Defender dies on a roll of 3 or lower. A Defender protected by Battlements or Armory improvements may have a lower death threshold.

If your champion dies during any of the three rolls, you lose and the knight departs. If your champion survives all three rolls, you win and the knight joins your Bastion as a Knight Defender using 1d12. The knight takes care of their own accommodations.

Extraordinary Opportunity

Your Bastion may host a festival, fund a renowned spellcaster, or appease a noble. Roll 3d6. If all three dice match, roll again on the Individual Bastion Events table or take an Art Object worth 250g.

Guest

A friendly guest arrives. Roll 1d4.

  1. Renowned Individual: Stays 7 days and gives a letter of recommendation.
  2. Seeking Sanctuary: Stays 7 days while evading persecution and gives a 250g Art Object as thanks.
  3. Mercenary Guest: Stays until sent away or killed and provides one extra Bastion Defender without housing.
  4. Friendly Monster: A creature such as a brass dragon or treant stays. If your Bastion is attacked or sieged, it repels the threat, preventing Defender loss, then departs.
Tragic Accident

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

Request for Aid

A local leader asks for help. You can send up to 4 Defenders and/or hirelings per rank above D. Roll 1d6 for each participant sent. If the total meets or beats 12 per rank above D, the problem is solved and you roll on the Reward table.

If the total is lower, the problem remains unresolved and you gain nothing. Siege weapons cannot be sent, but War Room can be used.

Ronin

A warrior offers service as a Knight for 250g, or for free if you beat him at Bandit’s Pig. Roll 3d6 six times. If any roll shows three 6s, you win because they look like pig tails; the Ronin joins for free and you gain a Reward. If any roll shows three 1s, you lose, but may still hire him for 250g.

The Ronin joins your defenders as a Knight using 1d12.

Sellswords

Eight defenders arrive. You may take as many as your Barracks can hold. If you lack space, the rest are turned away. Alternatively, two of them may become free hirelings.

Treasure

A hireling finds treasure and offers it to you. This is not the normal Reward table.

d100Treasure
01–40Roll on the 25 GP Art Objects table
41–63Roll on the 250 GP Art Objects table
64–73Roll on the 2,500 GP Art Objects table
76–90Get three Gems worth 1,000 GP each
91–98Get five Gems worth 1,000 GP each
99–00Get one Gem worth 25,000 GP
Vermin Infestation

All kitchens and laboratories shut down until the vermin are exterminated. Pay 1d6 × 100 GP or send ten Defenders into the cellars.

Roll 1d6 for defenders, undead, and knights, and 2d6 for beasts, including CR 0 beasts. If the total exceeds 40, you succeed. If you fail, you must pay 50g for the peasants to finish the job.

Love Letter

You receive an anonymous love letter. The details are roleplay-focused and may be developed by the player and DM.

Two Hirelings Get Married

Two of your hirelings get married. This is primarily a roleplay event unless a DM adds further complications or rewards.

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.

FacilityPurpose
BarracksRecruit and house Bastion Defenders.
BedroomResting and maximum HP benefit.
Dining RoomTemporary HP from meals.
KitchenCooking, treats, and Chef support.
ParlorHeroic Inspiration from short rests and conversation.
ShopServer market sales and trade goods.
StorageStore equipment and materials safely.
Well RoomWater supply and siege operation support.
BattlementsDefense, repel attackers, and reduce Defender death thresholds.
HarvestariumHarvest materials from specialized terrain.
Humble ExteriorReduce attention from attacks and sieges.

Barracks

A Barracks serves as sleeping quarters for your Bastion Defenders, providing them with a place to rest between duties.

The first Barracks you construct is a Basic Facility. Any additional Barracks beyond the first consume a Special Facility slot, but still increase in size and rank using the Basic Facility rules.

A Barracks houses up to 4 Bastion Defenders per rank, counting D-Rank as the first rank. For example, a D-Rank Cramped Barracks houses 4 Defenders, while an A-Rank Cramped Barracks houses 16.

A Roomy Barracks houses 2 additional Defenders per rank, and a Vast Barracks houses 4 additional Defenders per rank.

RankCrampedRoomyVast
D468
C81216
B121824
A162432
S203040

OrderRecruit. Each time you issue this order, recruit up to four Bastion Defenders and assign them quarters in the Barracks, up to its capacity.

Bedroom

This is where you and your guests sleep while staying in the Bastion.

If you complete a Long Rest in your Bastion, gain 1d4 + your Constitution Modifier as maximum HP. For each rank the Bedroom is above D, increase the maximum HP gained by an additional 1d4.

A Roomy Bedroom allows you to grant this benefit to up to four other players in your Combined Bastion during the same Bastion Turn. A Vast Bedroom allows you to grant it to up to nine other players, including players who are not part of your Combined Bastion.

A guest can only receive the maximum-HP benefit appropriate to their own rank. For example, if an S-Rank Bedroom hosts a D-Rank player, that player gains only 1d4 maximum HP rather than 5d4.

Dining Room

Hireling Capacity: 1 Roomy, 3 Vast.

Dining here grants Temporary Hit Points equal to 1d4 + your Constitution Modifier. For each rank above D, gain an additional 1d4 Temporary Hit Points.

You may share this facility with members of your Combined Bastion. A guest only receives the Temporary Hit Points appropriate to their own rank. For example, a D-Rank player eating in an S-Rank Dining Room receives only 1d4 Temporary Hit Points rather than 5d4.

Dining Room SizePeople Served
Cramped1
Roomy4
Vast9

Kitchen

Hireling Capacity: 1 Roomy, 3 Vast.

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 at least one hireling available to talk to, a Short Rest in the Parlor grants Heroic Inspiration.

You may talk with anyone in the Bastion, including hirelings assigned to 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 facility, you cannot start a shop.

You may share the Shop with a number of other players equal to the number of hirelings assigned to this facility.

Storage

Hireling Capacity: 1 Cramped, 3 Roomy.

Storage allows you to store equipment and materials while adventuring. It can only contain items equal to or lower than the Storage facility’s rank.

A Cramped Storage room can contain two categories, Roomy can contain five categories, and Vast can contain all categories. If this facility is destroyed, you lose access to the stored equipment until it is repaired.

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

Storage Categories

  • Herbs
  • Weapons and Ammunition
  • Armour and Clothing
  • Potions
  • Leathers, Scrolls, and Weaves
  • Metals
  • Jewellery and Gemstones
  • Stones and Wood
  • Perishables, including Rations, Treats, Bloods, and Alcohols
  • Adventuring Equipment, including Wondrous Items, Tool Kits, Components, and Miscellaneous Equipment
  • Hazardous Materials, including Bombs, Poisons, Oils, Holy Water, Acid Flasks, and Alchemist’s Fire

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

No fort is complete without walls. Lined with archers that keep Marauders and Besiegers at bay, only the foolhardy do not build them. The Battlements must be equal to your rank, or they will not function.

Battlement’s SizeBenefit
CrampedRepel Attackers
RoomyReduce Defender Death by 1
VastReduce Defender Death by 1

OrderMount Defenses. Repel Attackers and Reduce Defender Death.

Repel Attackers

In the event all your Defenders are killed by attackers, you can sacrifice your Battlements to push them back. If destroyed, you will need to rebuild your walls.

Reduce Defender Death

Defenders by default die when you roll a 3 or lower on a d6. This reduces that threshold by 1 for each applicable size benefit, such that Vast Battlements let your Defenders die only on a 1. This benefit applies to all Defenders, including Knights, undead, and beasts.

OrderRebuild. Pay 500g per rank above C; rebuilding is free at D-Rank. Bastion Builders may reduce this cost. Issue this order three times to fully rebuild your walls.

Alternatively, you can expedite the rebuild by paying five times the normal gold cost. The Battlements are then fully rebuilt at the beginning of your next Individual Bastion Turn. This remains free for D-Rank Battlements.

Harvestarium

Hireling Capacity: 1 Cramped, 3 Roomy.

Very few forts are built strictly for defense. Most seek to control the resources of the surrounding area. When building this facility, choose one resource specialization: Fertile Soil, Quarries, Mines, Hunter’s Lodge, Pasturelands, or Black Forest.

The Harvestarium boosts your Bastion’s economy. Whenever you gain a Reward from an event, you may issue the Harvest order to acquire extra materials. If the event allows you to roll on the general Reward table, such as after defeating a siege, you may instead roll on one of your Harvestarium specialization tables. Replacing the general Reward roll does not require an order.

Reward ReplacementIf an event grants a roll on the general Reward table, you may replace that roll with one roll on a Harvestarium specialization table. This does not use your Harvest order.

OrderHarvest. When you gain a Reward, roll once on one of your specialization tables. You gain 1d4 – 1 materials, minimum 1, at a rank three lower than the Harvestarium’s rank. You can issue this order only once per Individual Bastion Turn.

ExampleAn A-Rank Harvestarium specialized in Pasturelands belongs to an S-Rank owner who wins a siege event. The owner replaces the general Reward table roll with the Pasturelands table and gains ×5 Legendary meats or S-Rank bloods. The owner also issues the Harvest order, rolls 1d4 – 1, and gets 2, gaining an additional ×10 D-Rank meats or bloods.

OrderRespecialize. Pay 500g and issue this order three times to change one specialization, ignoring the Harvestarium’s rank or size. Once started, you must either finish the process or cancel it.

Specializations

Fertile Soil

Prime arable land with multiple streams and rivers, perfect for growing herbs or crops.

Quarries

Geological surveys indicate that these areas are rich in stones and fossils and are not far from the coast. They are also prone to earthquakes.

Mines

The dwarves swear by it. If you choose any other place to look for metals, you are an idiot, they say. But don’t dig too deep…

Hunter’s Lodge

At the base of alpine mountains, deep ravines, and expansive wilderness, this is the best location to hunt the fiercest creatures on Parthius for their leathers.

Pasturelands

If your game is meat and blood, raising livestock is what you want. However, the land is curious, and sometimes the meat tastes much better than it should…

Black Forest

Where the trees grow so dense they black out the sun. Full of exotic woods and textiles. Don’t get lost!

Harvestarium Size Benefits

Harvestarium SizeBenefit
Cramped1 Hireling Slot
Roomy3 Hireling Slots
VastChoose one extra Specialization

Humble Exterior

Requirements: You must not have an Armory, Battlements, Siege Workshop, or War Room constructed, and you may have no more than one Barracks.

Instead of an imposing or awe-inspiring structure, you make your Bastion easy to overlook by attackers.

You treat the Individual Bastion Event Surprise Attack! and the Monthly Bastion Event Siege as Nothing Happens.

If you have a Vast Bedroom, you may house five hirelings in reserve. These hirelings are not assigned to any facility, including the Humble Exterior or Bedroom, until you place them. This allows you to immediately fill a facility vacancy caused by an event.

This facility must be at least equal to 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.

Special Facility Build Costs

Do Not Confuse These with Basic FacilitiesSpecial Facility sizes do not increase through Cramped, Roomy, and Vast stages. The listed size is the space required by that facility. This table is a master list of construction costs and times.
Facility RankSizeCostTime
C-RankCramped1,000 GP3 Construction Turns
Roomy2,000 GP7 Construction Turns
Vast6,000 GP18 Construction Turns
B-RankCramped2,000 GP3 Construction Turns
Roomy4,000 GP7 Construction Turns
Vast12,000 GP18 Construction Turns
A-RankCramped4,000 GP3 Construction Turns
Roomy8,000 GP7 Construction Turns
Vast24,000 GP18 Construction Turns
S-RankCramped8,000 GP3 Construction Turns
Roomy16,000 GP7 Construction Turns
Vast48,000 GP18 Construction Turns

Upgrading Special Facility Rank

To increase a Special Facility's rank, pay the gold cost listed in Table 2-B. There is no additional construction time. This cost represents adding new hardware, specialized equipment, reinforced structures, and other improvements required for the facility to operate at the higher rank.

No Rank SkippingA Special Facility must be upgraded one rank at a time. You cannot skip ranks. For example, to upgrade a C-Rank Workshop to A-Rank, you must first upgrade it to B-Rank and then upgrade it from B-Rank to A-Rank, paying both upgrade costs.

Table 2-B: Special Facility Rank Upgrade Costs

Target RankUpgrade CostAdditional Construction Time
C-Rank500 GPNone
B-Rank1,000 GPNone
A-Rank2,000 GPNone
S-Rank4,000 GPNone
Upgrade ExampleUpgrading a C-Rank Special Facility to S-Rank costs 1,000 GP to reach B-Rank, 2,000 GP to reach A-Rank, and 4,000 GP to reach S-Rank, for a total of 7,000 GP. No Construction Turns are required.

Special Facility 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.

Rank C Rooms Special

Armory
Space: RoomyHirelings: 2

Your Defenders are fighting with round shields and Studded Leather. It’s enough to repel most attacks, but not enough to withstand an invasion. For that, you need broadswords and chainshirts!

OrderTo Arms! Until the beginning of your next Bastion Turn, your Defenders die on a 2 or lower, down from 3. This extends to all Defenders, including those gained from events or other facilities such as Animal Rescue. Unlike Battlements, this order follows your Defenders outside of your Bastion, such as when you are defending another member of your Combined Bastion.

Chainmail Upgrades: Spend 2,000g to upgrade your Armory to an Armamentarium and fully equip your men with chainmail. When you use the To Arms! order, your Defenders now die on a 1, down from 3.

OrderTo the Walls! If you have both Vast Battlements constructed and Chainmail Upgrades, and your walls are not currently destroyed, all your Defenders now fight with a d8 instead of a d6 when defending your Bastion. They still fight with a d6 away from home.

Your Armory must be the same rank as you for Chainmail Upgrades and To the Walls! to function.

Library
Space: RoomyHirelings: 1

This Library houses an expansive collection of books, scrolls, and manuscripts, along with desks and comfortable reading chairs.

OrderResearch — Topical Lore. You task the Library’s hireling with researching a topic of your choice. The subject can range from legendary tales, historical events, and famous locations, to notable figures, rare creatures, or renowned artifacts.

Research takes one Bastion Turn, after which you receive up to three accurate pieces of information that were previously unknown to you. These revelations can be factual knowledge, secrets, or arcane insights into the chosen subject. The DM determines the precise nature of the knowledge you gain.

OrderCraft a Blank Book. You commission the facility’s hireling to craft a blank book. The book remains in your Bastion until you claim it.

Arcane Insight: Reduce the component cost of crafting magic items by 10% per rank, to a maximum of 30%, for B-Rank items and lower. If upgraded to a Vast Library, the 30% discount can also apply to A-Rank and S-Rank magic items. This discount does not stack with other sources.
Vast Library: Pay 2,000g to gain access to the most arcane of knowledge. The Library becomes the heart for any calligrapher or item crafter, grants access to the most powerful spell scroll crafting, and applies Arcane Insight to higher-rank magical items.
Sanctuary
Prerequisite: Holy Symbol or Druidic FocusSpace: RoomyHirelings: 1

Icons of your religion are displayed in this facility, which includes a quiet place for worship.

OrderCraft Blessed Medallion. After spending a Long Rest in your Bastion, you gain a magical amulet that lasts until the beginning of your next Individual Bastion Turn or until you use it. At the time of crafting, choose either Healing Word or Cure Wounds.

Blessed Medallion of Healing Word: Consumable. As a Bonus Action, the amulet casts Healing Word. Increase the spell level of Healing Word for each rank the Sanctuary is above C. At C-Rank, it is a 1st-level spell. At A-Rank, it is a 3rd-level spell. Once used, the blessing is spent and the amulet faintly radiates Abjuration magic for 1d4 hours. Only the Sanctuary’s owner can use this.
Blessed Medallion of Cure Wounds: Consumable. As an Action, the amulet casts Cure Wounds. Increase the spell level of Cure Wounds for each rank the Sanctuary is above C. At C-Rank, it is a 1st-level spell. At A-Rank, it is a 3rd-level spell. Once used, the blessing is spent and the amulet faintly radiates Abjuration magic for 1d4 hours. Only the Sanctuary’s owner can use this.

OrderCeremony. You may cast the 1st-level spell Ceremony at will while inside your Sanctuary. You must still pay the material costs.

Stables
Space: RoomyHirelings: 3

A Bastion can have more than one Stable. The facility is big enough to house four Large creatures. Two Medium creatures occupy the same amount of space as one Large creature, and a Huge creature occupies the space of two Large creatures. After a beast that can serve as a mount spends at least 2 Bastion Turns in this facility, all Wisdom (Animal Handling) checks made with respect to it have Advantage and it is considered trained/tamed.

Stables come with a carriage and a wagon. The carriage is large enough to fit six Medium humanoids, and the wagon can fit one Huge creature.

OrderHarden Steed. You dedicate your hireling’s time to training one steed. Your steed permanently gains 1d4 maximum HP per rank of the Stable above C. This can only be used on a steed once. This order cannot be used on steeds produced by class features or spells, only normal riding animals such as a riding horse, war horse, camel, and similar creatures.

OrderWarm Up Steed. Your hireling warms up one steed before your adventure. Your steed gains 1d4 temporary maximum HP per rank of the Stable above C. If you have a Vast Kitchen equal to your rank, your steed also gains 1d4 Temporary HP per rank of the Stable above C. This order can be applied to steeds produced by class features or spells, but they must clearly be your steed.

OrderMonster Hunt Retrieval. As long as you have two Large mounts available, you can dispatch your hirelings to retrieve one dead or unconscious creature with a size category of Large or smaller. To haul a Huge creature, you must have four Large mounts available.

OrderQuick Dispatch. If you have a way to send a message to your Stables’ hirelings, they can ride out at full speed to bring mounts to you.

Mythic Stable: You can enlarge your Stables by spending 2,000 GP. If you do so, it can now house six Large creatures, three Huge creatures, or one Gargantuan creature. A Gargantuan creature occupies the entire stable.

God Wagon: Upgrading to Mythic Stables also comes with a wagon large enough to fit up to one Gargantuan creature. If you fill all of your Stable slots, you have enough mounts to haul even the mightiest of beasts. You can now haul the corpse or unconscious body of one Gargantuan creature. Make sure they stay asleep.
Storehouse
Space: RoomyHirelings: 1

A Storehouse is a cool, dark, and secure space specifically designed to protect and manage valuable goods. It acts as a Bastion hub of supplies and trade, storing essential resources for future use or exchange.

OrderPremium Procurement. The hireling dedicates the current Bastion Turn to travel and purchase one nonmagical item from the Price List at double the market value, with a total value of 1,000 GP or less after adjustment per rank of the Storehouse above C. The Storehouse can only procure items equal to or lower than its rank. For example, a B-Rank Storehouse can procure a Superior Healing Potion, but it costs 2,000g instead of the normal 1,000g.

Storehouse RankRarity of ProcurementTotal Value
C-RankCommon/Uncommon/Rare1,000g
B-RankRare+2,000g
A-RankVery Rare3,000g
S-RankLegendary4,000g

Price List

  • Poisons: Any poison in the DMG. Prices are doubled due to black-market handling and scarcity.
  • Alchemy Potions: Any potion in the Crafting Guide of Black for Alchemy. Add together the market values of the materials, then double that.
  • Healing Potions: Any potion in the Crafting Guide of Black for Herbalism. Double the market value of the potion.
  • Art Pieces and Gemstones: Any art piece or gemstone in the DMG. Prices are doubled to reflect careful delivery.
  • With Specialized Shelving — Scrolls: Any scroll at double market value.
Specialized Shelving: Pay 2,000g to increase the total value of what you can procure by 500g per rank. You can now procure Scrolls.
Storehouse RankRarity of ProcurementTotal Value
C-RankCommon/Uncommon/Rare1,500g
B-RankRare+3,000g
A-RankVery Rare4,500g
S-RankLegendary6,500g
Workshop
Prerequisite: Tool or Kit ProficiencySpace: RoomyHirelings: 1

When you build this Workshop, choose one tool or kit with which you are proficient; you gain Expertise with that tool or kit while using this facility.

Alchemist’s SuppliesBrewer’s Supplies
Calligraphy SuppliesCarpenter’s Tools
Cobbler’s ToolsGlassblower’s Tools
Jeweller’s ToolsLeatherworker’s Tools
Mason’s ToolsPainter’s Supplies
Potter’s ToolsSmith’s Tools
Weaver’s ToolsWoodcarver’s Tools
Herbalism KitForgery Kit
Disguise KitPoisoner’s Kit

OrderAssist. You gain Advantage on any crafting rolls with the tool or kit specialized by the Workshop. The Workshop must be the same rank or higher than the item being crafted to gain this benefit.

OrderRespecialize. Pay half the gold cost to build this facility at its current rank/size and issue this order three times to change this Workshop’s specialization. Once started, you must finish or cancel.

Mastercraft Workshop: Pay 4,000 gp to supply your Workshop with the finest equipment money can buy. The number of hirelings your Workshop can hold increases to 2. While the Workshop has two hirelings, you may choose a second tool or kit with which you are proficient and gain Expertise with it while using this facility. While both hirelings are present, you gain a bonus of 1d4, minimum 1, to crafting checks made using either chosen tool or kit. This bonus does not stack with Flash of Genius, but does stack with Built for Success. Furthermore, you may craft items one rank higher than the Workshop’s rank while using this facility.

Rank B Rooms Special

Naval Bastion Fittings
Space: VastHirelings: 1

Not interested in landlubbing? Then move your operation onto the high seas! All facilities work as they do normally, though some gain caveats and others require imagination to fit your new sails. For example, Battlements become hull reinforcements. All attacks against you become naval battles, in which ballistas and cannons excel.

Catapults are replaced by cannons for free, unless you prefer catapults. Cannons are otherwise not available to land Bastions. Cannons immediately kill 16 attackers and deal 8d10 damage. Ballistas kill 10 attackers and deal 3d12 damage. You gain 2 extra siege weapon slots.

The rank of Naval Bastion Fittings must be the same as or higher than the Siege Workshop to grant this benefit. If Naval Bastion Fittings is lower than your Siege Workshop, you go back to using catapults, but still get two extra siege weapon slots.

OrderFire! Once per Bastion Turn during an attack, siege, or invasion, you can order your siege weapons to fire a second time.

OrderHard Starboard! Full sails and fly like the wind! Roll 1d12. On a 5 or higher, you successfully run away from a Surprise Attack! Individual Event. You cannot use this to break siege.

OrderBootleg! Your First Mate lets the sailors into the spare grog barrel. Until the end of your Bastion Turn, you gain Poison Resistance from the unhealthy amount of drinking you’ve been doing.

If this facility has no hireling, you cannot use its orders, but you can still move your ship while adventuring.

War Room: Wrath from the Deep. If your Naval Bastion Fitting facility is the same rank as your War Room, you can pay a one-time upgrade cost of 2,000g to set up diplomatic envoys with oceanic mermen and dolphin raiders to replace your guards and horsemen. These aquatic recruits have the same stats as guards and horsemen, except they have swim speeds, can breathe underwater, and fight with tridents. If you do not have this upgrade, your War Room is limited to 1 Lieutenant only.
Gaming Hall
Space: VastHirelings: 3

The Gaming Hall is dedicated to recreational activities, including chess, cards, dice, and Bandit’s Pig. It provides an enjoyable place for rest and entertainment for your Bastion’s residents.

OrderGamble! Commission your hirelings to transform the Gaming Hall into a bustling gambling den for one Bastion Turn. The hall becomes a place of high stakes and fortune, offering everything from dice rolls to card games, with potential profit from the Gambling Den Winnings table. You can sell gemstones and art objects to NPCs during an adventure at DM discretion. For 90+ results, roll on the Reward table equal to the rank of this facility.

d100Winnings
01–33An art object worth 25g
34–50A gemstone worth 50g
51–89A gemstone worth 100g
90–95Roll once on the Reward table
96–99Roll twice on the Reward table and choose either die
100Roll twice on the Reward table and keep both
Chronic Gambler: Pay 1,000g to deck out your Hall with new toys and games. When you use Order: Gamble!, you can pay 100g plus an additional 100g for each rank of the Gaming Hall above C to roll a second time on the winnings table. For example, if the Gaming Hall is A-Rank, Chronic Gambler costs 300g for the second roll.
Graveyard
Prerequisite: Animate DeadSpace: RoomyHireling: 1 Gravedigger

Each Graveyard starts with two graves, offering a space to inter fallen defenders, and gains two grave slots per rank above C, to a maximum of 8 at S-Rank.

OrderBury The Dead. Your gravedigger buries all hirelings and Defenders that died this turn as long as you have open burial slots. The rest are sent elsewhere and never come back. Burial slots remain full until you use them. You can also bury hirelings and defenders that died in other parts of your Combined Bastion.

OrderRaise the Dead! You and your gravedigger raise all your full burial slots as undead under your control. You can do this at any point during your turn, even the moment when the last of your Bastion Defenders have fallen. Your undead have a d6 combat die that increases one step per rank above C. For example, B-Rank undead have a d8 combat die, and S-Rank undead have d12s. At the end of this Bastion Turn, all undead you raised die and cannot be buried again.

Mausoleum: Pay 3,000g to build a mausoleum in your Graveyard. A mausoleum can house up to four dead defenders or hirelings until the end of your next Bastion Turn, letting you immediately bury a fresh batch of corpses with Order: Bury the Dead. Gain 1 additional burial slot per rank.
Laboratory
Prerequisite: Alchemist, Herbalist, or BrewerSpace: RoomyHirelings: 1

When building this facility, choose one of the prerequisite tools or kits with which you have proficiency. That becomes the specialization for this Laboratory.

OrderAssist. You gain Advantage on any crafting rolls with the tool or kit specialized by the Laboratory on Rare+ crafts. The Laboratory must be the same rank or higher than the item being crafted to gain this benefit.

OrderExpertise. Your hireling gives you Expertise in the tool or kit specialized by the Laboratory on Rare+ crafts. Another player may still assist you to give Advantage. The Laboratory must be the same rank or higher than the item being crafted to gain this benefit.

Chemistry Station: Pay 4,000g to supply your Laboratory with the finest equipment money can buy. The number of hirelings your lab can hold increases to 2. While you have two hirelings in the Laboratory and successfully pass a DC to craft a potion, poison, or dilution, you have a 30% chance to get one exact replica of what you just made. Roll 1d100; 60 or above succeeds. Increase this chance by 10% for each rank above B. If you fail the DC to craft, you do not get an extra.
Sacristy
Prerequisite: Well RoomSpace: RoomyHirelings: 1

A Sacristy serves as a preparation and storage room for sacred items and vestments.

OrderHoly Water. You commission one flask of Holy Water for 25g, which you can pick up at the beginning of your next Bastion Turn.

OrderDivine Acknowledgement. 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.

Hallowed Font: Pay 1,000g to have your Well Room blessed by your patron deity. Now when using Order: Holy Water, you can remove its gold cost and increase the damage it deals by 1d8 per rank above C, to a maximum of 5d8 radiant at S-Rank. Don’t worry, the water is still safe to drink.

OrderHoly Draught. Fill a flask with water from your Hallowed Font and pray to your patron deity to bless it. If you consume this flask during a Short Rest before your next Individual Bastion Turn, you can recover one expended spell slot of level 3 or lower once your rest has completed. If anyone else drinks this, nothing happens. It’s just well water.

Siege Workshop
Prerequisite: BattlementsSpace: RoomyHirelings: 2–5 per weapon

Ballistas, catapults, and cannons — oh my! With these machines of war on your battlements, even your most battle-hardened enemies will think twice about sieging you. Siege weapons can be deployed against attackers and besiegers in your Bastion, but also against others in your Combined Bastion. Siege weapons are consumable; once used they must be replaced.

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

  • During an attack or siege, Ballistas automatically kill 6 attackers and deal 3d10 damage during an invasion.
  • During an attack or siege, Catapults automatically kill 8 attackers and deal 10d6 damage during an invasion.
  • During an attack or siege, Cannons automatically kill 16 attackers and deal 8d10 damage during an invasion.

Each siege weapon hireling counts as a non-combat defender when the siege weapon is used. This matters when determining if you get a reward from some events. For example, if you use a cannon, each of the cannon’s five hirelings count as defenders without combat dice.

RankCostTypeHirelings
C125gBallista3
B250gCatapult4
B750gCannon†5

† Naval Fitting Facility only.

Teleportation Circle
Prerequisite: Additional 14,250gSpace: RoomyHirelings: 5

The total gold cost for casting Teleportation Circle at 50g per day for 365 days is 18,250g. The gold cost for building this facility is deducted from the prerequisite, which must be paid before completion.

OrderCast. You must issue this order 45 times before your Teleportation Circle is complete. If all the hirelings in this room are killed, you are set back 5 turns. At least you don’t have to start over!

OrderActivate/Deactivate. Once your Teleportation Circle is complete, you can issue an order to activate or deactivate the circle.

Theatre
Space: VastHirelings: 30

The Theatre contains a stage, a backstage area where props and sets are kept, and a seating area for a small audience.

OrderPreparations. Your hirelings put together a theatrical production or concert of your choice, which you participate in, of course! Rehearsals and other preparations take 2 Bastion Turns.

OrderShow Time! Once you have prepared and rehearsed a show for two Bastion Turns, you put on the show. You must be in your Bastion when the performance goes live. Roll a DC 15 Performance check; a natural 1 always fails. If you pass, you get a Theater Die that you can expend and add to one d20 test you make. The Theater Die lasts until you use it. You can only have one Theater Die at a time. You can repeat the same performance 7 times before you grow bored of it and must do a new Preparations order.

Only you, a true artist, can obtain a Theater Die from partaking in the performance. However, you can give your Theater Die to another player by dazzling them with your glamour, but they must use it before finishing a short or long rest, or they forget you and it expires.

You can contribute as a Composer/Writer, Conductor/Director, or Performer.

Stage Enhancements: You install falling curtains, elevators, trap doors, and high-luminosity lights to put on the best show possible. These rank upgrade costs override the usual.
RankCostDie
B*d8
A2,000 gpd10
S4,000 gpd12
Training Area
Prerequisite: Expertise, Fighting Style, or Unarmored DefenseSpace: VastHirelings: 8

A Training Area might be an open courtyard, a gymnasium, a music or dance hall, or a cleverly built gauntlet of traps and hazards. It might contain inanimate targets, padded mats, and other equipment. One hireling is an expert trainer; the others serve as training partners.

OrderTrain. Choose one trainer from the Expert Trainers table. If you and up to five other members of your Combined Bastion train here for at least 8 hours, each of you gains the trainer’s benefit until the start of your next Bastion Turn.

TrainerTraining Benefit per Bastion Turn
Battle ExpertOnce per turn, reduce physical damage taken from any source by 2, provided you don’t have the Incapacitated condition.
Unarmed Combat ExpertWhen you use an Unarmed Strike to damage a target, the attack is +1 to hit.
Weapon ExpertYou gain +1 to hit with melee weapons.
MarksmanYou gain +1 to hit with ranged weapons.
Trainers: Each rank upgrade increases the number of trainers. Each person that trains there can only benefit from one trainer at a time. These rank upgrade costs override the usual.
RankCostNumber of Trainers
B1,000 gp1
A2,000 gp2
S4,000 gp3
Museum
Space: RoomyHirelings: 1

This room houses mementos such as weapons from old battles, mounted heads of slain creatures, trinkets plucked from dungeons and ruins, and trophies passed down from ancestors.

OrderResearch Lore. You commission the facility’s hireling to research a topic of your choice. The topic can be a legend, any kind of creature, or a famous object. The topic need not be directly related to items on display, as the trophies provide clues to many subjects. The work takes one Bastion Turn. When the research concludes, you obtain up to three accurate pieces of information about the topic that were previously unknown to you.

OrderLucky Charm. You commission the facility’s hireling to search for a trinket from a specific kind of creature, such as red dragons, goblins, vampires, and similar creatures. The work takes 1 Bastion Turn. At the start of your next Bastion Turn, roll any die. If the number is odd, the hireling finds nothing useful. If even, the hireling finds a charm. While carrying the charm, you get +1 to AC and saves against that creature for the remainder of the Bastion Turn. Increase the number of creatures the charm can affect by 1 for each rank above B, to a maximum of 3 at S-Rank.

Rank A Rooms Special

Archive
Prerequisite: LibrarySpace: RoomyHirelings: 1

An Archive is a repository of valuable books, scrolls, and maps.

ResearchHelpful Lore. When you issue the Research order to this facility, you commission the facility’s hireling to search the Archive for helpful lore. The work takes one Bastion Turn. Whoever does the work gains knowledge as if they had cast the Legend Lore spell. A hireling who gains this knowledge shares it with you the next time you speak with them.

Reference Book. Your Archive contains one copy of a rare and valuable reference book, which gives you a benefit while you and the book are in your Bastion. Upgrade the Archive to S-Rank and you can select two additional titles from the Reference Books table.

Book TitleBenefit
Bigby’s Handy Arcana CodexAdvantage on Intelligence (Arcana) checks when taking the Study action to recall lore about spells, magic items, eldritch symbols, magical traditions, and planes of existence.
The Chronepsis ChroniclesAdvantage on Intelligence (History) checks when taking the Study action to recall lore about historical events, legendary people, ancient kingdoms, past disputes, wars, and lost civilizations.
Investigations of the InquisitiveAdvantage on Intelligence (Investigation) checks when taking the Study action to make deductions based on clues or evidence or to recall lore about traps, ciphers, riddles, and gadgetry.
Material Musings on the Nature of the WorldAdvantage on Intelligence (Nature) checks when taking the Study action to recall lore about terrain, plants and animals, the weather, and natural cycles.
The Old Faith and Other ReligionsAdvantage on Intelligence (Religion) checks when taking the Study action to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and secret cult practices.
Pay 2,000g to install anti-bookworm, anti-fungal, and anti-moisture procedures, allowing you to select another two reference books.
Meditation Chamber
Space: CrampedHirelings: 0

A Meditation Chamber is a relaxing space that helps align one’s mind, body, and spirit.

OrderInner World. You relax and short rest in the chamber, leaving mundane worries behind. It is the perfect place to confront your fears and see what is truly a manifestation of your own mind. You may permanently cure yourself of one phobia, madness, or insanity. If your chamber is S-Rank, you also get advantage on one Wisdom save of your choice this Bastion Turn.

Upgrading your Meditation Chamber to S-Rank lets you take your inner peace with you. If you use Order: Inner World, the next short rest you take lets you cure yourself of another phobia, madness, or insanity.
Menagerie
Space: VastHirelings: 2

A Menagerie has eight enclosures. Each is big enough to house one Large animal or two Medium or smaller animals of the same species. Exception: four Small CR 0 creatures of the same species can fit in one enclosure.

OrderTame Wild Animal. Commission your rangers to add one creature from the Tame Wild Animal List to your Menagerie. Training completes at the beginning of your next Bastion Turn.

Tamed Wild Animals can be used as Bastion Defenders. You do not need to issue an order for this. The two ranger hirelings that run the Menagerie can also be called up as d8 defenders, since these animals are like family to them. However, they can die.

OrderDomesticate Wildling. If you find a beast on a quest that you want to tame, use the Menagerie Beasts by Challenge Rating chart to determine its cost. You cannot tame creatures CR 4 or higher.

Note: Unless you are proficient with Animal Handling, if your Menagerie has no hirelings, you cannot call up your Tamed Animals. If this facility is destroyed, half the beasts contained are also killed, your choice.

CreatureSizeCRCost
Constrictor SnakeMedium1/460g
Black BearMedium1/2120g
Brown BearLarge1240g
Polar BearLarge2480g
CrocodileLarge1/2120g
Dire WolfLarge1240g
Giant VultureLarge1240g
JackalSmall015g
LionLarge1240g
OwlbearLarge3960g
PantherLarge1240g
Challenge RatingCostCombat Dice
015g1
1/830g1d4
1/460g1d6
1/2120g1d8
1240g1d10
2480g2d10†
3960g5d10†

† These animals are wild beasts. They die even if only one of their combat dice hits their death number or lower. For example, if your defenders’ death number is 3 and your beast rolls a 1 and a 9, your beast dies.

Upgrade your Menagerie to S-Rank and get an additional four enclosures to house your animals.
Observatory
Prerequisite: Spellcasting FocusSpace: RoomyHirelings: 1

Situated atop your Bastion, your Observatory contains a powerful telescope aimed at the night sky. You can use your Observatory to peer into the far corners of Wildspace and the Astral Plane. Whenever you spend an entire Long Rest in your Observatory, you gain a magical Charm that lasts for 1 Bastion Turn or until you use it. The Charm allows you to cast Contact Other Plane without expending a spell slot. You can’t gain this Charm again while you still have it.

OrderAugury. You can cast Augury once per day as an action.

S-Rank — Supernatural Gift: An unknown power bestows upon you, or someone you know on the same plane of existence, one of the following supernatural charms: Charm of Darkvision, Charm of Heroism, or Charm of Vitality from the DMG. The charm expires after a Long Rest if you do not use it.
Pub
Prerequisite: Brewer’s SuppliesSpace: RoomyHirelings: 1

Folks come here to consume tasty beverages and socialize. Your Pub might be a bar, coffee shop, or tearoom, and it might have a colorful name, such as the Dragon’s Loft. The facility’s hirelings serve as bartender and service staff. It also has a Pub Special.

Each Pub Special produces two consumables that you can take on the road. You must restock the Pub Special or you will not get more.

OrderChange Keg. Your staff change one of your Pub Specials and stock it.

OrderRestock. Your staff restock all of your current Pub Specials.

Pub Specials are treated as very rare potions. If you upgrade your Pub to S-Rank, you can stock a second Pub Special.

Pub of Legend: Pay 2,000g to import the finest pub equipment money can buy. Your hireling staff increases to 4, including two servers, a busboy, and a dishwasher. While at least two hirelings work in the Pub, you can put another Pub Special on tap.
BeverageEffect
Bigby’s BurdenDrinking this beverage grants the enlarge effect of an Enlarge/Reduce spell for 24 hours, with no saving throw.
Kiss of the Spider QueenDrinking this beverage grants the effect of Spider Climb for 24 hours.
Moonlight SerenadeDrinking this beverage gives Darkvision within 60 feet for 24 hours. If you already have Darkvision, its range extends by 60 feet.
Scurvy’s SurpriseDrinking this beverage gives a random effect from the Wild Magic table.
Positive ReinforcementDrinking this beverage gives Resistance to Necrotic damage for 24 hours.
Negative ReinforcementDrinking this beverage gives Resistance to Poison damage for 24 hours.
Sterner StuffDrinking this beverage makes you immune to the Frightened condition for 24 hours.
Reliquary
Prerequisite: Holy Symbol or Druidic FocusSpace: RoomyHirelings: 1

This vault holds sacred objects.

OrderReliquary Charm. The Charm allows you to cast Greater Restoration once without expending a spell slot or using material components. You can’t gain this Charm again while you still have it.

OrderArcane Talisman. Commission your hireling to produce a special talisman in the form of an amulet, rune-carved box, or statuette, ready at the start of your next Bastion Turn. You can use this talisman in place of one spell’s material components that have a cost of 125g or less. The spell saps the power from the talisman and it becomes inert until you use this order again. You cannot split this cost with the spell’s material cost. It either covers all of it, or none of it.

S-Rank Reliquary: Arcane Talisman now covers the material components of one spell up to 250g. If you have both S-Rank and Arcane Martyr, the talisman covers materials up to 750g.

Bones of the Arcane Martyr: For 2,000g you can install the bones of a legendary hero who will imbue your talisman further. Arcane Talisman now covers the material components of one spell up to 250g. If you have both S-Rank and Arcane Martyr, the talisman covers materials up to 750g.

Rank S Rooms Special

Demiplane
Prerequisite: Arcane FocusSpace: VastHirelings: 1

A door up to 5 feet wide and 10 feet tall appears on a flat, solid surface in any facility in your Bastion. If you are in your Bastion during a Bastion Turn, you can relocate this door to another facility in your Bastion. Only you and your hirelings can open the door, which leads to a Demiplane that takes the form of a stone room. The Demiplane is its own plane of existence and isn’t physically connected to your Bastion. Neither the Demiplane nor its door can be dispelled.

OrderArcane Resilience. Magical runes appear on the Demiplane’s walls, floor, and ceiling and last for one Bastion Turn. Until the runes disappear, you gain Temporary Hit Points equal to five times your level after spending an entire Long Rest in the Demiplane.

Fabrication. While in the Demiplane, you can use a Magic action to create a nonmagical object of your choice from nothing, causing it to appear in an unoccupied space within the Demiplane. The object can be no bigger than a 5-foot cube in any dimension, can’t have a value over 5 gp, and must be made of wood, stone, clay, porcelain, glass, paper, nonprecious crystal, or nonprecious metal. You must finish a Long Rest before you can perform this action again.

The spell Demiplane can connect with any Bastion that has this facility, as long as the caster has visited that Bastion’s Demiplane at least once before. For the duration of the spell, if you visit a Bastion’s Demiplane, there will be two doors: one leading to the Bastion and one to the spell’s site.

Guildhall
Prerequisite: Workshop or LaboratorySpace: VastHirelings: 1

The Guildhall is built into the same Special Facility slot as one of your Vast Workshops or Vast Laboratories.

A Guildhall comes with a guild, for which you are the guild master. Choose the type of guild from the Guild List. The facility is a meeting room where members of your guild can discuss important matters in your presence. Your guild has roughly fifty members made up of skilled folk who live and work outside your Bastion, usually in nearby settlements.

OrderGuild Assignment. Each time you issue the Recruit order to this facility, you commission one or more members of your guild to perform a special assignment.

Sanctum
Prerequisite: Holy Symbol or Druidic FocusSpace: RoomyHirelings: 4

A Sanctum is a place of solace and healing.

Sanctum Charm. After spending a Long Rest in your Bastion, you gain a magical Charm that lasts for 1 Bastion Turn or until you use it. The Charm allows you to cast Heal once without expending a spell slot. You can’t gain this Charm again while you still have it.

OrderFortifying Rites. You inspire your Bastion’s hirelings to perform daily rites that benefit you or another character you name. Each time the beneficiary finishes a Long Rest, they gain Temporary Hit Points equal to your level. This effect lasts for one Bastion Turn.

Sanctum Recall. While the Sanctum exists, you always have the Word of Recall spell prepared. You can make your Sanctum the destination of the spell instead of another place you have previously designated. In addition, one creature of your choice that arrives in the Sanctum via this spell gains the benefit of a Heal spell.

War Room
Prerequisite: Recognized TitleSpace: VastHirelings: 2+

The War Room is where you plan military actions in consultation with an inner circle of loyal Lieutenants, each a battle-hardened Veteran whose alignment matches yours. You start with two Lieutenants but can add more. If your Bastion lacks facilities to house your Lieutenants, they secure accommodations in the inn or settlement closest to your Bastion.

Lieutenants are hirelings, not Bastion Defenders, and they are excellent combat medics. If your Bastion is attacked, each Lieutenant housed in your Bastion reduces the number of Bastion Defenders killed in an attack by 1.

The War Room contains war memorabilia plus a large table surrounded by enough chairs for you and your Lieutenants.

OrderRecruit Lieutenants. You gain one new Lieutenant. You can have up to ten Lieutenants at any time. Assign names and personalities to them as you see fit.

Guild List Guildhall

Adventurers' Guild

You send adventurers to track down a beast or monstrosity that has a Challenge Rating of 3 or lower and is known to lair within 50 miles of your Bastion. The adventurers slay or capture the creature, your choice, in 1 Bastion Turn. If the creature is captured and your Bastion has a Menagerie, you can add the creature to that facility, provided the facility has space to house it.

Bakers' Guild

You assign bakers to create baked goods for a prestigious event that occurs within the next Bastion Turn. You can receive payment in coin, 500 GP, or in the form of a favor owed to you by the event’s host.

Brewers' Guild

You assign brewers to deliver fifty 40-gallon barrels of ale to your Bastion in 1 Bastion Turn. You can sell the barrels of ale for 10 GP apiece.

Cartographers' Guild

You assign cartographers to draw a map of a known location in 1 Bastion Turn. You can sell that map for 500 GP.

Entertainers' Guild

You assign entertainers to create a work of art, such as a painting, play, ballad, symphony, or statue, in 1 Bastion Turn. The work gains recognition and high praise, and you can sell it for 500 GP.

Jewellers' Guild

You assign jewellers to craft a gemstone or piece of jewelry worth no more than 1,000 GP. The work takes 1 Bastion Turn, and you must pay half the item’s cost in raw materials.

Masons' Guild

You assign masons to add Vast Battlements to your Bastion at no cost to you. Alternatively, you can have the masons perform this work for another player character’s Bastion, provided their Bastion is Combined with yours.

Shipbuilders' Guild

You assign shipbuilders to build one of the vehicles in the Waterborne Vehicles table of the Player’s Handbook. You pay the full cost of the vehicle, and the work takes 1 Bastion Turn per 4,000 GP of the vehicle’s cost. A Rowboat can be made in 1 day.

Thieves' Guild

You assign thieves to infiltrate a location within 50 miles of your Bastion and steal a nonmagical object worth 500 GP from it. The object can be no bigger than a 5-foot cube and is delivered to your Bastion in 1 Bastion Turn. A white key is left in its place.

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 ×5
8Beast Blood ×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