Bastion Rules

Special facilities are Bastion locations where certain activities yield game benefits. A character’s Bastion initially has two special facilities of the character’s choice for which they qualify. Each special facility can be chosen only once unless its description says otherwise. The party can also combine the Bastions into one large structure.

 

Unlike basic facilities, special facilities get unlocked when certain character levels are met. Some of the features of a special facility unlock when the requirements are met. To construct a special facility you must first construct the basic facility of the correct size and then upgrade it into the special facility.

  • Level 5: Two special facilities per character
  • Level 9: Four special facilities per character
  • Level 13: Five special facilities per character
  • Level 17: Six special facilities per character

You can replace or upgrade one Bastion’s special facilities with another, for which the character qualifies, by performing the Special facility upgrade.

 

You can give orders to your hirelings to perform a special action. Once you are away they will continue performing the order you've issued.

Bastion - Orders


OrderDescription
CraftHirelings in the special facility craft an item that can be made in that facility. During the time required to craft an item, the facility can’t be used to craft anything else, even if a special ability allows the facility to carry out two orders at once. The hirelings have proficiencies with Artisan’s Tools as specified in the facility’s description.
EmpowerThe special facility confers a temporary empowerment to you or someone else.
HarvestHirelings gather a resource produced in the special facility. During the time required to harvest a resource, the facility can’t be used to harvest anything else, even if a special ability allows the facility to carry out two orders at once.
MaintainAll the Bastion’s hirelings focus on maintaining the Bastion rather than executing orders in special facilities. Issuing this order prohibits other orders from being issued to the Bastion on the current Bastion turn. Each time the Maintain order is issued, the DM rolls once on the Bastion Events table at the end of this chapter. Bastion events are resolved before the next Bastion turn.
TradeHirelings buy and sell goods or services stored or produced in this special facility.
SpyYour hirelings will attempt to gather information on world events, quests, important characters or find resources. This action takes 7 days to complete during which the facility cannot be issued any other orders. The DM will roll from the Spy event table to determine the outcome of the order.
 

You can construct new buildings, rooms and special facilities by using the costs from the table below.

Construction cost


NameBuildTypeSizeCostTime
CrampNewBasic4 squares500gp20 days
RoomyNewBasic16 squares1000gp45 days
VastNewBasic32 squares3000gp125 days
Cramp to RoomyUpgradeBasic16 squares500gp25 days
Roomy to VastUpgradeBasic32 squares2000gp80 days
Cramp to VastUpgradeBasic32 squares2500gp105 days
Special facilityUpgradeSpecial1000gp10 days
 

Special facilities are tied to your characters level and unlock on the levels below. Some facilities have special prerequisites that need to be met.

List of special facilities


LevelSpecial FacilityPrerequisiteOrder
5Arcane StudyAbility to use an Arcane Focus or a tool as a Spellcasting FocusCraft
5ArmoryNoneTrade
5BarrackNoneRecruit
5GardenNoneHarvest
5LibraryNoneResearch
5SanctuaryAbility to use a Holy Symbol or Druidic Focus as a Spellcasting FocusCraft
5SmithyNoneCraft
5StorehouseNoneTrade
5WorkshopProficiency in any toolsCraft
5Planning RoomProficiency in InvestigationSpy
5Medic StationProficiency in MedicineHealing
9Gaming HallNoneTrade
9GreenhouseNoneHarvest
9LaboratoryNone*Craft
9SacristyAbility to use a Holy Symbol or Druidic Focus as a Spellcasting FocusCraft
9ScriptoriumNone*Craft
9StableNoneTrade
9Teleportation CircleNoneRecruit
9TheaterNoneEmpower
9Training AreaNoneEmpower
9Trophy RoomNoneResearch
9Spy GuildPlanning RoomSpy
9ClinicProficiency in MedicineHealing
13ArchiveNoneResearch
13Meditation ChamberNoneEmpower
13MenagerieNoneRecruit
13ObservatoryAbility to use a Spellcasting FocusEmpower
13PubNoneResearch
13ReliquaryAbility to use a Holy Symbol or Druidic Focus as a Spellcasting FocusHarvest
13Espionage CenterSpy GuildSpy
13HospitalProficiency in MedicineHealing
17DemiplaneAbility to use an Arcane Focus or a tool as a Spellcasting FocusEmpower
17GuildhallExpertise in a skillRecruit
17SanctumAbility to use a Holy Symbol or Druidic Focus as a Spellcasting FocusEmpower
17War RoomFighting Style feature or Unarmored Defense featureRecruit
17Intelligence AgencyEspionage CenterSpy
17Medical CenterProficiency in MedicineHealing
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