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
| Order | Description |
|---|---|
| Craft | Hirelings 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. |
| Empower | The special facility confers a temporary empowerment to you or someone else. |
| Harvest | Hirelings gather a resource produced in the special facility. During the time required to harvest a resource, the facility can’t be used to harvest anything else, even if a special ability allows the facility to carry out two orders at once. |
| Maintain | All the Bastion’s hirelings focus on maintaining the Bastion rather than executing orders in special facilities. Issuing this order prohibits other orders from being issued to the Bastion on the current Bastion turn. Each time the Maintain order is issued, the DM rolls once on the Bastion Events table at the end of this chapter. Bastion events are resolved before the next Bastion turn. |
| Trade | Hirelings buy and sell goods or services stored or produced in this special facility. |
| Spy | Your 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
| Name | Build | Type | Size | Cost | Time |
|---|---|---|---|---|---|
| Cramp | New | Basic | 4 squares | 500gp | 20 days |
| Roomy | New | Basic | 16 squares | 1000gp | 45 days |
| Vast | New | Basic | 32 squares | 3000gp | 125 days |
| Cramp to Roomy | Upgrade | Basic | 16 squares | 500gp | 25 days |
| Roomy to Vast | Upgrade | Basic | 32 squares | 2000gp | 80 days |
| Cramp to Vast | Upgrade | Basic | 32 squares | 2500gp | 105 days |
| Special facility | Upgrade | Special | 1000gp | 10 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
| Level | Special Facility | Prerequisite | Order |
|---|---|---|---|
| 5 | Arcane Study | Ability to use an Arcane Focus or a tool as a Spellcasting Focus | Craft |
| 5 | Armory | None | Trade |
| 5 | Barrack | None | Recruit |
| 5 | Garden | None | Harvest |
| 5 | Library | None | Research |
| 5 | Sanctuary | Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus | Craft |
| 5 | Smithy | None | Craft |
| 5 | Storehouse | None | Trade |
| 5 | Workshop | Proficiency in any tools | Craft |
| 5 | Planning Room | Proficiency in Investigation | Spy |
| 5 | Medic Station | Proficiency in Medicine | Healing |
| 9 | Gaming Hall | None | Trade |
| 9 | Greenhouse | None | Harvest |
| 9 | Laboratory | None* | Craft |
| 9 | Sacristy | Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus | Craft |
| 9 | Scriptorium | None* | Craft |
| 9 | Stable | None | Trade |
| 9 | Teleportation Circle | None | Recruit |
| 9 | Theater | None | Empower |
| 9 | Training Area | None | Empower |
| 9 | Trophy Room | None | Research |
| 9 | Spy Guild | Planning Room | Spy |
| 9 | Clinic | Proficiency in Medicine | Healing |
| 13 | Archive | None | Research |
| 13 | Meditation Chamber | None | Empower |
| 13 | Menagerie | None | Recruit |
| 13 | Observatory | Ability to use a Spellcasting Focus | Empower |
| 13 | Pub | None | Research |
| 13 | Reliquary | Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus | Harvest |
| 13 | Espionage Center | Spy Guild | Spy |
| 13 | Hospital | Proficiency in Medicine | Healing |
| 17 | Demiplane | Ability to use an Arcane Focus or a tool as a Spellcasting Focus | Empower |
| 17 | Guildhall | Expertise in a skill | Recruit |
| 17 | Sanctum | Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus | Empower |
| 17 | War Room | Fighting Style feature or Unarmored Defense feature | Recruit |
| 17 | Intelligence Agency | Espionage Center | Spy |
| 17 | Medical Center | Proficiency in Medicine | Healing |

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