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William Brandes Stoddard
William Brandes Stoddard

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Updated Bastion Special Facilities, Part Two

I am so grateful for the positive responses to the last two posts in this series that I’m continuing without delay, before the deadline doom of the next few months eats my head again. Let’s see how many of these I can get through.

Improving Bastions | Updated Special Facilities pt 1 | Updated Special Facilities pt 2

Workshop

Bastion Facility

Prerequisite: None
Space: Roomy or Vast
Hirelings: 3
Order: Maintain (Roomy 1d6, Vast 2d6), Craft, Research

The Workshop is a space for design and construction of useful goods and objets d’art. The first time you build a Workshop, you receive one Common magic item formula and one Uncommon magic item formula.

Artisan’s Tools. The Workshop is stocked with five types of Artisan’s Tools (Roomy) or eight types (Vast), not including Smith’s Tools.

Craft Options

Adventuring Gear. The facility’s hirelings produce anything on the Adventuring Gear list that can be made with the Workshop’s Artisan’s Tools.

Magic Items. If you have a formula for a magical version of an item on the Adventuring Gear list, you can make a Common item for 20 BP, an Uncommon item for 50 BP, or a Rare item for 100 BP.

Research Options

Magic Item Formula. You can spend 10 BP to develop a formula for a Common item of a type that your Workshop’s Artisan’s Tools can produce, or 25 BP to develop a formula for an Uncommon item. Formulas are not consumed when used. If you have a Smithy, you can research formulas for Weapon, Armor, and Shield magic items at the same BP cost.

Upgrades

As part of a Vast special facility, you can combine a Workshop with an Armory, Barracks, or a Smithy. The combined special facilities count as only one special facility for the number you can have in your Bastion.

If you have a Library or an Archive, you can spend 50 BP to develop a formula for a Rare item of a type that your Workshop’s Artisan’s Tools can produce. If you have at least two of an Arcane Study, Archive, Library, Sacristy, or Sanctum, you can spend 100 BP to develop a formula for a Very Rare item of a type your Workshop’s Artisan’s Tools can produce.

Gaming Hall

Bastion Facility

Prerequisite: None
Space: Roomy or Vast
Hirelings: 4
Order: Maintain (1d4), Trade

A Gaming Hall offers your Bastion a center of social activity for games and entertaining guests. A Roomy facility can entertain up to six guests at a time, while a Vast facility can entertain dozens of guests.

Trade: Gambling Hall. When you issue the Trade order to this special facility, the Gaming Hall hosts guests for higher-stakes games for seven days. At the end of the seventh day, roll d100 and consult the following table. The table’s negative values refer to the Trade: Information action, below.

Below -25: Loss of 5d6 x 10 GP
-25-01: Loss of 2d6 x 10 GP
01-25: Gain 1d6 x 10 GP
26-50: Gain 3d6 x 10 GP
51-70: Gain 6d6 x 10 GP
71-95: Gain 10d6 x 10 GP, or gain no money and receive 10 BP in the form of debts owed to you.
96-100: Gain 15d6 x 10 GP, or gain no money and receive 15 BP in the form of debts owed to you.

Trade: Information. This option can be combined with the Trade: Gambling Hall option above, or you can spend BP directly.

·         Take a -20 penalty to your Gambling Hall d100 roll, or expend 10 BP, to learn 1d4 common rumors and 1 uncommon rumor.

·         Take a -50 penalty to your Gambling Hall d100 roll, or expend 25 BP, to learn 1d4 common rumors, 1d4 uncommon rumors, and 1 rare rumor. The rare rumor is always true and is highly valuable or sensitive information.

·         GM tip: Untrue rumors often add less to the game than one might hope. Consider making all rumors true, but some of them come from an unusual perspective.

Upgrade

You can upgrade the Gaming Hall to Vast and refurbish its décor to attract a higher-class clientele. This costs 4,000 GP and grants a permanent +20 bonus to your d100 rolls for the Gambling Hall.

Laboratory

Bastion Facility

Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Maintain (1d4), Craft, Research

A Laboratory contains an expanded set of alchemist’s supplies. The first time you build a Laboratory, you receive one Common potion formula and one Uncommon potion formula.

Craft Options

Craft: Alchemist’s Supplies. The Laboratory hireling crafts anything that can be made with Alchemical Supplies.

Healing Tinctures. You can expend 25 BP to create a Potion of Healing (Greater). If you also have a Greenhouse, you can create a Potion of Superior Healing for 50 BP.

Other Potions. If you have a formula, you can create a Common potion for 10 BP and an Uncommon potion for 25 BP. If you also have a Greenhouse and a formula, you can create a Rare potion for 50 BP.

Research Options

Reverse Engineer. You can expend one dose of a potion to create a formula for that potion. This costs 0 BP for Common or Uncommon potions, 10 BP for Rare potions, 25 BP for Very Rare potions, and 50 BP for Legendary potions.

Upgrade

By expanding this facility to Vast and adding 2 additional hirelings, you can create Very Rare potions from a formula for 100 BP and Legendary potions for 150 BP.

Sacristy

Bastion Facility

Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Maintain (1d4), Craft, Empower

A Sacristy stores religious vestments and sacred items.

Craft Options

Craft: Holy Water. You direct your hireling to craft a flask of Holy Water. For every 3 Bastion Points you expend on this crafting (up to 15 BP) the damage dealt by the Holy Water increases by 1d8.

Craft: Magic Item (Relic). You direct your hireling to craft a magic item from the Relics table for which you have a formula. You can choose a Common item for 10 BP or an Uncommon item for 25 BP. If you also have a Sanctuary, you can choose a Rare item for 50 BP.

Empower: Veneration of Relics. Prayer and contemplation in the presence of holy relics of the faith grants spiritual favor. Choose one of the following spells: Ceremony, Divine Favor, Sanctuary, Shield of Faith. You can cast the chosen spell once without expending a spell slot. You lose the use of this spell if you use this Empower action again.

Upgrade

If you permanently add two Uncommon Relic magic items or one Rare Relic magic item to your Sacristy, so that the items can’t be used without dismantling this special facility, you can craft a Rare Relic magic item here for 50 BP, or a Very Rare Relic magic item for 100 BP.

Scriptorium

Bastion Facility

Prerequisite: None
Space: Roomy
Hirelings: 2
Order: Maintain (1d6), Craft

A Scriptorium is stocked and organized to make manuscript creation and duplication and bookbinding easier. When you use a different special facility to make a book or scroll, reduce the Bastion Point cost by 25%.

Craft Options

Craft: Book Replica. You can expend 10 BP to direct your hirelings to copy a book in your possession. The book can’t be magical or a wizard’s spellbook.

Craft: Grimoire. You can expend 10 BP x the highest-level spell in the book, plus 100 GP x the highest-level spell in the book, to direct your hirelings to copy a wizard’s spellbook that is in your possession.

Craft: Spell Scroll. You can create a spell scroll of a spell of level 3 or below that you have prepared. This costs 10 BP for a level 1 spell, 20 BP for a level 2 spell, or 30 BP for a level 3 spell. For each of the following that your Bastion includes, increase the maximum spell level of a scroll you can create here by 2: Arcane Study, Archive, Library. Level 4 spells cost 40 BP, level 5 spells cost 50 BP, level 6 spells cost 75 BP, level 7 spells cost 100 BP, level 8 spells cost 125 BP, and level 9 spells cost 150 BP.

Upgrade

If you expand the Scriptorium to Vast and maintain 2 additional hirelings, you can make two choices from the Craft Options list as part of a single Craft action. You pay BP and GP costs for each item separately.

Design Notes

Thirteen down, sixteen to go. Though I might wind up cutting some of the special facilities, because my approach to the Sacristy makes the Reliquary redundant on a narrative level, if not a mechanical one, and I’m not wild about the Reliquary’s mechanical side. I’m not sure the Menagerie accomplishes enough on a mechanical level, and I won’t feel any sense of loss in cutting it completely. I haven’t figured out what I think about the new special facilities described in Eberron: Forge of the Artificer.

I hope you’re still enjoying this series!


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