Table of Contents
Arcane Study
Construction Cost: 5'000 GP
Prerequisite: Ability to use an Arcane Focus or a tool as a Spellcasting Focus
Space: Roomy
Hirelings: 1
Order: Craft
An Arcane Study is a place of quiet research that contains one or more desks and bookshelves.
Arcane Study Charm. After spending a Long Rest in your Bastion, you gain a magical Charm that lasts until you use it. When concentrating on a spell and casting another spell that requires concentration, you can use the Charm to concentrate on both. If forced to make a concentration check to maintain the spell, you roll this for each spell individually.
Arcane Accoutrements. While in this extension you can ritually cast all spells with the ritual tag in half the usual time. Any spell that requires material components with a gold cost only are half as cheap. If you lack a material component, your hireling can procure it for you (unless it is very rare). While in this extension, have advantage on all rolls required by rituals.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:
Craft: Arcane Focus. You commission the facility’s hireling to craft an Arcane Focus. The work takes 7 days and costs no money. The Arcane Focus remains in your Bastion until you claim it.
Craft: Book. You commission the facility’s hireling to craft a blank book. The work takes 7 days and costs you 10 GP. The book remains in your Bastion until you claim it.
Craft: Magic Item (Arcana). If you are level 9+, you can commission the facility’s hireling to craft a Common or an Uncommon magic item chosen by you from the Arcana tables in chapter 7 (DMG). The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See the “Crafting Magic Items” section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility’s hireling can assist), and you must have all those spells prepared every day you spend crafting the item.
Alchemist's Lab
Construction Cost: 2'000 GP
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Craft
A Laboratory contains storage space for alchemical supplies and workspaces for crafting various concoctions. This room comes equipped with alchemist's supplies, a poisoner's kit, and an herbalism kit that are all inherently part of its architecture. As such, each of these sets of tools is always considered to be present here.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:
Craft: Alchemist’s Supplies. The facility’s hireling crafts anything that can be made with Alchemist’s Supplies, Poisoner's Kit, or Herbalism Kit using the rules in the Player’s Handbook.
Craft: Poison. You commission the facility’s hireling to craft a vial containing one application of a poison. The poison must be one of the following: Burnt Othur Fumes, Essence of Ether, or Torpor. This work finishes on the next Bastion Turn, and you must pay half the poison’s cost.
Archive
Construction Cost: 10'000 GP
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Research
An Archive is a repository of valuable books, maps, and scrolls. It is usually attached to a Library behind a locked or secret door.
Research: Helpful 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 7 days. The hireling gains knowledge as if they had cast the Legend Lore spell, then shares this knowledge 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. You can choose one of the following options (your DM might make more options available):
Bigby’s Handy Arcana Codex. You have Advantage on any Intelligence (Arcana) check you make when you take the Study action to recall lore about spells, magic items, eldritch symbols, magical traditions, and planes of existence.
The Chronepsis Chronicles. You have Advantage on any Intelligence (History) check you make when you take the Study action to recall lore about historical events, legendary people, ancient kingdoms, past disputes, wars, and lost civilizations.
Investigations of the Inquisitive. You have Advantage on any Intelligence (Investigation) check you make when you take 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 World. You have Advantage on any Intelligence (Nature) check you make when you take the Study action to recall lore about terrain, plants, animals, and the weather.
The Old Faith and Other Religions. You have Advantage on any Intelligence (Religion) check you make when you take the Study action to recall lore about deities, rites and prayers, hierarchies, holy symbols, and the practices of secret cults.
Enlarging the Facility. You can enlarge your Archive to a Vast facility by spending 2,000 GP. If you do so, you gain two additional reference books chosen from the list above.
Ballroom
Construction Cost: 5'000 GP
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Research
A Ballroom is a beautifully furnished and decorated space meant to host lavish parties. To many, this might seem like a needless indulgence; they do not understand that a Ballroom is a social battlefield, and owning one gives its master the home advantage. The facility’s hireling, who serves as the master of ceremonies, maintains a network of influential guests, with friends in even higher places.
Research: Idle Gossip. When you issue the Research order to this facility, you commission the Ballroom’s master of ceremonies to gather information from their social network about a specific creature’s history, reputation, schedules, or plans. The master of ceremonies’ network specializes in influential people, and will likely have little knowledge of monsters unless they are particularly involved in politics. The creature in question must be located within 20 miles of your Bastion for the next 7 days. During that time, these spies can also spread a rumor of your choosing about a creature that is familiar to you, provided that creature is within 60 miles of your Bastion.
Hosting. The Ballroom is always ready to throw one type of ball, which, when hosted, gives you a benefit while you are in your Bastion. Only one Ball can be hosted during a Bastion turn. When you build this facility, choose one of the following options:
Banquet. You have advantage on all Strength (Athletics) checks.
Ceremony. The spell Ceremony is cast over any creature attending the ball. You choose the type of ceremony and the target.
Concert. You have advantage on all Charisma (Performance) checks.
Masquerade. You have advantage on all Charisma (Deception) checks.
Reception. You have advantage on all Charisma (Persuasion) checks.
Family Dinner. You and up to 4 allies of your choice are given the benefit of a Potion of Heroism for the next 24 hours.
After you host a ball, you can ready the Ballroom for a different type of ball. That option then becomes available for the next Bastion turn. Additionally, at your DM’s discretion, you may be able to invite specific NPCs to balls, where they might be more likely to have a conversation with you.
Enlarging the Facility. You can enlarge your Ballroom to a Vast facility by spending 2,000 GP. If you do so, the Ballroom can host two types of balls from the list above instead of one, and you can change one or both after hosting a ball. You are only able to host one ball per Bastion turn.
Cabinet of Curiosities
Construction Cost: 5'000 GP
Prerequisite: None
Space: Cramped
Hirelings: 1
Order: Harvest
A Cabinet of Curiosities, also known as a kunstkammer or a wonder room, is a space that houses a highly curated collection of objects of interest to those with exacting eyes. The facility’s hireling, who serves as the curator of the collection, maintains the selection contained within the Cabinet of Curiosities, ensuring its correct conservation, display, and, most importantly, its growth.
Choose the type of collection you are curating from the options below.
Armor and Vestments. You collect highly specific pieces of fashion and equipment that can be worn, such as magic items with the “armor” or “shield” tag.
Spell Scrolls and Books. You collect historically significant writings or magically infused scrolls, such as magic items with the “scroll” tag.
Weapons and Wands. You collect highly specific pieces of weaponry, such as magic items with the “simple weapon”, "martial weapon", or “wand” tags.
Wondrous Items. You collect items infused with magic or one-of-a-kind historical artifacts, such as magic items with the “wondrous item” tag.
Lock and Key. While the Cabinet of Curiosities exists, all entries into the facility are under the spell Arcane Lock. You can choose either to set a password that allows entry into the Cabinet of Curiosities when spoken, or to select a number of creatures that can enter the Cabinet of Curiosities freely. You must be in the Bastion to change the password or allow entry to a new creature. The hireling associated with this facility must have access to it to perform any of your orders.
Harvest: Magic Item. When you issue the Harvest order to this facility, you commission your hireling to contact sellers, bounty hunters, and other collectors to find new items for your specific collection. Roll a percentile die to determine the result:
d100 | |
1-29 | The attempt is unfruitful and nothing of value is found. On the next attempt, this result only happens on a roll of less than 20, then less than 10 on a subsequent failure, and so on until reaching 0. Once one attempt is successful in finding a magic item, this result resets to a 29% chance. |
30-49 | The hireling finds a Common magic item. |
50-69 | The hireling finds a Uncommon magic item. |
70-89 | The hireling finds a Rare magic item. |
90-99 | The hireling finds a Very Rare magic item. |
100 | The hireling finds a Legendary magic item. |
The DM chooses which magic item the hireling finds. The magic item remains in the Cabinet of Curiosities until you claim it.
Work your Network. You can work alongside your hireling to locate a specific object that would fit in your collection over a period of 7 days. If you leave the Bastion during this time, you gain no benefit. Otherwise, at the end of the seventh day, you can make a DC 15 Intelligence (History) check. On a success, your network of contacts tells you the general location of the object you’re looking for, such as the specific city where it's located. If the object is in a creature’s possession, you also learn their name.
Enlarging the Facility. You can enlarge your Cabinet of Curiosities to a Roomy facility by spending 2'500 GP. If you do so, you expand your collection to contain one additional type of objects from the list above.
Captain's Office
Construction Cost: 2'000 GP
Prerequisite: None
Space: Roomy
Hirelings: 2
Order: Recruit, Empower
A Captain's Office contains an armoury and a recruiting for hiring soldiers.
Recruit: Warfare Units. Each time you issue the Recruit order to this facility, you can pay the recruitment fee to gain up to two warfare units. The units can be of any ancestry, class, and armour type you have access to and start as inexperienced. The units are ready on the next Bastion Turn.
Empower: Train Units. Each time you issue the Empower order to this facility, you can train one unit you control to go from inexperienced to regular on the next Bastion Turn.
Enlarging the Facility. You can enlarge your Captain's Office to a Vast facility by spending 2,000 GP. When you do so, you can recruit an additional two units when using the Recruit order and train units up to veteran experience level when using the Empower order. You can enlarge this facility one additional time to reduce the recruitment and monthly upkeep cost of your warfare units by 20%.
Gaming Hall
Construction Cost: 2'000 GP
Prerequisite: None
Space: Vast
Hirelings: 4
Order: Trade
A Gaming Hall offers recreational activities like chess and games of darts, cards, or dice.
Trade: Gambling Hall. When you issue the Trade order to this facility, the facility’s hirelings turn the Gaming Hall into a gambling den until the next Bastion Turn. You then roll 1d100 and consult the following table to determine your portion of the house’s winnings.
1d100 | Winnings |
|---|---|
01-50 | 1d6 * 10 GP |
51-85 | 2d6 * 10 GP |
86-95 | 4d6 * 10 GP |
96-00 | 10d6 * 10 GP |
Enlarging the Facility. You can enlarge your Gambling Hall by spending 5'000 GP. If you do so, you roll on the table above twice when issuing the Trade order to this facility.
Garden
Construction Cost: 2'000 GP
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Harvest
A Bastion can have more than one Garden. Each time you add a Garden to your Bastion, choose its type from the options in the Garden Types table. While in your Bastion, you can instruct the facility’s hireling to change the Garden from one type to another. This work takes two Bastion Turns, during which time no other activity can occur in this facility.
Harvest: Garden Growth. When you issue the Harvest order to this facility, you commission the facility’s hireling to collect items from the Garden as noted in the Garden Types table. The work finishes on the next Bastion Turn and costs no money.
Enlarging the Facility. You can enlarge your Garden to a Vast facility by spending 2,000 GP. A Vast Garden is equivalent to two Roomy Gardens and can include two of the same type of Garden or two different types. When you issue the Harvest order to a Vast Garden, each component garden produces its own harvest. A Vast Garden gains one additional hireling.
Garden Types
Garden Type | Description | Harvest |
|---|---|---|
Decorative | Aesthetically pleasing garden full of flowers and topiaries. | Ten exquisite floral bouquets (worth 5 GP each), ten vials of Perfume, or ten Candles, or one Potion of Advantage |
Food | Garden of delicious mushrooms or vegetables | 100 days worth of Rations |
Herb | Garden of rare herbs, some of which have medicinal uses | Herbs that are used to create either ten Healer’s Kits, or two Potion of Healing, or one Potion of Resistance |
Poison | Garden stocked with plants and fungi from which poisons and antitoxin can be extracted | Plants that are used to create either two vials of Antitoxin or one vial of Basic Poison |
Greenhouse
Construction Cost: 5'000 GP
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Harvest
A Greenhouse is an enclosure where rare plants and fungi are nurtured in a controlled climate.
Fruit of Restoration. One plant in your Greenhouse has three magical fruits growing on it. Any creature that eats one of these fruits gains the benefit of a Lesser Restoration spell. Fruits that aren’t eaten within 24 hours of being picked lose their magic. The plant replaces all picked fruits daily at dawn, and it can’t be transplanted without killing it.
Harvest Options. When you issue the Harvest order to this facility, choose one of the following options:
Harvest: Healing Herbs. You commission the facility’s hireling to create a Potion of Healing (greater) made from healing herbs. The work finishes on the next Bastion Turn and costs no money.
Harvest: Poison. You commission the facility’s hireling to extract one application of a poison from rare plants or fungi. Choose the type of poison from the following options: Assassin’s Blood, Malice, Pale Tincture, or Truth Serum. Once harvested, the poison can be contained in a vial. The work finishes on the next Bastion Turn and costs no money.
Guildhall
Construction Cost: 10'000 GP
Prerequisite: Expertise in a skill
Space: Vast
Hirelings: 1
Order: Recruit
A Guildhall comes with a guild, for which you are the guild master. Choose the type of guild from the options in the Sample Guilds table, or work with your DM to create a new guild. 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.
Recruit: Guild Assignment. Each time you issue the Recruit order to this facility, you commission the facility’s hireling to recruit guild members to perform a special assignment. Each guild in the Sample Guilds table specifies the nature of that assignment. With your DM’s permission and help, you can create new assignments for guild members to complete.
Guild | Symbol | Assignment |
|---|---|---|
Adventurers’ Guild | Lit torch | You send adventurers to track down a Beast that has a Challenge Rating of 2 or lower and is known to lair within 50 miles of your Bastion. The adventurers slay or capture the creature (your choice) in 1d6 + 1 days. If the creature is slain and your Bastion has a Trophy Room, you can add a trophy taken from the creature to that facility. 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 | Pastry | 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 favour owed to you by the event’s host, the details of which are left to you and the DM. |
Brewers’ Guild | Foaming mug | You assign brewers to deliver fifty 40-gallon barrels of ale (worth 10 GP each) to your Bastion on the next Bastion Turn. |
Masons’ Guild | Stone mask | You assign masons to add a defensive wall to your Bastion at no cost. Alternatively, you can have the masons perform this work for another character’s Bastion, provided their Bastion is within 1 mile of yours. Each 5-foot square of defensive wall takes 1 day to build instead of 10. |
Shipbuilders’ Guild | Crossed oars | You assign shipbuilders to build one of the vehicles in the Airborne and Waterborne Vehicles table of the Player’s Handbook . You pay 75% of the vehicle's cost in building materials, and the work takes 1 day per 1,000 GP of the vehicle’s cost (a Rowboat can be made in 1 day). Some factions or important figures may be willing to buy such vehicles. |
Thieves’ Guild | White key | You assign thieves to infiltrate a location within 50 miles of your Bastion and steal a nonmagical object from it. The object can be no bigger than 5 feet in any dimension and is delivered to your Bastion in 2d6 + 2 days. The DM may decide this activity leaves you at risk of retaliation from law enforcement or the victim. |
Invocation Chamber
Construction Cost: 10'000 GP
Prerequisite: Ability to use a Spellcasting Focus and access to 5th-level spell slots
Space: Roomy
Hirelings: 1
Order: Empower
An arcane chamber covered in arcane runes and inscriptions, with an immense crystal at its centre, glowing with an unearthly light, as visions and revelations stir just beneath its surface.
Beseech an Otherworldly Being. You can use this room to invoke a powerful entity, beseeching it for aid or knowledge. When you cast the Contact Other Plane or Scrying spell in this room, you have advantage on the Intelligence saving throw required by contact other plane, and a creature targeted by the scrying spell has disadvantage on its Wisdom saving throw.
Invoked Charm. After spending a Long Rest in your Observatory, you gain a magical Charm that lasts until you use it. The Charm allows you to cast Contact Other Plane or Scrying without expending a spell slot. You can’t gain this Charm again while you still have it.
Enlarging the Facility. You can enlarge your Invocation Chamber by spending 5,000 GP. If you do so, you can cast Planar Ally as an action while inside your Invocation Chamber. If you do so, the summoned creature cannot leave the room for 8 hours without your permission and is unable to attack or bring harm to you or your allies while you remain within this room. After casting Planar Ally in this way, you cannot do so again until the next Bastion Turn.
Library
Construction Cost: 2'000 GP
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Research
This Library contains a collection of books plus one or more desks and reading chairs.
Research: Topical Lore. When you issue the Research order to this facility, you commission the facility’s hireling to research a topic. The topic can be a legend, a known event or location, a person of significance, a type of creature, or a famous object. The work finishes on the next Bastion Turn. When the research concludes, the hireling obtains up to three accurate pieces of information about the topic that were previously unknown to you and shares this knowledge with you the next time you speak with them. The DM determines what information you learn.
Meditation Chamber
Construction Cost: 10'000 GP
Prerequisite: None
Space: Cramped
Hirelings: 1
Order: Empower
A Meditation Chamber is a relaxing space that helps align one’s mind, body, and spirit.
Empower: Inner Peace. When you issue the Empower order to this facility, your Bastion’s hirelings can use the Meditation Chamber to gain a measure of inner peace. The next time you roll for a Bastion event, you can roll twice and choose either result.
Fortify Self. You can meditate in this facility over a period until the next Bastion Turn. If you leave the Bastion during this time, you gain no benefit. Otherwise, at the next Bastion Turn, you gain Advantage on two kinds of saving throws until the next Bastion Turn, determined randomly by rolling on the table below. Reroll if you get a duplicate result.
1d6 | Saving Throw |
|---|---|
1 | Strength |
2 | Dexterity |
3 | Constitution |
4 | Intelligence |
5 | Wisdom |
6 | Charisma |
Menagerie
Construction Cost: 5'000 GP
Prerequisite: None
Space: Vast
Hirelings: 2
Order: Recruit, Empower
A Menagerie has enclosures big enough to contain up to four Large creatures. Four Small or Medium creatures can occupy the same space as one Large creature there.
Recruit: Creature. When you issue the Recruit order to this facility, you commission the facility’s hirelings to add a creature from the Menagerie Creatures table to your Menagerie. The recruitment finishes on the next Bastion Turn and costs you the amount listed in the table. The hirelings look after the creature.
If you are able to bring a large or smaller creature (such as a griffon or wyvern) to your menagerie, you can house it here. Creatures above CR 3 may be able to cause problems for your menagerie.
Empower: Tame. When you issue the Empower order to this facility, you can have your hirelings begin to tame a creature there. Choose a creature in your menagerie then roll 1d10 and note the number. You can issue this order multiple times on the same creature and when the total number rolled is equal to or higher than the creature's CR times 10, it is tamed and becomes friendly to you and your allies. A friendly creature still takes up a spot in your menagerie (or in your stable if your Bastion has one).
Creature | Size | Cost |
|---|---|---|
Ape | Medium | 500 GP |
Black Bear | Medium | 500 GP |
Brown Bear | Large | 1'000 GP |
Constrictor Snake | Large | 250 GP |
Crocodile | Large | 500 GP |
Dire Wolf | Large | 1'000 GP |
Giant Vulture | Large | 1'000 GP |
Hyena | Medium | 50 GP |
Jackal | Small | 50 GP |
Lion | Large | 1'000 GP |
Owlbear | Large | 3'500 GP |
Panther | Medium | 250 GP |
Tiger | Large | 1'000 GP |
With the DM’s consent, you can add different creatures than those shown in the Menagerie Creatures table to your Menagerie. The cost of a creature depends on its Challenge Rating, as shown on the Creature Costs by Challenge Rating table. Typically only Beasts and some Monstrosities can be kept in a Menagerie, though the DM might allow other creatures.
Creature Costs by Challenge Rating
CR | Cost |
|---|---|
0 or 1/8 | 50 GP |
1/4 | 250 GP |
1/2 | 500 GP |
1 | 1'000 GP |
2 | 2'000 GP |
3 | 3'500 GP |
Observatory
Construction Cost: 10'000 GP
Prerequisite: Ability to use a Spellcasting Focus
Space: Roomy
Hirelings: 1
Order: Empower
Situated atop your Bastion, your Observatory contains a telescope aimed at the night sky.
Observatory Charm. You can use your Observatory to peer into the far corners of the Solar Sea and the Astral Plane. After spending a Long Rest in your Observatory, you gain a magical Charm that lasts 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.
Empower: Eldritch Discovery. When you issue the Empower order to this facility, you enable yourself or the facility’s hireling to explore the eldritch mysteries of the stars until the next Bastion Turn. At the end of that time, roll a die. If the number rolled is even, nothing is gained. If the number rolled is odd, an unknown power bestows one of the following Charms on you or another creature of your choice that is on the same plane of existence as you: Charm of Darkvision, Charm of Heroism, or Charm of Vitality.
Portal Conflux
Construction Cost: 15'000 GP
Prerequisite: Ability to use an Arcane Focus or a tool as a Spellcasting Focus, and access to a 7th-level spell slot
Space: Vast
Hirelings: 1
Order: Empower
Planar Gate. When you create this room, it contains a single portal, following the rules of the gate spell, except that they allow for two-way travel, do not require spell slots or a materials cost, do not require concentration, cannot forcibly draw creatures through them, and have an indefinite duration. As with the gate spell, deities and other planar rulers can deny a portal's creation in their realm or presence.
These portals can only be destroyed with a casting of dispel magic at 7th-level or higher, or with the destruction of this room or the Bastion itself. If the room and structure still stand, a destroyed portal will be reformed after two Bastion Turns, leading to a location chosen by the owners of this structure.
Empower: Planar Ally. When you issue the Empower order to this facility, you draw a creature from the plane your portal leads to into your Bastion as if casting Planar Ally.
Enlarging the Facility. You can enlarge your Planar Conflux by spending 15,000 GP. Doing this adds one additional portal to another plane. You can enlarge this facility multiple times.
Prison
Construction Cost: 2'000 GP
Prerequisite: None
Space: Roomy
Hirelings: 2
Order: Empower
Dark, and pungent prison cells, laden with rust and grime, greet unwelcome or belligerent guests.
You have cells available to securely hold a number of humanoids up to three times your proficiency bonus. Prisoners may only escape if they are unguarded, and either have access to this room's key (five of which come with this room), or by using thieves' tools to make four successful DC 15 Dexterity (Sleight of Hand) checks. This room is equipped for non-magical humanoids, and will not thwart magical attempts at escape.
Empower: Interrogation. When you issue the Empower order to this facility, you instruct your hirelings to work on one prisoner. Choose one creature imprisoned within the jails to make a Charisma or Wisdom saving throw (its choice) against a DC of 15. On a failure, that creature truthfully answers up to 1d4 questions you or your hireling asks it, as long as the creature and you or your hireling share at least one language. If you are away from your Bastion, you must have a way of communicating your questions to your hireling in order for them to be asked.
Enlarging the Facility. You can enlarge your Prison to a Vast facility by spending 2,000 GP. If you do so, the Prison can hold a number of humanoids equal to five times your proficiency bonus and is equipped with magical wards to prevent teleportation magic and access to the ethereal plane within this room.
Pub
Construction Cost: 2'000 GP
Prerequisite: None
Space: Roomy or Vast
Hirelings: 1 or 4
Order: Research, Trade
Folks come here to consume tasty beverages and socialize. Your Pub might be a bar, coffee shop, or tea room, and it might have a colourful name, such as the Rusty Flagon or the Dragon’s Loft. The facility’s hireling, who serves as the bartender, maintains a network of spies scattered throughout nearby communities. These spies are useful sources of information and frequent the Pub, often incognito.
Research: Information Gathering. When you issue the Research order to this facility, you commission the Pub’s bartender to gather information from spies who are aware of all important events happening within 20 miles (or the local region) of your Bastion until the next Bastion Turn. During that time, these spies can divulge the location of any creature that is familiar to you, provided the creature is within 50 miles of your Bastion and not hidden by magic or confined to a location that the DM deems is beyond the spy network’s ability to locate. If the spies learn the target’s location, they also learn where that creature has been since the previous Bastion Turn.
Trade: Happy Hour. When you issue the Trade order to this facility, the Pub’s bartender focuses their efforts on attracting patrons, and you earn 2d6 x 10 GP. A vast pub generates 4d6 x 10 GP
Enlarging the Facility. You can enlarge your Pub by spending 5'000 GP. If you do so, the Pub gains the Pub Special. You can enlarge once more to make your Pub vast and to have two magical beverages from the Pub Special list on tap at a time. A Vast Pub gains three additional hirelings, for a total of four. These new hirelings are servers. Assign names and personalities to them as you see fit.
Pub Special. The Pub has one magical beverage on tap, chosen from the options below:
Bigby’s Burden. Drinking a pint of this beverage grants you the “enlarge” effect of an Enlarge/Reduce spell that has a duration of 24 hours (no saving throw allowed).
Kiss of the Spider Queen. Drinking a pint of this beverage grants you the effect of a Spider Climb spell that has a duration of 24 hours.
Moonlight Serenade. Drinking a pint of this beverage gives you Darkvision out to 60 feet for 24 hours. If you already have Darkvision, its range is extended by 60 feet for the same duration.
Positive Reinforcement. Drinking a pint of this beverage gives you Resistance to Necrotic damage for 24 hours.
Sterner Stuff. For 24 hours after drinking a pint of this beverage, you automatically succeed on saving throws to avoid or end the Frightened condition.
At the start of a Bastion turn, you can switch to one of the other options. Your DM may create new options. A pint of this magical beverage loses its magic 24 hours after it’s poured.
Reliquary
Construction Cost: 10'000 GP
Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus
Space: Cramped
Hirelings: 1
Order: Harvest
This vault holds sacred objects.
Reliquary Charm. After spending a Long Rest in your Bastion, you gain a magical Charm that lasts until you use it. 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.
Harvest: Talisman. When you issue the Harvest order to this facility, you commission its hireling to produce a specially prepared talisman for your use. The talisman usually takes the form of an amulet, a rune-carved box, or a statuette, but it can be any Tiny, nonmagical object that has religious significance. The work finishes on the next Bastion Turn and costs no money. You can use this talisman in place of one spell’s Material components, provided the components have a cost of 1,000 GP or less. If the spell normally consumes its components, the talisman isn’t consumed. After the talisman has been used in this way, it can’t be used again until you return it to your Reliquary and use another Harvest order to prepare it.
Rookery
Construction Cost: 2'000 GP
Prerequisite: None
Space: Cramped
Hirelings: 1
The cawing of crows and ravens fills the air here, creating a dissonant chorus in this place of communication.
This room houses 5 crows, ravens, pigeons, owls, hawks, or similar birds. While in this room, a creature can attach a message to one of these birds and give it instructions for delivery. This acts identically to a casting of the Animal Messenger spell, except that the message is written, not spoken, can be up to 50 words, is delivered in the form of a tiny scroll, and has a duration of 100 hours. As such, the bird can reach 200 miles, travelling 50 miles each 24 hours.
Rookery Charm. After spending a Long Rest in your Bastion, you gain a magical Charm that lasts until you use it. As an action, you can expend the charm to summon one of the Rookery's messenger birds to you. It stays with you for the next 7 days or until you attach a message to it and give it instructions for delivery, as described above.
Enlarging the Facility. You can enlarge your Rookery by spending 2,000 GP. If you do so, you can either gain another 5 messenger birds or gain a master bird. The master bird functions identically to the other birds except that it can travel for up to 480 hours and reach 1000 miles.
Sacristy
Construction Cost: 5'000 GP
Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus
Space: Roomy
Hirelings: 1
Order: Craft
A Sacristy serves as a preparation and storage room for the sacred items and religious vestments.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:
Craft: Holy Water. You commission the facility’s hireling to craft a flask of Holy Water. The work finishes on the next Bastion Turn and costs no money. You can spend GP during the creation process to increase the potency of the Holy Water. For every 50 GP you spend, up to a maximum of 500 GP, the damage dealt by the Holy Water increases by 1d8.
Craft: Magic Item (Relic). You commission the facility’s hireling to craft a Common or an Uncommon magic item chosen by you from the Relics tables in chapter 7 (DMG). The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See the “Crafting Magic Items” section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility’s hireling can assist), and you must have all those spells prepared every day you spend crafting the item.
Spell Refreshment. 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.
Sanctuary
Construction Cost: 2'000 GP
Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus
Space: Roomy
Hirelings: 1
Order: Craft
Icons of your religion are displayed in this facility, which includes a quiet place for worship.
Hallowed. The Bastion this extension is in is affected by a version of the Hallow spell with a permanent duration, the details of which are decided upon when the construction of this room is completed. The dispel magic spell can end this effect only if cast as an 7th-level spell or higher. If the room and structure still stand, the structure will again be affected by Hallow after two Bastion Turns, its details again decided by you. If the Hallow spell is cast within this room, its effect is extended to encompass the entire Castle for the duration.
Religion checks made here that deal with the lore surrounding the deity, philosophy, or religion the sanctuary is associated with have advantage.
Sanctuary Charm. After spending a Long Rest in your Bastion, you gain a magical Charm that lasts until you use it. If you are a Cleric or a Paladin, you can expend the Charm when using your Channel Divinity feature to heal all allies within 30 feet of you by a number of d8 equal to your proficiency bonus. If you are not a Cleric or Paladin, you can use this Charm for the same effect when casting a spell using your highest level spell slot.
Craft: Sacred Focus. When you issue the Craft order to this facility, you commission the facility’s hireling to craft a Druidic Focus (wooden staff) or a Holy Symbol. The work finishes on the next Bastion Turn and costs no money. The item remains in your Bastion until you claim it.
Sanctum
Construction Cost: 15'000 GP
Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus
Space: Roomy
Hirelings: 4
Order: Empower
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 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.
Empower: Fortifying Rites. When you issue the Empower order to this facility, you inspire its hirelings to perform daily rites that benefit you or another character you name. The beneficiary doesn’t need to be in the Bastion when the rites are performed to gain their benefit. Each time the beneficiary finishes a Long Rest, they gain Temporary Hit Points equal to your level. This effect lasts until the next Bastion Turn.
Sanctum Recall. While the Sanctum exists, you always have the Word of Recall spell prepared. When you cast Word of Recall, 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.
Scriptorium
Construction Cost: 5'000 GP
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Craft
A Scriptorium contains desks and writing supplies.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:
Craft: Book Replica. You commission the facility’s hireling to make a copy of a nonmagical Book. Doing so requires a blank book. The finishes on the next Bastion Turn.
Craft: Spell Scroll. You commission the facility’s hireling to scribe a Spell Scroll containing one Cleric or Wizard spell of level 3 or lower. The facility has the necessary Calligrapher’s Supplies, and the hireling meets all the prerequisites needed to scribe the scroll. The “Crafting Equipment” section in the Player’s Handbook specifies the time needed to scribe the scroll and the cost of the scroll, which you must pay.
Craft: Paperwork. You commission the facility’s hireling to create up to fifty copies of a broadsheet, a pamphlet, or another loose-leaf paper product. The work finishes on the next Bastion Turn and costs you 1 GP per copy. At no additional cost in time or money, the facility’s hireling can distribute the paperwork to one or more locations within 50 miles of your Bastion.
Shrine
Construction Cost: 2'000 GP
Prerequisite: None
Space: Cramped
Hirelings: 1
Order: Empower
A humble construction, but nevertheless quite holy. It is laden with icons, censers, and a simple offering bowl waiting for the gifts of the faithful.
A creature visiting this shrine can present it with a nonmagical object as an offering, which is then placed in a position of import and destroyed, usually by supernaturally powerful fire. The creature then gains a blessing based on the monetary worth of the destroyed object, as detailed on the table below. A creature can only gain one such blessing every 24 hours.
Object Worth (in gp) | Blessing |
|---|---|
5 or less | Targeted by a casting of guidance with a duration |
6-10 | As above, except the d4 can also be applied to an attack or saving throw, instead of an ability check. |
10-25 | As above, except the spell grants a total of 2d4, each die of which must be applied to a separate roll. After the last d4 is applied, the spell ends. |
26-50 | As above, except any amount of d4s can be applied to the same roll. |
51-100 | As all above, except the spell grants a total of 3d4 instead of 2d4. |
101-200 | As all above, except the spell grants 3d6 instead of 3d4. |
201-400 | As all above, except the spell grants 3d8 instead of 3d6. |
401-700 | As all above, except the spell grants 3d10 instead of 3d8. |
701-1000 | As all above, except the spell grants 3d12 instead of 3d10. |
1001+ | As all above, except any attack that hits while its roll benefited from at least one of these dice becomes a critical hit. |
Empower: Sacrifice. When you issue the Empower order to this facility, your hireling sacrifices an item on your behalf and its Blessing is given unto you. To do this, you must have left the hireling with an item to sacrifice or enough money to procure one.
Smithy
Construction Cost: 2'000 GP
Prerequisite: None
Space: Roomy
Hirelings: 2
Order: Craft
This Smithy contains a forge, an anvil, and other tools needed to craft weapons, armor, and other equipment.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:
Craft: Smith’s Tools. The facility’s hirelings craft anything that can be made with Smith’s Tools, using the rules in the Player’s Handbook.
Craft: Magic Item (Armament). If you are level 9+, can you commission the facility’s hirelings to craft a Common or an Uncommon magic item chosen by you from the Armaments tables in chapter 7 (DMG). The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the “Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility’s hirelings can assist), and you must have all those spells prepared every day you spend crafting the item.
Stable
Construction Cost: 2'000 GP
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Trade
A Bastion can have more than one Stable. Each Stable you add to your Bastion comes with one Riding Horse or Camel and two Ponies or Mules. The facility is big enough to house three Large animals. Two Medium creatures occupy the same amount of space as one Large creature there. The facility’s hireling looks after these creatures. After a Beast that can serve as a mount spends at least 16 days in this facility, all Wisdom (Animal Handling) checks made with respect to it have Advantage.
Favoured Steed. You can select one animal that has spent at least 16 days in the stable as your favoured steed. When you do so, its speed increases by 10 feet and its maximum hit points increase by three hit point dice. You can only have one animal selected as your favoured steed and the effect ceases if you select another.
Trade: Animals. When you issue the Trade order to this facility, you commission the facility’s hireling to buy or sell one or more mounts at normal cost, keeping the ones you buy in your Stable. The work finishes on the next Bastion Turn, and the DM decides what types of animals are available for purchase—horses, ponies, andmules being the most common. The Mounts and Other Animals table in the Player’s Handbook gives standard prices for various mounts. You bear the total cost of any purchases. When you sell a mount from your Stable, the buyer pays you 20 percent more than the standard price; this profit increases to 50 percent when you reach level 13 and 100 percent when you reach level 17.
Enlarging the Facility. You can enlarge your Stable to a Vast facility by spending 2,000 GP. If you do so, the Stable is large enough to house six Large animals and you can choose an additional favoured steed.
Store
Construction Cost: 2'000 GP
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Trade
A Store is a shop or a warehouse meant to contain or barter trade goods objects from the Trade Goods table in from chapter 6 of the Player's Handbook.
Trade: Goods. When you issue the Trade order to this facility, you can choose one of the following options.
Barter. The hireling spends the time until the next Bastion Turn procuring nonmagical items that have a total value of 500GP or less and stores them in the Storehouse, or the hireling uses that time to sell goods in the Storehouse. You bear the total cost of any purchases, and the maximum value of the items purchased increases to 2,000 GP when you reach level 9 and 5,000 GP when you reach level 13. When you sell goods from your Storehouse, the buyer pays you 10 percent more than the standard price; this profit increases to 20 percent when you reach level 9, 50 percent when you reach level 13, and 100 percent when you reach level 17.
Attract Merchant. Roll 4d4. For each 4, you attract one travelling merchant who sets up shop in your Bastion. For every merchant you attract, roll on the Merchants table in the Traders and Merchants section and roll for their quality. These merchants are present at your Bastion for the next two Bastion Turns, after which they depart. You cannot issue this order again while merchants are present in your store. When a merchant leaves, they pay you a portion of their earnings. Each atrocious trader generates 1d4 x 10 GP, each poor 1d6 x 10 GP, each medium 1d8 x 10 GP, each good 2d8 x 10 GP, and each excellent 3d8 x 10 GP.
Teleportation Circle
Construction Cost: 5'000 GP
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Recruit
Inscribed on the floor of this room is a permanent teleportation circle created by the Teleportation Circle spell. You know its sigil sequence. So long as your Bastion has this facility, you know the Teleportation Circle spell.
Recruit: Spellcaster. Each time you issue the Recruit order to this facility, its hireling extends an invitation to a Friendly NPC spellcaster. Roll any die. If the number rolled is odd, the invitee declines the invitation, and you gain no benefit from having issued the order. If the number rolled is even, the invitee accepts the invitation and arrives in your Bastion via your Teleportation Circle
While you are in your Bastion, you can ask the spellcaster to cast one Wizard spell of level 4 or lower; if you are level 17+, the spell’s maximum level increases to 8. The spellcaster is assumed to have the spell prepared. If the spell has one or more Material components that cost money, you must pay for them before the spell can be cast. The spellcaster stays for two Bastion Turns or until they cast a spell for you.
The spellcaster won’t defend your Bastion and departs immediately if the Bastion is attacked.
Theater
Construction Cost: 2'000 GP
Prerequisite: None
Space: Vast
Hirelings: 4
Order: Empower
The Theater contains a stage, a backstage area where props and sets are kept, and a seating area for a small audience.
Empower: Theatrical Event. When you issue the Empower order to this facility, its hirelings begin work on a theatrical production or concert. Rehearsals and other preparations take until the next Bastion Turn, followed by at least 7 days of performances. The performances can continue indefinitely until a new production gets underway. You or another character can contribute to a production in the following ways:
Composer/Writer. A character can compose music or write a script for a concert or production that hasn’t started rehearsals yet. This effort takes until the next Bastion Turn.
Conductor/Director. A character who remains in the Bastion for the entirety of the production can serve as the concert’s conductor or the production’s director.
Performer. A character who remains in the Bastion for the entirety of the rehearsal period can be a star performer in one or more of the performances; one of the Theater’s hirelings can serve as an understudy for additional performances.
At the end of a rehearsal period, each character who contributed to the concert or production can make a DC 15 Charisma (Performance) check. If more of these checks succeed than fail, you and any other character who contributed to the concert or production each gain a number of Theater dice equal to half your proficiency bonus. The die starts as a d6 and changes to a d8 when you reach level 13 and a d10 when you reach level 17. At any point after the rehearsals end, a character can expend their Theater die to roll it and add the number rolled to one D20 Test they make, immediately after rolling the d20. If a character hasn’t expended their Theater die before gaining another, their first die is lost
Training Area
Construction Cost: 5'000 GP
Prerequisite: None
Space: Vast
Hirelings: 4
Order: Empower
A Bastion can have more than one Training Area. 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 (for weapon practice), padded mats, and other equipment. One of the facility’s hirelings is an expert trainer; the others serve as training partners.
When a Training Area becomes part of your Bastion, choose one trainer from the Expert Trainers table. On each Bastion turn, you can replace that trainer with another one from the table.
Trainer Type | Empower Effect |
|---|---|
Battle Expert | When you take damage from an attack made with an Unarmed Strike or a weapon, you can take a Reaction to reduce this damage by 1d6. |
Skills Expert | You gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Performance, Sleight of Hand, or Stealth. |
Tools Expert | You gain proficiency with one tool of your choice. |
Unarmed Combat Expert | When you hit with an unarmed strike and deal damage, the attack deals an extra 1d4 damage. |
Weapon Expert | Choose a kind of Simple or Martial weapon, such as Spear or Longbow. If you aren’t proficient with the weapon, you gain proficiency with it. If you already have proficiency with the weapon, you learn a weapon mastery that the weapon can use. |
Mercenary | You have advantage when rolling for initiative and gain advantage on your first turn after rolling initiative. |
Martial Artist | If you have unspent focus points and are hit with an attack, you can choose to ignore all effects of that attack except its damage. You can use this ability a number of times equal to your proficiency bonus, regaining all uses after training here again. |
Empower: Training. When you issue the Empower order to this facility, the facility’s hirelings conduct training exercises for the next 7 days. Any character who trains here for at least 8 hours on each of those days gains a benefit at the end of the training period. The benefit depends on which trainer is present in the facility, as noted in the Expert Trainers table. The benefit lasts until the next Bastion Turn.
Trophy Room
Construction Cost: 5'000 GP
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Research
This room houses a collection of mementos, such as weapons from old battles, the mounted heads of slain creatures, trinkets plucked from dungeons and ruins, and trophies passed down from ancestors.
Prized Trophy. In this room you can keep trophies of any specific type of creature other than humanoids (such as beasts or fiends). When you kill a creature, you can spend 10 minutes to take a trophy of it, such as its head, horns, or pelt. Your trophy room can house any number of trophies. If the CR of a trophy is equal to or greater than your level, you can select it as your prized trophy. If your level exceeds the CR of your prized trophy, it ceases to be your prized trophy.
Empower Options. When you issue the Research order to this facility, choose one of the following options:
Research: Lore. You gain the following boons against the creature type of your prized trophy until the next Bastion Turn:
Advantage on Survival checks made to track these creatures.
Advantage on Intelligence and Wisdom checks made concerning these creatures.
Advantage on initiative checks when you can see at least one of these creatures and that creature is hostile.
You deal an additional 1d4 damage on attacks made against these creatures.
Research: Change Prized Trophy. Your hireling changes your prized trophy to another trophy you have in this room.
Research: 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 in the room, as the trophies provide clues to research a wide variety of other subjects. The work finishes on the next Bastion Turn. When the research concludes, the hireling obtains up to three accurate pieces of information about the topic that were previously unknown to you and shares this knowledge with you the next time you speak with them. The DM determines what information is learned.
War Room
Construction Cost: 10'000 GP
Prerequisite: Fighting Style feature or Unarmored Defense feature
Space: Vast
Hirelings: 2+ (see below)
Order: Recruit
The War Room is where you plan military actions in consultation with an inner circle of loyal lieutenants, each one a battle-hardened Veteran Warrior whose alignment matches yours. You start with two lieutenants but can add more, as described below. If your Bastion lacks facilities to house your lieutenants, they secure accommodations in the inn or settlement closest to your Bastion. The War Room contains war memorabilia plus a large table surrounded by enough chairs for you and your lieutenants.
Retainers stationed at the Bastion can serve as lieutenants.
Recruit Options. When you issue the Recruit order to this facility, choose one of the following options:
Recruit: Lieutenant. You gain one new lieutenant. You can have up to 4 lieutenants at any time. Assign names and personalities to them as you see fit.
Recruit: Soldiers. You commission one or more of your lieutenants to assemble a small army. Each lieutenant can muster one hundred Guards, twenty guards mounted on Riding Horses, or one warfare unit (regular medium infantry, regular medium archers, or regular medium cavalry) in 7 days to fight for your cause. It costs you 1 GP per day to feed each guard and each horse in your army, and 50 GP for each warfare unit. Wherever the army goes, it must be led by you or at least one of your lieutenants, or else it disbands immediately. The army also disbands if it goes 1 day without being fed. Otherwise, the army remains until it is destroyed or you command it to disband. You can’t issue this Recruit order again until your current army disbands or is destroyed.
Enlarging the Facility. You can enlarge your War Room by spending 2,000 GP. If you do so, you can have an additional 2 lieutenants. You can enlarge this facility up to three times (to have a total of 10 lieutenants).
Workshop
Construction Cost: 2'000 GP
Prerequisite: None
Space: Roomy
Hirelings: 3
Order: Craft
This Workshop is a creative space where useful items can be crafted.
Artisan’s Tools. The Workshop comes equipped with six different kinds of Artisan’s Tools, chosen from the following list: Carpenter’s Tools, Cobbler’s Tools, Glassblower’s Tools, Jeweler’s Tools, Leatherworker’s Tools, Mason’s Tools, Painter’s Tools, Potter’s Tools, Tinker’s Tools, Weaver’s Tools, and Woodcarver’s Tools.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:
Craft: Adventuring Gear. The facility’s hirelings craft anything that can be made with the tools you chose when you added the Workshop to your Bastion (see above), using the rules in the Player’s Handbook.
Craft: Magic Item (Implement). If you are level 9+, you can commission the facility’s hirelings to craft a Common or an Uncommon magic item chosen by you from the Implements tables in chapter 7 (DMG). The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the “Crafting Magic Items” section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility’s hirelings can assist), and you must have all those spells prepared every day you spend crafting the item.
Source of Inspiration. After spending an entire Short Rest in your Workshop, you gain Heroic Inspiration. You can’t gain this benefit again until you finish a Long Rest.
Enlarging the Facility. You can enlarge your Workshop to a Vast facility by spending 2,000 GP. If you do so, the Workshop gains two additional hirelings and three additional Artisan’s Tools (chosen from the list above).
Moving Bastion
Construction Cost: 2'000 GP
Prerequisite: None
Space: Depends, see below
Hirelings: 5
Order: Move
Your bastion is able to move. Choose one of the options below.
Bastion Type | Travel Distance | |
|---|---|---|
Travelling Camp | Packs your bastion then travels over land to its next destination. A roving camp of migratory peoples, a tribe of barbarians, transient mercenaries, or travelling merchants. | 350 miles |
Ship | Packs your bastion then travels over seas, lakes, and rivers to its next destination. | 800 miles |
Moving Structure | Secures your bastion then moves the entire structure over land to its next destination. | 150 miles |
Move: Bastion Travel. When you issue the Move order to this facility, your Bastion moves up to its travel distance to a destination that has room for it. It reaches its destination within the next Bastion Turn. Your Bastion follows the quickest and safest route it can but must travel over terrain it can traverse. On the next Bastion Turn you must either order your Bastion to move again or give no order as your Bastion sets up in the new location. If you are in your Bastion when issuing the Move order, you can travel with the bastion. If the bastion travels through a particularly dangerous are, it may find troubles. Depending on the type of moving bastion you have, it may be able to only move over land or sea.
The other facilities in your Bastion are not functional while your Bastion is travelling. All equipment must be packed securely enough for travel and all activities become focused on travel. Any active orders are paused while travelling.
Flying Bastion
Construction Cost: 5'000 GP
Prerequisite: Moving Bastion special facility, ship or travelling structure
Space: Roomy
Hirelings: 3
Order: Move
Your Bastion has been equipped to fly through the skies.
Flight. Your Bastion's travel distance increases by 500 miles and it can take the direct route to its destination.
Coordinated Travel
Construction Cost: 10'000 GP
Prerequisite: Moving Bastion special facility
Space: Roomy
Hirelings: 3
Order: Move
Your Moving Bastion has been especially trained to accommodate travel and a few special hirelings are focused on the process.
Active Travel. When you issue the Move order to this facility, the other facilities in your Bastion and your active orders remain functioning.