Freizford Bastions

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D&D: Song of Fates
Song of Fates Banner.jpg
GM
Mark
Milestones
Level 11
Characters
Mercutio Escalus (Adam)
Moonglimmer (Erik)
Prasiolit (Ben)
Sirius Sejant (Brendon)
Solaria (Lisa)
Takahashi Daichi (Tim)
Threnody (Mark)
Treasure and Goods
Notable Treasure
Treasure by Adventure

Bastions are a character's home while they're not adventuring. Beyond just a house with family or staff, characters may set up hireling who can do specialist work while the character is off saving the world.

The basics of Bastions can be found here: http://dnd2024.wikidot.com/bastions

Due to the party's help in securing the caravan trail and clearing out the threats in Freizford to allow resettlement by Thentian refugees, a Mulmaster nobleman has sent workers to help the characters create their Bastions.

  • A basic household has no particular mechanical benefit, but is a way to describe how your character lives when not adventuring
  • At level 9, our characters can set up four (4) specialist facilities
  • Party members "donate" one facility for common defense/use as the bastions; these will fall under the combined bastion rules
    • Recommended shared facilities: Barracks, Armory, Smithy, Warehouse, Training Area, Trophy Room

Each session, a player issues an order to one Special Facility and rolls on the event table, resolving whatever comes up. Each facility has benefits, depending on the Order issued.

Shared Special Facilities

Current Community Defenders: 0

Barracks (Donated by Threnody)

  • Space: Roomy
  • Hirelings: 1 (Ootah Garrick, Watchmaster)
  • Order: Recruit

A Bastion can have more than one Barrack, each of which is furnished to serve as sleeping quarters for up to twelve Bastion Defenders.

Recruit: Bastion Defenders. Each time you issue the Recruit order to this facility, up to four Bastion Defenders are recruited to your Bastion and assigned quarters in this Barrack. The recruitment costs no money. You can’t issue the Recruit order to this facility if it’s fully occupied.

Keep track of the Bastion Defenders housed in each of your Barracks. If you lose Bastion Defenders, deduct them from your roster. Assign names and personalities to your Bastion Defenders as you see fit.

Enlarging the Facility. You can enlarge your Barrack to a Vast facility by spending 2,000 GP. A Vast Barrack can accommodate up to twenty-five Bastion Defenders.

Zellmer Stable (Donated by Mercutio)

  • Space: Roomy
  • Hirelings: 1 (Paris Kellan, Groom)
  • Order: Trade

Restored from the mostly intact Zellmer residence, the stables are 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 14 days in this facility, all Wisdom (Animal Handling) checks made with respect to it have Advantage.

The Stable currently houses 2 horses (Tybolt and ?), 2 mules and 1 donkey (Hotay).

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 takes 7 days, and the DM decides what types of animals are available for purchase—horses, ponies, and mules 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.

Teleportation Circle (Donated by Moonglimmer)

  • 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.

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 14 days or until they cast a spell for you. The spellcaster won’t defend your Bastion and departs immediately if the Bastion is attacked.

Mercutio's Bastion

Mercutio's House, Under Construction

Taking over one of the farmhouses near to the town center, Mercutio has been slowly turning it into a proper Manor.

Main House

Bathroom Level 0 Bastion Facility
Space: Cramped

Bedroom Level 0 Bastion Facility
Space: Roomy

Library

Level 5 Bastion Facility
Space: Roomy
Hirelings: 1 (Elidra Capulet, Steward)
Order: Research

This Library contains a collection of books plus one or more desks and reading chairs. The library is located as part of Mercutio's manor.

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 takes 7 days. 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.

Garden (Decorative)

Level 5 Bastion Facility
Space: Roomy
Hirelings: 1 (Rosaline Thorne, Housekeeper)
Order: Harvest

Aesthetically pleasing garden full of flowers and topiaries. This garden surrounds Mercutio's manor.

Harvest: Garden Growth. When you issue the Harvest order to this facility, you commission the facility’s hireling to collect items from the Garden. The work takes 7 days and costs no money. Harvest yields ten exquisite floral bouquets (worth 5 GP each), ten vials of Perfume, or ten Candles.

Old Stinky's (Gaming Hall)

Level 9 Bastion Facility
Space: Vast
Hirelings: 4 (Old Stinky's Staff)
Order: Trade

Mercutio has taken over running Old Stinky's, both serving drinks and offering 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 for 7 days. At the end of the seventh day, roll 1d100 and consult the following table to determine your portion of the house’s winnings.

1d100 Winnings
01-50 1d6 x 10 GP
51-85 2d6 x 10 GP
86-95 4d6 x 10 GP
96-00 10d6 x 10 GP

Moonglimmer's Bastion

Moonglimmer will be taking over forested area around the ford and south. The area bounded by the river and the road for 1760 yards south. Moonglimmer is the protector of the forest, and it will decreed that no plant, tree and/or animal shall be harmed in the forest.
The woods will be called "The Faewoven Weald"

Main Tree House

Parlor Level 0 Bastion Facility
Space: Roomy
Cost: 0

Bedroom Level 0 Bastion Facility
Space: Cramped
Cost: 0

Special Facilities

Trophy Room
Level 9 Bastion Facility
Space: Roomy
Hirelings: 2 ((Tilly Dewpetal, Curator and Prismble, Asst. Curator)
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.

  • Research Options. When you issue the Research order to this facility, choose one of the following options:
  • 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 takes 7 days. 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.
  • Research: Trinket Trophy. You commission the facility’s hireling to search for a trinket that might be of use to you. The work takes 7 days. When the research concludes, roll any die. If the number rolled is odd, the hireling finds nothing useful. If the number rolled is even, the hireling finds a magic item. Roll on the Implements—Common table in chapter 7 to determine what it is.

Workshop
Level 5 Bastion Facility

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. Here are Moonglimmer's workshop tool list:

Glassblower’s Tools
Jeweler’s Tools
Leatherworker’s Tools
Tinker’s Tools
Weaver’s Tools
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. 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.

Smithy
Level 5 Bastion Facility

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. 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.

Prasiolit's Bastion

TBD

Sirius's Bastion

Scarcity, Scriptorium, and Greenhouse

Solaria's Bastion

TBD

Takahashi's Bastion

TBD

Threnody's Bastion

Residence

Threnody's residence is attached to the Temple of Kelemvor where he and the other acolytes live and serve the community.

Parsonage

  • Bedrooms x 4 (cramped)
  • Dining Hall (roomy)
  • Kitchen (cramped)
  • Parlor (cramped)
  • Office (parlor) (cramped)
  • Storage (cramped)

Temple of Kelemvor

  • Main Temple worship area (parlor) (vast)
  • Graveyard (courtyard) (vast)

Special Facilities

Threnody sees the ghosts that still remain around Freizford as part of his work that needs to be completed as a priest of Kelemvor. He has constructed a small temple to the Lord of the Dead with a proper graveyard.

Sanctuary

  • Space: Roomy
  • Hirelings: 1 (Rurik Brazzik), Acolyte of Kelemvor
  • Order: Craft

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

Sanctuary Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see “Supernatural Gifts” in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Healing Word once without expending a spell slot. You can’t gain this Charm again while you still have it.

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 takes 7 days and costs no money. The item remains in your Bastion until you claim it.

Sacristy

  • Space: Roomy
  • Hirelings: 1 (Callie Thorngage), Priestess of Kelemvor
  • 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 takes 7 days and costs no money. You can spend GP during the creation process to increase the potency of the Holy Water. For every 100 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. 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.

Scriptorium

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 work takes 7 days.

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 takes 7 days 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.

Bastion Log