Full Rules

These are shortened rules. You can find FULL RULES HERE

A Bastion is a location that belongs to a player character: a home, a stronghold, and a place of power that the character develops over the course of a campaign. A Bastion offers a character temporary refuge from the dangerous world of adventuring, and it provides opportunities for a character to craft magic items, conduct research, harvest poisons, build ships, and carry out a range of other activities.

A Bastion grows over time

The Real Deal 🏰

Players' bastion Sorry Jako Jaskyňa in the actual campaign is here. You'll find listed facilities, progress log, descriptions and pictures there.

Bastion Turns

As time passes in the campaign, players take Bastion turns to reflect the activity occurring in their Bastions, whether or not the characters are present.

Bastion Turn

A Bastion turn occurs every 5 days of in-game time.

On a Bastion turn, a character can issue orders to the special facilities in their Bastion or issue the Maintain order to the entire Bastion (see Orders and Events).

Special Facilities

Special facilities are Bastion locations where certain activities yield game benefits. Each special facility can be chosen only once unless its description says otherwise.

Special facilities can't be bought; a character gains them through level advancement. The Special Facility Acquisition table shows the total number of special facilities in a character's Bastion. Each new special facility immediately becomes part of the character's Bastion when the character reaches the level.

Special Facility Acquisition (per player)

LevelSpecial Facilities
52
94
135
176
Replacing Facilities

Each time a character gains a level, that character can replace one of their Bastion's special facilities with another for which the character qualifies.

List of Special Facilities

LevelSpecial FacilityPrerequisiteOrder
5Arcane StudyAbility to use an Arcane Focus or a tool as a Spellcasting FocusCraft
5ArmoryTrade
5BarrackRecruit
5GardenHarvest
5LibraryResearch
5SanctuaryAbility to use a Holy Symbol or Druidic Focus as a Spellcasting FocusCraft
5SmithyCraft
5StorehouseTrade
5WorkshopCraft
9Gaming HallTrade
9GreenhouseHarvest
9Laboratory–*Craft
9SacristyAbility to use a Holy Symbol or Druidic Focus as a Spellcasting FocusCraft
9Scriptorium–*Craft
9StableTrade
9Teleportation CircleRecruit
9TheaterEmpower
9Training AreaEmpower
9Trophy RoomResearch
13ArchiveResearch
13Meditation ChamberEmpower
13MenagerieRecruit
13ObservatoryAbility to use a Spellcasting FocusEmpower
13PubResearch
13ReliquaryAbility to use a Holy Symbol or Druidic Focus as a Spellcasting FocusHarvest
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

*Certain orders that can be issued to these facilities have additional prerequisites.

Orders and Events

On a Bastion turn, a character in their Bastion can issue special orders to one or more of their Bastion's special facilities:

  • Maintain
  • Craft
  • Empower
  • Harvest
  • Recruit
  • Research
  • Trade

The Maintain order is unusual; it is issued to the whole Bastion rather than to one or more special facilities. Immediately after a character issues the Maintain order to their Bastion, the DM rolls once on the Bastion Events table to determine what event, if any, befalls the Bastion before the next Bastion Turn. The event is resolved immediately, with the player and DM working together to expand story details as needed.

Bastion Events

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