Vindristjarna Bastion Mechanics
Vindristjarna carries with it a number of special facilities that provide in game benefits. Currently, Vindristjarna has the following special facilities, described in detail below, and associated with the following people.
This document also describes additional magic items that are permanently installed on Vindristjarna.
Special Facility Rules
Special Facility Mechanics: As a way to balance the goals of keeping to the spirit of the bastion rules, while also maintaining in-world verisimilitude, the following rules apply to Vindristjarna Special Facilities.
(1) Some special facilities have prerequisites. If a special facility has prerequisites that a character does not meet, they may still choose that special facility as long as (i) there is a good role-playing rationale, and (ii) the character is at least 4 levels higher than the special facility level.
(2) Vindristjarna is mobile, which makes it more powerful than many bastions. As a trade-off, it can only host bastions up to a fixed size, after which there is no more room to expand. The upper and lower decks are each 480 squares, while the hold is only 185 squares due to the slope of the sides.
(3) Bastion facilities have a number of effects. While anything that only requires you to rest in the Bastion will obviously function as expected, anything that requires work needs a person to do the work (although “combined” facilities can generally be worked by a single follower, and in general we can assume followers are more productive and useful than a typical “Bastion hireling”). This is just meant to reflect the trade off between mobility and the fact you can’t support as large a crew as a fixed Bastion could support.
(4) Each character can have a single level 17 facility and no more than two level 13 facilities.
Special Facility Allocations
Delwath (3/6)
(level 5) Sanctuary
(level 5) Garden (Food)
(level 5) Garden (Decorative)
(level 9) Greenhouse
(level 5-13)
(level 17) Demiplane
Kenzo (3/6)
(level 9) Trophy Room (Hall of Stories)
(level 9) Training Area (Sparring Room)
(level 13) Meditation Chamber (Elven Tree)
(level 5-13)
(level 5-13)
(level 5-17)
Riswynn (3/6)
(level 5) Smithy
(level 13) Reliquary
(level 17) Sanctum
(level 5-13)
(level 5-13)
(level 5-13)
Seeker (4/6)
(level 5) Workshop
(level 9) Training Area (Game Room)
(level 13) Archive
(level 13) Observatory
(level 5-13)
(level 17) Demiplane
Wellby (3/6)
(level 5) Library (Map Room)
(level 5) Storehouse
(level 9) Stables
(level 13) Pub
(level 5-13)
(level 5-17)
Followers
These followers are available to tend to Bastion facilities:
Faldrak Bronzehammer (he/him). Dwarven artificer and skyship captain. In addition to piloting the ship, Faldrak can tend the Observatory or Workshop, or can serve as a Tools Trainer (Game Room)
Amil (he/him). Dunmari monk-in-training. Amil can tend the Hall of Stories or can serve as a Battle Defense (Sparring Room or Game Room) or Unarmed Attack (Sparring Room) trainer.
Égnir (he/him, AY-nyeer). Elven gardener. He can carry out any number of Harvest orders for the Gardens and Greenhouse. He can also Empowerthe Elven Tree.
Jotha (she/her, yo-TAH). Deno’qai priestess and warrior. She can tend the Sanctuary, or serve as a Weapon Expert (Sparring Room).
Mica Copperharp (he/him). Halfling, Willow’s husband. A comic, a joker, good with his hands and the drums, a brewer, and a bit of a drinker. Mica can serve as a Skills Trainer (Game Room), and can serve as the bartender in the Pub.
Willow Copperharp (she/her). Halfling, Mica’s wife. A storyteller, a poet, and fairly religious as halflings go. Willow can tend the Map Room.
Adam Gower (he/him). Tollender human. Adam does not tend a specific facility, but if Vindristjarna is in Tollen for a Bastion Turn, he can carry out any number of Trade orders.
Each PC is also able to tend Bastion facilities:
Delwath: Sanctuary, Gardens and Greenhouse, Demiplane
Seeker: Observatory, Workshop, Tools Trainer (Game Room), Archives, Demiplane
Kenzo: Gardens and Greenhouse, Elven Tree, Hall of Stories, Battle Defense (Sparring Room or Game Room) or Unarmed Attack (Sparring Room) trainer.
Wellby: Map Room, Stable, Storehouse, Pub
Bastion Turns
A Bastion Turn represents a period of time, usually around 7 days, of uninterrupted time on Vindristjarna. During a Bastion Turn, each Follower and PC can fulfill one set of special facility orders, or more as otherwise noted. A PC cannot both fulfill a set of orders and benefit from a special facility that requires eight hours a day of work.
Example Bastion Turn
While traveling to Chardon to instigate trouble, the party takes a Bastion Turn. It might go like this:
Faldrak, while piloting the ship, takes the Craft option from the Workshop to make a Potion of Growth, an Uncommon consumable item. It will take 5 days of work and 100 gold to finish. During the evenings, Faldrak also searches the skies in the Observatory. However, at the end of the Bastion Turn he rolls a 4, an even number, and so gains nothing from this activity.
Amil tends to the Hall of Stories, taking the Research (Lore) option, to learn something about chalyte from the stories recorded. At the end of the Bastion Turn, he will learn three pieces of information to communicate to the party.
Egnir tends the Garden and Greenhouses. He can carry out the Harvest order three times, and produces 100 days of Rations, 10 Candles, and a Potion of Healing (Greater).
Jotha serves as Weapon Expert in the Sparring Room. She can train with any PC to give them the benefits of the Weapon Expert feature.
Mica serves as a Skill Expert in the Game Room. He can train with any PC to give them the benefits of the Skill Expert feature.
Willow pours over the maps in the Map Room, taking the Research option to learn about Mitus Verina Auratan, the Magistros of Chardon. At the end of the Bastion Turn, she will learn three pieces of information to communicate to the party.
As the ship is not docked in Tollen, Adam Gower does nothing.
Delwath trains with Jotha in the Sparring Room for 8 hours per day. For the next 7 days, he can use the Mastery property of his Longsword. Since he takes a Long Rest in the Bastion, he also gains a tanshi Charm from the Sanctuary that lets him cast Healing Word once in the next 7 days, without using a spell slot. Finally, when he leaves Vindristjarna, he picks three fruits from the Greenhouse. Each fruit can be consumed in the next 24 hours by any creature; when consumed it has the effect of the Lesser Restoration spell
Seeker spends time in the Archive, Researching for 8 hours per day to seek esoteric knowledge of Bronzehall, a rumored city on the Plane of Fire where Frankar was seen, according to the Philosopher’s Information Concerning Frankar. He gains the effect of casting the Legend Lore spell targeting Bronzehall. Since he takes a Long Rest in the Bastion, he also gains a esoteric Charm from the Observatory that lets him cast Contact Other Plane once in the next 7 days, without using spell slots. Finally, when he takes a Short Rest in the Bastion, he gains Heroic Inspiration from the Workshop.
Kenzo meditates at the base of the Elven Tree for 8 hours per day. At the end of the Bastion Turn, he rolls a 1 and a 4 on the d6s, and for the next 7 days has Advantage on any Strength or Intelligence Saving Throws.
Wellby trains with Mica in the Game Room for 8 hours per day, practicing his comic timing. At the end of the Bastion Turn, he gains Proficiency in the Performance skill for the next 7 days.
Descriptions
Upper Deck
380 of 480 squares used
The upper deck consists of, from stern to prow:
- the shrine to the Tanshi
- the elven garden and greenhouse
- the elven tree, grown from seed by Kenzo
- the main building on the upper deck, which contains a lavish dining hall, space for conversation and relaxation, the living quarters of Kenzo, Delwath, Riswynn, Seeker, Wellby, the map room, and the pub
- On a sky deck built above the map room, Seeker’s observatory
- the courtyard bow-ward of the main building, and the decking and railings around the main building, which is decorating with memorials to the adventures of the Dunmar Fellowship
- in the bow, Baxter’s stable
Pub
Tended by Wellby or Mica Copperharp
Pub
Game Effect: Pub
Size: 16 squares (Roomy)
Order: Research
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 colorful 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 10 miles of your Bastion over the next 7 days. 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 for the previous 7 days.
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.
Sanctuary
Tanshi Shrine
Game Effect: Sanctuary
Size: 16 squares (Roomy)
Order: Craft
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.
Tanshi Inner Sanctum
Tanshi Inner Sanctum
Game Effect: Demiplane
Size: None (door from Sanctuary)
Order: Empower
A door up to 5 feet wide and 10 feet tall appears on a flat, solid surface in one of the other facilities in your Bastion. You choose the location. If you are in your Bastion during a Bastion turn, you can relocate this door to another facility in your Bastion.
Only you and your Bastion’s hirelings can open the door, which leads to a Demiplane that takes the form of a stone room. The Demiplane exists in an extradimensional space and therefore isn’t attached physically to other locations in your Bastion. Neither the Demiplane nor its door can be dispelled.
Empower: Arcane Resilience. When you issue the Empower order to this facility, magical runes appear on the Demiplane’s walls and last for 7 days. Until the runes disappear, you gain Temporary Hit Points equal to five times your level after spending an entire Long Rest in the Demiplane.
Fabrication. While in the Demiplane, you can take a Magic action to create a nonmagical object of your choice from nothing, causing it to appear in an unoccupied space in the Demiplane. The object can be no bigger than 5 feet in any dimension; can’t have a value over 5 GP; and must be made of wood, stone, clay, porcelain, glass, paper, nonprecious crystal, or nonprecious metal. You must finish a Long Rest before you can take this action again.
Gardens and Greenhouse
Tended by Egnir, Delwath, or Kenzo
Garden and Greenhouse
Tended by: Egnir
Game Effect: Enlarged Garden (Decorative and Food) and Greenhouse
Size: 72 squares (Vast Garden, Vast Greenhouse)
Order: Harvest (3x: choose healing herbs or poison; food; flowers)
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: Healing Herbs. You commission the facility’s hireling to create a Potion of Healing (Greater) made from healing herbs, or you do the work yourself. The work takes 7 days and costs nothing.
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. See “Poison” in chapter 3 for each poison’s effect. Once harvested, the poison can be contained in a vial. The work takes 7 days and costs no money.
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 takes 7 days and costs no money. Currently, the gardens can produce both food and flowers.
Harvest: Food. 100 days worth of Rations
Harvest: Flowers. Ten exquisite floral bouquets (worth 5 GP each), ten vials of Perfume, or ten Candles
Meditation Chamber (Elven Tree)
Tended by Kenzo
Sacred Tree
Tended by: Kenzo
Game Effect: Meditation Chamber + Courtyard (Vast)
Size: 40 squares (Vast Courtyard, Cramped Meditation Chamber)
Order: Empower
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 of 7 days. If you leave the Bastion during this time, you gain no benefit. Otherwise, at the end of the seventh day, you gain Advantage on two kinds of saving throws for the next 7 days, determined randomly by rolling on the table below. Reroll if you get a duplicate result.
Roll | Saving Throw
1 | Strength
2 | Dexterity
3 | Constitution
4 | Intelligence
5 | Wisdom
6 | Charisma
Library (Map Room)
Tended by Wellby or Willow Copperharp
Map Room
Tended by: Wellby
Game Effect: Library
Size: 4 squares (Cramped)
Order: Research
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.
Trophy Room (Hall of Stories)
Hall of Stories
Game Effect: Trophy Room
Size: 36 squares (Vast)
Order: Research (choose lore or trinket)
This room houses a collection of mementos, such as weapons from old battles, gifts from benefactors, the mounted heads of slain creatures, trinkets plucked from dungeons and ruins, and trophies passed down from ancestors. 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.
Observatory
Observatory
Game Effect: Observatory
Size: 16 squares (Roomy)
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 Wildspace and the Astral Plane. After spending a Long Rest in your Observatory, 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 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 for 7 consecutive nights. 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 (all described in chapter 3).
Arcane Demiplane
Arcane Deminplane
Game Effect: Demiplane
Size: None (door from Observatory)
Order: Empower
A door up to 5 feet wide and 10 feet tall appears on a flat, solid surface in one of the other facilities in your Bastion. You choose the location. If you are in your Bastion during a Bastion turn, you can relocate this door to another facility in your Bastion.
Only you and your Bastion’s hirelings can open the door, which leads to a Demiplane that takes the form of a stone room. The Demiplane exists in an extradimensional space and therefore isn’t attached physically to other locations in your Bastion. Neither the Demiplane nor its door can be dispelled.
Empower: Arcane Resilience. When you issue the Empower order to this facility, magical runes appear on the Demiplane’s walls and last for 7 days. Until the runes disappear, you gain Temporary Hit Points equal to five times your level after spending an entire Long Rest in the Demiplane.
Fabrication. While in the Demiplane, you can take a Magic action to create a nonmagical object of your choice from nothing, causing it to appear in an unoccupied space in the Demiplane. The object can be no bigger than 5 feet in any dimension; can’t have a value over 5 GP; and must be made of wood, stone, clay, porcelain, glass, paper, nonprecious crystal, or nonprecious metal. You must finish a Long Rest before you can take this action again.
Stable
Tended by Wellby, or Adam Gower if Vindristjarna is docked in Tollen
Stable
Game Effect: Stables
Size: 36 squares (Vast)
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; see the Player’s Handbook or the Monster Manual for these creatures’ stat blocks. The facility is big enough to house six 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.
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 100 percent more than the standard price.
Basic Facilities, Upper Level
Main Building
Game Effect: Dining Hall, Parlor, Kitchen, Living Quarters x6
Size: 128 squares (Roomy Basic Quarters x9)
This space has no specific game mechanics, but provides living quarters for the Dunmar Fellowship, a guest suite, plus a substantial dining, kitchen, and living area.
Kept in the kitchen are the following magic items:
Pitcher of Purity
The pitcher of purity is a silver water pitcher, of Drankorian make, that has a permanent enchantment. Any non-magical liquid poured into the pitcher is purified, removing any poison or disease and turning the liquid into pure drinking water. The Dunmar Fellowship recovered this item from the Occulta Ludum workshop and laboratory at the Elemental Forge in the Edge of Echoes.
Cold Chest
The cold chest is a 3 foot deep by 4 foot wide stone chest, of Drankorian make, that is permanently enchanted so that any food or drink placed within it will not spoil. The Dunmar Fellowship recovered this item from the Occulta Ludum workshop and laboratory at the Elemental Forge in the Edge of Echoes.
Kept in the common living is the following magic item:
Cleansing Stone
The cleansing stone is a polished stone sphere of Drankorian make, 1 foot in diameter, embedded on top of short marble pedestal, that is permanently enchanted. While touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person. This stone was originally installed in Eudomes’ bedroom in Stormcaller Tower; the party recovered it upon the destruction of the tower by Hralgar when he was freed from imprisonment.
Control Room
Game Effect: See Vindristjarna Mechanics
Size: 12 squares
The Control Room houses Hralgar’s Phasing Stone and allows the ship to be flown.
Lower Deck
210 of 480 squares used
The lower deck consists of, from stern to prow:
- Seeker’s game room
- Faldrak’s workshop
- the archives and research library
- a sparing and exercise room
- a shrine to the Bahrazel
- the smithy
Training Area (Game Room)
Tended by any trainer, see below
Game Room
Game Effect: Training Area
Size: 36 squares (Vast)
Order: Empower
The game room contains a series of clever puzzles, traps, and mechanisms to test, challenge, enlighten, and enthrall all who visit. 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 below. The benefit lasts for 7 days.
Skills - Mica Copperharp: You gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Performance, Sleight of Hand, or Stealth.
Tools - Faldrak or Seeker: You gain proficiency with one tool of your choice.
Battle Defense - Kenzo or Amil: 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 1d4
Workshop
Workshop
Game Effect: Workshop
Size: 16 squares (Roomy)
Order: Craft
Artisan’s Tools. The Workshop comes equipped with the following tools:
Carpenter’s Tools
Glassblower’s Tools
Jeweler’s Tools
Leatherworker’s Tools
Mason’s Tools
Tinker’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 in the Workshop, 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.
Training Area (Sparring Room)
Tended by any trainer, see below
Sparing Room
Game Effect: Training Area
Size: 36 squares (Vast)
Order: Empower
This room consists of open space and padded dummies for sparring. 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 below. The benefit lasts for 7 days.
Battle Defense - Kenzo or Amil: 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 1d4
Unarmed Attack - Kenzo or Amil: When you hit with your Unarmed Strike and deal damage, the attack deals an extra 1d4 Bludgeoning damage.
Weapon Master - Jotha: Choose a kind of Simple or Martial weapon. If you aren’t proficient with the weapon, you gain proficiency with it. If you already have proficiency with the weapon, you can use its mastery property.
Archives
Tended by Seeker
Archives
Game Effect: Archive
Size: 16 squares (Roomy)
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. The Archive currently contains a single rare tome: Name TBD. While you and your book on Vindristjarna, 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.
Reliquary and Sanctum (Shrine of the Bahrazel)
Untended
Shrine of the Bahrazel
Game Effect: Reliquary + Sanctum
Size: 20 squares (Cramped + Roomy)
Order: Empower, Harvest
The shrine to the Bahrazel holds sacred objects and is a sacred place.
Reliquary 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 Greater Restoration once without expending a spell slot or using Material components. You can’t gain this Charm again while you still have it.
Sanctum 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 Heal once without expending a spell slot. You can’t gain this Charm again while you still have it.
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.
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 for 7 days.
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 takes 7 days 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.This vault holds sacred objects that reinforce your religion. Whenever you spend a Long Rest in your Bastion, you can cast Greater Restoration once within the next 7 days without expending a spell slot or using Material components. When you issue the Harvest order to this facility, you commission the facility’s 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 takes 7 days and costs no money. You can use this talisman as a Spellcasting Focus, ignoring any of the spell’s Material components, including ones that have a cost of 1,000 GP or less. The talisman can be used in this way only once, and then it must be returned to your Reliquary. Another Harvest order prepares it for use again.
Smithy
Untended
Smithy
Game Effect: Smithy
Size: 16 squares (Roomy)
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.
Basic Facilities, Lower Level
Living Quarters
Game Effect: Living Quarters x12
Size: 48 squares (Cramped x12)
This area has no particular game effect, but provides quarters for 12 hirelings.
Crew Parlor
Game Effect: Parlor and Dining Room
Size: 32 squares (Roomy x2)
This area has no particular game effect, but provides a secondary meeting and dining area for the crew
Storage Deck
36 of 185 squares used
The storage deck is currently unfinished and is primarily used as an actual storage hold.
Storehouse (Storage Hold)
Tended by Wellby, or Adam Gower while Vindristjarna is docked in Tollen
Storage Hold
Game Effect: Storehouse
Size: 36 squares (Vast)
Order: Trade
Trade: Goods. When you issue the Trade order to this facility, its hireling spends the next 7 days procuring nonmagical items that have a total value of 5000 GP or less and stores them in the Storehouse, or the hireling uses those 7 days to sell goods in the Storehouse. You bear the total cost of any purchases.
When you sell goods from your Storehouse, the buyer pays you 100 percent more than the standard price.