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Upper Deck

480 squares

The upper deck consists of, from stern to prow:

  • the shrine to the Tanshi, tended by Delwath
  • the elven garden and greenhouse, tended by Egnir
  • 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, and the map room, tended by Wellby ()
  • 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 and tended by Kenzo and Amil
  • in the bow, Baxter’s stable, tended by Wellby

Mechanics and Space Usage

Used space: 364 squares

Tanshi Shrine

Tended by: Delwath
Game Effect: Sanctuary
Size: 16 squares (Roomy)
Order: Craft (1d4 BP)

Cast Healing Word. You can draw on the power of your Sanctuary to heal yourself or another. After spending a Long Rest in your Bastion, you can cast Healing Word once within the next 7 days without expending a spell slot. The spell’s level is half your level, rounded down.

Craft: Sacred Focus. 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, or you can have it sold for 5 GP

Garden and Greenhouse

Tended by: Egnir
Game Effect: Enlarged Garden (Decorative and Food) and Greenhouse
Size: 72 squares (Vast Garden, Vast Greenhouse)
Order: Harvest (1d4 BP)
Order: Harvest (1d6 BP)

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 an ingested poison from rare plants or fungi, or you do the work yourself. Choose the type of poison from the following options: Midnight Tears, Pale Tincture, Torpor, or Truth Serum. See the “Poisons” section in the Dungeon Master’s Guide for each poison’s effect. Once harvested, the poison can be contained in a vial. The work takes 7 days and costs nothing

Harvest: Food The Garden produces mushrooms and vegetables that are sold to earn you 50 GP. The work takes 7 days and costs you no money.

Harvest: Flowers The Garden produces either ten exquisite floral bouquets or ten vials of Perfume. Each of these can be sold for 5 GP. The work takes 7 days and costs you no money.

Sacred Tree

Tended by: Kenzo
Game Effect: Meditation Chamber + Courtyard (Vast)
Size: 40 squares (Vast Courtyard, Cramped Meditation Chamber)
Order: Empower (1d8 BP)

When you issue the Empower order to this facility, you enable all your Bastion’s hirelings to use the Meditation Chamber to gain a measure of inner peace. You can immediately issue a Bastion order to one of your Bastion’s other special facilities, even if that facility has already been issued an order on this Bastion turn. The Meditation Chamber also imparts the following benefit:

Fortify Self. You can meditate in this facility over a period of 7 days to fortify your mind, body, and spirit. 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, chosen randomly from the Fortified Saves table. (Reroll if you get a duplicate result.)
FORTIFIED SAVES Table
Saving Throw
1 Strength
2 Dexterity
3 Constitution
4 Intelligence
5 Wisdom
6 Charisma

Main Building

Tended by: Dunmar Fellowship
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.

Map Room

Tended by: ~mapmaker~
Game Effect: Library
Size: 4 squares (Cramped)
Order: Research (1d4 BP)

This Library contains a collection of books plus one or more desks and reading chairs. When you issue the Research order to this facility, you commission the facility’s hireling to research a topic, or you do the research yourself. 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, you obtain up to three accurate pieces of information about the topic that were previously unknown to you. The DM determines what information you learn.

Hall of Stories

Tended by: Amil and Kenzo
Game Effect: Trophy Room
Size: 36 squares (Vast)
Order: Research (1d6 BP)
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, or you do the research yourself. 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, you obtain up to three accurate pieces of information about the topic that were previously unknown to you. 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 a die. If the number rolled is odd, the hireling finds nothing useful. If the number rolled is even, the hireling finds a trinket with a previously unknown magical property. You can decide what the trinket looks like or roll on the Trinkets table in the Player’s Handbook to determine its form. As a Magic action, a creature can use the trinket to cast a particular spell, requiring no spell components. Choose the spell from the following list: Clairvoyance, Death Ward, Find Traps, Locate Creature, Magic Weapon, Remove Curse, or Speak with Dead. Once used in this way, the trinket loses its magic.

Observatory

Tended by: Seeker
Game Effect: Observatory
Size: 16 squares (Roomy)
Order: Empower (1d8 BP)

Situated atop your Bastion, your Observatory contains a powerful telescope aimed at the night sky. You can use your Observatory to peer into the far corners of Wildspace and the Astral Plane, if not the heavens. Whenever you spend an entire Long Rest in your Observatory, you can cast Contact Other Plane once within the next 7 days without expending a spell slot. 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 supernatural 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 the Dungeon Master’s Guide).

Stable

Tended by: Wellby
Game Effect: Stable
Size: 36 squares (Vast)
Order: Trade (1d6 BP)

A Bastion can have more than one Stable. Each Stable comes with one Riding Horse (or Camel) and two Ponies (or two Mules). The facility is big enough to house three Large animals. Two Medium creatures occupy the same amount of space as one Large creature. 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, as the animal becomes easier to handle. 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, including camels, horses, ponies, and mules. 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

Lower Deck

480 squares
Used space: 204 squares

The lower deck consists of, from stern to prow:

Game Room

Tended by: Seeker
Game Effect: Training Hall
Size: 36 squares (Vast)
Order: Empower (1d6 BP)
Current Trainer: Unarmed Combat Expert

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 for 7 days. The Game Room has complex games of skill and chance, and can be modified to support any of the following expert trainers.

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 Musical Instrument or Tool of your choice.

Unarmed Combat Expert When you use an Unarmed Strike to damage a target, the attack deals an extra 1d4 Bludgeoning damage on a hit

Workshop

Tended by: Faldrak
Game Effect: Workshop
Size: 16 squares (Roomy)
Order: Craft (1d4 BP)

This Workshop is a creative space where all manner of useful items can be crafted. After spending an entire Short Rest in your Workshop, you gain Heroic Advantage. You can’t gain this benefit again until you finish a Long Rest. When you issue the Craft order to this facility, you commission the facility’s hirelings to craft one Tiny, nonmagical object that can be made using Carpenter’s Tools, Cobbler’s Tools, Glassblower’s Tools, Mason’s Tools, Potter’s Tools, Tinker’s Tools, Weaver’s Tools, or Woodcutter’s Tools. Examples include a Costume, a Gaming Set, a Musical Instrument, a Spellcasting Focus, a bottle, a shoe, or a toy. The work takes 7 days and costs you nothing unless the item is worth 10 GP or more, in which case you pay half the item’s cost.

Sparing Room

Tended by: Aygul
Game Effect: Training Hall
Size: 36 squares (Vast)
Order: Empower (1d6 BP)

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 for 7 days
The sparing room can support any of the following expert trainers:

Battle Expert Once per turn, when you take damage from an attack made with an Unarmed Strike or a weapon, you can reduce this damage by 1d4, provided you don’t have the Incapacitated condition.

Unarmed Combat Expert When you use an Unarmed Strike to damage a target, the attack deals an extra 1d4 Bludgeoning damage on a hit.

Weapon Expert Choose a type of Simple or Martial weapon, such as Spear or Longbow. If you aren’t proficient with the weapon, you gain proficiency with it for the next 7 days. If you already have proficiency with the weapon, you can use its Mastery property for the next 7 days

Archives

Tended by: Nuzkar
Game Effect: Archive
Size: 16 squares (Roomy)
Order: Research (1d8 BP)

An Archive is a repository of valuable books, scrolls, and maps. It is usually attached to a Library behind a locked or secret door. Your Archive contains one copy of a rare and valuable reference book, chosen from the options in the Reference Books table. While you and this book are in your Bastion, you gain the book’s benefit, as noted in the table. (Your DM might make other reference books available.) 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. Whoever does the work gains knowledge as if they had cast the Legend Lore spell. A hireling who gains this knowledge shares it with you the next time you speak with them.

The Archive currently contains a single rare tome: Name TBD. When making an Arcana check while on board Vindristjarna you have Advantage.

Shrine of the Bahrazel

Tended by: Riswynn
Game Effect: Reliquary
Size: 4 squares (Cramped)
Order: Harvest (1d8 BP)

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

Tended by: Kethra Silverspark
Game Effect: Smithy
Size: 16 squares (Roomy)
Order: Craft (1d4 BP)

This Smithy contains a forge, an anvil, and other tools needed to craft weapons and tools. When you issue the Craft order to this facility, choose one of the following options:

Craft: Ammunition or Simple Weapon. You commission the facility’s hirelings to craft up to twenty pieces of ammunition or one Simple Weapon, which takes 7 days and costs you half the normal price of the ammunition or weapon. Or you can commission a masterwork Simple Weapon, which takes 14 days and costs you 800 GP. A masterwork Simple weapon has no special properties until a Magic Weapon spell is cast on it. When that spell ends, the masterwork weapon retains the magic permanently, becoming a +1 Weapon.

Craft: Armor or Equipment. You commission the facility’s hirelings to craft one of the following: a suit of Medium or Heavy armor (excluding Hide), 20 Caltrops, a Chain (10 feet), a Crowbar, a Grappling Hook, a Hammer (regular or sledge), 4 horseshoes, a Hunting Trap, a set of Manacles, a Miner’s Pick, 10 Iron Spikes or Pitons, an Iron Pot, a metal Shield, or a Shovel. The work takes 7 days, or 21 days for a suit of armor, and costs you half the item’s normal cost.

Craft: Martial Weapon. You commission the facility’s hirelings to craft a Martial weapon, which takes 14 days and costs you half the weapon’s normal cost, or a masterwork Martial weapon, which takes 21 days and costs you 800 GP. A masterwork Martial weapon has no special properties until a Magic Weapon spell is cast on it. When that spell ends, the masterwork weapon retains the magic permanently, becoming a +1 Weapon.

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

Used space: 36 squares

The storage deck is currently unfinished and is primarily used as an actual storage hold.

Storage Hold

Tended by: Adam Gower, from Tollen
Game Effect: Storehouse
Size: 36 squares (Vast)
Order: Trade (1d4 BP)

This cool, dark space is meant to contain trade goods (see the Trade Goods table in the Player’s Handbook) but can hold almost anything. 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 500 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, 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. The Equipment chapter of the Player’s Handbook has tables of common goods that can be bought. 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.

People

On Vindristjarna

In the Mirror