A bastion is a stronghold the party controls together. Each party member oversees a department of the bastion, and their decisions shape the stronghold’s development. Departments include Defense, Infrastructure, Commerce, Research, and Diplomacy. Upgrades require time, resources, and sometimes unique actions.
1. Defense Division (Defender)
Protects the bastion from external and internal threats through fortifications, guards, and defensive strategies.
Basic Fortifications
Effect: Adds +1 to Defense Checks.
Cost: 500 gp, 2 weeks.
Advanced Fortifications
Effect: Adds +2 to Defense Checks, reduces damage during sieges.
Cost: 1,000 gp, 4 weeks.
Traps and Alarms
Effect: Detects intrusions automatically, adding +1 to Defense Checks.
Cost: 800 gp, 3 weeks.
Elite Guard Training
Effect: Guards gain specialized roles (scouts, shock troops). Adds +1 to Defense and grants advantage on rolls against raids.
Cost: 1,200 gp, 4 weeks.
Revenue Potential:
Defense typically does not generate revenue directly but prevents losses due to raids, pillaging, or sabotage.
Hosting tournaments or military training for allies could generate revenue (50–100 gp per week during events).
2. Infrastructure Division (Builder)
Builds and maintains essential structures for the bastion, ensuring livability and functionality.
Potential Upgrades:
Housing Expansion
Effect: Allows more NPCs (residents or workers), increasing Prosperity by +1.
Cost: 400 gp, 2 weeks.
Workshop
Effect: Reduces crafting costs for the party by 10%.
Cost: 1,000 gp, 3 weeks.
Granary
Effect: Prevents famine during long sieges or lean times. Adds +1 to Prosperity.
Cost: 800 gp, 3 weeks.
Road and Bridge Access
Effect: Increases trade flow, reducing trade route costs by 20%. Adds +1 to Commerce Checks.
Cost: 1,200 gp, 4 weeks.
Revenue Potential:
Renting workshops to artisans generates 50–200 gp per week.
Housing expansions bring in rent or taxes, generating 20–100 gp per week.
More information on the Infrastructure Division can be found on this page.
3. Commerce Division (Merchant)
Oversees trade, market activity, and financial growth of the bastion.
Potential Upgrades:
Marketplace
Effect: Generates 10 gp per week and boosts Commerce Checks by +1.
Cost: 500 gp, 2 weeks.
Guild Hall
Effect: Attracts skilled laborers and artisans, increasing Prosperity by +1.
Cost: 1,200 gp, 4 weeks.
Caravan Routes
Effect: Opens long-distance trade routes, generating 50–200 gp per week. Adds +1 to Influence.
Cost: 1,500 gp, 5 weeks.
Bank
Effect: Allows secure storage of party funds and offers loans. Adds +1 to Prosperity and Influence.
Cost: 2,000 gp, 6 weeks.
Revenue Potential:
Passive income from marketplace and caravan routes.
Loan interest from the bank generates occasional revenue (10% of the loaned amount).
4. Research Division (Scholar)
Role: Focuses on developing magical and technological advancements for the bastion.
Potential Upgrades:
Library
Effect: Adds +1 to arcane research rolls and increases Prosperity by +1.
Cost: 700 gp, 3 weeks.
Alchemy Lab
Effect: Reduces potion crafting costs by 10%. Adds +1 to Influence.
Cost: 800 gp, 3 weeks.
Arcane Forge
Effect: Speeds up enchantments and magical crafting. Adds +1 to Prosperity.
Cost: 1,500 gp, 5 weeks.
Advanced Research Facility
Effect: Unlocks experimental research (custom spells or items). Adds +1 to Influence and Prosperity.
Cost: 2,000 gp, 6 weeks.
Revenue Potential:
Income from selling potions or magical items crafted in facilities (50–300 gp per week).
Renting out research facilities to scholars or wizards generates additional revenue (50–100 gp per week).
5. Diplomacy Division (Envoy)
Role: Maintains relations with other factions, forging alliances and managing the bastion’s reputation.
Potential Upgrades:
Guest Quarters
Effect: Accommodates visiting dignitaries. Adds +1 to Influence.
Cost: 600 gp, 2 weeks.
Messaging System
Effect: Enables quick communication with allies. Adds +1 to Prosperity and Influence.
Cost: 1,000 gp, 3 weeks.
Alliance Council
Effect: Strengthens alliances and trade agreements. Adds +2 to Influence.
Cost: 1,800 gp, 5 weeks.
Spy Network
Effect: Provides intelligence on rivals. Adds +1 to Defense and Influence.
Cost: 2,200 gp, 6 weeks.
Revenue Potential:
Favors from allied factions may lead to material or financial support (e.g., 100–500 gp during major events).
Hosting diplomatic events could generate prestige and one-time revenue (500–1,000 gp).
Upgrades are paid from shared party funds or from individual member contributions. Each department contributes to the overall bastion development, and success is measured by its Prosperity, Defense, and Influence stats.
Each upgrade contributes points to one of the bastion’s stats. The bastion’s level determines its bonuses:
Prosperity: Determines weekly revenue and ability to sustain growth.
Defense: Used for defense checks against raids or invasions.
Influence: Determines how NPCs perceive the bastion and unlocks unique quests.
Defense Checks are triggered when the bastion faces a threat such as a raid, siege, or sabotage attempt. The Defense Check determines whether the bastion successfully repels the threat, suffers losses, or incurs damage to its infrastructure.
Trigger the Check
A Defense Check occurs when the bastion encounters a hostile event. These events might be due to:
Enemy raiders or bandits.
Rival factions or armies.
Monsters threatening the bastion.
Sabotage by spies or internal strife.
Set the Difficulty Class (DC)
The DC depends on the type of threat:
Minor Threat (e.g., bandits or wild animals): DC 10-12.
Moderate Threat (e.g., small army, organized raiders): DC 13-15.
Major Threat (e.g., siege engines, elite forces): DC 16-20.
Roll the Defense Check
The Defense Check is a d20 roll modified by the bastion’s Defense Bonus and any situational modifiers.
Formula:
d20 + Defense Bonus + Modifiers vs. Threat DC
Calculate the Defense Bonus
The Defense Bonus is determined by the upgrades to the Defense Department and any contributions from other departments.
Base Defense Bonus Formula:
Base Bonus = Sum of all Defense Department upgrades.
Example: Basic Fortifications (+1) + Elite Guard Training (+2) = +3 Defense Bonus.
Additional Modifiers:
Infrastructure Synergy: Well-maintained walls or roads might add a bonus (+1 for Infrastructure upgrades).
Diplomacy Contribution: Allies or treaties may offer support (+1 for allied reinforcements).
Commerce Resilience: A well-funded bastion can provide additional defenses (+1 for Commerce upgrades).
Resolve the Outcome
Success (Roll ≥ DC):
The bastion repels the threat without significant damage. The event might still cost resources (e.g., food or supplies).
Failure (Roll < DC):
The bastion suffers damage or losses. Consequences could include:
Reduced Prosperity or Defense stats (e.g., damaged walls, lost guards).
Infrastructure damage (requiring repairs).
Lost revenue or supplies (e.g., pillaged stores).
Narrative Consequences
The DM should incorporate the outcome into the story, allowing the party to address weaknesses or capitalize on victories.
Scenario: A Bandit Raid
Threat: A band of 15 raiders attacks the bastion, hoping to steal supplies.
DC: 13 (Moderate Threat).
Defense Bonus: +3 (Basic Fortifications + Elite Guard Training).
Modifiers:
+1 from Infrastructure (well-maintained walls).
+1 from Commerce (enough funds for extra guards).
Final Roll:
d20 + 3 (Defense Bonus) + 1 (Infrastructure) + 1 (Commerce)
If the roll totals 13 or higher, the bastion repels the bandits. If not, the bandits steal supplies, reduce Prosperity by 1, and the party must decide whether to repair damaged walls.
The party can directly aid Defense Checks by taking specific actions:
Combat Assistance: Fight the attackers directly (mini-battle or skirmish).
Planning: Use skill checks (e.g., Investigation or Survival) to bolster the bastion’s preparations.
Tactical Commands: Provide strategic advantages using abilities like Bardic Inspiration or spells.
Each action could add bonuses to the roll or modify the narrative outcome, creating dynamic encounters tied to the bastion's success.