Mysteries of Fate

Campaign 12 - Sam J
Story - Technical - Sessions - Calendar - Secrets


Player Stronghold

  • Collected XP: Xp your character has collected but is yet to be added to youyr XP Bar, Done during an Extended rest. Falling to 0 HP looses half of your character's Collected XP
  • Earned XP: XP your character has made permenent with an extended rest, Displayes the ammount required and progress to the next level up.
  • Total XP: The Total Value of your character's XP because D&D counts XP as one large total amount rather than smaller individual amounts for each individual level.
Bon Samdi
Level: 3
Collected XP 0
Earned XP 1079 / 1800
Total XP 1979

History
20 XP Source: Saving Merdan
92 XP Source: Sesion1 Bandit Fight
20 XP Source: Banshee Encounter
80 XP Source: Cleric cleanse Quest
17 XP Source: Swam of Books fight
75 XP Source: Session3 Mimic Fight
16 XP Source: Mage Rippers Fight 1
20 XP Source: Fairy Dragon Garden
14 XP Source: Animated Sword
100 XP Source: Book 1 Complete
150 XP Source: Carrion Crawlers
40 XP Source: Mr Foolberry Home
50 XP Source: Town labourers Home
Total: 694
Level 2 -300XP
200 XP Source: Murshaki Fight
425 XP Source: Lodge Combat
130 XP Source: Missing Friend
305 XP Source: Highscroll Hunt
225 XP Source: Escort Ambush
Level 3 -900xp
Level 4 -2700xp

XP Lost

Paprika Decota
Level: 3
Collected XP 0
Earned XP 972 / 1800
Total XP 1872

History
92 XP Source: Sesion1 Bandit Fight
20 XP Source: Banshee Encounter
80 XP Source: Cleric cleanse Quest
17 XP Source: Swam of Books fight
75 XP Source: Session3 Mimic Fight
16 XP Source: Mage Rippers Fight 1
20 XP Source: Fairy Dragon Garden
14 XP Source: Animated Sword
100 XP Source: Book 1 Complete
150 XP Source: Carrion Crawlers
34 XP Source: Demi-Tomb Skeles
40 XP Source: Mr Foolberry Home
50 XP Source: Town labourers Home
Total: 587
Level 2 -300XP
200 XP Source: Murshaki Fight
425 XP Source: Lodge Combat
130 XP Source: Missing Friend
305 XP Source: Highscroll Hunt
225 XP Source: Escort Ambush
Level 3 -900xp
Level 4 -2700xp

XP Lost
XP Lost: 121 Hp during Carion Crawler fight

Silas Araxis
Level: 3
Collected XP 0
Earned XP 698 / 1800
Total XP 1598

History
92 XP Source: Sesion1 Bandit Fight
80 XP Source: Cleric cleanse Quest
20 XP Source: Fairy Dragon Garden
14 XP Source: Animated Sword
100 XP Source: Book 1 Complete
150 XP Source: Carrion Crawlers
34 XP Source: Demi-Tomb Skeles
40 XP Source: Mr Foolberry Home
50 XP Source: Town labourers Home
Total: 513
Level 2 -300XP
425 XP Source: Lodge Combat
130 XP Source: Missing Friend
305 XP Source: Highscroll Hunt
225 XP Source: Escort Ambush
Level 3 -900xp
Level 4 -2700xp

XP Lost
XP Lost: 67 Hp during Carion Crawler fight

Karel Northstar
Level: 3
Collected XP 0
Earned XP 893 / 1800
Total XP 1793

History
92 XP Source: Sesion1 Bandit Fight
20 XP Source: Banshee Encounter
80 XP Source: Cleric cleanse Quest
17 XP Source: Swam of Books fight
75 XP Source: Session3 Mimic Fight
16 XP Source: Mage Rippers Fight 1
20 XP Source: Fairy Dragon Garden
14 XP Source: Animated Sword
100 XP Source: Book 1 Complete
150 XP Source: Carrion Crawlers
34 XP Source: Demi-Tomb Skeles
40 XP Source: Mr Foolberry Home
50 XP Source: Town labourers Home
Total 708XP
Level 2 -300XP
425 XP Source: Lodge Combat
130 XP Source: Missing Friend
305 XP Source: Highscroll Hunt
225 XP Source: Escort Ambush
Level 3 -900xp
Level 4 -2700xp

XP Lost

Terry Tera
Level: 3
Collected XP 0
Earned XP 781 / 1800
Total XP 1681

History
92 XP Source: Sesion1 Bandit Fight
20 XP Source: Banshee Encounter
80 XP Source: Cleric cleanse Quest
17 XP Source: Swam of Books fight
75 XP Source: Session3 Mimic Fight
16 XP Source: Mage Rippers Fight 1
20 XP Source: Fairy Dragon Garden
14 XP Source: Animated Sword
100 XP Source: Book 1 Complete
150 XP Source: Carrion Crawlers
34 XP Source: Demi-Tomb Skeles
40 XP Source: Mr Foolberry Home
50 XP Source: Town labourers Home
Total 708XP
Level 2 -300XP
200 XP Source: Murshaki Fight
425 XP Source: Lodge Combat
- 312 XP Lost: Exploding Runes
130 XP Source: Missing Friend
305 XP Source: Highscroll Hunt
225 XP Source: Escort Ambush
Level 3 -900xp
Level 4 -2700xp

XP Lost
312 XP Lost: Exploding Runes

Shao'Lin
Level: 3
Collected XP 0
Earned XP 935 / 1800
Total XP 1835

History
92 XP Source: Sesion1 Bandit Fight
20 XP Source: Banshee Encounter
80 XP Source: Cleric cleanse Quest
17 XP Source: Swam of Books fight
75 XP Source: Session3 Mimic Fight
16 XP Source: Mage Rippers Fight 1
20 XP Source: Fairy Dragon Garden
14 XP Source: Animated Sword
100 XP Source: Book 1 Complete
34 XP Source: Demi-Tomb Skeles
40 XP Source: Mr Foolberry Home
50 XP Source: Town labourers Home
Total 550XP
Level 2 -300XP
200 XP Source: Murshaki Fight
425 XP Source: Lodge Combat
130 XP Source: Missing Friend
305 XP Source: Highscroll Hunt
225 XP Source: Escort Ambush
Level 3 -900xp
Level 4 -2700xp

XP Lost
8 XP: 0Hp During Ses3 Mimic Fight

Istite Darporvatri
Level: 3
Collected XP 0
Earned XP 668 / 1800
Total XP 1568

History
92 XP Source: Sesion1 Bandit Fight
20 XP Source: Banshee Encounter
80 XP Source: Cleric cleanse Quest
17 XP Source: Swam of Books fight
75 XP Source: Session3 Mimic Fight
16 XP Source: Mage Rippers Fight 1
20 XP Source: Fairy Dragon Garden
14 XP Source: Animated Sword
100 XP Source: Book 1 Complete
150 XP Source: Carrion Crawlers
34 XP Source: Demi-Tomb Skeles
40 XP Source: Mr Foolberry Home
50 XP Source: Town labourers Home
Total 708XP
Level 2 -300XP
200 XP Source: Murshaki Fight
130 XP Source: Missing Friend
305 XP Source: Highscroll Hunt
225 XP Source: Escort Ambush
Level 3 -900xp
Level 4 -2700xp

XP Lost

XP Level Totals

  • Level 1: Start
    • 0 XP
    • Total: 0
  • Level 2:
    • 300 xp
    • Total: 300
  • Level 3:
    • 600 XP
    • Total: 900
  • Level 4:
    • 1800 XP
    • Total: 2700
  • Level 5:
    • 3800 XP
    • Total: 6500
  • Level 6:
    • 7500 XP
    • Total: 14,000
  • Level 7:
    • 9000 XP
    • Total: 23,000
  • Level 8:
    • 11,000 XP
    • Total: 34,000
  • Level 9:
    • 14,000 XP
    • Total: 48,000
  • Level 10:
    • 16,000 XP
    • Total: 64,000
  • Level 11:
    • 21,000 XP
    • Total: 85,000
  • Level 12:
    • 15,000 XP
    • Total: 100,000
  • Level 13:
    • 20,000 XP
    • Total: 120,000
  • Level 14:
    • 20,000 XP
    • Total: 140,000
  • Level 15:
    • 25,000 XP
    • Total: 165,000
  • Level 16:
    • 30,000 XP
    • Total: 195,000
  • Level 17:
    • 30,000 XP
    • Total: 225,000
  • Level 18:
    • 40,000 XP
    • Total: 265,000
  • Level 19:
    • 40,000 XP
    • Total: 305,000
  • Level 20:
    • 50,000 XP
    • Total: 355,000

Base Game

  • Dungeons & Dragons 5th Edition, 2024 Revision
    • Dungeons & Dragons 5th Editions (Used to fill in gaps of classes, feats, Sub-classes & Races not found in the 2024 revision)

Source Content

  • Candle-keep Mysteries (Official D&D 5e Content Book)
    • An anthology of 16 smaller adventures that will be spread throughout the campaign at opportune times.
  • Strong-Holds & Followers (3rd Party D&D 5e Content/Add-On from MCDM)
    • The Core of this campaign with detailed mechanics for base building, maintaining and mechanics for followers. this will act as the grounded content from where quests, Adventures and other gameplay will spread out from
    • The D&D 2024 Rev has mechanics for similar things known as Bastions. these rules will be used to expand building options and other mechanics for S&F.

Active Alternate Rules

  • Xp Levelling
    • Player's will earn XP based on the creatures they defeat and the quests they complete, there are various ways to earn XP outside of just killing monster.
  • Varied Levelling
    • Player's may level up at different times based on the XP they earn, sometimes a player may earn more or less XP dependent on the situation.
  • Alternitive Rules (A List of In house rules can be found here, PLEASE READ)

Player Options

  • Classes
    • Any Class (Aside from Mystic) that can be found Here
    • a Summary of available classes and their source books can be found Here
  • Species
    • Any Species that can be found Here
    • A Summary of available Species can be found Here (Note not all available Species have been listed. Check wit your DM.)
    • Starting Level 1-3
      • Based on player's choice or background choices. for newer players who want to start ultra fresh at level 1 to more experienced players who want to start a few levels higher up to three. The Group feeling so far is Level 1.

Add-Ons

  • Stibbles Codex of Companions
    • Mechanics for getting a cool pet friend, taming, looking after and even battling. will be a valuable ally
  • Dragon's Stew Baker Classes
    • Baker Classes are a Dragon's Stew option allowing extra cooking themed abilities ontoip of class and subclass options.
  • Grim Hollow Transformations
    • Various mechanics and rules for various monster transformations that players may encounter willingly or not.
  • Group Manoeuvres, Arcadia Vol 13
    • Special moves for players to craft some major teamwork strategy.
  • Master Worked Equipment, Arcadia Vol 16
    • Mechanics for various weapons, armour and other equipment crafting giving unique bonuses and mechanics.
  • Ancestry Parental Bonuses, Arcadia Vol 22
    • Mechanics for expanded Racial options mainly available for Tieflings and Gemstone Dragon born but may be used for others if it works smoothly.
  • Magical Item Upgrades, Arcadia Vol 28
    • Mechanics for enhancing magical items even further with additional boons and mechanics outside the standard +1 enchantment.
  • I Cut off its Snoot!, Arcadia Vol 11
    • Mechanics for ingredients, cooking and a few monster themed meals.

Setting

  • The Campaign will almost entirely consist withing the region Aquila's Wode within the nation of Uthasil with the starting location being a port town Ferrabreeze located in Covania for session 0/1.
  • The Year is between 12353-12358(TBD) Timeline
  • There will be some temporary dimensional travel but players will always return home to the stronghold.

Schedule

  • Sessions will be held fortnightly (Every 2 weeks) running between 5-7 hours.
  • Start time is normally around
    • 8:30am Australian Central Standard Time, Saturday Morning.
    • 7:00pm Eastern Standard Time (East Coast America), Friday Night.
    • 4:00pm Pacific Time (West Coast America), Friday Afternoon.
  • Sessions will be done online via Discord and Foundry VTT (which is a virtual table top)

What Kind of Game can I expect?

  • Role Play will be high and encouraged
  • Major Combat will be planned for every two to three sessions however smaller encounters may appear based on player choices.
  • Each player will have multiple things they are able to manage
    • NPC Followers
    • Pokeesqu Companions
    • An Individual keep

Gameplay will have a central grounded mechanic of building and maintaining the stronghold, Protecting it from raids, building trade relations, recruiting new followers. establishing your own personal designs and responsibilities while balancing the short quests relating to the mysterious library that seems to have attached itself to the strong hold.
After each small adventure the party always has the strong hold to come back home to, a base of operations where they have safety, storage and downtime.
The players will be able to build the settlement how they see fit with a few key locations that need to be built no matter what everything else is player choice. The buildings built will offer boons and bonuses to the players characters and open up new quests or opportunities.

This will extend partially to the town nearby, as it is in disrepair after years of neglect and attacks from bandits and powerful monsters. It will be up to the party if the extend their resources to help the town rebuild and flourish or leave it be and focus on their own task. But a whole town in your dept may prove very useful in the long run.

But its not just simple Base building
That's where the Fate's Weave Every so often the librarian will appear through the mysterious door to the party with a special quest that may involve planer travel, fighting big monsters, solving mysteries and collecting rare artifacts. the pay for these quests is normally huge and a massive progress filler towards the keep. The characters may also explore this library on their own time to find secrets or special quests in-between the downtime of building.

The players have a choice on what they want to build so if they want to start up their own business or start researching something particular that would take years to accomplish this is the way to do it.

The bastion itself may be attacked, may be inspected by guild members to monitor your progress. special offers may come in and more shady offers too.

Exploration, Not ever far from home
The party is not expected to do much long term traveling. With the home being the strong hold the planned playable area of the map is not intended to travel far. but is dense with things to find and explore. Multiple dungeons. caves, monster nests, bandit camps, strange ruins all such tings are within a weeks travel by foot. But to travel further the party will find little if not no content at all.

I am 1010% down to help with any character creation you may want to do, if you need help with backstories, relationships, ties in world with factions, wanting to create a new home town or group i am more than happy to help. its probably my favourite part of being a DM seeing all these different characters come to life

Homebrew Content
We have access to SOOOO MUCH main content and 3rd party content that making Hombrew content these days is rather negligible. If you REALLY can't find ANYTHING that matches your character idea talk to your DM but Hombrew Content is to be avoided unless you have a long discussion with the DM about your idea and have an open mind to changes that may be required.

How Should I make a character?

The Inspiration & Idea
Perhaps you have seen a character in popular media you wanna try and pull inspiration from, Perhaps you have seen the classes and species available and want to try and make something cool.
It all starts with the inspiration and the easiest way to get that is to look through the Wiki's list of Species and Class

The Plot Hook & Fitting in
Creating a character for this campaign you should think about how and why your character joined the guild in the first place. Are they a young adventurer looking to make as story in their life?
Are they from a long liniage of adventures following in the families footsteps?
are they on the run and joining the guild was the perfect cover/protection they needed?
Are they having a midlife crisis having ever only done mundane jobs all their life and want some excitement?
Are they on a specific personal quest to find something or someone and the guild offered the resources to help that search?
Or any other creative idea. Talk to the DM about your ideas, they can offer guidance, clarification and make sure your idea works within the setting.
Your going to make a character in a pre-established world so there are already plenty of lore points to pull from or relate too. But there is also plenty of room in this world for new locations or factions or minor events to be added.

Things i should avoid when making a character
Unless you know what you are doing avoid backstories that involve any previous major feats such as killing dragons, saving nations etc, your character is a new adventurer and their adventuring career is just getting started.
Perhaps one of your character's friends or a family member has accomplished something grand and your character has set out to match.
DO not make a lone-wolf or “My character has difficulty trusting others”. You are playing a TEAM game, your character should be able to mingle with other players without it being forced. They don't have to be friendly but something is better than edgy grunting unless your committed to an over-the-top performance.

Don't hand me AI Generated content
If you hand me an AI Generated description or backstory i am more than likely to turn you away from the game. if you don't have the time, don't want to put in the effort or just didn't ask me for help in creation cause you were not sure on your own creative flow then i don't think D&D is the right game to play, as it requires time, effort and some creativity.

Do not hand me AI Generated images. I would 100% rather try even your first attempt at drawing ever than some Ai Slop. or even a blank square. there are plenty of tools out there that let you create some character with premade assets such as Heroforge that i will accept.

Ai is cool and has its uses, Generating art work and creative writing from 'scratch' is not one use I want to see in my future games. i am more than happy to expand on your ideas together and create something really cool and special but I ain't gonna give the time of day when people couldn't even give me the effort to MAKE something.

Session 1 Planned Start Time

The campaign is planned to begin on the 16th-17th of January (Depending on your Time Zone)

Sessions will be held fortnightly (Every 2 weeks) running between 5-7 hours.
Start time is normally around

  • 8:30am Australian Central Standard Time, Saturday Morning.
  • 7:00pm Eastern Standard Time (East Coast America), Friday Night.
  • 4:00pm Pacific Time (West Coast America), Friday Afternoon.

Sessions will be done online via Discord and Foundry VTT (which is a virtual table top)

How long will the campaign last?
There is a minimum of 16 sessions planned to run with the Candlekeep mysteries book but with events happening in-between i bet it will last several sessions longer.
If i had to bet i think it would be between 30-35 sessions.

When do we start?
After the conclusion of Whispers of the wilds i plan to begin final preparation for this campaign to start up not long after. I would like to finish Whispers of the Wilds by the end of 2025 but it may run slightly into 2026.
If your interested send me a message via Discord.

How Many Players?
After running a game with 7+ players at a time (there were 10 but never all at once so far) i really would like a smaller dedicated group. However i am addicted to abuse and will want to invite all my previous players and try to bring in new ones as well.
Personally i think 3-4 players is the sweet spot for focused story and strong connections.
5-7 players is a healthy team, you have wiggle room if one or two miss a session and strong combat so you can throw cool encounters there way.
8-10 players is not impossible but alot of work. Not only are you trying to manage spotlight time but individuals feelings also. With more people they may feel their voices less herd. Its certainty a strong dynamic if everyone works together and is on the same page. But The DM has to work overtime. I would recommend if the group gets this big talking to the players about sacrificing some character specific story for your own DM’s sanity make the story about the party more so than individuals.
11+ players, i am sure some DMs out there can handle it but i don’t even want to try, gonna have to kick some out or maybe put them on the side line to tag in when you have a player or two drop out. Offer that if the player is cool with it

Drop In Drop Out
as with my previous games, I am aiming to run sessions for 2 players or more. so as long as i have 2 players ready and eager to play the session will go ahead.
Players are more than free to join in on what ever session they feel like but please be a wear. the more reliable you are as a player to attend sessions the more story content, loot and other special gameplay will be made available to your character.

Brand New players
Players who have not played with me or have not played with a majority of the players already in the group may be asked to join a session as an observer as a sudo 'Probation' test. This will let the new player see how the rest of the group plays, what their personalities and gameplay is like. as well as how i Dungeon master a game. If the new player can vibe with all of that they are free to join the following session.

XP Levelling
The other thing i want to do is try out XP levelling rather than milestones. so characters can more tink about what quests they want to do to grind out xp if they wish. some thigs will need to be established such as summoned creatures not giving XP otherwise they can spam summoning magic over weeks of down time to max level.
The other thing is varying levels. i would lie to try varried levels with players so they don't all level up together. im not sure how well tis will work but i feel like it would make the game have a unique vibe. some players characetrs being more expiranced than others. this would also put a major penalty on characters leaving or death where they would have to start at a lower level, but if thier bastion and other resources have been well maintained the new characters could at least be geared up. Balancing encounters is not an issue for me.

Time
This would take place after C10 Whispers of the wilds but before Plague of the Underdark

Now D&D is a very emotional game there is alot of acting and its easy to let emotions run higher than normal. And it is normal so there are a few things that i will need to state and clarify to each player individually.

If the player starts to have issues with how i the DM is running the game, perhaps i ruled a specific interaction you thought was unfair or are playing favourites with other players or even picking on certain players.
If you are having issues with another player, their gameplay is irritating or they are nakimg decisions in game thats affecting the party negatively. Or what ever other reason.
I REQUIER you to come talk to me, via Discord is the best way , private message me i won’t tell the rest of the group and if i want to then i will ask permission first.

I will try to correct problems that are happening or clarify problems that cannot be fixed or just part of the game. If a problem can’t be fixed its up to you as a player if you are alright to deal with it or have to leave.
In the event of a player leaving i like to wrap it up in game as well for closure to me AND the other players. If you can’t then i will normally make a closing statement in game.

I can only fix problems relating to the game. Problems outside i can’t fix but i can try to listen at least.

Content Warnings
Games i run will most likely have elements of violence, sexism, xenophobic behaviour, sexual behaviour, Sappy romance, elements of war, Silly moments, serious moments, cosmic horror, regular horror, pop culture references, pvp, cliches, character death, consequences to player actions, homebrew content, custom made loot, altered original content that may work differently then how it says in the books, no take backs, Character call backs, character relationships. Spiders, snakes, bugs, Darkness, holes, any kind of phobia.

If any of this content is not your style please let me know before playing and i will tell you if this campain will contain it and how much of it. Some players can deal with it so long as its not directly affecting their character while others can’t deal with certain content even being mentioned.

Game start

Technical & Mechanical Details

Name: -
Race/Species/Ancestry: -
Class: -
Sub-Class: -
Background: NAME: -
Stat Bonus: -
Skill Proficiency: -
Language: -
Tool Proficiency: -
Origin Feat: -
Companion: -
Group Manoeuvre: -
Starting Equipment: 100 Gold
Story Bonus: -
Other Bonus: -

Level 1

Class Any officially published or listed in the Class Culture or Classes list

Species Any race in the Species Culture or Species list.

Background

Gear & Other

Total Special Facilities

  • Level 5: 2
  • Level 7: 3
  • Level 9: 4
  • Level 11: 5
  • Level 13: 6

Defensive walls Defensive wall is 20ft high and may include a walk-way along the top
Each 5ft of wall takes

  • 10 Days to Build
  • costs 250 Gold (This may be altered)

Cost

  • Cramped: 500 GP
  • Roomy: 1000 GP
  • Vast: 3000 GP

Size

  • Cramped: 4 Squares
  • Roomy: 16 Squares
  • Vast: 32 Squares

Special Facility Types

NAME
Level Requirement: 00
Prerequisite: TEXT
Order Action: TEXT
BP? : 00
Space: Roomy/Vast
Expandable?: YES/NO
Level Bonus?: YES/NO (Level)
Followers Required?: 00

Operation
TEXT

NAME
Level Requirement: 00
Prerequisite: TEXT
Order Action: TEXT
BP? : 00
Space: Roomy/Vast
Expandable?: YES/NO
Level Bonus?: YES/NO (Level)
Followers Required?: 00

Operation
TEXT

NAME
Level Requirement: 00
Prerequisite: TEXT
Order Action: TEXT
BP? : 00
Space: Roomy/Vast
Expandable?: YES/NO
Level Bonus?: YES/NO (Level)
Followers Required?: 00

Operation
TEXT


Level 5 Facilities

Arcane Study
Level Requirement: 5
Prerequisite: User Requires an Arcane focus and be magically intuned
Proficiency Requirements: Arcane, Artisan's Tools
Order Action: Craft
BP? : 00
Space: Roomy
Expandable?: NO
Level Bonus?: YES (Level 9)
Followers Required?: 1

Operation
An Arcane Study is a place of quiet research that contains one or more desks and bookshelves. Arcane Study Charm:
After spending an Long Extended 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 Identify without expending a spell slot or using Material components. You can't gain this Charm again while you still have it.

Job Order Options: When you issue the Job Order to this facility, choose one of the following options:

  • Craft: Arcane Focus: You commission the facility's hireling to craft an Arcane Focus. The work takes 7 days and costs no money. The Arcane Focus remains in your Bastion until you claim it.
  • Craft: Book: You commission the facility's hireling to craft a blank book. The work takes 7 days and costs you 10 GP. The book remains in your Bastion until you claim it.
  • Craft: Magic Item (Arcana): If you are level 9+, you can commission the facility's hireling to craft a Common or an Uncommon magic item chosen by you from a list the DM deems suitable.
    The heiring must meet the proficiency requirements of the facility, The Facility has the required tools included when built.
    Talk to your DM about time and cost for making the selected magic item. If the item allows its user to cast any spells from it, a Player must craft the item (the facility's hireling can assist), and you must have all those spells prepared every day you spend crafting the item.
Armoury
Level Requirement: 5
Prerequisite: None
Proficiency Requirements: None
Order Action: Trade
BP? : 00
Space: Roomy
Expandable?: NO
Level Bonus?: NO
Followers Required?: 1

Operation
An Armory contains mannequins for displaying armor, hooks for holding Shields, racks for storing weapons, and chests for holding ammunition.

  • Job Order: Stock Armory: When you issue the Job Order to this facility, you commission the facility's hireling to stock the Armory with armor, Shields, weapons, and ammunition. This equipment costs you 100 GP plus an extra 100 GP for each Bastion Defender in your Bastion.
    If your Bastion has a Smithy, the total cost is halved.

While your Armory is stocked, your Bastion Defenders are harder to kill. When any event causes you to roll dice to determine if your Bastion loses one or more of its defenders (see “Bastion Events” at the end of this chapter), roll 1d8 in place of each d6 you would normally roll. When the event is over, the equipment in your Armory is expended regardless of how many Bastion Defenders you have or how many you lost, leaving your Armory depleted until you issue another Trade order to the facility and pay the cost to restock it.

Barracks / Lodging
Level Requirement: 5
Prerequisite: None
Proficiency Requirements: None
Order Action: Recruit
BP? : 00
Space: Roomy/Vast
Expandable?: YES
Level Bonus?: NO
Followers Required?: 0

Operation
A Bastion can have more than one Barrack, each of which is furnished to serve as sleeping quarters for up to six (6) Followers.

  • Recruit: Bastion Defenders: Each time you issue the Recruit order to this facility, up too two (2) New followers with random skills are recruited to your Stronghold and assigned quarters in this Barrack. The recruitment costs no money but they will still need to be paid a wage. 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 twelve (12) Followers.


Garden
Level Requirement: 5
Prerequisite: None
Proficiency Requirements: Nature
Job Order: Harvest
BP? : 00
Space: Roomy
Expandable?: YES
Level Bonus?: NO
Followers Required?: 1 (2 Vast)

Operation
A Bastion can have more than one Garden. Each time you add a Garden to your Bastion, choose its type from the options in the Garden Types table.
While in your Bastion, you can instruct the facility's hireling to change the Garden from one type to another. This work takes 21 days, during which time no other activity can occur in this facility.

  • Job Order: 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.
Garden Types
Garden Type Description Harvest
Decorative Aesthetically pleasing garden full of flowers and topiaries. Ten exquisite floral bouquets (worth 5 GP each), ten vials of Perfume, or ten Candles
Food Garden of delicious mushrooms or vegetables 100 days worth of Rations
Herb Garden of rare herbs, some of which have medicinal uses Herbs that are used to create either ten Healer's Kits or one Potion of Healing
Poison Garden stocked with plants and fungi from which poisons and antitoxin can be extracted Plants that are used to create either two vials of Antitoxin or one vial of Basic Poison

Enlarging the Facility. You can enlarge your Garden to a Vast facility by spending 2,000 GP. A Vast Garden is equivalent to two Roomy Gardens and can include two of the same type of Garden or two different types. When you issue the Harvest order to a Vast Garden, each component garden produces its own harvest. A Vast Garden gains needs one additional hireling.

Library
Level Requirement: 5
Prerequisite: User needs to be able to read
Proficiency Requirements: History
Order Action: Research
BP? : 00
Space: Roomy
Expandable?: NO
Level Bonus?: NO
Followers Required?: 1

Operation
This Library contains a collection of books plus one or more desks and reading chairs.

  • Job Order: 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.
Sanctuary
Level Requirement: 5
Prerequisite: User requires holy symbol or Druidic focus and be religion or nature Intune
Proficiency Requirements: Religion
Order Action: Craft
BP? : 00
Space: Roomy
Expandable?: NO
Level Bonus?: NO
Followers Required?: 1

Operation
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.


Smithy
Level Requirement: 5
Prerequisite: Owner needs a Fighting Style or Unarmoured Defence feature.
Order Action: TEXT
BP? : 00
Space: Roomy
Expandable?: NO
Level Bonus?: YES (Level 9)
Followers Required?: 2

Operation
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 need 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.
Store-House
Level Requirement: 5
Prerequisite: None
Order Action: TEXT
BP? : 00
Space: Roomy/Vast
Expandable?: YES/NO
Level Bonus?: YES/NO (Level)
Followers Required?: 00

Operation
A Storehouse is a cool, dark space meant to contain trade goods objects from the Trade Goods table in chapter 7 and from chapter 6 of the Player's Handbook. 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 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.

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.

Workshop
Level Requirement: 5
Prerequisite: Owner needs expertise feature
Order Action: TEXT
BP? : 00
Space: Roomy/Vast
Expandable?: YES/NO
Level Bonus?: YES/NO (Level)
Followers Required?: 00

Operation
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, chosen from the following list:

Carpenter's Tools Cobbler's Tools Glassblower's Tools Jeweler's Tools Leatherworker's Tools Mason's Tools Painter's Tools Potter'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 (chosen from the list above).


  • c/mof/start.txt
  • Last modified: 4 days ago
  • by Cinder