| 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
Base Game
Source Content
Active Alternate Rules
Player Options
Add-Ons
Setting
Schedule
What Kind of Game can I expect?
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.
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.
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
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.
| 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
Defensive walls
Defensive wall is 20ft high and may include a walk-way along the top
Each 5ft of wall takes
Cost
Size
| 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
| 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:
| 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.
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.
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.
| 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.
| 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:
| 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).
Mysteries of Fate
Campaign 12
Story
Bon Samdi
Paprika Decota
Silas Araxis
Karel Northstar
Terry Tera
Shao 'Lin
Istite Safra-Darporvatri