Bastion

This details an up to date status of the fort of Bastion. Downtime slots can be used to clear away the rubble in the keep. This requires no rolls and gets no modifiers, and each time someone takes this action, progress will be made on clearing out the plot to build on them. Construction on buildings cannot happen until the plot is fully cleared. Buildings only take gold to build, once the requisite amount of gold is pay, the building will be build "instantly" as far as getting the benefits of the building. Some buildings require staff to function, which will require the adventurers to find an NPC to do this. A PC can perform this duty, but requires all their downtime slots to make it function, until a full time staff member is located. Some buildings have optional staff members, these buildings do not need staff to function, but can house them regardless. This is exsists mainly for worldbuilding and storytelling purposes. Constructing a new building requires all gold to be paid up front, there is no reservation of space, and at least 3 adventurers willing to approve a project. The only exception is the keep which requires 7 adventurers approvals. Upgrading an existing building only requires the gold to do so.   OOC Note: I highly encourage all building plans to be discussed publicly on the discord, for the purposes of all having fun together and communication.       Renovations   If the adventurers wish to change out a building they can choose to renovate it. Removing the old building takes 10 workweeks for keeps, 5 for large buildings and 3 for turrets and small buildings. You get 50% of the cost of the building towards the new construction in that plot, but that can never be converted into gold. In order to renovate a building, it requires the approval of 7 adventurers.     Outbuildings   While there is only enough space for larger facilities, smaller ones the characters may want for IC/RP reasons may be constructed around the holdfast and the surrounding grounds. They may give no mechanical benefits.     Housing   While there is space enough for all characters to reside in the keep building, players are welcome to specify that their character resides in one of the other buildings on the holdfasts grounds or in a private outbuilding.    

Arcane Sanctum

Keep - Cleared by Stiks (2), Pale Moon (2), Monique (5), Jene (1) - Completed: The Dalendra'thira Delagation                          
Staff Cloudhawk Kairus Myra Cook Greta Mattison 4/8 (3 required)
Effect A magical structure. Grants room for a small building, a teleportation circle, and a spellforge. The teleportation circle is an inscribed circle as per the spell Teleportation Circle. The Spellforge is where a character, or group of characters can attempt to forge a custom spell. Custom spells are designed by the characters and approved by the DM who assigns them a number of workweeks to create. Characters may also try to forge upcasting mechanics for existing spells that do not already have them. Any number of spells can be in the process of being forged at the same time, the workweeks for these project will be specific to the spell if there are multiple being forged.
Spell Forge Spellforge
 

Aetherite Forge

                       
Staff Arianne Whittmore 1/1 (1 Required)
1 You can use a workweek to remove attunement from generic +1 items or minor magic items (items that grant little no to no mechanical bonus) or spend 2 work weeks giving mundane armor or weapons +1, these do not require attunement.
2 You may spend 1 work week to remove attunment from any item but need to pay a gold cost equal to it's rarity (1000 for uncommon, 4000 for Rare, 8000 for Epic). You can also spend 3 workweeks to make a +1 to an item without a bonus, up to a maximum of +2, this new item will require attunement.
   

Fighting Pit

Large North East Plot - Cleared by Elron (4), Dodo (1), Patrick (2), Robin (1) - Completed: Shadows of Umberthrane                                  
Staff Kellith Scramblejack* 1/1 (Required)
1 Get an adept combatant to face off with each month. Each character may risk up to 500g to defeat them in combat for a 1x payout. Each character may make only a single attempt.
2 7,500g
3 15,00g
 

Chapel

Large North West Plot - Cleared by Patrick (2), Stiks (3), Vinny (1) - Completed: Darkspore Depths                                  
Staff 0/2 (Optional)
1 Religion workweek checks are done with advantage.
2 You can now Scribe scrolls using Religion proficincy. You can use 3 workweeks to train proficiency in Religion, or if you are proficient, use 5 workweeks to train expertise.
3 12,000g
 

Vault

South-East Large Plot - Cleared by Pale Moon (1), Stiks (3), Rune (3), Argren (1) - Completed: Dalendra'thira Delegation                        
Staff 0/2 (Optional)
1 20 magic items and 25 consumables can be placed inside. Everyone has access to them. Increase monthly interest by 1%.
2 Holds an additional 10 items and 25 consumables. Increase monthly interest by an additional 2%.

South-West Large Plot

   
Weeks to Clear 4/12 - Dodo (3), Robin (1)
 

Fence Shop

Small East Plot - Cleared by Ryth (1), Jene (2) - Completed: Tower of Earth                        
Staff Tamlin Hand 1/1 (1 Required)
1 You can make Persuassion checks with Advantage when selling a magic item. Sell up to 2 magic or 10 consumables at a time. After every sixth magic item sold each month prices will become more competitive (slight increase to Persuassion DC).
2 8,000g
 

Marketplace

Small West Plot - Cleared by Vinny (3), Jene (2) - Completed: Things That Were, Things Yet to Be  
Staff 0/1 (0 Required)
1 An extra merchant visits each month.
2 1,000g
3 8,000g

Catapult Tower

South-East Tower - Cleared by Vinny Maze (2), Robin Foster (4) - Completed: The Dalendra'thira Delagation              
Staff 0/3 (Optional)
1 Places a catapult on the tower. When fired all creatures in a 20'x20' square must succeed a DC13 DEX saving throw or take 2d20+10 bludgeoning damage, or half that on a passed save. Increase then DC by 1 for each Player Character is manning it. Requires 2 actions to load and one to fire. Range 200 (entire square must be within 200).
 

Ballistae Tower

South-West Tower - Cleared by Celestine Pilgrims (6) - Completed: The Dalendra'thira Delagation              
Staff 0/4 (Optional)
1 Places 2 ballistas on the tower. Ballistas get +Proficiency+2 to hit and deal 3d12 piercing damage. Increase the hit bonusto +5 if a Player Character is firing it. Requires an action to load and one to fire. Range: 120/480
   

Defenses and Outbuildings

                                     
Building Status
Walls Complete - Rune, Argren (2), Robin (1)
Gatehouse Complete
Gate Complete - Rune (1)
Pilgrim's Camp Mot
                         
Building Status
Walls Complete - Rune, Argren (2), Robin (1)
Gatehouse Complete
Gate Complete - Rune (1)
Type
Fort
Related Report (Primary Locations)

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