Additional Facilities
Lumber Mill
Cost: Free (starting facility)
Hirelings Required: 3
Production: 2d6 × 25 gp worth of building materials per month
Effect: Processes timber from the surrounding forests. If Hirelings are not assigned, production ceases. This facility was constructed as part of the initial bastion and doesn't count against facility limits.
Quarry
Cost: Free (starting facility)
Hirelings Required: 4
Production: 2d6 × 25 gp worth of building materials per month
Effect: Extracts stone from the haunted quarry location. If Hirelings are not assigned, production ceases. This facility was established after clearing the haunted fortress and doesn't count against facility limits.
Hunting Lodge
Cost: Free (starting facility)
Hirelings Required: 2
Production: 10 food per month
Effect: Expert hunters track and harvest game from the valley. Can also produce 1d4 hides or furs per month worth 10 gp each. This facility began operation when the bastion was founded.
Special: During the winter months (3 months per year), production drops to 7 food per month.
Agricultural Fields
Cost: 1,000 gp
Hirelings Required: 2
Production: 10 food per month
Construction Time: 2 months (must prepare fields)
Effect: Cultivates crops in cleared land near the bastion. Production is seasonal—during harvest season (3 months), production increases to 15 food per month. During planting season (2 months), production drops to 5 food per month as stores are consumed. Average over the year is 10 food per month.
Upgrade Cost: 1,500 gp
Effect: Increases production to 15 food per month (average). Requires 3 Hirelings instead of 2. Can support crop rotation for soil health—never suffers production penalties from over-farming.
Settlement Hall
Cost: 3,000 gp
Special Materials: Official charter or seal of authority
Requirement: Settlers must be able to arrive at the Bastion
Hirelings Required: 2
Production: Can recruit new Hirelings to the Hireling Pool
Effect: This administrative building manages immigration and settlement. It attracts new settlers to the valley from beyond the mountains. Each month, 1d4 new settlers arrive and join the Hireling Pool at no cost. Additional recruitment can be attempted via the Recruit order.
The Settlement Hall also serves as the bastion's center of governance, where councils meet and decisions are made. It grants advantage on Charisma checks when dealing with other settlements or forders.
Special: If food stores are critically low (less than 2 months), new settlers stop arriving until supplies stabilize.
Fishery
Cost: 1,500 gp
Hirelings Required: 2
Production: 8 food per month
Effect: Harvests fish from local waters. Also produces 1d4 × 5 gp worth of fish oil or processed fish per month for trade.
Special: Production varies with season—in spring, production increases to 12 food per month during spawning season.
Apiary
Cost: 800 gp
Hirelings Required: 0
Production: 3 food per month, plus 2d4 × 5 gp worth of honey and beeswax
Effect: Maintains beehives for honey production. The honey can be used for food or sold. Beeswax is valuable for crafting. Also improves crop yields—if built, Agricultural Fields production increases by 1 food per month due to pollination.
Watchtower
Cost: 2,500 gp
Hirelings Required: 2 (sentries)
Effect: Grants advantage on detecting approaching threats. During Attack events, you may reroll the Threat Assessment (2d6) and choose the better result. The elevated vantage point allows spotting danger before it arrives.
War Room
Cost: 2,000 gp
Special Materials: Detailed maps of the valley
Hirelings Required: 1 (strategist)
Effect: Tactical planning center. When planning expeditions or responding to threats, grants advantage on one group check per month. During Attack events, allows one reroll of any Phase 2 defense roll.