Bastion Building & Maintainance

The rules for Bastion building and maintenance laid out here follow those in the Dungeon Master's Guide (2024), with significant additions and modifications to facilitate this campaign.

Gaining A Bastion

When the players reach level 5, their bastion will have completed construction. The collective Bastion starts with:

These two resource-generating facilities are the main way players acquire gold (called Building Materials in this campaign). Some facilities require special materials gained from adventuring to be constructed.

Hireling Pool

The Hireling Pool represents the able-bodied workers available to staff facilities and perform bastion functions. This pool came from the original caravan of settlers who crossed the mountains with the party.

Hireling Pool Size

Recruiting New Hirelings

To expand the Hireling Pool beyond its starting size, the party must:

  1. Construct a Settlement Hall (see [[#Settlement Hall]] under Additional Facilities)
  2. Use the Settlement Hall's recruitment order during Bastion turns

Note: If Hirelings die from attacks, disease, or other events, they return to the available pool for reassignment after 1d4 months (replacements come from the general population until the Settlement Hall is built).

Food Consumption

Bastion Defenders

Bastion Defenders are trained guards who protect the bastion from attack. Unlike regular Hirelings:

Starting Defenders: 0 (must build Barracks and recruit)

Bastion Turns

Unlike the Dungeon Master's Guide, a bastion turn takes place every month rather than every week. Players need not be physically present at the bastion at month's end—it's assumed they've left instructions or issued orders beforehand.

During each bastion turn:

  1. Resolve Bastion Events (automatic, see below)
  2. Start Construction (Construct however many buildings you wish)
  3. Take Bastion orders (each player may make orders)
  4. Update Resources (food, building materials, facility effects)
  5. Adjust Assignments (reassign Hirelings between facilities if desired)

Bastion Events

A bastion event occurs every bastion turn automatically. Roll on the Bastion Events table from the DMG, with the following modification:

Attack Event (Modified)

When an Attack event is rolled, use the Bastion Siege system instead of the DMG's single roll:

Phase 1: Threat Assessment

Roll 2d6 to determine attack severity and attacker dice pool:

Phase 2: Defense Roll

Defender Pool: Roll 1d6 for each Bastion Defender you have.
Attacker Pool: Roll the dice determined in Phase 1.

Compare Totals: Add up each pool separately.

Individual Defender Casualties: Regardless of whether the bastion is breached, check each defender die:

Note

Wounded defenders still contribute their die result to this month's total, but will be unavailable for the next Attack event.

Phase 3: Breach Consequences

If the attackers' total exceeded the defenders' total, calculate the margin of breach:

Breach Margin=Attackers’ TotalDefenders’ Total

For every 5 points of breach margin (round down), roll once on the Breach Consequences table:

d6 Consequence
1-2 Facility Damaged: One random special facility is damaged, requiring 500 gp and 1 month to repair. It cannot be used until repaired.
3-4 Hireling Casualties: The attack kills 1d4 Hirelings from the Hireling Pool. These cannot be reassigned until replaced.
5 Resource Theft: Attackers steal resources. Lose 1d6 months of food stores OR 1d4 × 500 gp worth of building materials.
6 Morale Break: The attack shakes the community. All facility production is reduced by half for the next month as workers recover.

Example 1: An Assault (5d6) hits a bastion with 4 defenders (4d6).

Example 2: A Siege (8d6) hits a bastion with 6 defenders (6d6).

Example 3: A Raid (3d6) hits a bastion with 8 defenders (8d6).

Other Events

All other Bastion Events from the DMG function normally unless noted otherwise in this document.

Constructing A Facility

Building a facility requires:

  1. Available space (maximum facilities based on level, per DMG)
  2. Building Materials (gold cost)
  3. Special Materials (if required by the facility)
  4. Construction Time (1 month per facility, unless noted)
  5. Available Hirelings (if the facility requires staffing)
Info

Instead of gaining a special facility limit increase at certain levels, the limit will increase by one special facility per level.

Construction Process

  1. Declare Construction: At the start of a bastion turn before your orders, declare which facility you're building
  2. Pay Costs: Spend the required building materials and special materials
  3. Wait for Completion: The facility completes at the end of the bastion turn (1 month later)
  4. Assign Hirelings: Once complete, assign the required Hirelings from your available pool

You can find the modified and additional facilities here:

Bastion orders

During each bastion turn, each player may make orders. Standard orders from the DMG apply, with additions:

Harvest (Modified)

Hirelings gather a resource produced in the special facility. During the time required to harvest a resource, the facility can't be used to harvest anything else, even if a special ability allows the facility to carry out two orders at once.

If you have resource-producing facilities (Lumber Mill, Quarry, Hunting Lodge, Agricultural Fields, etc.), you may personally oversee their operation. Make a relevant skill check (Survival for hunting/farming, Nature for resource extrorder, etc.) DC 15. On a success, that facility produces +25% resources this month.

Recruit (Modified)

If you have a Barracks or Settlement Hall, you may attempt to recruit. Make a Charisma (Persuasion) check:

Recruiting costs 100 gp per defender/Hireling for training and equipment.

Resource Tracking

Building Materials (Gold)

Food

Note

The base need of food is 20 food/month (for full 20-Hireling pool)

Starvation Track: Mark each month of deficit. After 3 consecutive deficit months, lose 1d4 Hirelings per month until food stabilizes.

Summary Tables

Monthly Cycle Checklist

  1. Roll for Bastion Event
  2. Resolve Attack (if occurs)
  3. Calculate Food Consumption (1 per Hireling)
  4. Calculate Production (all facilities)
  5. Update Building Materials total
  6. Construct facilities
  7. Each player takes one Bastion order
  8. Check for Starvation (if applicable)
  9. Adjust Hireling assignments if desired

Starting Resources (Level 5)

Production Summary

Facility Hirelings Food Gold Notes
Lumber Mill 3 - 2d6 × 25 Starting facility
Quarry 4 - 2d6 × 25 Starting facility
Hunting Lodge 2 10* - Starting facility, Seasonal variation
Agricultural Fields 2 10* - Seasonal variation
Fishery 2 8* - Seasonal variation
Apiary 0 3* 2d4 × 5 Seasonal variation