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Coulonz Keep

Special Properties

Greenhouse

A Greenhouse is an enclosure where rare plants and fungi are nurtured in a controlled climate.   Fruit of Restoration. One plant in your Greenhouse has three magical fruits growing on it. Any creature that eats one of these fruits gains the benefit of a Lesser Restoration spell. Fruits that aren’t eaten within 24 hours of being picked lose their magic. The plant replaces all picked fruits daily at dawn, and it can’t be transplanted without killing it.
  Space: Roomy   Hirelings: 1   Order: Harvest   Harvest Options. When you issue the Harvest order to this facility, choose one of the following options:   Harvest: Healing Herbs. You commission the facility’s hireling to create a Potion of Healing (greater) made from healing herbs. The work takes 7 days and costs no money.   Harvest: Poison. You commission the facility’s hireling to extract one application of a poison from rare plants or fungi. Choose the type of poison from the following options: Assassin’s Blood, Malice, Pale Tincture, or Truth Serum.  

Menagerie

Space: Vast   Hirelings: 2   Order: Recruit   A Menagerie has enclosures big enough to contain up to four Large creatures. Four Small or Medium creatures can occupy the same space as one Large creature there.   Recruit: Creature. When you issue the Recruit order to this facility, you commission the facility’s hirelings to add a creature from the Menagerie Creatures table to your Menagerie. The recruitment takes 7 days and costs you the amount listed in the table. The hirelings look after the creature.   Creatures in your Menagerie count as Bastion Defenders. Deduct any you lose from your Bastion Defenders roster. You can choose not to count one or more of these creatures as Bastion Defenders, in which case they can’t be called on to defend the Bastion. Instead, they act in accordance with their nature and use their stat blocks in the Monster Manual.  

Teleportation Circle

Space: Roomy   Hirelings: 1   Order: Recruit   Inscribed on the floor of this room is a permanent teleportation circle created by the Teleportation Circle spell.   Recruit: Spellcaster. Each time you issue the Recruit order to this facility, its hireling extends an invitation to a Friendly NPC spellcaster. Roll any die. If the number rolled is odd, the invitee declines the invitation, and you gain no benefit from having issued the order. If the number rolled is even, the invitee accepts the invitation and arrives in your Bastion via your Teleportation Circle.   While you are in your Bastion, you can ask the spellcaster to cast one Wizard spell of level 4 or lower; if you are level 17+, the spell’s maximum level increases to 8. The spellcaster is assumed to have the spell prepared. If the spell has one or more Material components that cost money, you must pay for them before the spell can be cast.   The spellcaster stays for 14 days or until they cast a spell for you. The spellcaster won’t defend your Bastion and departs immediately if the Bastion is attacked  

Stable

  After a Beast that can serve as a mount spends at least 14 days in this facility, all Wisdom (Animal Handling) checks made with respect to it have Advantage.   Trade: Animals. When you issue the Trade order to this facility, you commission the facility’s hireling to buy or sell one or more mounts at normal cost, keeping the ones you buy in your Stable. The work takes 7 days, and the DM decides what types of animals are available for purchase—horses, ponies, and mules being the most common. The Mounts and Other Animals table in the Player’s Handbook gives standard prices for various mounts. You bear the total cost of any purchases.   When you sell a mount from your Stable, the buyer pays you 20 percent more than the standard price; this profit increases to 50 percent when you reach level 13 and 100 percent when you reach level 17.   Coulonz's Stable has a Pegasus, a Griffon, an Elephant, a Warhorse, and 2 Riding Horses  

War Room

  Space: Vast   Hirelings: 2+   Order: Recruit   The War Room is where you plan military actions in consultation with an inner circle of loyal lieutenants, each one a battle-hardened Warrior Veteran (see the Monster Manual) whose alignment matches yours. You start with two lieutenants but can add more, as described below. If your Bastion lacks facilities to house your lieutenants, they secure accommodations in the inn or settlement closest to your Bastion. Lieutenants are hirelings, not Bastion Defenders; however, if your Bastion is attacked (see “Bastion Events” at the end of this chapter), each lieutenant housed in your Bastion reduces by 1 the number of dice you roll to determine how many Bastion Defenders are lost in the attack.   The War Room contains war memorabilia plus a large table surrounded by enough chairs for you and your lieutenants.   Recruit Options. When you issue the Recruit order to this facility, choose one of the following options:   Recruit: Lieutenant. You gain one new lieutenant. You can have up to ten lieutenants at any time. Assign names and personalities to them as you see fit.   Recruit: Soldiers. You commission one or more of your lieutenants to assemble a small army. Each lieutenant can muster one hundred Guards (see the Monster Manual) in 7 days to fight for your cause. Reduce that number to twenty if you want them to be mounted on Riding Horses (see the Monster Manual). It costs you 1 GP per day to feed each guard and each horse in your army. Wherever the army goes, it must be led by you or at least one of your lieutenants, or else it disbands immediately. The army also disbands if it goes 1 day without being fed. Otherwise, the army remains until it is destroyed or you command it to disband. You can’t issue this Recruit order again until your current army disbands or is destroyed.  

Storage

  Space: Roomy   Hirelings: 1   Order: Trade   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 100 percent more.

Defenses

3 Direwolves, 1 Tiger, 10 Warrior Veterans that can each muster 100 Guards
Type
Keep
Owner
Characters in Location

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