House Rules

House Rules
Category
Table rules

From Session 20 on, this campaign runs outside Adventurers League. Your characters’ AL logs are parked and still valid. The rules below are the ones we agreed at the table, and they change when the table agrees to change them.

Magic items

Leveling

Gold

Gold stands for camp resources: what the party can trade, build and feed people with. Its main use now is building up the camp (below).


The Camp (Bastion rules)

This uses the Bastion rules from the 2024 Dungeon Master’s Guide, changed to fit a tribal camp instead of a keep. You don’t need the book. Everything you need to make choices is here, and Dan has the details.

One shared camp

The party doesn’t own a castle. You’re responsible for a camp: Coldpeak, the Tribe of the Weaver, and Durok’s oasis, as one Bastion. Each player sponsors facilities in it. A facility is yours: you decide what it does each turn. It sits in the shared camp and is run by people from the camp, not faceless hirelings. The camp as it stands now lists what’s been built.

Special facilities

What gold buys

Bastion turns

Defenders

Some facilities (the Barrack especially) recruit Bastion Defenders, people from the camp who stand guard. They’re what the camp loses when it’s attacked. Walls and an Armory reduce those losses.


Facility menu

Every facility available at 9th level. Each order type is in brackets. People who could run it are suggestions from camp. Propose anyone you like.

Level 5

Facility What it does Could be run by
Arcane Study [Craft] A charm that casts Identify, arcane focuses and books, and at 9th level Common or Uncommon arcane magic items. Needs a spellcasting focus for arcane magic.  
Armory [Trade] Stocks weapons and armor for your Defenders, so attacks cost fewer of them.  
Barrack [Recruit] Recruits Bastion Defenders, and houses up to 12 (25 if vast). Kaarsk
Garden [Harvest] Grows food, herbs for healer’s kits and potions, or poisons, depending on the garden.  
Library [Research] Researches a topic and turns up a few true facts about it.  
Sanctuary [Craft] A charm that casts Healing Word, and holy symbols or druidic focuses. Needs a holy symbol or druidic focus.  
Smithy [Craft] Weapons and armor, and at 9th level Common or Uncommon magic weapons and armor.  
Storehouse [Trade] Buys goods for the camp and sells them at a profit. Good for a camp that trades with a tribe on the move.  
Workshop [Craft] Tools and gear, and at 9th level Common or Uncommon magic implements. Also gives Heroic Inspiration after a short rest there.  

Level 9

Facility What it does Could be run by
Gaming Hall [Trade] Games of chance at camp. Brings in gold, sometimes a lot.  
Greenhouse [Harvest] Grows fruit that cures like Lesser Restoration (good against exhaustion), plus healing potions or poisons. Durok’s oasis is already one, and it’s his. It isn’t free, and how a sponsor earns a place in it will come through the story.
Laboratory [Craft] Alchemy: potions and poisons.  
Sacristy [Craft] Holy water and sacred magic items, and helps a caster recover a spell. Needs a holy symbol or druidic focus.  
Scriptorium [Craft] Copies books and makes spell scrolls.  
Stable [Trade] Keeps and trades mounts and animals. Useful for a camp that travels the corridor. Dak
Teleportation Circle [Recruit] Invites a friendly spellcaster to camp, who can cast a spell for you. Needs a spellcasting focus for arcane magic.  
Theater [Empower] Stages a production. Everyone who takes part gets a bonus die to use later. In this camp it can be a Telling Lodge, where the tellings happen, instead of a stage. The Weaver elders
Training Area [Empower] A trainer works with the party between sessions and grants a benefit (combat, skills, tools or weapons), depending on who’s training. Tarsk
Trophy Room [Research] Studies the trophies the party has brought back to learn about them, or finds something useful among them. Skara

Exact rules for each order come from the DMG. Ask Dan when you’re choosing.