Base of Operations
Every party might set up their own base of operations or have a patron who owns one. From this central base of operations you can more reliably upgrade your gear, get information, and get buffs for your next adventure. The base of operations will be the place the party goes back to on a regular basis. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Base Rules |
| D4 | Effect |
|---|---|
| 1 | One facility becomes inaccessible, until repairs have been paid for. Around 5 GP for each 5-foot square if it is a basic facility or 15 GP for each 5-foot square if it is a special facility. It requires half a day per 5-foot square to fully repair the facility. |
| 2 | A mishap is triggered within one of the active processes of one of the special facilities. This mishap causes the process to take one additional week. |
| 3 | One attendant gets badly hurt and rolls a death saving throw. On a success they roll on a relevant Injury Table. On a failure they die. |
| 4 | One attendant dies and one facility becomes inaccessible, until repairs have been paid for. Around 2 GP for each 5-foot square if it is a basic facility or 7 GP for each 5-foot square if it is a special facility. It requires half a day per 5-foot square to fully repair the facility. |
Random Events 
The base of operation often gain attention from others or special facility processes may impact the entire base as a whole. This can lead to the base experiencing various events, which could be both positive and negative.
In this section the various random events that can be experienced are detailed. If a facility owner chooses the Maintain: Random Events action, they roll on the Random Events table. If no-one takes this action, the GM rolls on the Random Event table once.
| D20 | Event |
|---|---|
| 01 | Nothing |
| 02-03 | Under Attack |
| 04-05 | Disrepair |
| 06-07 | Refugees |
| 08-09 | Quest |
| 10-11 | Visitor |
| 12-13 | Hireling |
| 14-15 | Repair |
| 16-17 | Discovery |
| 18-19 | Facility Opportunity |
| 20 | Treasure |
Base Events 
The events from the Random Events table are listed here in alphabetical order.
Discovery 
An attendant spots something of interest or manages to create an item using the facilities. Items found are usually relevant to the facility. Roll a d100, on 33 or lower the item is of a rarity of one tier higher than the facility can obtain.
Disrepair 
Some required maintenance has been left for far too long, leading to disrepair. The attendant must succeed on a DC 15 ability check, using a skill of the GM's choosing. On a failure roll on the Damage Effect table.
Facility Opportunity 
The attendant has discovered something beneficial for the facility they work for. Roll on the Facility Opportunity table to determine what this beneficial effect is.
| D4 | Opportunity |
|---|---|
| 1 | Speed Up. One current process takes one week less to complete. If this would finish it, you may choose another process. |
| 2 | Cost Efficient. The current process only needs to use 75% of the required cost or the produced product is worth 25% more. |
| 3 | Double Time. You may start a second process this week. |
| 4 | Rare Craft. Your next process can be used as if you were one tier higher, than you currently are, or produces reward double the amount. |
Hireling 
A hireling shows up on the base of operations. You can hire them as an attendant or a guardian. If you choose to do so, you have to pay 1d6 x 50 GP once.
Quest 
A person or a letter shows up with a quest for the party. This quest will always have some upfront cost and a listed reward. The cost can be through manpower, in the form of attendants or guardians, or GP.
Refugees 
A group of 2d4 refugees fleeing a monster attack, natural disaster, or some other calamity, seek refuge. They stay until they are able to find a new place to live in, the base is under attack, or you force them out. Unless they are attacked, each refugee will reward you 1d6 * 5 GP for your hospitality.
Repair 
An attendant spent some of their free time maintaining a part of the base. After doing this, you can choose one of the following effects:
- Repair. Repair a facility without the cost requirement.
- Upgrade. Speed up a facility process by one whole week. If this would complete it, the owner can choose a second process.
Treasure 
Your attendant acquires an art object, gemstone, or magic item determined by rolling on the Treasure table below and rolling on the specified table. If you were away from the base, the attendant may regale you with a fantastical story of how they obtained it.
| D4 | Treasure |
|---|---|
| 01-20 | Roll on the 25 GP Art Objects table. |
| 21-40 | Roll on the 50 GP Gemstones table. |
| 41-51 | Roll on the 100 GP Gemstones table. |
| 52-63 | Roll on the 250 GP Art Objects table. |
| 64-68 | Roll on the 500 GP Gemstones table. |
| 69-73 | Roll on the 750 GP Art Objects table. |
| 74 | Roll on the 2500 GP Art Objects table. |
| 75 | Roll on the 5000 GP Gemstones table. |
| 76-90 | Roll on a Common Magic items table of your choice (Arcana, Armaments, Implements, or Relics). |
| 91-98 | Roll on an Uncommon Magic items table of your choice (Arcana, Armaments, Implements, or Relics). |
| 99-00 | Roll on a Rare Magic items table of your choice (Arcana, Armaments, Implements, or Relics). |
Under Attack 
The base of operations is being attacked by humanoid or monstrous enemies. If the party is not at the base, each player should roll a d6. For each 1 rolled, roll a Damage Effect or choose to let a guardian die. If the player has Heroic Inspiration, they may use it to reroll their dice.
If the party is at home, the GM can decide to use the d6 method, make it a skill challenge, or an actual combat. In a skill challenge, there should be only a number of allowed failures equal to the player amount, each one triggering a roll a Damage Effect, choose to let a guardian die, or a PC can choose to take damage and an injury. If the maximum of failures is reached, the base should be considered destroyed.
If in an actual combat, every time a player is reduced to 0 Hit Points, they must roll a Damage effect or choose to let a guardian die. In either scenario attendants and guardians are considered to be engaged with enemies elsewhere in the base of operations.
Visitor 
A visitor comes by to make use of one of the facilities and/or stay for at least one night. The visitor does not disrupt any active processes. Once the visitor leaves, they will pay you 1d6 x 5 GP for each day they made use of a facility or lodging.
Example Bases 
Listed in this section are some example bases of operations and any potential mechanical changes that come with them.
Stationary Bases 
Most bases of operations you will come across are stationary. You will often find keeps, settlements, and manors acting as a base of operations.
Settlement 
Most bases of operations will take the form of a settlement that the party returns to on occasion. Most often the settlement that they use as a base of operation is no larger than a village or town.
Attendants 
In most settlements the three required attendants go by the following titles:
- Leader. The leader attendant of a settlement is often the mayor of settlement itself.
- Communicator. The communicator attendant of a settlement is often a priest, if its people are religious, or the mayor's steward.
- Supplier. The supplier attendant of a settlement is more often a collective of people rather than an individual. The people that would be a supplier attendant usually the settlement's farmers, artisans, and traders.
Structural Integrity 
The structural integrity of a settlement is fully dependant on the guardians of the settlement. If there are not enough guardians, then there is a high likelihood that a facility will get destroyed or attendant gets hurt.
Keep 
Having a base of operation as a keep makes sure that you are better defended from attackers and disasters. Keeps are usually found in well to defend areas and tend to have strong walls that keep outsiders out.
Attendants 
In most keeps the three required attendants go by the following titles:
- Leader. The leader attendant of a keep is usually the Chamberlain or Majordomo. They are the direct connection between the keep's lord and/or lady and the rest of the attendants.
- Communicator. The communicator attendant of a keep is usually the Seneschal. They take care of all diplomatic needs of the lord and/or lady of the keep.
- Supplier. The supplier attendant of a keep is usually the Treasurer or Cofferer. They make sure that taxation of Lord/Lady's subjects goes to plan and that the finances for food, supplies, and attendant wages are taken care of.
Structural Integrity 
A keep is usually very fortified, making it more structurally sound compared to other bases of operations. The keep usually has a basic facility for defence, such as fortified wall or a moat surrounding the entire keep. This facility becomes the primary target for any Damage Effect when you are under attack or another source of damage from outside of the keep. If the damage effect targets an attendant, it targets a guardian instead. The other facilities of the keep can be targeted by those sources only after the defensive facility becomes inaccessible.
Moving Bases 
A moving base of operations is, as the name implies, movable. This makes it so it has its own unique opportunities and drawbacks. A moving base of operations is perfect for a party that prefers to be on the move all the time.
General Changes 
A moving base has an additional Random Events table, which is only rolled on when the party is within the base, while it is moving. This table, the At Home Event Table, should be used more often than only once every base action phase. Making one player roll on it once every day of movement is a good amount, especially if you generally use Travel Events.
| D20 | Event |
|---|---|
| 01-02 | Facility Opportunity |
| 03-05 | Under Attack |
| 06-08 | Landmark or Disrepair |
| 09-14 | Nothing |
| 15-17 | Social Encounter (Visitor, Hireling, Quest, or Refugees) |
| 18-19 | Discovery or Repair |
| 20 | Treasure |
- The landmark event uses the following description:
- Landmark. You come across an important environmental feature or man-made structure. A landmark can give the opportunity for a quick exploration intermission or gives more background for the world you live in.
- Whenever you roll the Repair event, you should add the following option:
- Refuel. End the required waiting time for the moving base or make it travel at double speed for 1d4 days.
If you roll a Damage Effect, you should exchange the fourth option for "The moving base cannot move for 1d4 days."
Ships 
A lot of people spend a good portion of their lives on a ship, whether that is on the sea or in the air. To these people the ship becomes their home. This base may be relatively small compared to the other bases of operations, but it can serve a similar function, nonetheless. Though since this base moves on dangerous seas or through dangerous skies, it is not uncommon that these bases are fully destroyed.
Attendants 
A ship still requires the three main attendants, a navigator, and larger vessels also require a crew to make it move. The required attendants are:
- Leader. The leader of the ship is the ship's Captain. This specific attendant can also be a PC, but then the First Mate takes up this duty whenever the PC is off ship.
- Communicator. The communicator of the ship is the Ship's First Mate. If they are unable to be present on the ship or they die, the next ranking officer will take the up the duties of the First Mate.
- Supplier. The supplier of the ship is the Ship's Quartermaster. They make sure that the ship is fully supplied before every voyage.
- Navigator. The navigator of the ship makes sure the ship is able to safely move through the seas or the skies. Without them the ship will get lost very quickly. If the navigator attendant needs to make a check, they would most likely need to use Intelligence or Wisdom.
- Crew. The crew of the ship are required to do the small, important, and labour intensive, tasks to keep the ship moving smoothly. The amount of crew attendants required depends on the size of the ship. Other attendants and PCs also count to the number of required crew that needs to be present on the ship. If the crew needs to make a check, they would most likely need to use Strength or Dexterity.
Ship Size 
The size of the ship determines how much facility space is available and how many crew members are needed. Listed below are the general sizes of ships that can be used for bases of operations:
- Small. A small sized ship is between 50 and 75 feet long and 15 to 20 feet wide. These ships require at least 3 crew members to function and can have a maximum of 9 crew. Ships of this size include Caravels, Cutters, and Sloops.
- Medium. A medium sized ship is between 80 and 115 feet long and 20 to 25 feet wide. These ships require at least 10 crew members to function and can have a maximum of 20 crew. Ships of this size include Brigantines, Ketches, and Schooners, .
- Large. A large sized ship is between 120 and 155 feet long and 25 to 30 feet wide. These ships require at least 20 crew members to function and can have a maximum of 50 crew. Ships of this size include Brigs, Frigates, and Galleys.
- Huge. A huge sized ship is at least 160 feet long and at least 30 feet wide. These ships require at least 50 crew members to function and can have a maximum of 300 crew. Ships of this size include Galleons, Men-of-War, and Ships of the Line.
Structural Integrity 
The nature of ships makes it difficult for them to be repaired while the ship is on the move. Therefore, materials for repairs need to be bought in advance and new facilities can only be added while the ship is docked.
When the ship finds itself caught in a storm, naval combat, or another situation when damage is likely, use the rules below. For more in depth rules for naval combat see Naval Combat.
- Structural Damage. When the ship takes damage from a single source and it is above a certain threshold (such as 20), roll a Damage Effect or have a crew attendant or guardian die.
- Derelict Ship. If all facilities are inaccessible or the hit points of the ship are reduced to 0, the ship becomes derelict. While derelict, the ship starts sinking and can only move where the waves take them. Each time the ship takes more damage, roll a d20. On a 10 or higher, the ship stays afloat/aloft. If it is 9 or lower, the ship can no longer be saved and fully sinks. When this happens all creatures aboard the ship have 1 minute to get off or be dragged down with it.
- Abandoned Ship. If the number of crew members falls below the required amount, the ship becomes difficult to control. The speed of the ship is halved and any check made with the ship is at disadvantage.
- Quick Repair. If there is enough material to repair an inaccessible facility, a character can use a Ship Action to quickly attempt to repair this facility. The cost for this repair is the same, but it requires a relevant check (DC 15) to repair it quickly without wasting the required materials.
Mandatory Facilities 
For a ship to function the following basic facilities are required and cannot be inaccessible. If they are not present or inaccesible, the ship's movement will be affected.
- Helm. The Helm is the method in which the ship can be steered. This facility only needs to be one 5-foot square in size. If this facility is missing then the ship cannot steer, unless you use things like oars to attempt to manoeuvre.
- Propulsion. The propulsion facility is the driving force of the ship's movement. Without it you are fully dependent on the waves or the air currents for movement. Most ships use sails or oars as a method of propulsion. Due to the varied nature of this facility, its size depends on the ship it is on. If this facility is missing or inaccessible, the ship's movement is 0.
Movement 
The movement of the ship depends on the ship itself. In general, most waterborne ships that you can call a Base of Operations, use sails as their method of propulsion. If the ship relies on sails, going against the wind will halve its movement speed and if there is no wind the speed will be 0.
Camps 
Sometimes a moving base of operation is nothing more than a nomadic or war camp. These types of bases are usually filled people who are used to quickly pack up their stuff and move on. If the base is a war camp there is usually a strict command structure everyone, including the PCs, need to adhere to. If it is a nomadic camp this can vary from culture to culture.
Attendants 
A camp requires the basic three attendants to properly function, though in what form depends on the type of the camp. Below are listed a few examples.
- Leader. The leader attendant of a war camp would be a commander. For a nomadic camp it could be chieftain or a
cultreligious leader. - Communicator. The communicator attendant of a war camp is usually a high ranking messenger. For a nomadic camp this could be the chieftain's spouse or a priest.
- Supplier. The supplier attendant of a war camp is usually a quartermaster. For a nomadic camp this could be anyone who provides the camp with food, such as a livestock farmer or a trader.
Structural Integrity 
A camp is quick to set up and break down. This makes repairs cost half the normal price and take half the time, unless the facility is a more permanent structure, such as a cart.
Whenever you dismantle the camp to move to a new area, if the facility is also dismantled it becomes inaccessible during travel. Setting up this facility again costs nothing. The speed at which a camp can be dismantled and reassembled is usually one day.
Movement 
An entire camp on the move is as fast as its slowest creature or vehicle. To determine the travel speed, take the daily travel speed of the slowest creature/vehicle and half it.
Moving Mansion 
The Magical Moving Mansion rewards its owners for taking good care of it. If you are one of the lucky few to have been chosen by it, make sure to take good care of it. If you decide to not do so, don't be surprised if you find yourself homeless in no time at all.
The Moving Mansion gives its owner plenty of space to build any type of facility they desire. It seems no request is too weird for the mansion. You can have a full greenhouse, a swimming pool, or even a floating room.
Attendants 
The following three attendants are required for the Moving Mansion to function:
- Leader. The mansion's leader is a Butler or Housemaid. For the Mansion it is more important that dust does not collect and no-one misplaces items, rather than that every attendant works efficiently.
- Communicator. The mansion's communicator is not a specific role. The mansion can have a Jester or even a priest that acts as a communicator.
- Supplier. The mansion's supplier is an Engineer. They make sure all of the mansion's movement and construction systems remain functional. Without this attendant the Mansion cannot move or build/repair rooms.
Structural Integrity 
The Moving Mansion is structurally very complicated. It both has accessible rooms, as well as many areas that are completely inaccessible. This, in addition to the layout changing from time to time, makes it have a delicate structural integrity. Part of its power is always directed to maintain it's structure to the best of its ability. However, when that power is redirected, the mansion is attacked, or another damaging mishap takes place, something may be affected. Because the Mansion decides who its owners are, it is pickier in choosing who they are. If you roll a Damage Effect more than three times a week, you will be evicted by the Mansion itself.
Movement 
The Moving Mansion, as the name implies, can move. There are limits to this movement. When you become the owner of a Moving Mansion, it has the following limits to its movement:
- The Mansion moves slowly, only covering one hex every two days, which is rougly equal to 12 miles a day.
- The Mansion cannot move across mountains or through dense forests.
- The Mansion will not stop within 24 miles of a city or town. Or if you use hexes for the map, on the hex of a city or town.
- After stopping, the mansion will be unable to move for half the days travelled.
You can later upgrade the Moving Mansion's speed, by building an engine/furnace room. This is a basic room, which has to be at least 25 by 15 feet in size. The first additional engine increases the Mansion's speed to 24 miles a day, or 1 hex. After that you need 2 more engines to increase the speed to 48 miles a day or 2 hexes.
Additionally, you can order the engineer to redirect some of the Mansion's power to the double the Mansion's speed or allow it to (destructively) cross mountains/dense forests. Whenever you do so, you must roll a Damage Effect. After rolling you can use this speed for the rest of the week.
Example Special Facilities 
Listed below are some special facilities in alphabetical order. Each facility has a short description, abilities the attendant is recommended to be good in, and the base actions the owner can take.
Battle Medic Workshop 
A workshop where a skilled battle medic can create medicinal remedies and upgrade armour and weapons. This workshop contains both a smithy and a potion brewery.
- Recommended Abilities. Strength and Wisdom.
- Craft: Magic Item (Armament). When you take this action, you command your attendant to make you a magical item from the Armament tables, provided you have the materials. The item cannot be of a rarity higher than your level allows, as specified in the Crafting Magic Items table. The duration of the craft is the same as listed in that table. If the to be crafted item uses a spell, someone needs to be present to cast that spell every day of the crafting process. Whenever you would finish a craft make a check using a relevant tool, such as Smith's Tools, Leatherworker's Tools, or Woodcarver's Tools, using Stength or Wisdom. Your result determines the quality of the craft, as shown in the Crafting table.
- Craft: Medicinal. When you take this action, you command your attendant to create some useful medicinal goods, such as a regular Potion of Healing. You must have the ingredients to take this action. You cannot create Potions of Healing or other medicinal goods of a rarity higher than your level allows, as specified in the Crafting Potions table. Regardless of the item you attempt to make, it takes a week to create. If the item you attempt is a one use consumable, make an Herbalism Kit check, using Wisdom (DC 15). On a success you create 6 consumables. On a failure you create 3 consumables. No matter the result, you only spend the material cost for creating 1 consumable.
- (LVL 5) Craft: Upgrade. When you take this action, you command your attendant to attempt to upgrade the value of 1 armament or medicinal good or up to 6 medicinal consumables. Make a relevant check with one of the tools listed in the other actions, using Strength or Wisdom (DC 15). On a success roll on the Item Value table to determine the upgrade outcome. On a failure, roll on it twice and take the lowest.
| D10 | Value | D10 | Value |
|---|---|---|---|
| 1 | + 50% and a Detrimental Side Effect | 7-9 | + 100% |
| 2-6 | + 50% | 10 | + 100% and a Beneficial Side Effect |
Boom Room 
The Boom Room is a facility used for creating and testing explosives. This facility contains various workbenches, a safe explosion test area, explosion proof doors and walls, and is usually filled with dangerous compounds.
- Recommended Abilities. Dexterity, Intelligence, and Wisdom.
- Craft: Create Explosive. When you take this action, the attendant will attempt to craft some explosives. Make an Alchemist's Supplies check, using Intelligence (DC 15). On a success you can craft 6 sticks of dynamite or 3 specialised explosives. The specialised explosive might require additional ingredients before they can be crafted. On a failure you keep any special ingredients but can only craft 3 sticks of dynamite.
- Harvest: Explosive Foraging. When you take this action, the attendant will go into the local area to test some explosives in the field. They will return with some foraged goods from that area. Make an Alchemist's Supplies check, using Dexterity or Wisdom (DC 15). On a success roll on the Foraged Type table. On a failure they only return with one Common foraged good.
| D10 | Type | D10 | Type |
|---|---|---|---|
| 1 | 1d4x Common | 6-7 | 1d4x Precious |
| 2-3 | 2d4x Common | 8-9 | 2d4x Precious |
| 4-5 | 1x Precious | 10 | 1x Mythical |
Cottage 
A cottage with a small garden that can be harvested to gain various crops. The cottage itself lends for a very comfortable stay, making anyone who stays there feel well rested.
- Recommended Abilities. Wisdom and Charisma.
- Empower: Restful Sleep. When you take this action, up to two people can sleep inside the cottage and feel well rested, provided they spend all 7 nights sleeping in the cottage. The next 7 days, the creatures get temporary hit points equal to two times their level, at the start of each day.
- Harvest: Food or Herb. You can set the type of garden, between food or herb, you want to harvest. When you change it from one type to another, it will take 21 days, during which no other action can be taken. When you take the action to harvest the crops, you get a harvest after 7 days. Make an Herbalism Kit check, using Wisdom (DC 15). On a success you get a normal harvest, as described in the Garden Types table. On a failure you only get half the listed harvest. This action cannot be taken during Winter Seasons.
Crystal Cave 
A cave that is partially underwater, where you can find various water based plants and animals. This cave is home to various shelled mollusks and crystal clusters.
- Recommended Abilities. Dexterity and Wisdom.
- Harvest: Collect Pearl. Every 14 days one shelled mollusc will produce a pearl. When you take this action, your attendant will attempt to find the mollusc and collect the pearl. Make an Intelligence (Investigation) or Wisdom (perception) check (DC 15). On a success the attendant collects a pearl worth 100 GP. On a failure they collect a pearl worth 50 GP.
- Harvest: Mine Crystal. Every 14 days one or more crystal clusters have grown large enough that it can be mined. When you take this action, your attendant will find and mine the crystal(s). Make a Dexterity (Sleight of Hand) check (DC 15). On a success or failure, roll on the Crystal Value table to determine the value of the crystal. On a failure the value of the crystal is halved.From level 5 onwards, you can roll on the table twice and take the highest result.
| D10 | Value | D10 | Value |
|---|---|---|---|
| 1 | 10 GP | 6-7 | 100 GP |
| 2-3 | 25 GP | 8-9 | 250 GP |
| 4-5 | 50 GP | 10 | 500 GP |
Greenhouse 
A greenhouse is a building fully enclosed by glass. In it all the plants and animals would get as much sunlight as they normally would, but the temperature and humidity are more controlled. A greenhouse is the perfect place to grow crops year round, as well as a good place to keep specific animals and plants.
- Recommended Abilities. Dexterity and Wisdom.
- Harvest: Crops. You can set the type of garden, between food or herb, you want to harvest. When you change it from one type to another, it will take 21 days, during which no other action can be taken. When you take this action to harvest crops, you get a harvest after 7 days. Make an Herbalism Kit check, using Wisdom (DC 15). On a success you get a normal harvest, as described in the Garden Type table. On a failure you only get half the listed harvest.
| Crop Type | Description | Harvest |
|---|---|---|
| Decorative | Aesthetically pleasing garden full of flowers and topiaries. | Flower bouquets, perfume, or candles worth 25 GP |
| Food | Garden of delicious mushrooms, fruits, or vegetables. | 50 days worth of Normal Rations, 25 days worth of Hearty Rations, or 12 days worth of Luxurious Rations. |
| Herb | Garden of rare herbs, some of which have medicinal uses. | Medicinal herbs that can be used to craft 5 healer's kits or 1 regular Potion of Healing. |
| Poison | Garden stocked with plants and fungi from which poisons and antitoxins can be extracted. | Plants that can be used to create either two vials of antitoxin or one vial of Basic Poison. |
- Recruit: Creature. When you take this action, you command your attendant to go out into the wilds to find a creature native to the area. After 7 days, they find a creature. To determine the CR of the creature, make a Wisdom (animal handling) check. The GM then offers you creatures you could pick from based on your check result, as determined by the Creature CR table. Once you decide which creature to recruit, you must spend the listed rations.
| CR | DC | Rations | Minimum level |
|---|---|---|---|
| 0 or 1/8 | 5 | 5 | 1 |
| 1/4 | 10 | 7 | 3 |
| 1/2 | 15 | 10 | 4 |
| 1 | 17 | 12 | 6 |
| 2 | 20 | 15 | 8 |
| 3 | 22 | 20 | 10 |
- The creatures recruited in this manner can be used as guardians for the base of operations. The creatures obey your commands, and you can take one with you your adventures.
- You can only have a maximum of 10 creatures in the greenhouse at any time. If you recruit one more than you can have, choose another to set free.
- Empower: Relaxing Environment. When you take this action, any creature that spends at least 12 hours in the greenhouse, this week, can choose between one of two benefits, which they get for the next 7 days. They either can increase their hit point maximum by their level or gain Heroic Inspiration at the start of each day. If the creature is not a PC, then they can only increase their hit point maximum by your level.
Library 
A library is filled with books and scrolls of a large variety of topics. You will almost always find the book you need in a library.
- Recommended Abilities. Intelligence and Wisdom.
- Empower: Share Stories. When you take this action, your attendant will aid any creature that spends at least 12 hours in the library, this week, to find the correct books and scrolls. Any creature that does can choose to get advantage on skill checks of one of the following skills, of their choice: Arcana, History, Medicine, Nature, Religion, or Survival. They get this advantage for the next 7 days.
- Research: Topical Lore. When you take this action, you give your attendant a specific topic they have to do research on. Before you choose this topic, make sure the GM thinks it is reasonable for you to be able to find any information on it. Then the GM decides how difficult it is to find information on this particular topic. Make an Intelligence (investigation) check, with a DC dependant on the difficulty. DC 12 for easy, DC 15 for normal, and DC 18 for hard. On a success you get 3 new pieces of lore. On a failure, you get 1.
Magical Study 
A study filled with magical energy, in which magical scrolls are stored and created. It comes with a mirror you can use to scry on creatures, objects, or locations.
- Recommended Abilities. Intelligence, Wisdom, and Charisma.
- Craft: Scroll. When you take this action, you command your attendant to scribe a magic scroll. You cannot create a scroll of a higher level, than a PC of your level would be able to cast and never higher than 5th level. If the spell has a material component with a cost, it must be present during the crafting process. It is consumed if the spell normally would as well. Make a Calligrapher's Supplies check, using your spellcasting ability or Intelligence (DC 14 + spell's level). On a success 2 scrolls are created of that spell. On a failure 1 is created.
- Empower: Arcane Infusion. When you take this action, you can have your attendant redirect some the study's magic to one creature. That creature must spend at least 12 hours in the study, this week. Afterwards, for the next 7 days you gain one additional spell slot. The spell slot's level is equal to your highest level at which you can cast spells or 5, depending on which is lower.
- Maintain: Obscure. When you take this action, you can redirect some of the study's ambient magic into the base of operations. For the next week, the entire base of operations is affected by the Nondetection spell.
- Research: Ask Mirror. When you take this action, you can cast the Scrying spell. When you do so, you need to say the mirror's phrase, such as "Mirror, Mirror on the floor, show me what is beyond the door." Once you cast the spell, you cannot do so again for a week.
Pillow Fort 
A fortress or room made to be very comfortable. The floor and walls are lined with soft pillows.
- Recommended Abilities. Charisma.
- Empower: Inner Peace. When you take this action, your attendant will get the room ready for some needed rest. Any creature that spends at least 12 hours in the facility, this week, will feel very rested afterwards. They get advantage on saving throws with one ability, for the next 7 days. Roll on the Saving Throw Ability table to determine what ability gets this benefit.From level 5 onwards, you each creature can choose what ability they would like to have advantage in.
| D6 | Type | D6 | Type |
|---|---|---|---|
| 1 | Strength | 4 | Intelligence |
| 2 | Dexterity | 5 | Wisdom |
| 3 | Constitution | 6 | Charisma |
- Maintain: Fortify. When you take this action, your attendant prepares the fort to tailor to the needs of other attendants. Whenever a Random Event is rolled this week, roll twice and choose your preferred option.
Post Office 
The post office allows for letters and packages to be more easily send and received. It also allows PCs to more easily give commands to their attendants, while they are out.
- Recommended Abilities. Wisdom and Charisma.
- Empower: Open Communications. When you take this action, your attendant will open communications with the owners of all rooms. For the next week, they will be able to act as a direct intermediary between the owners and the attendants, even when the owners are out on an adventure. Facility owners can choose what room actions to take, regardless of where they are.
- Trade: Send Items. When you take this action, your attendant can send up to 6 different items to creatures the owner knows. The items will be received at the end of the week. A 100 word letter can be included with each item. The item must be no larger than medium in size.
Tailor Workshop 
A tailor workshop is a place where clothing, furniture, and even some armour can be made. It is not uncommon to find mannequins displaying various garments in this facility.
- Recommended Abilities. Dexterity, Intelligence, and Wisdom.
- Craft: Magic Item (Hats & Clothing). When you take this action, you command your attendant to make you a magical item, provided it is a hat, clothing, or other cloth based item and you have the materials. The item cannot be of a rarity higher than your level allows, as specified in the Crafting Magic Items table. The duration of the craft is the same as listed in that table. If the to be crafted item uses a spell, someone needs to be present to cast that spell every day of the crafting process. Whenever you would finish a craft make a check using a relevant tool, such as Leatherworker's Tools or Weaver's Tools, using Dexterity or Wisdom. Your result determines the quality of the craft, as shown in the Crafting table.
- Maintain: Repairs with Thread. When you take this action, your attendant can repair furniture and such of one inaccessible room, making it accessible without needing to spend the money, or mend up to 20 pieces of clothing and cloth goods.
- (LVL 5) Trade: Collect Weaving Supplies. When you take this action, your command your attendant to go the nearest town or village to buy some materials that can be used for the crafting of magical hats and clothing. Make an Intelligence (investigation) or Wisdom (perception) check. On a success 1d4 + 1 materials are collected. On a failure 1 material is collected. The GM decided what type of material you obtained. The rarity of the material you collect depends on the rarity of magic item you can craft, as specified in the Crafting Magic Items table.If you decide to sell the obtained material, it is rarity decides how much it is worth. It is worth 12 GP for common, 50 GP for uncommon, 250 GP for rare, and 500 GP for very rare.
Trading Post 
A trading post allows you to directly buy and sell items with other settlements, as long as the base of operations has the required money.
- Recommended Abilities. Wisdom and Charisma.
- Trade: Buy Goods. When you take this action, your attendant will attendant will spend the entire week searching for interesting items to buy, which the GM will list. If a specific item is searched for, make an Intelligence (investigation) check, against a DC depended on the rarity of the item. DC 12 for Common, DC 15 for Uncommon, DC 18 for Rare, and DC 21 for Very Rare. On a success the item is found. On a failure, the item is not found, but other items are still offered. The required gold must be in the base of operations at the time of the purchase.
- Trade: Sell Goods. When you take this action, your attendant will spend the entire week searching for the best place to sell up to 6 items. Make a Charisma (persuasion) check, against a DC based on rarity and legality to sell the item. DC 12 for Common and/or Legal, DC 15 for Uncommon, DC 18 for Rare and/or Illegal, and DC 21 for Very Rare. The DC might rise or fall depending on how saturated the market is. If you succeed the item is sold at 1.5x its value. If you succeed by 10 or more, then it is sold at 2x its value. If you fail, it is sold at normal value. If you fail by 10 or more, then it is sold at 0.5x its value. Once you make the check, the sale is final.
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