Sombras de Merritt ā Thematic Bastion Catalog
This file is a curated catalog of thematic Bastion facilities, events, and stronghold variants designed specifically for the Sombras de Merritt campaign. It draws from the official 2024 DMG Bastion system, the Ghostfire Gaming āFixing Bastionsā video analysis, MCDM Strongholds & Followers design patterns, Lairs of Etharis salvage mechanics, and the campaignās established themes: Levistus and the frozen Stygia, Mammon and the greed of Minauros, the Nine Hells of Baator, the Elemental Plane of Fire and Efreeti, liches, and dark fantasy horror.
Campaign Pillars and Thematic Axes
| Axis | Antagonists | Mood | Bastion Style | Core Conflict |
|---|---|---|---|---|
| Ice & Betrayal | Levistus, Stygian devils | Frozen, claustrophobic, political, prison-escape logic | Fortress of ice, prison-keep, frozen sanctum | Freedom vs. entrapment; trust vs. betrayal |
| Greed & Corruption | Mammon, Minauros devils | Sinking, decadent, mercantile, soul-trading | Bank-vault, gambling den, mercantile hub, cursed treasury | Wealth vs. damnation; debt vs. power |
| Fire & Dominion | Efreeti, Sultan of the City of Brass | Oppressive heat, slave markets, wishes, contracts | Brass citadel, volcanic forge, wish-market | Freedom vs. servitude; wish vs. price |
| Undeath & Knowledge | Liches, phylacteries, forbidden lore | Cold intellect, decay, eternity, secrets | Necropolis, reliquary-tower, soul-forge | Knowledge vs. humanity; eternity vs. life |
| Infernal Politics | All archdevils, Baator | Bureaucratic evil, soul economy, infernal hierarchy | Embassy-fortress, infernal court, soul-market | Survival vs. corruption; alliance vs. damnation |
Part 1: Levistus / Stygia Thematic Facilities
Stygian Prison-Keep
- Level: 5; Space: Roomy; Order: Recruit
- Prerequisite: None; narrative: Bastion located in or touching a frozen/stygian region
- Effect: You may recruit Stygian prisoners as Bastion Defenders. These defenders are immune to cold damage and can see through magical darkness, but they cannot leave the Stygian cold. Each defender carries a fragment of knowledge about a betrayal they witnessed before imprisonment.
- Upgrade (Level 9): The prison-keep gains an Interrogation Chamber. You may ask 1d6 questions of a prisoner, with advantage on Intimidation and Persuasion checks. After those questions, the prisoner becomes Hostile and will not cooperate further.
- Bastion Event ā Escape: A prisoner escapes. Unless recaptured within one Bastion turn, your enemies learn your Bastionās location and defenses.
Frozen Reflection Pool
- Level: 5; Space: Cramped; Order: Research
- Prerequisite: Spellcasting focus
- Effect: The pool reflects scenes of betrayal, hidden enemies, or the frozen prison of Levistus. On a Bastion turn, you may peer into the pool and ask one question about a creature you suspect of treachery. The DM answers with a cryptic vision. You gain advantage on Insight checks against that creature for 7 days.
- Limit: Using the pool more than once per month attracts the attention of Levistus. He may send an agent, demand a favor, or offer a pact.
Ice-Bound Pact Chamber
- Level: 9; Space: Roomy; Order: Empower
- Prerequisite: A pact, oath, or deal with an archdevil, fey lord, or similar entity
- Effect: Once per Bastion turn, you or an ally who spends a Long Rest in this chamber gains a Pact Boon: resistance to cold damage, immunity to being frightened by devils, or advantage on Deception checks against devils. This boon lasts 7 days or until you break the pactās terms.
- Limit: Breaking the pactās terms causes the boon to invert ā the beneficiary gains vulnerability to cold, disadvantage on saves against frightened, and devils automatically sense their location for 7 days.
- Narrative: The chamberās walls are sheets of black ice. Within them, faces of past pact-breakers are visible, frozen mid-scream.
Stygian Shipyard
- Level: 9; Space: Vast; Order: Recruit
- Prerequisite: Access to the River Styx or a Stygian tributary
- Effect: You may recruit a Stygian Ferryman ā a Charon-like guide who can navigate the Styx. With this hireling, you can travel between Stygia and the Material Plane, or between layers of Baator, using the Styx as a route. Each journey takes 1 Bastion turn.
- Limit: The Ferryman demands payment in souls, memories, or coin minted in Hell. Refusing payment causes the Ferryman to strand you ā potentially in a hostile layer of Baator.
Part 2: Mammon / Minauros Thematic Facilities
Mammonās Counting House
- Level: 5; Space: Roomy; Order: Trade
- Prerequisite: At least 500 GP in liquid wealth invested in the facility
- Effect: On a Bastion turn, you may invest gold in the Counting House. Roll 1d100:
- 01-20: Lose 50% of the investment (market crash, devil fraud, theft)
- 21-70: Break even (the investment returns your gold)
- 71-90: Gain 25% profit
- 91-00: Gain 50% profit, but Mammon notices ā he sends an emissary with an āopportunityā
- Limit: Maximum investment per turn: 1,000 GP at level 5, scaling to 10,000 GP at level 17.
- Narrative: The facility is a gilded vault where coins weep and ledgers write themselves. The hireling is a chain-devil accountant who genuinely enjoys spreadsheets.
Soul-Debt Auction House
- Level: 9; Space: Vast; Order: Trade
- Prerequisite: The Counting House facility
- Effect: You may buy and sell soul-coins, infernal contracts, and debt-slips. Once per Bastion turn, you can:
- Buy a soul-coin: Spend 1,000 GP to acquire a soul-coin. A soul-coin can be traded to a devil for a favor, information, or as payment to bypass an infernal obstacle.
- Sell a debt: If you hold a creatureās written debt (contract), you can sell it for 500ā5,000 GP. The buyer collects ā with interest.
- Bastion Event ā Infernal Audit: An archdevilās auditor arrives. You must justify all soul-coin transactions or pay a fine of 2d6 Ć 500 GP. Refusing payment marks you as a debtor in the infernal ledgers.
The Sinking Treasury
- Level: 13; Space: Vast; Order: Harvest
- Prerequisite: The Counting House and Soul-Debt Auction House
- Effect: The treasury slowly sinks into the mire of Minauros, pulling treasure from the Plane of Greed into your vault. On a Bastion turn, roll 1d10:
- 1-3: A mundane magic item (Common) surfaces.
- 4-6: An Uncommon item appears.
- 7-8: A Rare item surfaces, but it is cursed or carries infernal strings.
- 9-10: Two items surface, but Mammon personally visits to inspect āhisā treasury.
- Limit: Items not claimed within 3 Bastion turns sink back into the mire.
Gilded Gambling Den
- Level: 9; Space: Vast; Order: Research
- Prerequisite: None
- Effect: Devils, merchants, and planar travelers gamble here. Once per Bastion turn, you can learn one secret, rumor, or piece of infernal intelligence from the patrons. The quality depends on how much you wager:
- 50 GP wager: Local rumor from Minauros or nearby Material Plane region
- 500 GP wager: Infernal political intelligence (archdevil movements, soul quotas, contracts)
- 5,000 GP wager: A specific secret about a named NPC (villain, ally, archdevil)
- Bastion Event ā Cheaterās Reckoning: A devil accuses one of your hirelings of cheating. You must either pay the devil 1,000 GP in damages, surrender the hireling, or face a duel of wits (three opposed Deception/Insight checks).
Part 3: Elemental Plane of Fire / Efreeti Thematic Facilities
Brass-Forged Forge
- Level: 9; Space: Roomy; Order: Craft
- Prerequisite: Proficiency with Smithās Tools or fire-based spellcasting
- Effect: You may craft weapons and armor from brass, obsidian, and elemental fire. Items crafted here gain one of the following properties:
- Searing: On a critical hit, the target takes an extra 1d6 fire damage.
- Heat-Resistant: The wielder has resistance to fire damage while holding/wearing the item in environments under 200°F.
- Limit: Crafting requires raw elemental brass (obtained from the City of Brass or volcanic regions). Crafting time follows the standard DMG rules.
Efreeti Contract Sanctum
- Level: 13; Space: Roomy; Order: Empower
- Prerequisite: A genie patron, wish-granting entity, or access to the City of Brass
- Effect: You may petition an efreeti noble for a wish ā but not the wish spell. This is a negotiated contract. The facility allows you to:
- Draft a formal wish-contract.
- The DM determines the efreetiās price (gold, service, a quest, a soul, a memory).
- If accepted, the wish is granted per the contractās terms. Efreet are literal and will exploit loopholes.
- Limit: One wish-contract may be active at a time. A second petition before the first is fulfilled incurs the efreetiās wrath.
Flame-Kissed Garden
- Level: 5; Space: Roomy; Order: Harvest
- Prerequisite: A permanent heat source (volcanic vent, planar rift to Fire, bound fire elemental)
- Effect: You may harvest elemental flora: fire lilies, cinder-vines, ember-fruit, and ash-bark. Each Bastion turn, you harvest one of the following (your choice):
- Fire Lily Petals (3): Consume as an action to gain fire resistance for 1 hour.
- Ember-Fruit (1): Consume to cast Burning Hands (1st level).
- Ash-Bark (1 dose): Can be crafted into a Potion of Fire Resistance with a DC 13 Herbalism Kit check and 50 GP in materials.
- Limit: Harvested items lose potency after 30 days.
City of Brass Embassy
- Level: 17; Space: Vast; Order: Recruit
- Prerequisite: A formal treaty with at least one efreeti noble or the Sultanās court
- Effect: You may recruit an Efreeti Emissary. The emissary:
- Provides diplomatic immunity on the Elemental Plane of Fire.
- Can broker trade for rare elemental goods.
- Grants advantage on Charisma checks against efreeti and fire elementals.
- Can cast Plane Shift (to the Elemental Plane of Fire only) once per month.
- Limit: The emissary reports all activities to their patron. Treason against the Sultan or their noble house revokes all benefits and marks you for assassination.
Volcanic Observatory
- Level: 13; Space: Roomy; Order: Research
- Prerequisite: Spellcasting focus; Bastion located in or near volcanic/geothermal terrain
- Effect: The observatory reads heat currents, magma flows, and elemental tides. Once per Bastion turn, you may:
- Predict a volcanic eruption, earthquake, or firestorm up to 7 days in advance.
- Scry on any location within the Elemental Plane of Fire.
- Detect the presence of any efreeti, fire elemental, or salamander within 24 miles of the Bastion.
- Limit: Extended use (3+ consecutive turns) attracts the attention of the City of Brass. The Sultan may send an inspector.
Part 4: Lich / Undead Thematic Facilities
Phylactery Vault
- Level: 13; Space: Cramped; Order: Empower
- Prerequisite: Character has died and been resurrected at least once, OR character has handled a lichās phylactery
- Effect: You may store a fragment of your soul in the vault. While stored:
- If you die within 1 mile of the Bastion, you automatically return to life at the vault after 1d4 days (as Raise Dead, but without the -4 penalty).
- You do not age while within 1 mile of the Bastion.
- Cost: Each resurrection from the vault costs 500 GP in rare oils, incense, and soul-anchoring materials. Each use also attracts the attention of at least one lich, who becomes curious about your soul-anchoring technique.
Necromantic Scriptorium
- Level: 9; Space: Roomy; Order: Craft
- Prerequisite: Arcane spellcasting focus or ability to cast at least one necromancy spell
- Effect: You may craft the following:
- Scroll of Animate Dead (7 days, 250 GP in materials)
- Scroll of Speak with Dead (3 days, 100 GP)
- Soul-Ledger (special item): A book that records the true name of any creature that dies within the Bastion. Requires 30 days and 2,000 GP.
- Limit: The hireling is a wraith-scribe bound to the scriptorium. It cannot leave but is utterly loyal. If the Bastion is ever consecrated, the wraith is destroyed and the scriptorium must be rebuilt.
Reliquary of Souls
- Level: 13; Space: Cramped; Order: Harvest
- Prerequisite: The Necromantic Scriptorium
- Effect: You may extract soul-essence from corpses brought to the reliquary. Each Medium or larger corpse yields one Soul Fracture. Soul Fractures can be used as:
- Spell components for necromancy spells (replaces material components up to 500 GP value).
- Crafting components for magic items with necromantic themes.
- Currency in infernal or shadow markets.
- Limit: Harvesting a soul fracture is an evil act by most moral frameworks. Paladins and clerics of good-aligned deities may lose their powers for repeated use.
Ossuary Throne
- Level: 17; Space: Vast; Order: Empower
- Prerequisite: The Phylactery Vault and Reliquary of Souls
- Effect: You sit upon a throne built from the bones of defeated enemies. While seated, you can:
- Command all undead within the Bastion to fight for you as legendary actions (1 legendary action per turn per 3 undead commanded, up to 3).
- Sense the location of any creature that died within 1 mile of the Bastion in the last year.
- Speak with any soul stored in the Phylactery Vault as a free action.
- Cost: Each use of legendary actions costs one Soul Fracture.
- Bastion Event ā Throne-Rebellion: The souls and bones grow restless. You must assert dominance (Charisma or Intimidation DC 18) or the undead in the Bastion become hostile for 24 hours.
Part 5: Infernal Politics / Baator Facilities
Infernal Embassy
- Level: 13; Space: Roomy; Order: Recruit
- Prerequisite: A formal treaty with at least one archdevil or infernal duke
- Effect: You may host an infernal ambassador. The ambassador:
- Grants diplomatic immunity in Baator.
- Can broker deals, contracts, and alliances with infernal powers.
- Prevents devils of the ambassadorās faction from attacking the Bastion.
- Bastion Event ā Diplomatic Incident: A rival devil faction attempts to assassinate the ambassador. You must protect them or lose your treaty. Failure turns the ambassadorās faction hostile.
Soul-Forge
- Level: 17; Space: Vast; Order: Craft
- Prerequisite: Infernal Embassy and at least one Soul Fracture
- Effect: You may forge Soul-Steel ā a legendary metal crafted from damned souls. Soul-Steel items:
- Bypass damage resistance and immunity of celestials, fiends, and undead.
- Grant advantage on Charisma checks against devils.
- Are indestructible by non-magical means.
- Cost: Each Soul-Steel item requires 3 Soul Fractures, 90 days, and 10,000 GP. The forging process is an evil act.
- Limit: Only one Soul-Steel item may be forged at a time. The forge screams during the process and can be heard for miles.
Baatorian Cartography Chamber
- Level: 9; Space: Roomy; Order: Research
- Prerequisite: Spellcasting focus
- Effect: You may map the geography, politics, and troop movements of Baator. Once per Bastion turn, you may:
- Learn the current location of one named devil (if they are in Baator).
- Map one safe route through a layer of Baator.
- Identify which archdevil controls a specific infernal territory or soul-trade route.
- Limit: Each use consumes rare inks worth 100 GP. Devils who learn of your mapping may send assassins.
The Court of Nine
- Level: 17; Space: Vast; Order: Empower
- Prerequisite: Completed quests for at least 3 archdevils or their representatives
- Effect: You may convene a miniature infernal court. Once per month, you may:
- Summon an emissary of any archdevil you have dealt with.
- Mediate disputes between devils (earning favors from both sides if successful).
- Petition for infernal rank or territory.
- Bastion Event ā Coup Attempt: A devil in the court attempts to usurp your authority. You must defeat them in a trial (combat, debate, or infernal legal proceeding ā your choice). Failure reduces your Bastionās effective level by 2 until you reclaim authority.
Part 6: Cross-Theme Hybrid Facilities
Frozen Treasury (Stygia + Minauros)
- Level: 13; Space: Vast; Order: Trade
- Prerequisite: Access to both a Stygian and Minauros contact
- Effect: Combines the functions of the Counting House and Frozen Reflection Pool. You may:
- Invest gold with infernal interest rates (50% chance of 30% profit, 50% chance of 20% loss).
- Freeze a soul-coin in Stygian ice ā the frozen soul cannot be claimed by its contract holder for 30 days.
- Bastion Event ā Thaw: A frozen soul-coin thaws prematurely. Its contract holder arrives to collect. You must negotiate, pay a ransom, or fight.
Hellfire Forge (Baator + Elemental Fire)
- Level: 17; Space: Vast; Order: Craft
- Prerequisite: Brass-Forged Forge and Soul-Forge
- Effect: Combines elemental fire mastery with soul-craft. You may forge items with BOTH Searing and Soul-Steel properties. Additionally, hellfire weapons deal an extra 1d6 fire AND 1d6 necrotic damage on a critical hit.
- Cost: Each Hellfire item requires 5 Soul Fractures, elemental brass, 120 days, and 20,000 GP.
- Limit: The forge is a planar rift. While active, it may attract fire elementals, devils, or efreeti collectors.
Frozen Phylactery (Stygia + Lich)
- Level: 17; Space: Cramped; Order: Empower
- Prerequisite: Phylactery Vault and Ice-Bound Pact Chamber
- Effect: Your soul fragment is frozen in Stygian ice. Benefits stack: you resurrect in 1d4 days AND the ice protects your soul from being claimed by devils, gods, or other soul-harvesters. You gain immunity to soul-trapping effects (such as Soul Cage, Trap the Soul, or a devilās soul-claim ability).
- Cost: Each resurrection costs 1,000 GP. Additionally, Levistus is aware of your frozen soul. He may offer to āprotectā it further ā for a price.
Efreeti Contract Nexus (Efreeti + Baator)
- Level: 17; Space: Vast; Order: Empower
- Prerequisite: Efreeti Contract Sanctum and Infernal Embassy
- Effect: You may broker three-party contracts between mortals, devils, and efreeti. These contracts:
- Bind all three parties with infernal AND elemental enforcement.
- Cannot be broken by wish or divine intervention without destroying the original contract document.
- Generate passive income of 500 GP per Bastion turn from contract royalties.
- Bastion Event ā Breach: A contract party attempts to break the terms. You must enforce the contract personally (quest, combat, or legal proceeding) or lose all current contracts and the trust of both planar factions.
Part 7: MCDM Stronghold Patterns Adapted for Bastions
MCDMās Strongholds & Followers uses four stronghold types (Keep, Tower, Temple, Establishment) and class-specific benefits. Below are adaptations into the Bastion framework:
MCDM-Inspired Special Facilities
| MCDM Concept | Bastion Adaptation |
|---|---|
| Keep (martial stronghold) | Barrack (Recruit) reskinned with MCDM-style unit recruitment. Defenders grant stronghold actions when the Bastion is attacked. |
| Tower (arcane stronghold) | Arcane Study (Craft) with MCDMās spell-research mechanic. Hireling can research a custom spell over 30 days (cost: 500 GP Ć spell level). |
| Temple (divine stronghold) | Sanctuary (Craft) with MCDMās concordance mechanic. Hireling can craft relics, holy water, and blessed oils. |
| Establishment (rogue/social) | Pub (Research) reskinned as a spy-network hub. Hireling gathers intelligence on factions, rivals, and patrons. |
| Class Followers | Add to Recruit facilities: at levels 9, 13, and 17, the Bastion attracts a named follower with class levels (sidekick rules from Tashaās). |
| Demesne Effects | Regional effects trigger when the Bastion reaches level 13+. Examples: Stygian cold within 6 miles, infernal market attraction, planar weather. |
| Concordance | Add a Concordance track (0ā10) for each archdevil patron. Higher concordance = better facility benefits but tighter infernal control. |
MCDM Class Lair Actions Converted
| Original Class | Bastion Lair Action (usable while defending the Bastion) |
|---|---|
| Barbarian | Roar: all enemies within 60 ft must make WIS save or be Frightened for 1 round. |
| Cleric | Divine Rebuke: undead and fiends within 30 ft take 4d6 radiant damage (WIS save half). |
| Fighter | Tactical Command: two Bastion Defenders may immediately make an attack. |
| Paladin | Oathbound Wall: a 30 ft wall of divine energy blocks enemy movement for 1 round. |
| Rogue | Ambuscade: you and one ally may make a Stealth check to hide as a bonus action. |
| Warlock | Patronās Gaze: one enemy must make CHA save or be under a geas-like command (1 round). |
| Wizard | Arcane Overcharge: one spell cast from the Bastion is upcast by 1 level for free. |
Part 8: Lairs of Etharis Salvage Adapted for Bastion Harvest
Lairs of Etharis introduces a Monster Salvage system. Adapted for Bastions:
Salvage Yard
- Level: 5; Space: Roomy; Order: Harvest
- Prerequisite: None
- Effect: When you or your party slay a monster and bring its corpse to the Bastion, you may issue the Harvest order to extract salvage. The salvage yield depends on the monsterās CR:
- CR 0ā2: Alchemical reagents worth 25 GP
- CR 3ā6: Monster part (fang, hide, gland) worth 100 GP or usable as a crafting component
- CR 7ā12: Rare component (dragon scale, beholder eye, devil horn) usable for magic item crafting
- CR 13+: Legendary component that can be used to craft a specific magic item or as the centerpiece of a Bastion facility upgrade
- Limit: Corpse must be brought to the Bastion within 7 days of death. Each corpse can only be salvaged once.
Trophy Hall
- Level: 9; Space: Roomy; Order: Empower
- Prerequisite: Salvage Yard
- Effect: Display trophies from defeated monsters. Each trophy displayed grants a benefit while in the Bastion:
- Display 3 trophies: Advantage on saving throws against frightened.
- Display 5 trophies: Bastion Defenders gain +2 to attack rolls and AC.
- Display 10 trophies: Once per Bastion turn, you may invoke a trophyās power: gain the displayed creatureās damage resistance for 7 days.
- Limit: Trophies degrade after 1 year.
Part 9: Player Menu ā Presenting to Your Players
When presenting Bastion options to the Sombras de Merritt players, I recommend this approach:
Step 1: Ask Each Player These Questions
- What is your characterās relationship with the Nine Hells? (Foe? Debtor? Ally? Curious scholar? Unwitting pawn?)
- What kind of base feels right for your character? (Frozen fortress? Smugglerās den? Brass tower? Sacred grove? Guildhall?)
- What does your character want from a base? (Safety? Crafting? Intelligence? Followers? A place to hide something?)
Step 2: Offer Curated Theme Menus
Based on their answers, offer each player 3-5 themed facility options:
| Player Theme | Suggested Facilities |
|---|---|
| āI want to fight the Hellsā | Stygian Prison-Keep, Frozen Reflection Pool, Sanctified Ground, Watchtower of the Weeping |
| āI made a deal with a devilā | Ice-Bound Pact Chamber, Mammonās Counting House, Soul-Debt Auction House, Infernal Embassy |
| āFire and elemental powerā | Brass-Forged Forge, Flame-Kissed Garden, Volcanic Observatory, City of Brass Embassy |
| āForbidden knowledge / lich pathā | Necromantic Scriptorium, Phylactery Vault, Reliquary of Souls, Baatorian Cartography Chamber |
| āPolitical / mercantile powerā | Gilded Gambling Den, The Sinking Treasury, Efreeti Contract Sanctum, The Court of Nine |
| āI just want a cool thematic baseā | Trophy Hall, Salvage Yard, Throne Room (reskin), Moving Bastion (airship or infernal barge) |
Step 3: Start at Level 5, Scale with the Campaign
- At level 5: 2 special facilities from the thematic catalog
- At level 9: 4 total (add 2 more, including first tier-2 facilities like Brass-Forged Forge, Soul-Debt Auction House)
- At level 13: 5 total (add tier-3: Phylactery Vault, Frozen Treasury, Infernal Embassy)
- At level 17: 6 total (add tier-4 epic: Hellfire Forge, Court of Nine, Ossuary Throne)
Step 4: Combine into a Shared Merritt Bastion
One powerful option: the partyās Bastions combine into a single location on the border of Stygia and the Material Plane ā a frozen keep that exists in both worlds. This creates natural tension: the deeper they build into Stygia, the more infernal power they gain, but the harder it becomes to return to the Material Plane unchanged.
Part 10: Bastion Events for Merritt
These events replace or supplement the standard DMG Bastion Events table:
| d20 | Event | Flavor |
|---|---|---|
| 1-4 | All Is Well | A cold wind blows. The ice walls hum with trapped souls. Nothing unusual happens. |
| 5-6 | Infernal Audit | A pit fiend auditor arrives to inspect your contracts and soul-coin inventory. |
| 7-8 | Frozen Escape | A Stygian prisoner has escaped. They know your Bastionās secrets. |
| 9-10 | Mammonās Offer | An emissary of Mammon arrives with an āinvestment opportunity.ā |
| 11-12 | Efreeti Collector | An efreeti noble wants to buy one of your magic items or facilities. Refusal offends. |
| 13-14 | Lichās Curiosity | A lich has sensed your Phylactery Vault or Reliquary. They send a scrying sensor to investigate. |
| 15-16 | Hellfire Storm | A planar storm from Phlegethos or the Elemental Plane of Fire rages near the Bastion for 1d4 days. No Travel or Trade orders. |
| 17-18 | Soul-Market Crash | The infernal soul economy fluctuates. All soul-coins lose 50% value for 30 days. |
| 19 | Archdevilās Attention | Levistus, Mammon, or an efreeti sultan takes direct interest in the Bastion. They make a personal demand. |
| 20 | Planar Convergence | For one Bastion turn, the Bastion exists simultaneously on Stygia, Minauros, the Material Plane, and the Elemental Plane of Fire. Facilities from ALL planes function simultaneously. Then the convergence ends ā with consequences. |
Related Notes
- Bastions Index ā main index
- 01 - Official Bastion Rules Summary
- 03 - Balance and Homebrew Framework
- 04 - Thematic Facilities and Community Ideas
References
- Ghostfire Gaming ā āFixing Bastions to Work in Your DnD Campaign!ā (YouTube, Ben Burns)
- MCDM Productions ā Strongholds & Followers (Matt Colville)
- Ghostfire Gaming ā Grim Hollow: Lairs of Etharis (Monster Salvage system)
- D&D 2024 Dungeon Masterās Guide, Chapter 8: Bastions
- Forgotten Realms / Planescape lore: Levistus, Mammon, Baator, City of Brass, Efreeti