Paul Farquhar
Legend
3 mph also seems rather low for a rowing boat (unless it’s me rowing and time is allowed for going round in circles).
Way ahead of you there! Spelljammer helm as medallion is a good idea, though.If you want mechanical rules, I'd use either the Vehicle rules for waterborne vehicles in Saltmarsh or modify the ship rules in SpellJammer (I think the latter would be closer, honestly - just limited to in-atmosphere flight). Change the spelljamming helm to medallion use and I think it'd be an almost perfect fit.
Trade!Way ahead of you there! Spelljammer helm as medallion is a good idea, though.
Let’s discuss the Skycoach Dock as bastion special facility.
It could be Roomy in size. 1 hireling to maintain the skycoach and pilot it.
What should its special order be? The options are:
*Craft
*Empower
*Recruit
*Research
*Trade
None of these really make much sense for a skycoach facility.
The other facilities that have the Trade order are the Armory, the Gaming Hall, the Stable, and the Storehouse.Trade!
It's a revenue generator because you have a skytaxi
Recruit is mainly for adding defenders to your bastion.As a skytaxi, I could also see it as Recruit, as you could use it to ferry people back and forth for visits and whatnot.
Yes, as in using to hire a far-away wizard and bring him to your bastion via the skyboat (like the Teleportation Circle)Recruit is for adding defenders to your bastion.
True. Let's look at those options:Yes, as in using to hire a far-away wizard and bring him to your bastion via the skyboat (like the Teleportation Circle)
Some of the leveling is based on the old 1E/2E rules where strongholds/wizard towers/thieve's guilds and such didn't kick in until 9th level. Personally, I plan to nix most of the level requirements and drop Bastions to 3rd level myself.True. Let's look at those options:
*Barracks (lvl 5) - recruit bastion defenders up to the normal limit.
*Teleportation Circle (lvl 9) - 50% chance to recruit one friendly spellcaster who will cast a wizard spell of up to level 4 (or level 8 if you are level 17+). They will stay for up to two weeks or until they cast the spell for you.
*Menagerie (lvl 13) - add a beast to your menagerie - these creatures count as bastion defenders.
*Guild Hall (lvl 17) - recruit guild members from one of several guilds to perform a special task for you.
If I were to take this route, the one that makes the most sense to me is the Teleportation Circle option. So the hireling managing the skycoach can use it to bring a specialist of some kind to the PCs' bastion for some kind of aid. Thoughts on specifics? A spellcaster of any kind who can cast a spell of up to, say, level 3? (Not sure why the Teleportation Circle option has to be limited to wizard spells either.)
As an aside, I really don't get the level limits on some of these things. I reckon they should have made it so all facilities are available from level 5, but all of them have different tiers of options that unlock as you progress in levels.