Dorm Rooms as Bastions

Dorm Rooms at Neverwood Academy function as personal Bastions, using a modified version of the 2024 Bastion rules (5.5e). Each student’s dorm evolves over time, reflecting academic progression, magical training, and personal development.
Bastion activity is measured in tendays (10-day cycles)
.

Year 1: Level 1 to 3

All students begin with a Dorm Room consisting of:

Year 2: Starting at Level 4

At Level 4:

Special Facilities: Levels 5–8

Beginning in Year 2, your Dorm Room can support Special Facilities:

Level Special Facility Slots Gained Total Special Facilities
5 +1 1
6 +1 2
7 +1 3
8 +1 4

You may build any special facility from the list provided below
Each Special Facility takes up 1 slot.

Other Facilities

These do not count toward space or facility limits:

Closets & Washrooms

Hallways, Stairs & Ramps

Doors & Windows

Adding Basic Facilities

From level 4 onward you can add additional basic facilities to your dorm room. These do not have any special functions but do have a cost to build.

Available Facilities

Facility Space Maximum Size Cost Time required
Cramped 4 Squares 500 gp 20 days
Roomy 16 Squares 1,000 gp 45 days
Vast 36 Squares 3,000 gp 125 days

Enlarging Basic Facilities

Space Increase Cost Time required
Cramped to Roomy 500 gp 25 days
Roomy to Vast 2,000 gp 80 days

Special Facilities

From Level 5 your Dorm Room can support Special Facilities. The following special facilities are available to neverwood students (See Dorm Room - Special Facilities for more information) :

Level Special Facility Prerequisite Order
5 Arcane Study Ability to use an Arcane Focus or a tool as a Spellcasting Focus Craft
5 Armory None Trade
5 Barrack None Recruit
5 Garden None Harvest
5 Library None Research
6 Sanctuary Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus Craft
6 Smithy None Craft
6 Storehouse None Trade
6 Workshop None Craft
7 Gaming Hall None Trade
7 Greenhouse None Harvest
7 Laboratory None* Craft
7 Sacristy Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus Craft
7 Scriptorium None* Craft
8 Stable None Trade
8 Teleportation Circle None Recruit
8 Theater None Empower
8 Training Area None Empower
8 Trophy Room None Research
(* Certain orders that can be issued to these facilities have additional prerequisites.)

Bastion Turns

Dorm Bastions operate on a tenday cycle (10 days).
A Bastion Turn occurs every 10 in-game days, during which students may manage their Dorm Bastion.
On a Bastion Turn, you may:

When you issue Maintain, your Bastion runs itself for the next tenday.

Bastion Events

After a Bastion enters Maintain, the DM rolls once on the Bastion Events table.

Bastion Events represent:

Bastion Events Table

1d100 Event
01–50 All Is Well
51–55 Attack
56–58 Criminal Hireling
59–63 Extraordinary Opportunity
64–72 Friendly Visitors
73–76 Guest
77–79 Lost Hirelings
80–83 Magical Discovery
84–91 Refugees
92–98 Request for Aid
99–00 Treasure

Event Summaries

All Is Well

Nothing major happens. Minor flavour events may occur.

Attack

A hostile force targets the Bastion.

Criminal Hireling

A hireling’s past catches up with them.

Extraordinary Opportunity

A major event involving prestige or influence.

Friendly Visitors

Visitors use a facility and pay for access.

Guest

A notable individual stays at your Bastion.
May include:

Lost Hirelings

A facility loses its staff.

Magical Discovery

Hirelings create or uncover:

Refugees

2d4 refugees arrive seeking shelter.

Request for Aid

Local authority requests assistance.

Treasure

The Bastion gains valuable items.