Salvage Base: Crimson Fortress

This Salvage Operations base has been setup in an ancient Dhakaani fort.
This fortress was ruined long before the Day of Mourning & is a leftover from the age when goblinoids ruled Khorvaire.
The team found passages of the draconic prophecy in the journal of a fallen hobgoblin researcher that led them to this place.

Total salvage currently required to be paid to attendants (guards, servants, etc.) after each salvage mission: 150

Tier Upgrade Tier 2 (2000) Tier 3 (4000) Tier 4 (8000)
Tier Upgrade Date
3/28/2021
10/12/21
 

Total Salvage stored in Base: 16,010
Available Upgrades

Feature Date Added Tier Salvage cost Description
Potion Lab 11/8/20 3 2,000 This alchemical laboratory contains arcane supplies and magical formulae used for creating potions. The upgrade comes with an alchemist, a commoner with a +4 bonus to Intelligence (Arcana) checks and proficiency with alchemist’s supplies, who manufactures the potions. The alchemist does not leave the safety of the base, and only fights in self-defense. The alchemist is controlled by the DM and leaves if frequently endangered or abused. If the alchemist dies or leaves, you must pay 200 salvage to hire a new alchemist. Instead of being paid in gold, the alchemist demands to be paid in salvage. After each salvage mission you complete, the alchemist takes a total of 50 salvage from the rewards earned for the base. Each character assigned to the base can expend salvage before an adventure to manufacture one potion from the Laboratory Potions table, with the restrictions listed below.

• Each potion must be consumed during the adventure or it is lost. If lost, you regain the salvage you spent to manufacture it.

Laboratory potions for Tiers 1 & 2 Laboratory potions for Tier 3

Infrastructure Repairs 5/2/21 2 400 Rennovations involved repairing broken walls and holes in the floor.
Restoring the fortress to what it may have once looked like before the ravages of time wore it down to a ruin.
Secret Door(s) A 5-foot-wide secret door to. Creatures can detect the door with a successful DC 15 Intelligence (Investigation) or Wisdom (Perception) check.
10/12/21 1250 In Cellar connecting front cellar to rear cellar
10/12/21 1250 Between ground floor stairwells
10/12/21 1250 Between midfloor stairwells
Pit trap(s) Base 350 (each) Cover constructed from material identical to the floor around it Perception DC 15.
Once detected, an iron spike or similar can be wedged to prevent the cover from opening.(+100 deeper, +50wider)
Upgrades to Locked, Spiked, and Acid tipped 550 (each) After a creature falls into the pit, the cover snaps shut to trap its victim inside. STR DC 20 to pry cover open.
The cover can also be smashed open (AC 17, Damage threshold 10, 18 hit points, and immunity to poison and psychic damage.)
Disable mechanism from inside with thieves' tools DC 15 if can get to lid & see.
Poison tipped iron spikes at bottom. In addition to falling damage 11(2d10)piercing & CON DC 13 vs 22 (4d10) poison (1/2 on save)
10/12/2111,050 In entry (wider & deeper) 10' wide x 20' deep
10/12/2111,000 By left stairs on ground floor (deeper) 5' wide x 20' deep
10/12/2111,000 Between courtyard and main rooms on ground floor(deeper) 5' wide x 20' deep
10/12/21 11,000 Before entry in center of main rooms on ground floor (deeper) 5' wide x20' deep
Falling Net(s) Trip wire releases a net suspended from the ceiling, Perception DC10. Disarm with thieve's tools DC 15 (disadvantage w/o tools)
Net covers 10'square - STR DC 10 vs prone escape w/ STR DC 10 or destroy net AC 10 20HP (or 5 HP slashing per 5' section)
10/12/21 1250 By right stairs on ground floor (25 salvage to replace if destroyed)
10/12/211250 Midfloor between left stair well and main room (25 salvage to replace if destroyed)
10/12/211250 Midfloor between right stair well and main room (25 salvage to replace if destroyed)
10/12/21 1250 Skyfloor on passage 1 to East side of stairs and side rooms (25 salvage to replace if destroyed)
10/12/21 1250 Skyfloor on passage 2 to East side of stairs and side rooms (25 salvage to replace if destroyed)
10/12/21 1250 Skyfloor passage on eastern side of floor (25 salvage to replace if destroyed)
Poison Needle Investigation DC 20 to spot, Thieves tools DC 15 to disarm. (100 salvage to replace when used)
1 piercing and 11 (2d10) poison and CON DC 15 vs poisoned 1 hr.
10/12/21 2 750 On main entry door (ground floor)
10/12/21 2 750 On door between stairwells on Bunk level (tower level 2)
10/12/21 2 750 On door to side of stairs on skyfloor
Fire Breathing Statue 10/12/21 3 3,000 Hidden pressure plate (20 lb trigger) triggers 30' cone flame (evocation magic)
DEX DC 13 vs 22 (4d10) fire - 1/2 on save
Perception DC 15 to spt -wedging an iron spike disables, dispel magic DC 13 detroys
Bronze Dragon statue 15' out from front entrance
Guardroom 10/12/21 3 1,400 One guard per character assigned to the base. (4 guards)
Guards controlled by DM to defend the base - can be assigned to operate base’s siege weapons.
25 salvage per guard per Salvage operation - if one dies must pay 100 salvage to hire a new guard.
Guard Improvement: Tier 1 Guard - Tier 2 Scout - Tier 3 Veteran - Tier 4 Gladiator
Ballista(s) 10/20/21 1500 (x2) Mounted on front corners of ground floor roof.
Two massive crossbows are mounted on a swivel on the roof of the ground floor and fire heavy bolts. Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it. The ballista is unmanned unless crewed by characters or guards.
Ballista Bolt 10/20/21 1 50 (x10) Standard Bolt. Ranged Weapon Attack, +6 to hit, range 120/480 ft., one target. Hit. 16 (3d10) piercing damage.
8 ballista rounds remaining (2 expended)
Exploding Bolt 10/20/21 1 200 (x2) This bolt can be fired up to 300 feet. Each creature in a 10-foot-radius sphere centered on the target point must make a DC 14 Dexterity saving throw.
A target takes 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
1 explosive ballista round remaining (1 expended)
Trebuchet 10/20/21 1 2,000 This enormous (huge) catapult can hurl stones over great distances. A trebuchet is a powerful catapult that throws its payload in a high arc, so it can hit targets behind cover. Before the trebuchet can be fired, it must be loaded and aimed. It takes two actions to load the weapon, two actions to aim it, and one action to fire it. The trebuchet is unmanned unless crewed by characters or guards.
Trebuchet stone 10/20/21 1200 (x4) Ranged Weapon Attack, +5 to hit, range 300/1,200 ft., (can’t hit targets within 60 feet of it), one target. Hit: 44 (8d10) bludgeoning damage.
4 stones remaining (0 expended)
Explosive Stone 10/20/21 1 600 This stone can be hurled up to 800 feet. Each creature in a 20-foot-radius sphere centered on the target point must make a DC 15 Dexterity saving throw. A target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
1 explosive stone remaining (0 expended)
         


Characters currently assigned to this base: 6 (Max capacity 7)

Note:
Players that have not participated in an Eberron game with NMGS for more than 5 months
will have their characters marked as Inactive in the salvage bases
and their spots opened for other participants to fill.

Player Character Race & Class Level Residency status Salvage contributed to base
Christof D. Kallad Bugbear Rogue 13 Resident 6650
Kent W. Beast Warforged Druid 17 Resident 13080
Linda D. Copper Human Artificer 12 Resident 1550
Jason W. Vishara Kalashtar Cleric 17 Resident 1230
~ ~ ~ ~ ~ ~
Will C. Tanj Changeling Bard 16
Inactive 8900
Luna R. Katila Changeling Rogue 13 Inactive 9250
Mitchell K. Psykros Warforged Artificer 8 Inactive 900
Jonathan F. Albert Bugbear Monk 6 Inactive 200

Seige Weapon Placement
Lower Dhakaani Fort
Upper Dhakaani Fort


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