Salvage Bases and Missions

Salvage Bases are setup in the Mournland, a terrifying, magically warped landscape in the Eberron campaign setting.
When characters complete Salvage Missions they earn salvage that can be used to upgrade their bases.
These bases originate near Salvation, a frontier town on the border of the Mournland’s mists.

Tier 1 Upgrade Options

Upgrade Name Salvage Cost Description
Tier 2 Base
(upgrade)
2,000 • The base’s doors and walls are reinforced with new, stronger material. The AC of each door and 5-foot-cubic section of wall is increased by 2, and they gain a damage threshold of 5.
• The base’s doors have upgraded locks. Picking a door’s lock requires a successful DC 17 Dexterity check made with thieves’ tools, and forcing a door open requires a successful DC 19 Strength (Athletics) check.
• Tier 2 upgrades (& items in the Potions Lab) become available
Ballista 500 This massive crossbow is mounted on a swivel and fires heavy bolts. See “Siege Equipment” in chapter 8 of the Dungeon Master’s Guide for more information. The ballista is unmanned unless crewed by characters or guards provided by the “Guardroom” tier 1 upgrade. In addition to the cost of the ballista, it costs salvage to create one piece of ammunition for the siege weapon as described on the Ballista Ammunition table. Once a piece of ammunition is fired, it cannot be used again.
Ballista Ammo 50 Standard Bolt. Ranged Weapon Attack, +6 to hit, range 120/480 ft., one target. Hit. 16 (3d10) piercing damage.
  100 Enchanted Bolt. As standard bolt, but magical for the purpose of overcoming damage resistances and immunities.
  200 Explosive Bolt. 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.
Chapel 500 This chapel is equipped with soothing accouterments like incense bowls, candelabras, chimes, and more. When you and your allies spend an uninterrupted hour in meditation or prayer in this chamber, you each gain the benefit of a guidance spell with an extended duration of 24 hours. At the end of the hour, the chapel cannot be used to gain this benefit again until 25 salvage is spent to refresh the room’s supplies.
Dog Kennel 500 / 50 per mastiff This 20-foot-square kennel houses up to maximum of one mastiff per character assigned to the base. The kennel can be placed near or attached to the outside of the base. If a mastiff dies, it costs 50 salvage to replace the animal. This upgrade comes with a trainer, a commoner with a +4 bonus to Wisdom (Animal Handling) checks, who cares for the mastiffs. If needed, the trainer can accompany you on adventures and handle up to two mastiffs in the field. The trainer is controlled by the DM and leaves with the animals if the trainer or the mastiffs are frequently endangered or abused. Instead of being paid in gold, the trainer demands to be paid in salvage. After each salvage mission you complete, the trainer takes a total of 10 salvage per mastiff (whether or not the mastiffs were present in the adventure). If the trainer dies or leaves, you must pay 100 salvage to hire a new trainer.
Falling Net Trap 250 This falling net trap is identical to the one described in “Sample Traps” in chapter 5 of the Dungeon Master’s Guide. If the net is destroyed, it costs 25 salvage to replace. Your allies working inside the base are aware of the trap and know how to avoid it.
Forge 1000 You can craft mundane weapons and armor in this blacksmith’s forge, with the following restrictions:
• Only weapons and armor listed in the Player’s Handbook or Eberron: Rising from the Last War can be constructed.
• Plate armor can only be constructed at Tier 2 or above.
• All items constructed here cannot be sold.

You must invest a number of hours working equal to the price of the item divided by 2 (rounded down; minimum 1 hour) and pay half the item’s gp cost in salvage (rounded down; minimum 1 salvage). You do not spend gold. For example, it would take 7 hours and 7 salvage to make a 15-gp longsword. If you are proficient with jeweler’s, leatherworker’s, smith’s, or tinker’s tools, the time and salvage needed to create the item are cut in half.
Guardroom 1000 This room houses one guard per character assigned to the base. Guards are controlled by the DM and fight to defend the base if it is attacked. If needed, a guard can be assigned to operate one of the base’s siege weapons. Guards do not leave the safety of the base. As you improve your base, your guards also improve, as shown on the Guard Improvement table. Instead of being paid in gold, your guards demand to be paid in salvage. After each salvage mission you complete, the guards take 25 salvage per guard. If a guard dies, you must pay 100 salvage to hire a new guard.

Guard Improvement: Tier 1 Guard - Tier 2 Scout - Tier 3 Veteran - Tier 4 Gladiator
Hidden Pit Trap 350 This 5-foot-square, 10-foot-deep hidden pit trap is identical to the one described in “Sample Traps” in chapter 5 of the Dungeon Master’s Guide. It costs 100 salvage to turn the trap into a spiked pit, and 50 salvage to add poison to the spikes (as detailed in the “Spiked Pit” trap description of the Dungeon Master’s Guide). Fresh poison must be purchased and reapplied after a creature falls on the spikes. You can make the pit opening 5 feet wider by paying 50 salvage. You can make the pit 10 feet deeper by paying 50 salvage. Your allies who work in the castle are aware of the trap and know how to avoid it.
Holding Cell 500 This 10-foot-cubic steel holding cell has AC 19, 50 hit points, and immunity to poison and psychic damage. There is a single door on the cell. All characters assigned to the base have a key to the cell. Picking the lock on the cell door requires a successful DC 20 Dexterity check made with thieves’ tools, and forcing the door open requires a successful DC 25 Strength (Athletics) check. If you purchase more than one holding cell, you can connect the cells to create a much larger single cell to hold enormous creatures. A larger cell has hit points equal to 50 multiplied by the number of smaller cells used to create it, but otherwise its statistics are the same.
Horse Stable 500 / 100 per horse This 30-foot-square stable houses one riding horse per character assigned to the base. The stable can be placed near or attached to the outside of the base. If a horse dies, it costs 100 salvage to replace the animal. This upgrade comes with a groom, a commoner with a +4 bonus to Wisdom (Animal Handling) checks, who cares for the horses. The groom does not leave the safety of the base, and only fights in self-defense. The groom is controlled by the DM and leaves with the animals if the groom or the horses are frequently endangered or abused. Instead of being paid in gold, the groom demands to be paid in salvage. After each salvage mission you complete, the groom takes a total of 15 salvage per horse in the stables (whether or not the horses were present in the adventure). If the groom dies or leaves, you must pay 100 salvage to hire a new groom.
Library 500 This organized collection of ancient tomes helps characters uncover the mysteries of the world. You gain advantage on Intelligence ability checks to recall knowledge if you spend at least 10 minutes in the library researching the subject as part of making the check.
Potion Lab 2000 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.

• Some potions are only available at higher tiers.
• 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

Secret Door 250 You add a 5-foot-wide secret door to any wall in the base. Creatures can detect the door with a successful DC 15 Intelligence (Investigation) or Wisdom (Perception) check.
Servant 50 This servant is a commoner who performs mundane tasks for you: cooking, cleaning, and the like. The servant does not leave the safety of the base, and only fights in selfdefense. The servant is controlled by the DM and leaves if frequently endangered or abused. Instead of being paid in gold, the servant demands to be paid in salvage. After each salvage mission you complete, the servant takes a total of 10 salvage from the rewards earned for the base.
Suspended Cauldron 500 This iron pot is suspended overtop an entrance or walkway of the base and can easily be tipped to pour burning oil onto invading enemies. See “Siege Equipment” in chapter 8 of the Dungeon Master’s Guide for more information. The cauldron is unmanned unless crewed by characters or guards provided by the “Guardroom” tier 1 upgrade. When the cauldron is emptied, 50 salvage must be spent to fill it with more oil.
Training Room 500 The training room has exercise machines, weights, sparring dummies, and more used to train for combat. When you spend one hour training in this room and expend 5 salvage, choose one of the following benefits, which disappears immediately after you use it:
• When you hit with an attack that deals damage, you can deal an extra amount of damage equal to your proficiency bonus.
• When you take damage from an attack, you can reduce the damage dealt to you by an amount equal to your proficiency bonus.
You cannot have more than one of these benefits at a time. If you do not use a benefit within 24 hours of earning it, the benefit disappears.

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