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 2 Upgrade Options

Upgrade Name Salvage Cost Description
Tier 3 Base
(upgrade)
4,000 • 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 10.
• The base’s doors have upgraded locks. Picking a door’s lock requires a successful DC 19 Dexterity check made with thieves’ tools, and forcing a door open requires a successful DC 21 Strength (Athletics) check.
• Tier 3 upgrades (& items in the Potions Lab) become available
Arcane Manufactory 2,000 You can spend 8 hours and 250 salvage in this arcane workshop to craft any magic item with a common rarity from Xanathar’s Guide to Everything, with the following restrictions:
• If the item is a suit of magic armor, gemstone, weapon, or spellbook, you must pay the additional cost in gold for the base materials. For example, to manufacture a moon-touched sword, you must pay 250 salvage and 15 gp for a longsword.
• Each character assigned to the base may only craft one magic item per tier this way.

The upgrade comes with an arcane crafter, a magewright (see Eberron: Rising from the Last War) who manufactures the items. The magewright does not leave the safety of the base and only fights in self-defense. The magewright is controlled by the DM and leaves if frequently endangered or abused.

Instead of being paid in gold, the magewright demands to be paid in salvage. After each salvage mission you complete, the magewright takes a total of 50 salvage from the rewards earned for the base. If the magewright dies or leaves, you must pay 200 salvage to hire a new magewright.
Art Workshop 1,000 You can use this workshop to create art objects using calligrapher’s or painter’s supplies, or carpenter’s, glassblower’s, mason’s, potter’s, or woodcarver’s tools. 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). For example, it would take 50 hours and 50 salvage to make a 100-gp magnifying glass. If you are proficient with the tools needed to make the item, the time and salvage needed to create the item are reduced by half. Items created here cannot be sold elsewhere.
Atelier 1,000 You can spend 8 hours and 50 salvage in this clothing studio crafting an outfit for a Small or Medium creature made from fabric and leather. This outfit could be part of a disguise (e.g. a ranking military commander’s outfit). If you are proficient with cobbler’s or weaver’s tools, you can make the outfit in 4 hours for only 25 salvage. Outfits created here cannot be sold elsewhere.
Chamber of Whispers 1,000 This small chamber is no larger than a closet and powered by dragonshard dust. You can enter this chamber and cast the sending spell. The chamber cannot be used to cast the spell again until 1 hour has passed and 100 salvage is spent to recover the consumed dragonshard dust.
Hawk Roost 1,000 / 100 per hawk This 10-foot-square roost houses one blood hawk per character assigned to the base. The roost can be placed near, on the roof of, or attached to the outside of the base. If a hawk dies, it costs 100 salvage to replace the animal. This upgrade comes with a falconer, a commoner with a +4 bonus to Wisdom (Animal Handling) checks, who cares for the hawks. If needed, the falconer can accompany you on adventures and handle up to two hawks on the field of combat. The falconer is controlled by the DM and leaves if the falconer or the animals are frequently endangered or abused.

Instead of being paid in gold, the falconer demands to be paid in salvage. After each salvage mission you complete, the falconer takes a total of 20 salvage per hawk. If the falconer dies or leaves, you must pay 200 salvage to hire a new falconer.
Kitchen 1,000 This kitchen has everything a cook needs to make a delicious gourmet meal. You can spend 1 hour in the kitchen cooking food to make a delicious meal. As part of the cooking, 50 salvage per creature eating the meal must also be spent. Each creature that consumes the meal gains 1d10 + 5 temporary hit points. If you are proficient with cook’s utensils or have at least one servant (see the “Servant” tier 1 upgrade) working with you, you can make the meal in half the time using only 25 salvage per creature eating it.
Locking Pit Trap 750 This 5-foot-square, 10-foot-deep locking 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 100 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.
Mangonel 1,000 This catapult is mounted on a swivel and fires stones in high arc. See “Siege Equipment” in chapter 8 of the Dungeon Master’s Guide for more information. The mangonel is unmanned unless crewed by characters or guards provided by the “Guardroom” tier 1 upgrade. In addition to the cost of the mangonel, it costs salvage to create one piece of ammunition for the siege weapon as shown on the Mangonel Ammunition table. Once a piece of ammunition is fired, it cannot be used again.
Mangonel Ammunition 100 Standard Stone. Ranged Weapon Attack, +5 to hit, range 200/800 ft. (can’t hit targets within 60 feet of it), one target. Hit. 27 (5d10) bludgeoning damage.
200 Enchanted Stone. As standard stone, but magical for the purpose of overcoming damage resistances and immunities.
400 Explosive Stone. This stone can be hurled up to 500 feet. Each creature in a 20-foot-radius sphere centered on the target point must make a DC 15 Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
Messenger 500 This messenger is a scout who travels to deliver messages and perform small errands for you, like buying new equipment. The messenger does not fight for you or follow you into dangerous areas. The messenger is controlled by the DM and leaves if frequently endangered or abused. The messenger can travel 30 miles a day.

Instead of being paid in gold, the messenger demands to be paid in salvage. After each salvage mission you complete, the messenger takes a total of 25 salvage from the rewards earned for the base.
Poison Darts Trap 1,000 This poison darts trap is identical to the one described in “Sample Traps” in chapter 5 of the Dungeon Master’s Guide. Once the trap has been triggered, it cannot be triggered again until you spend 100 salvage to replace the darts. Your allies who work in the castle are aware of the trap and know how to avoid it.
Poison Needle Trap 750 This poison needle trap can be placed in any door or other lock and is identical to the one described in “Sample Traps” in chapter 5 of the Dungeon Master’s Guide. Once the trap has been triggered, it cannot be triggered again until you spend 100 salvage to replace the needle. Your allies who work in the castle are aware of the trap and know how to avoid it.
Sawbones Chamber 1,500 This room is outfitted with bandages, herbs, and other supplies. It comes with a physician, a commoner with a +6 bonus to Wisdom (Medicine) checks. The physician does not leave the safety of the base and only fights in self-defense. The physician leaves if frequently endangered or abused. If you take a long rest in this chamber while the physicians heals you, you regain all of your expended hit dice at the end of the rest and are cured of any nonmagical disease or poison that was affecting you. The chamber cannot be used again this way until 100 salvage is spent to restock supplies. If the physician dies or leaves, you must pay 500 salvage to hire a new one.
Speaking Coffin 1,000 This enchanted coffin is carved with arcane runes. When the corpse of a Medium or smaller creature is placed in this coffin, you can spend 100 salvage to cast the speak with dead spell on the corpse. The spent salvage represents incense that must be burned and oils that must be sprinkled on the body for the coffin’s magic to work.

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