| Upgrade Name | Salvage Cost | Description |
|---|---|---|
| Tier 4 Base (upgrade) |
8,000 | • The base gains the ability to move around the world. At the DM’s discretion, the base trundles on wheels, stomps about on mechanized legs, or soars through the sky using elemental power. • With this upgrade, the base can move at a travel pace of 3 miles per hour (72 miles per day). • During combat any character assigned to the base who touches it can use their action to move the base 20 feet. The base can only move this way once per round. • Tier 4 upgrades (& items in the Potions Lab) become available |
| Alchemy Lab | 4,000 | • You can use this alchemy lab to create acid, alchemist’s fire, antitoxin, or poison. • 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 12 hours and 12 salvage to make a 25-gp vial of acid. --If you are proficient with alchemist’s or brewer’s supplies or an herbalism or poisoner’s kit, the time and salvage needed to create the item are reduced by half. |
| Beauty Parlor | 2,000 | You can spend 2 hours and 200 salvage in this beauty parlor making yourself or another Small or Medium humanoid have a different physical appearance. This new look could be part of a disguise (e.g. giving yourself a false dragonmark to look like the member of a House Orien). If you are proficient with a disguise kit, you can create the new look in 1 hour for only 100 salvage. |
| Fire-Breathing Statue Trap | 3,000 | This fire-breathing statue trap is identical to the one described in “Sample Traps” in chapter 5 of the Dungeon Master’s Guide. Your allies who work in the castle are aware of the trap and know how to avoid it. |
| Jester | 1,000 | This jester is a commoner with a +4 bonus to Charisma (Performance) checks. When asked, the jester tells jokes, performs humorous dances, and makes merry. If the jester spends 1 hour entertaining a guest at the base, characters assigned to the base have advantage on Charisma checks made to influence that guest for the next 24 hours. The jester does not leave the safety of the base, and only fights in self-defense. The jester is controlled by the DM and leaves if frequently endangered or abused. Instead of being paid in gold, the jester demands to be paid in salvage. After each salvage mission you complete, the jester takes a total of 25 salvage from the rewards earned for the base. |
| Mechanical Raven Roost | 2,000 | The mechanical ravens in this 10-foot-square roost can carry letters and Tiny objects over long distances without tiring. The roost can be placed near, on the roof of, or attached to the outside of the base. If you give a raven a letter or object to deliver and a delivery address in Khorvaire, the raven makes the delivery as soon as possible.
A mechanical raven has the statistics of a raven with the following changes: • The raven’s type is construct. • The raven is immune to poison and psychic damage as well as the charmed and poisoned condition and cannot gain levels of exhaustion. • The raven does not need to eat, drink, or breathe. A mechanical raven can fly 10 miles per hour and does not need to stop for rest, food, or water. Each time a raven returns to the roost, you must expend 100 salvage to repair and tune up the raven for its next journey. |
| Portcullis | 1,000 | This 5-foot-wide iron gate can go in any hall or in front of or behind any door. Each character assigned to the base has a key to the portcullis. The portcullis has AC 19, 50 hit points, a damage threshold of 15, and immunity to poison and psychic damage. Picking a portcullis’s lock requires a successful DC 23 Dexterity check made with thieves’ tools, and forcing open a portcullis requires a successful DC 25 Strength (Athletics) check. You can create a portcullis wider than 5 feet by spending 1,000 salvage for every additional 5 feet. |
| Scrying Box | 2,000 | When you enter this mirrored closet, you can spend 500 salvage to cast the scrying spell (spell save DC 17), using the mirrored walls as the spell’s focus. |
| Teleportation Circle | 4,000 | This permanent teleportation circle works like the one described in the teleportation circle spell. |
| Trebuchet | 2,000 | This enormous catapult can hurl stones over great distances. See “Siege Equipment” in chapter 8 of the Dungeon Master’s Guide for more information. The trebuchet is unmanned unless crewed by characters or guards provided by the “Guardroom” tier 1 upgrade. In addition to the cost of the trebuchet, it costs salvage to create one piece of ammunition for the siege weapon as shown on the Trebuchet Ammunition table. Once a piece of ammunition is fired, it cannot be used again. |
| Trebuchet Ammo | 200 | Standard Stone. 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. |
| 400 | Enchanted Stone. As standard stone, but magical for the purpose of overcoming damage resistances and immunities. | |
| 600 | Explosive Stone. 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. |