Adventuring groups may establish and enhance bases over time. A well-developed base provides shared benefits, roleplay opportunities, and unique in-game effects that emphasize teamwork rather than personal power creep.
Base Building is designed to encourage cooperation, strategic planning, and party identity, while avoiding passive bonuses that overlap with character skills.
Each month, every player earns 1 Raw Resource as part of downtime.
Some rooms require refined materials:
If the party has a Workshop, they may refine resources at:
2 Raw Resources → 1 Material
Without a Workshop, conversion is not possible.
A party’s monthly resource income typically ranges from 2–10 raw resources, depending on party size and whether any member has Greater Gather from the Scouting Tree.
Base rooms are organized into three tiers.
Tier advancement is not automatic — parties choose which rooms to build, unlocking higher-tier options through prerequisite rooms.
Not all rooms must be built; parties customize their base based on their theme and needs.
All construction — rooms and upgrades — are built at the next event.
Parties are encouraged to build a base that reflects their focus and identity.
Rooms may provide:
Base rooms do not grant passive combat bonuses and are designed to complement, not replace, character skill choices.
Cost: A small table or flat surface with at least one safe prop tool
Phys Reps: 4 Wood, 2 Fiber
The Workshop is a basic space for preparing and organizing materials. It provides a simple work area where party members can process raw resources.
The party may convert resources into materials at a rate of:
Conversion may only occur in the Workshop during downtime or logistics.
A character with the Architect skill may convert resources at 1:1 while assisting.
Cost: A small table or crate with a bottle or simple alchemy prop
Phys Reps: 2 Fiber, 2 Wood
A basic space for mixing and preparing potions. The Potion Shed does not grant new potion types or abilities, but helps characters with potion-related skills work more efficiently.
A character with Potion Crafter or Poison Brewer crafting inside the Potion Shed gains:
This bonus applies once per event and does not allow crafting by characters without the relevant skill.
Cost: A small crate, box, or designated storage space
Phys Reps: 3 Ore, 1 Wood
The Supply Depot provides a simple, organized area where parties may store processed materials for crafting and base building.
The party may store up to 20 total materials (Planks, Cloth, Metal) on their party sheet.
Cost: A small table, board, or flat surface
Phys Reps: 2 Wood, 1 Cloth
The War Table provides a dedicated space for parties to plan, discuss missions, and prepare for expeditions into the Endless Wilds.
Once per event, before beginning a mod or expedition, the party may declare a Focus Objective such as:
This does not provide mechanical bonuses but allows Marshals to tailor information or hints slightly toward this priority.
Cost: A simple seat, bedroll, or resting marker
Phys Reps: 2 Fiber, 1 Cloth
Rest Quarters provide a basic medical space for treating physical injuries that cannot be handled in the field.
Once per event, the party may treat one Injury here.
Cost: A small writing surface with a quill, brush, or scroll case
Phys Reps: 1 Cloth, 1 Metal
The Scribing Nook provides a clean, organized space for preparing scrolls and written magical work.
Once per event, a character creating a scroll here may:
Cost: A slightly larger workspace or an additional simple tool
Phys Reps: 2 Planks, 2 Cloth
Prerequisites: Workshop
The Improved Workshop upgrades the party’s workspace with better organization and refined tools, increasing overall efficiency.
The party may convert resources into materials at an improved rate of:
A character with the Architect skill may still convert resources at 1:1 while assisting.
Cost: A slightly larger workspace or an additional simple alchemy prop
Phys Reps: 3 Cloth, 1 Plank
Prerequisites: Potion Shed
A refined alchemical workspace with better tools, improved storage, and cleaner preparation surfaces.
When crafting inside the Alchemy Lab, a character with potion- or poison-making skills gains:
These bonuses apply once per event and do not expand potion lists.
Cost: An additional small container
Phys Reps: 4 Ore, 1 Plank
Prerequisites: Supply Depot
Expanded Storage increases the party’s capacity to store materials for future use.
The party's total material storage increases from 20 to 40 materials.
Cost: A map, piece of parchment, or symbolic planning marker
Phys Reps: 2 Planks, 1 Cloth
Prerequisites: War Table
The Tactical Map Room improves the party’s ability to gather and analyze information about the areas they explore.
Once per mod or expedition, the party may ask the Marshal for one additional piece of environmental context, such as:
This effect is informational and does not reveal enemy stats or full plot details.
Cost: Two simple resting props (two seats, two bedrolls, etc.)
Phys Reps: 2 Cloth, 2 Fiber
Prerequisites: Rest Quarters
The Bunkhouse expands the party’s capacity for medical treatment.
Once per event, the party may treat up to three Injuries here.
Cost: A larger writing space with two simple props (scroll + quill, book + ink jar, etc.)
Phys Reps: 2 Cloth, 1 Metal
Prerequisites: Scribing Nook
The Scriptorium expands the party’s writing and academic capabilities, enabling more efficient preparation of scrolls and documentation.
Once per event, a character crafting a scroll in the Scriptorium may:
Two characters may work together, allowing:
Cost: A clearly defined work area with two simple tools or props
Phys Reps: 4 Planks, 2 Cloth, 2 Metal
Prerequisites: Improved Workshop
The Master Workshop represents a highly refined workspace that enables maximum efficiency in material processing.
The party may convert resources into materials at the optimal rate of:
A character with the Architect skill may still convert resources at 1:1 while assisting.
Cost: A defined workspace with two simple alchemy props, such as bottles or bowls
Phys Reps: 4 Cloth, 1 Metal
Prerequisites: Alchemy Lab
A highly refined workspace designed for precise and efficient potion crafting.
When crafting inside the Master Alchemy Lab, a character with potion- or poison-making skills gains:
The assistant does not need potion-making skills.
Cost: A small lock prop, clasp, or tagged container
Phys Reps: 4 Ore, 2 Metal
Prerequisites: Expanded Storage
Secure Storage reinforces the party’s material containers, making them more difficult to casually inspect or tamper with during roleplay.
Items stored within the Secure Storage container:
The party may store up to 60 total materials.
Cost: A slightly larger planning surface or two coordinated props (map + token)
Phys Reps: 3 Planks, 1 Cloth, 1 Metal
Prerequisites: Tactical Map Room
The Strategist’s Hall provides the tools and organization needed for fully coordinated party missions.
Once per mod, at the beginning of the encounter, the party may:
This is a roleplay coordination window — not a mechanical buff.
Before beginning a mod, the party may receive:
The Marshal determines what is appropriate.
Cost: A designated treatment area with a medical prop such as a bandage
Phys Reps: 2 Cloth, 1 Metal, 1 Plank
Prerequisites: Bunkhouse
The Infirmary is a dedicated medical facility for treating significant injuries that accumulate during dangerous expeditions into the Endless Wilds.
Once per event, the party may treat up to five Injuries here.
Cost: A small marked space or cloth circle with one ritual-themed prop
Phys Reps: 2 Cloth, 2 Metal
Prerequisites: Scriptorium
The Ritual Chamber is a quiet, focused environment designed for multi-caster coordination, symbolic preparation, and precise magical work.
Once per event, the party may use the Ritual Chamber to:
Once per event, a character creating a scroll here may: