Ryumon Hozukimaru

Season:
Forgotten Realms
Race:
Human
Class:
Way of the Open Hand Monk 20
Background:
Hermit
Lifestyle:
Aristocratic
Current Level:
20
Total GP:
177418
Total Downtime:
1
Tag:
Faction:
Harpers
Faction Rank:
Wise Owl (rank 4)
Magic Item Count:
125
Magic Item Limit:
10
Gloves of Thievery,
Dimensional Shackles,
Helm of Comprehending Languages,
Ring of Swimming ,
Baleful Talon,
Kagonesti Forest Shroud,
Manual of Iron Golems,
Professor Orb,
Boots of Striding and Springing,
Driftglobe,
Stone of Good Luck (Luckstone),
Arcane Grimoire +2,
Hand Crossbow +2,
Belt of Hill Giant Strength,
Brooch of Shielding,
Rapier +2,
Rope of Entanglement,
Mace of Terror,
Instrument of the Bards (Cli Lyre),
Bronze Griffon Figurine of Wondrous Power,
Brazier of Commanding Fire Elementals,
Instrument of the Bards, Canaith Mandolin,
Longbow, +2,
Restorative Ointment (5 Doses),
Wand of Polymorph,
Staff of Withering,
Ring of Acid Resistance,
Dancing Rapier,
Spellguard Shield,
Eversmoking Bottle ,
Amulet of Health,
Animated Shield,
Dwarven Plate ,
Plate +2,
Brazier of Commanding Fire Elementals,
Dragon Slayer (Rapier),
Tome of Clear Thought,
Hand Crossbow +1,
Shortsword +2,
Whip +2,
Staff of Swarming Insects,
Tentacle Rod,
Tentacle Rod,
Tentacle Rod,
Cloak of Elvenkind,
Cloak of Elvenkind,
Boots of Elvenkind,
Boots of Elvenkind,
Mace +2,
Headsman Axe (Greataxe +2),
Ring of Shooting Stars,
Dwarven Plate,
Shield +1,
Battleaxe +1,
Warhammer +1,
Ring of Invisibility,
Cape of Cold Resistance ,
Ring of Protection,
Longbow +1,
Hell Hound Cloak ,
Sword of Vengeance (Greatsword),
Javelin of Lightning,
Greataxe +2,
Bag of Holding,
Bag of Holding,
Driftglobe,
Mithral Plate Armor,
Mariners Plate Armor,
Portable Hole,
Chime of Opening,
Pistol +2,
Shield +1,
Javelin of Lightning,
Warhammer +1,
Battleaxe +1,
Ring of Mind Shielding,
Flame Tongue Shortsword,
Waythe,
Gloves of Thievery,
Gem of Brightness,
Figurine of Wondrous Power, Bronze Griffon,
Robe of Useful Items,
Spear +2,
Arrow-Catching Shield,
Longsword +2,
Morningstar +2,
Wand of Paralysis,
Pearl of Power,
Chain Mail +2,
Dagger +2,
Figurine of Wondrous Power (Obsidian Steed),
Shield +1,
Plate +1,
Bag of Holding,
Battleaxe +1,
Staff of Frost,
Ring of Fire Resistance,
Plate of Vulnerability (Slashing),
Frost Brand Greatsword,
Marvelous Pigments (4 Pots),
Horn of Valhalla (Bronze),
Belt of Dwarvenkind,
Purple Wyvernhide Belt (+3 Dragonhide Belt with Guardian Property),
Manual of Bodily Health,
Blood Fury Tattoo,
Tome of Understanding,
Veterans Cane,
Gold Dragon Scale Mail,
Galder's Bubble Pipe,
Shortsword of the Medusa,
+3 Plate Armor,
Ruby of the War Mage,
Multiversal Champion Titel (Boon of High Magic),
Cormyr’s Royal Purple Carpet of Flying (3 ft. x 5 ft. with Temperate Property),
Tome of the Stilled Tongue,
Boots of Elvenkind,
Staff of the Magi,
Rod of Hellish Flames,
Winged Boots,
Plate Armor of Safeguarding,
Heward's Hireling Armor,
Delver's Claws,
Tasha's Creeping Keelboat,
Belt of Dwarvenkind,
+3 Wraps of the Unarmed Power

Log Entries

Date Played ▲ Adventure Title Session Levels GP Downtime Magic Items
Bastion Overview Show

Basic Facilities

Vast Dining Room
Vast Courtyard
Vast Bedroom
Roomy Kitchen
Roomy Storage

Special Facilities

War Room

Prerequisite: Fighting Style feature or Unarmored Defense feature
Space: Vast [36 sq]
Hirelings: 4 Lieutenants
Order: Recruit
The War Room is where you plan military actions in consultation with an inner circle of loyal lieutenants, each one a battle-hardened Veteran Warrior (see the Monster Manual) whose alignment matches yours. You start with two lieutenants but can add more, as described below. If your Bastion lacks facilities to house your lieutenants, they secure accommodations in the inn or settlement closest to your Bastion. Lieutenants are hirelings, not Bastion Defenders; however, if your Bastion is attacked (see "Bastion Events" at the end of this chapter), each lieutenant housed in your Bastion reduces by 1 the number of dice you roll to determine how many Bastion Defenders are lost in the attack.
The War Room contains war memorabilia plus a large table surrounded by enough chairs for you and your lieutenants.
Recruit Options. When you issue the Recruit order to this facility, choose one of the following options:
Recruit: Lieutenant. You gain one new lieutenant. You can have up to ten lieutenants at any time. Assign names and personalities to them as you see fit.
Recruit: Soldiers. You commission one or more of your lieutenants to assemble a small army. Each lieutenant can muster one hundred Guards (see the Monster Manual) in 7 days to fight for your cause. Reduce that number to twenty if you want them to be mounted on Riding Horses (see the Monster Manual). It costs you 1 GP per day to feed each guard and each horse in your army. Wherever the army goes, it must be led by you or at least one of your lieutenants, or else it disbands immediately. The army also disbands if it goes 1 day without being fed. Otherwise, the army remains until it is destroyed or you command it to disband. You can't issue this Recruit order again until your current army disbands or is destroyed.

Meditation Chamber

Prerequisite: None
Space: Cramped [4 sq]
Hirelings: 1
Order: Empower
A Meditation Chamber is a relaxing space that helps align one's mind, body, and spirit.
Empower: Inner Peace. When you issue the Empower order to this facility, your Bastion's hirelings can use the Meditation Chamber to gain a measure of inner peace. The next time you roll for a Bastion event, you can roll twice and choose either result.
Fortify Self. You can meditate in this facility over a period of 7 days. If you leave the Bastion during this time, you gain no benefit. Otherwise, at the end of the seventh day, you gain Advantage on two kinds of saving throws for the next 7 days, determined randomly by rolling on the table below. Reroll if you get a duplicate result.
1d6 Saving Throw
1 Strength
2 Dexterity
3 Constitution
4 Intelligence
5 Wisdom
6 Charisma

Training Area

Prerequisite: None
Space: Vast [36 sq]
Hirelings: 4
Order: Empower
A Bastion can have more than one Training Area. A Training Area might be an open courtyard, a gymnasium, a music or dance hall, or a cleverly built gauntlet of traps and hazards. It might contain inanimate targets (for weapon practice), padded mats, and other equipment. One of the facility's hirelings is an expert trainer; the others serve as training partners.
When a Training Area becomes part of your Bastion, choose one trainer from the Expert Trainers table. On each Bastion turn, you can replace that trainer with another one from the table.
Unarmed Combat Expert. When you hit with your Unarmed Strike and deal damage, the attack deals an extra 1d4 Bludgeoning damage.
Empower: Training. When you issue the Empower order to this facility, the facility's hirelings conduct training exercises for the next 7 days. Any character who trains here for at least 8 hours on each of those days gains a benefit at the end of the training period. The benefit depends on which trainer is present in the facility, as noted in the Expert Trainers table. The benefit lasts for 7 days.

Greenhouse

Prerequisite: None
Space: Roomy [16 sq]
Hirelings: 1
Order: Harvest
A Greenhouse is an enclosure where rare plants and fungi are nurtured in a controlled climate.
Fruit of Restoration. One plant in your Greenhouse has three magical fruits growing on it. Any creature that eats one of these fruits gains the benefit of a Lesser Restoration spell. Fruits that aren't eaten within 24 hours of being picked lose their magic. The plant replaces all picked fruits daily at dawn, and it can't be transplanted without killing it.
Harvest Options. When you issue the Harvest order to this facility, choose one of the following options:
Harvest: Healing Herbs. You commission the facility's hireling to create a Potion of Healing (greater) made from healing herbs. The work takes 7 days and costs no money.
Harvest: Poison. You commission the facility's hireling to extract one application of a poison from rare plants or fungi. Choose the type of poison from the following options: Assassin's Blood, Malice, Pale Tincture, or Truth Serum. See "Poison" in chapter 3 for each poison's effect. Once harvested, the poison can be contained in a vial. The work takes 7 days and costs no money.

Workshop

Prerequisite: None
Space: Vast [36 sq]
Hirelings: 5 (Vast)
Order: Craft
This Workshop is a creative space where useful items can be crafted.
Artisan's Tools. The Workshop comes equipped with six different kinds of Artisan's Tools, chosen from the following list:
Carpenter's Tools
Cobbler's Tools
Glassblower's Tools
Jeweler's Tools
Leatherworker's Tools
Painter's Tools
Potter's Tools
Weaver's Tools
Woodcarver's Tools
Craft Options. When you issue the Craft order to this facility, choose one of the following options:
Craft: Adventuring Gear. The facility's hirelings craft anything that can be made with the tools you chose when you added the Workshop to your Bastion (see above), using the rules in the Player's Handbook.
Craft: Magic Item (Implement). If you are level 9+, you can commission the facility's hirelings to craft a Common or an Uncommon magic item chosen by you from the Implements tables in chapter 7. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hirelings can assist), and you must have all those spells prepared every day you spend crafting the item.
Source of Inspiration. After spending an entire Short Rest in your Workshop, you gain Heroic Inspiration. You can't gain this benefit again until you finish a Long Rest.

Barrack

Prerequisite: None
Space: Vast [36 sq]
Hirelings: 9
Order: Recruit
A Bastion can have more than one Barrack, each of which is furnished to serve as sleeping quarters for up to twelve Bastion Defenders.
Recruit: Bastion Defenders. Each time you issue the Recruit order to this facility, up to four Bastion Defenders are recruited to your Bastion and assigned quarters in this Barrack. The recruitment costs no money. You can't issue the Recruit order to this facility if it's fully occupied.
Keep track of the Bastion Defenders housed in each of your Barracks. If you lose Bastion Defenders, deduct them from your roster. Assign names and personalities to your Bastion Defenders as you see fit.
Enlarging the Facility. You can enlarge your Barrack to a Vast facility by spending 2,000 GP. A Vast Barrack can accommodate up to twenty-five Bastion Defenders.

Date Played ▲ Adventure Title Tier Session ACP TCP Downtime Renown
Bastion Overview Show

Basic Facilities

Vast Dining Room
Vast Courtyard
Vast Bedroom
Roomy Kitchen
Roomy Storage

Special Facilities

War Room

Prerequisite: Fighting Style feature or Unarmored Defense feature
Space: Vast [36 sq]
Hirelings: 4 Lieutenants
Order: Recruit
The War Room is where you plan military actions in consultation with an inner circle of loyal lieutenants, each one a battle-hardened Veteran Warrior (see the Monster Manual) whose alignment matches yours. You start with two lieutenants but can add more, as described below. If your Bastion lacks facilities to house your lieutenants, they secure accommodations in the inn or settlement closest to your Bastion. Lieutenants are hirelings, not Bastion Defenders; however, if your Bastion is attacked (see "Bastion Events" at the end of this chapter), each lieutenant housed in your Bastion reduces by 1 the number of dice you roll to determine how many Bastion Defenders are lost in the attack.
The War Room contains war memorabilia plus a large table surrounded by enough chairs for you and your lieutenants.
Recruit Options. When you issue the Recruit order to this facility, choose one of the following options:
Recruit: Lieutenant. You gain one new lieutenant. You can have up to ten lieutenants at any time. Assign names and personalities to them as you see fit.
Recruit: Soldiers. You commission one or more of your lieutenants to assemble a small army. Each lieutenant can muster one hundred Guards (see the Monster Manual) in 7 days to fight for your cause. Reduce that number to twenty if you want them to be mounted on Riding Horses (see the Monster Manual). It costs you 1 GP per day to feed each guard and each horse in your army. Wherever the army goes, it must be led by you or at least one of your lieutenants, or else it disbands immediately. The army also disbands if it goes 1 day without being fed. Otherwise, the army remains until it is destroyed or you command it to disband. You can't issue this Recruit order again until your current army disbands or is destroyed.

Meditation Chamber

Prerequisite: None
Space: Cramped [4 sq]
Hirelings: 1
Order: Empower
A Meditation Chamber is a relaxing space that helps align one's mind, body, and spirit.
Empower: Inner Peace. When you issue the Empower order to this facility, your Bastion's hirelings can use the Meditation Chamber to gain a measure of inner peace. The next time you roll for a Bastion event, you can roll twice and choose either result.
Fortify Self. You can meditate in this facility over a period of 7 days. If you leave the Bastion during this time, you gain no benefit. Otherwise, at the end of the seventh day, you gain Advantage on two kinds of saving throws for the next 7 days, determined randomly by rolling on the table below. Reroll if you get a duplicate result.
1d6 Saving Throw
1 Strength
2 Dexterity
3 Constitution
4 Intelligence
5 Wisdom
6 Charisma

Training Area

Prerequisite: None
Space: Vast [36 sq]
Hirelings: 4
Order: Empower
A Bastion can have more than one Training Area. A Training Area might be an open courtyard, a gymnasium, a music or dance hall, or a cleverly built gauntlet of traps and hazards. It might contain inanimate targets (for weapon practice), padded mats, and other equipment. One of the facility's hirelings is an expert trainer; the others serve as training partners.
When a Training Area becomes part of your Bastion, choose one trainer from the Expert Trainers table. On each Bastion turn, you can replace that trainer with another one from the table.
Unarmed Combat Expert. When you hit with your Unarmed Strike and deal damage, the attack deals an extra 1d4 Bludgeoning damage.
Empower: Training. When you issue the Empower order to this facility, the facility's hirelings conduct training exercises for the next 7 days. Any character who trains here for at least 8 hours on each of those days gains a benefit at the end of the training period. The benefit depends on which trainer is present in the facility, as noted in the Expert Trainers table. The benefit lasts for 7 days.

Greenhouse

Prerequisite: None
Space: Roomy [16 sq]
Hirelings: 1
Order: Harvest
A Greenhouse is an enclosure where rare plants and fungi are nurtured in a controlled climate.
Fruit of Restoration. One plant in your Greenhouse has three magical fruits growing on it. Any creature that eats one of these fruits gains the benefit of a Lesser Restoration spell. Fruits that aren't eaten within 24 hours of being picked lose their magic. The plant replaces all picked fruits daily at dawn, and it can't be transplanted without killing it.
Harvest Options. When you issue the Harvest order to this facility, choose one of the following options:
Harvest: Healing Herbs. You commission the facility's hireling to create a Potion of Healing (greater) made from healing herbs. The work takes 7 days and costs no money.
Harvest: Poison. You commission the facility's hireling to extract one application of a poison from rare plants or fungi. Choose the type of poison from the following options: Assassin's Blood, Malice, Pale Tincture, or Truth Serum. See "Poison" in chapter 3 for each poison's effect. Once harvested, the poison can be contained in a vial. The work takes 7 days and costs no money.

Workshop

Prerequisite: None
Space: Vast [36 sq]
Hirelings: 5 (Vast)
Order: Craft
This Workshop is a creative space where useful items can be crafted.
Artisan's Tools. The Workshop comes equipped with six different kinds of Artisan's Tools, chosen from the following list:
Carpenter's Tools
Cobbler's Tools
Glassblower's Tools
Jeweler's Tools
Leatherworker's Tools
Painter's Tools
Potter's Tools
Weaver's Tools
Woodcarver's Tools
Craft Options. When you issue the Craft order to this facility, choose one of the following options:
Craft: Adventuring Gear. The facility's hirelings craft anything that can be made with the tools you chose when you added the Workshop to your Bastion (see above), using the rules in the Player's Handbook.
Craft: Magic Item (Implement). If you are level 9+, you can commission the facility's hirelings to craft a Common or an Uncommon magic item chosen by you from the Implements tables in chapter 7. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hirelings can assist), and you must have all those spells prepared every day you spend crafting the item.
Source of Inspiration. After spending an entire Short Rest in your Workshop, you gain Heroic Inspiration. You can't gain this benefit again until you finish a Long Rest.

Barrack

Prerequisite: None
Space: Vast [36 sq]
Hirelings: 9
Order: Recruit
A Bastion can have more than one Barrack, each of which is furnished to serve as sleeping quarters for up to twelve Bastion Defenders.
Recruit: Bastion Defenders. Each time you issue the Recruit order to this facility, up to four Bastion Defenders are recruited to your Bastion and assigned quarters in this Barrack. The recruitment costs no money. You can't issue the Recruit order to this facility if it's fully occupied.
Keep track of the Bastion Defenders housed in each of your Barracks. If you lose Bastion Defenders, deduct them from your roster. Assign names and personalities to your Bastion Defenders as you see fit.
Enlarging the Facility. You can enlarge your Barrack to a Vast facility by spending 2,000 GP. A Vast Barrack can accommodate up to twenty-five Bastion Defenders.

Date Played ▲ Adventure Title Session XP GP Downtime Renown Magic Items
Bastion Overview Show

Basic Facilities

Vast Dining Room
Vast Courtyard
Vast Bedroom
Roomy Kitchen
Roomy Storage

Special Facilities

War Room

Prerequisite: Fighting Style feature or Unarmored Defense feature
Space: Vast [36 sq]
Hirelings: 4 Lieutenants
Order: Recruit
The War Room is where you plan military actions in consultation with an inner circle of loyal lieutenants, each one a battle-hardened Veteran Warrior (see the Monster Manual) whose alignment matches yours. You start with two lieutenants but can add more, as described below. If your Bastion lacks facilities to house your lieutenants, they secure accommodations in the inn or settlement closest to your Bastion. Lieutenants are hirelings, not Bastion Defenders; however, if your Bastion is attacked (see "Bastion Events" at the end of this chapter), each lieutenant housed in your Bastion reduces by 1 the number of dice you roll to determine how many Bastion Defenders are lost in the attack.
The War Room contains war memorabilia plus a large table surrounded by enough chairs for you and your lieutenants.
Recruit Options. When you issue the Recruit order to this facility, choose one of the following options:
Recruit: Lieutenant. You gain one new lieutenant. You can have up to ten lieutenants at any time. Assign names and personalities to them as you see fit.
Recruit: Soldiers. You commission one or more of your lieutenants to assemble a small army. Each lieutenant can muster one hundred Guards (see the Monster Manual) in 7 days to fight for your cause. Reduce that number to twenty if you want them to be mounted on Riding Horses (see the Monster Manual). It costs you 1 GP per day to feed each guard and each horse in your army. Wherever the army goes, it must be led by you or at least one of your lieutenants, or else it disbands immediately. The army also disbands if it goes 1 day without being fed. Otherwise, the army remains until it is destroyed or you command it to disband. You can't issue this Recruit order again until your current army disbands or is destroyed.

Meditation Chamber

Prerequisite: None
Space: Cramped [4 sq]
Hirelings: 1
Order: Empower
A Meditation Chamber is a relaxing space that helps align one's mind, body, and spirit.
Empower: Inner Peace. When you issue the Empower order to this facility, your Bastion's hirelings can use the Meditation Chamber to gain a measure of inner peace. The next time you roll for a Bastion event, you can roll twice and choose either result.
Fortify Self. You can meditate in this facility over a period of 7 days. If you leave the Bastion during this time, you gain no benefit. Otherwise, at the end of the seventh day, you gain Advantage on two kinds of saving throws for the next 7 days, determined randomly by rolling on the table below. Reroll if you get a duplicate result.
1d6 Saving Throw
1 Strength
2 Dexterity
3 Constitution
4 Intelligence
5 Wisdom
6 Charisma

Training Area

Prerequisite: None
Space: Vast [36 sq]
Hirelings: 4
Order: Empower
A Bastion can have more than one Training Area. A Training Area might be an open courtyard, a gymnasium, a music or dance hall, or a cleverly built gauntlet of traps and hazards. It might contain inanimate targets (for weapon practice), padded mats, and other equipment. One of the facility's hirelings is an expert trainer; the others serve as training partners.
When a Training Area becomes part of your Bastion, choose one trainer from the Expert Trainers table. On each Bastion turn, you can replace that trainer with another one from the table.
Unarmed Combat Expert. When you hit with your Unarmed Strike and deal damage, the attack deals an extra 1d4 Bludgeoning damage.
Empower: Training. When you issue the Empower order to this facility, the facility's hirelings conduct training exercises for the next 7 days. Any character who trains here for at least 8 hours on each of those days gains a benefit at the end of the training period. The benefit depends on which trainer is present in the facility, as noted in the Expert Trainers table. The benefit lasts for 7 days.

Greenhouse

Prerequisite: None
Space: Roomy [16 sq]
Hirelings: 1
Order: Harvest
A Greenhouse is an enclosure where rare plants and fungi are nurtured in a controlled climate.
Fruit of Restoration. One plant in your Greenhouse has three magical fruits growing on it. Any creature that eats one of these fruits gains the benefit of a Lesser Restoration spell. Fruits that aren't eaten within 24 hours of being picked lose their magic. The plant replaces all picked fruits daily at dawn, and it can't be transplanted without killing it.
Harvest Options. When you issue the Harvest order to this facility, choose one of the following options:
Harvest: Healing Herbs. You commission the facility's hireling to create a Potion of Healing (greater) made from healing herbs. The work takes 7 days and costs no money.
Harvest: Poison. You commission the facility's hireling to extract one application of a poison from rare plants or fungi. Choose the type of poison from the following options: Assassin's Blood, Malice, Pale Tincture, or Truth Serum. See "Poison" in chapter 3 for each poison's effect. Once harvested, the poison can be contained in a vial. The work takes 7 days and costs no money.

Workshop

Prerequisite: None
Space: Vast [36 sq]
Hirelings: 5 (Vast)
Order: Craft
This Workshop is a creative space where useful items can be crafted.
Artisan's Tools. The Workshop comes equipped with six different kinds of Artisan's Tools, chosen from the following list:
Carpenter's Tools
Cobbler's Tools
Glassblower's Tools
Jeweler's Tools
Leatherworker's Tools
Painter's Tools
Potter's Tools
Weaver's Tools
Woodcarver's Tools
Craft Options. When you issue the Craft order to this facility, choose one of the following options:
Craft: Adventuring Gear. The facility's hirelings craft anything that can be made with the tools you chose when you added the Workshop to your Bastion (see above), using the rules in the Player's Handbook.
Craft: Magic Item (Implement). If you are level 9+, you can commission the facility's hirelings to craft a Common or an Uncommon magic item chosen by you from the Implements tables in chapter 7. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hirelings can assist), and you must have all those spells prepared every day you spend crafting the item.
Source of Inspiration. After spending an entire Short Rest in your Workshop, you gain Heroic Inspiration. You can't gain this benefit again until you finish a Long Rest.

Barrack

Prerequisite: None
Space: Vast [36 sq]
Hirelings: 9
Order: Recruit
A Bastion can have more than one Barrack, each of which is furnished to serve as sleeping quarters for up to twelve Bastion Defenders.
Recruit: Bastion Defenders. Each time you issue the Recruit order to this facility, up to four Bastion Defenders are recruited to your Bastion and assigned quarters in this Barrack. The recruitment costs no money. You can't issue the Recruit order to this facility if it's fully occupied.
Keep track of the Bastion Defenders housed in each of your Barracks. If you lose Bastion Defenders, deduct them from your roster. Assign names and personalities to your Bastion Defenders as you see fit.
Enlarging the Facility. You can enlarge your Barrack to a Vast facility by spending 2,000 GP. A Vast Barrack can accommodate up to twenty-five Bastion Defenders.