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Room Description Coin Time

Alchemy Lab +2 to Craft (Alchemy) 3900 16


Altar 2100 4
Animal Pen +2 to Handle Animals 2500 16
Armory 3900 16
Tisa's Workshop +2 to all craft skills 3600 20
Auditorium 9100 40
Ballroom 7600 40
Bar 2500 16
Bath +2 to fortitude saves against disease 1300 8
Battle Ring +2 to Intimidate and perform (battle) 8000 40
Bedroom Provides a private room for 1 or 2 people 3000 20
Bell Tower 4500 28
Book Repository +2 to all Research checks 4600 16
Brewery +2 to Craft (beverages) 3800 24
Bunks Housing and storage for up to 10 people 4000 24
Burial Ground Up to 20 medium or smaller corpses and be buried here 3500/5500 8
Cell Can hold a a huge captive, 2 large captives, or 4 medium captives 1800 16
Ceremonial Room +2 to Bluff, Diplomacy, and intimidate checks to influence others 11800 40
Classroom 2500 14
Clockwork Shop +2 to Craft (Machinery) 3600 20
Common Room 3000 16
Confessional +4 to stealth checks to hide in adjoining room 1000 4
Courtyard 1800 24
Crypt Effects that preserve and protect corpses are doubled 4900 16
Defensive Wall 2600 12
Dock Safely moors a water vessel 3200 20
Drawbridge 3200 6
Escape Route A hallway or tunnel leading to a secret exit (Spot 25/ Search 20) 3600 16
False Front 1900 12
Forge +2 to Craft (Weapons, Armor, or Blacksmith) 3700 20
Game Room A Room used for gambling, often linked with battle ring 3000 16
Garden Used for growing common plants, herbs, or crops 1800 12
Gatehouse Prevents others from entering. Can be combined with gauntlet 6300 40
Gauntlet Hallway near entrance with murder holes. Defenders get cover. 1600 10
Greenhouse Used for growing rare plants, herbs, or crops 3000 16
Guard Post 3200 20
Habitat Provides comfortable lodging for exotic or rare creatures 7900 40
Hatchery Used for hatching egg-laying creatures like bird or Ailezards 1700 10
Room Description Coin Time
Infirmary +2 to All Heal checks 3700 16
Kitchen +2 to Craft or Profession (Cook) 1600 12
Labyrinth 3700 30
Laundry +1 to Fortitude saves against Disease 1200 8
Lavatory +2 to fortitude saves against Disease. Can be linked to Sewers. 1200 4
Leather Workshop +2 to Craft (Leatherworking) 4300 30
Magical Repository +2 to Research, knowledge (Stria), or Use Magic 7300 20
Mill Room +2 to Craft or Profession (Miller) 3000 20
Nursery A Nursery is used to care for infants and children 2500 14
Observation Dome +2 to Knowledge (Geography, Wildenae, and Planes) 4400 20
Office Affords user privacy and refuge from other activity in building. 1200 8
Pit This is a place to dump things no longer needed 400 2
Printer +2 to Craft (Printing & Bookbinding) 3800 20
Reliquary A Room dedicated to storing relics and artifacts 2600 12
Sanctum +1 to first Will save after spending 4 hours in this room 1900 6
Sauna +1 to fortitude saves to overcome ongoing diseases 1200 8
Scriptorium +2 to Craft (Calligraphy) or Profession (Scribe) 3200 16
Scrying Room +5 to Use Magic checks for the Foresee & Reveal Talents 5500 16
Secret Room A hidden room or passage (DC 25) that connects to two rooms 2200 16
Sewer Access 1100 4
Sewing Room +2 to Craft (Clothing) 3000 4
Sitting Room +1 to Bluff, Diplomacy, and intimidate checks to influence others 4800 24
Sports Fields 7900 20
Stall Houses one to two large domestic animals 2500 16
Storage 1200 8
Storefront A simple storefront to run a business 1900 12
Summon Chamber +5 to Use Magic checks for the Call & Conjure Talents 10400 28
Throne Room +4 to Bluff, Diplomacy, and intimidate checks to influence others 16500 40
Torture Chamber +3 to Intimidate checks to influence captives 3300 20
Training Hall Chance to train skills from a certain skill set as class skills 3100 20
Trophy Room Place to hang trophies from Adventures 2500 16
Vault This is a secure room designed to keep out intruders. 3000 16
War Room +2 to Command Checks during the next Battle 3000 16
Workstation +2 to a specific craft skill 2000 16
Aug: Fortification Room Hardness +2, Strong Wooden Doors, Fire Resistance +5 +3000 30
Aug: Furnishing Gains the Benefit of Decorative +3000 30
Aug: Traps Varies Varies

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