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