Estate - ThatCoffeelock/Home GitHub Wiki
Upgrade | Effect | Cost | Type |
---|---|---|---|
Private quarters | A private quarter for a creature to rest and recuperate. Storage space. Flavourful decorations. After taking a long rest in your quarters, gain 10 temporary hit points. |
250 | Room |
Music room | Comes with your pick of 10 instruments. Grants +2 Bardic Inspiration uses while you are on the Island. |
1000 | Room |
Kitchen | When taking a long rest on the Island, restore all exhaustion. If manned by a professional chef, you gain a single permanent hit die (d6) to restore hp during a short rest, even when away from the island. |
300 | Room |
War room | Access to the mission board, a way to receive and organize quests and leads. +2 to all saving throws when on the island When away from the island, time spent on long rests is halved due to extensive preparation. Cool war table with a magical map of Epror that can zoom in and out. |
1000 | Room |
Library | You can cast legend lore freely and at will when in the library. Place to store all your books. Time spent reading is halved. |
1000 | Room |
Alchemy lab | Every week, receive 3 healing potions or 3 basic poisons. (capacity of 30) Grants a +5 on all checks made with Alchemy Supplies while in the Lab. Storage for potions. |
1000 | Room |
Armory | Contains all simple and martial weapons. Grants a permanent +1 to AC and +1 to attack and damage rolls made with weapon attacks, while on the island. |
1500 | Room |
Superior Armory | Contains all simple and martial weapons. Grants a permanent +1 to AC and +1 to attack and damage rolls made with weapon attacks, while off the island. |
5000 | Room |
Gunpowder storage | All cannons deal +10 damage. Gives 1 molotov cocktail every week. (capacity of 5) |
500 | Room |
Treasury | Room for all your riches Secured Iron door, protected by a DC 20 lock If opened without one of five special keys, will sound an alarm. |
1000 | Room |
Fortified Treasury | Room for all your riches Secured Iron door, protected by a DC 25 lock If opened without one of five special keys, will sound an alarm. |
1000 | Room |
Prison | 2 stone cells, each equipped with DC 16 locks on their solid doors. Torture supplies that grant +5 to intimidation checks made here. |
2000 | Room |
Med Bay | Grants a use of Greater Restoration once per dawn. Whenever you regain hit points on the island, regain +3. |
2000 | Room |
Gallery | Beautiful displays for your mementos and artifacts Creating a new display grants an amount of Fame. |
1000 | Room |
Smithy | +5 to all Smith’s and Tinkers Tools checks made here. All crafting time is reduced by half. |
2000 | Room |
Gym | +10 + your constitution modifier of additional HP while on the island. | 1000 | Room |
Bathhouse | Houses sauna and hot tubs. Relieves ailments, such as a pain in the neck, and cures diseases. |
2000 | Room |
General Store | Builds in room for traveling merchants to come by and show their wares. | 1000 | Room |
Bar | Serves drinks +2 on all charisma skill checks while on the island. |
3000 | Room |
Distillery | Allows you to brew your own alcoholic drinks. +5 on Brewers Supplies. You will never get hungover from drinks you make. |
3000 | Room |
Cigar factory | Halves time for crafting +5 to herbalism checks Halves the cost for cigars produced. |
1500 | Room |
Commerce hub | Allows you to earn (1d4 x 10) gold per week for every commodity produced on the island. Commodities are: fish (fishery), cigars (cigar factory), ship parts (wharf), alcohol (distillery), weapons (smithy) |
2000 | Room |
Rogue's gallery | Offers a permanent +1 to Stealth, Sleight of Hand and Thieves Tools, even while off the island, due to a large supply of tools and instruments. | 2000 | Room |
Stone Expansion | Enlarges the island with a stone platform | 100000 | New building |
Fishery | Produces fish for you Needs a crew to man the fishery Creates infinite rations for you. Allows an entire generation to be vindicated through the newfound importance of fishery |
20000 | New building |
Secret Tunnels | Hidden escape to a cave underneath the island, with room for a sloop. Entrance to the secret tunnels requires a key or a DC 20 Thieves Tools check. Entrance through the war room |
20000 | New building |