De Pluviam

## Description

This building is located off the Town Center of the tent settlement The Eternal Blockade. The compound is linked to several other businesses: a shipyard called Brown's Shipwright; an enormous garden for walking in and growing seasonal vegetables called A Garden's Bounty and an Alchemy Lab.

The main two story building called De Pluviam, has been more grown than constructed. it was made from a enormous tree, shaped and molded as the rooms where needed. The main entrance is a guard house, which has been reinforced. Upstairs is a store and down stairs leads to the finery of the Embassy.

Downstairs is a fine eating establishment that grows it own food, there is an auditorium for entertainment venues and a sitting room for socializing. These areas are open to all.

For citizens of the Pax Ominous Empire, there is lodging for 10 and stabling for 4 normal mounts and even a habitat to accommodate s special mount Further below in the subbasements there is an alchemy lab, farmlands, water reservoir and more!

This information listed here is out of game and using it in game will be considered **META GAMING.**

## Building Statistics

Latest Construction ended 05/02

Total Price: 292 Goods; 30 Influence; 291 Labor; 9 Magic; +80gp

### **Main Entrance**

Gatehouse [Arboreal, Fortification and Furnishing augmentations; Gauntlet added which has a Improved Blind]

To enter De Plavium you must enter the front Gatehouse. This Gatehouse is lavishly decorated to not look like a stopping point. The Gatehouse is integrated into a large, sturdy tree or trees, raising the structure off the ground by one or two stories and wrapping the habitable space in or around the tree trunks.

There is an improved blind setup to disguise murder holes (DC 20 to notice) that give defenders improved cover against intruders in the Gauntlet, a defender can shoot through a murder hole with a spell, bow, or crossbow, or can pour boiling water through it, but she can’t attack through it with an axe.

The walls have their hardness increased by +2, the doors are improved to strong wooden doors (hardness 5, hit points 20). Walls and floors gain fire resistance 5.

The Gate house has strong wooden door with a good lock; has a Gauntlet you have to enter to get inside. Defenders get +1 initiative and to Perception checks; they also benefit from improved cover (see below).

Earnings: Influence +7

This gatehouse has an Escape Route to bunks in basement level, average lock and DC 20 secret door.

Cell bare stone walled room with iron bars and a simple lock to keep up to four prisoners

### **Main Compound**

The entire Compound is surrounded by a 10' Defensive Wall (DC 20 climb) with parapets. The wall is walk able and linked to the Gatehouse. The Elite Soldiers patrol it to keep the area safe.

The three business mentioned above and this building are within this perimeter.

People enter the compound by using the Gatehouse and are politely asked their business. Customers are allow to enter with light armor and concealed weapons.

Altar there is a simple altar setup to Yahweh.

Earning Influence +3

Courtyard a nice landscaped courtyards connects all the businesses inside the wall.

This courtyard has an Escape Route to the grotto in the subbasement, average lock and DC 20 secret door.

Earning +5 to all capital in De Pluviam

Watering Hole there is a small fenced pond with benches and corrals for animals. It is a place to relax and allows for animals to be let loose to graze and drink.

Earnings gp, Goods, or Influence +8

### **First Floor**

Animal Pen (2) can support two large special mounts.

Earning gp, Goods, or Labor +16

Stall (2) both can hold a total of (4) large domesticated animals;

Generates gp, Goods, or Labor +16

### **Second Story**

Habitat can boarder exotic animals with special needs, supports 1 Large, 2 Medium, 4 Small, or 8 Tiny or smaller creatures. Positioned on the rooftop to allow safe landings.

Generates: gp or Influence +12

Storefront [Arboreal and Fortification augments] place to sell goods and services.

The Storefront is integrated into a large, sturdy tree or trees, raising the structure off the ground by one or two stories and wrapping the habitable space in or around the tree trunks.

The walls have their hardness increased by +2, the doors are improved to strong wooden doors (hardness 5, hit points 20). Walls and floors gain fire resistance 5.

Generates: capital all +5; Influence +2

### **Basement**

Auditorium [Furniture Augment] seating for fifty to view performances on the stage. Performances gets+2 due to the makeup of the room.

The Auditorium has fancy furnishings, red carpet, plush seating, dynamic lighting and a huge red velvet curtain.

Generates: gp or Influence +15

Bar [furniture augment] after spending an hour with local people in this room, for the next 24 hours you gain a +1 bonus on Diplomacy checks you make to gather information in the settlement;

The bar has fancy furnishings, such as wooden paneling, marble floors, fine ceramic teacups, lifelike paintings, and canopies for beds. The decoration is appropriate to the nature of the room and building.

Generates gp or Influence +15

Bath spending 1 hour in this room, you gain a +2 bonus on your next ongoing Fortitude save against disease.

Generates gp or Influence +3

Bunks (2) sleeping area for 20 servants, soldiers or what not.

Generates gp or Labor +16

Has Escape Route to main gatehouse on ground level, average lock and DC 20 secret door.

Kitchen used to make food for the Bar and Guests.

Generates gp or Goods +4

Infirmary used for treating injured and sick people. The infirmary counts as having a healer’s kit for up to two healers at a time. As long as the building doesn’t have the broken condition, you don’t need to track individual uses of these healer’s kits.

Earnings gp or Influence +8

Laundry +2 bonus on Fortitude saves to resist contracting a disease while in the settlement

Lavatory +2 bonus on Fortitude saves to resist contracting a disease while in the settlement

Lodging [Furnishings Augmentation] these 10 private rooms has lavish furnishings for sophisticated guests. The also have simple wooden doors and simple locks.

Earnings: gp +17

Sanctum this simple room is dedicated to Yahweh. A person who spends at least 4 hours in a Sanctum doing nothing other than praying or meditating gains a +1 bonus on Will saves. This bonus ends once the person leaves the settlement or after the first time she attempts a Will save.

Sitting Room [furniture augment] spending an hour conversing with guests in a social manner, the host of the room gains a +1 bonus on Bluff, Diplomacy, Intimidate, Knowledge (local), and Perform checks to influence or learn about those guests for the next 24 hours.

Generates Influence +9

Secret Room this was a vault that was upgraded to a secret room off the storage area. It has an iron door and a good lock (DC 20 perc).

Secret Room has Escape Route to main bedroom in subbasement, average lock and DC 20 secret door.

Storage simple wooded door and average lock.

Generates gp +2

### **Sub Basement**

Alchemy Lab counts at alchemist lab (+2 to alchemy) for up to three people.

Generates gp, Goods, or Magic +10

Bedroom this bedroom is hidden away by a secret simple wooden door with an average lock (DC 20 perc)

It originally had a Secret Room that lead to it but the secret room has been upgraded to an escape route that leads up to the surface, (DC 20 perc) to find the outside exit door outside to the courtyard.

Generates gp or Influence +3

Bedroom has Escape Route to vault in basement, average lock and DC 20 secret door.

Brewery makes all the spirits for the bar from the mushroom farm.

Generates gp or Influence +10

Common Room this versatile open area has enough space for many people to use at once. a Common Room is typically furnished with benches, chairs, cushions, mats, pews, or stools, and might have tables.

Earnings gp or Influence +7

Farmland a huge underground grotto made for grow mushrooms.

Generates gp or Goods +10

Grotto an artificially shaped cave in which people can live. Compared to a standard cave, a Grotto will usually boast features that make habitation more pleasant, such as door-sized openings, access to neighboring caves or water, and adequate ventilation

This grotto has an Escape Route to the courtyard on the surface, average lock and DC 20 secret door.

Earnings gp or Influence +4

Mystic Greenhouse accommodate both the mundane and magical needs of supernatural plants and creatures of the plant type, making them easier to work with, handlers get a +2 bonus on Charisma checks and Charisma-based skill checks against creatures that have spent the past 24 hours in a Mystic Greenhouse.

Contains (3) Mire Nettles

Generates gp, Goods, Influence, or Magic +4

Reservoir System collect and hold water from rains, springs, and other natural sources to act as a resource for plumbing networks or a source of water during times of drought.

Generates gp, Influence, or Labor +10

War Room a special room with a large central table with plenty of chairs, maps, and figures to simulate troops and structures. When it’s used for planning a battle, if an army's commander iplans out a battle here, the army gains a +2 bonus on attack rolls and morale checks for their next battle within 24 hours. When used to scheme for an upcoming adventure, a War Room allows you to use the scheme’s planning bonus on two skill checks instead of one.

Workstation (trapmaking) includes masterwork artisan’s tools for trapmaking that up to three people can use the room at a time.

Earnings gp, Goods, or Influence +8

### *Teams*

Apprentice [PoW Bard]; [Craftspeople (cooks); (2) Lackeys, Stewards: gp +12 Goods +8 Influence +8 Labor +12 Magic +4

## Downtime Bonuses

Total Downtime Bonus: +203 gp +98 Goods +132 influence +86 Labor +28 Magic

Other bonuses

+1 bonus on Bluff, Diplomacy, Intimidate, Knowledge (local), and Perform checks to influence or learn about those guests you host in sitting room.

+2 on Char checks to tame, train, raise special plants

+2 on Army OM and morale if leader plans

+6 bonus on Fortitude saves to resist contracting a disease while in the settlement

Has its own food and water supply, can create its own alcoholic beverages

Gatehouse provides improved cover if a fight happens there

## Services Offered

Can lodge 10 people; 20 servants, 4 large mounts and 2 large special mounts.

## Storage

Masterwork Armored Sleeves: can be added to any robe; Shield bonus +1 (doesn’t stack with other shields)

Lyre with Darkmantel Hide String (gives blindsight 30' when played)

Broadsword, nine ring [Masterwork] made of Greenstone

iron Teeth

Robe Alchemist; can retrieve item as [FA] once per Rd

Armored Bodysuit AC +1 8lbs 125gp

Cold Weather Clothing; Snowshoes

(7) Medium Chest

298 Wandermeal

50 rations

Wagon

4 Draft horse with tack

Heavy Warhorse with saddle and tack

Dagger; Woven shield; Monk Outfit

Broadsword, nine ring

(20) Shuriken 10’ 20x2 D2 4gp

[44] Black Smear Poison (injury); Save Fortitude DC 15; Onset immediate; Frequency 1/round for 6 rounds; Cure 1 save. D2 STR damage

Mw Mithral Dagger

MWC Short Bow (+4 STR)

(2) MW Dagger

MW Spear

MW Trident

(20) Smoke pellets

(3) MW Hand Crossbow

(2) MWC Longbow (+3 STR)

(3) MW Theives Tools

Pumpkin king class tome x2 ||Allows you to take the Pumpkin King Class https://www.dandwiki.com/wiki/Pumkin\_King\_(3.5e\_Class)%7C%7C

## Monster Hunter Parts

(1) Flame Sac ( 3x Required ) Armor Once per day, You can use a Swift action to activate this carve and creature a 15 foot cone of fire in front of you. The target must succeed at a DC 15 Reflex save or take 3d6 fire damage on a failed save and half as much on a successful one.

(3) Garuga Scale: Armor: You have a +4 bonus to Intimidation Checks while you wear this armor. Weapon: ???

 (2) jyuratodus scales: Armor: While wearing this armor, you can ignore difficult terrain created by muddy terrain, swamps and other Water Sources that are waist deep or less. Weapon: FastCharge: When you roll for initiative, Hunter weapons gains one  Charge, Spirit or Phial Charge as applicable

(3) Garuga Shell: Weapon: ( Bow Only ) Close range: Attacks made against creatures within 15 feet of you deals 1d8 instead of 1d4, and ignores any miss change or disadvantage when attacking creatures you can see that are within 20 feet of you. ( Requires 3 )

(3) Glavenus Scales ( Requires 3 ) Armor: Handicraft - Once per day, you may gain the benefits of a single tool for 24 hours..

(2) Great Jagras Mane: Armor: you do not have to eat or drink

(2) Great Jagras Claws

(1) Jagras hide

(2) Jagras sharp claws

(4) Nargacuga Fang ( Requires 4 ) Armor: While you are attuned to this armor, your special ammo pouch can hold double the amount of pierce and spread ammo it can normally hold.

(1) Nargacuga Pelt ( Requires 5 ) Armor: While you wear this armor, your eye's glow red at night much like the Nargacuga's. You gain darkvision out to 60 feet, if you already have darkvision, it is increased by an additional 60ft.

(2) Nargacuga Scale ( Requires 5 ) Armor: While in dim light or darkness, you stealth as a swift action. Weapon: Your weapon deals an extra 1d6 slashing damage.

(1) Nargacuga Tail ( Requires 3 ) Armor: While you wear this armor, you move speed becomes 30 feet, unless your move speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. Weapon: Status Pursuit. You can roll twice and take the better result on attacks of opportunity and creatures within your reach provoke attacks of opportunity even if they took the withdraw or full withdraw action, if the creature is afflicted with a condition

1x Pukie Pukie Shell

1x Pukei Pukei Scale

3x Odogaron Sinew ( Requires 3 ) Armor: You have a +4 bonus to Intimidation checks while you wear this armor. Weapon: Quick Sheath. While attuned to this weapon, you can always sheath it as a free action even if you have already drawn a weapon as part of your move action.

(1) Rathian Scale ( 4x Required ) Armor While you are wearing this armor, you may use an immediate action or swift action to gain resistance (Half Damage) to poison damage until the end of your next turn. You can use this ability twice per day. Weapon If you coat this weapon with poison, the poison save DC is increased by 2.

(1) Rathian Carapace ( 3x Required ) Armor You can roll twice on checks when attempting to identify poisons while attuned to this armor

(1) Zinogre Carapace: Armor: Stam Recovery- When you take a rest for 2 hours, you may completely remove the effects of exhaustion and fatigue. ( Requires 5 )

(3) Zinogre Electrofur: Armor: While you are not wearing, light, medium or heavy armor and not holding a shield. You may add both your dex and charisma modifier to your ac. This must be woven into clothing, and confers the same benefits and detriments as Parixxia. ( Requires 3 ) Weapon: ???

**Scavenged Stuff**

(6) Small Monster Bone [5 SMB upgrade weapons]

(2) Medium Monster Bone

(1) Large Monster Bone

(3) Earth Crystal

(1) Dragon Vein Crystal

(1) Light Crystal ??

(1) Emperor Locust ??

## Herbs and Such

(1) Adamant Seed

(6) Antidote Herb

(44) Bitterbugs

(35) Blue Mushroom; [2BB 1BM makes Nutrients]

(6) Fire Seed

(20) Godbug

(57) Herb [2HE makes Potion]

(28) Honey [1HO 1N makes Mega Nutrients]

(7) Mandragora; [1MN 2M makes Max Potion]

(13) Nitroshroom

(7) Nulberry

(10) Might Seed

(4) Parashrooms

(3) Toadstool