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Armory

An armory filled with mannequins for displaying armor, mounts for shields and racks for swords

Roomy Sized

Costs

Coin

100 GP for basic supplies

Hireling

This facility needs 1 hireling.

Materials

A weapon or armor display (consumed on construction)

Actions

Every facility offers an activity of some sort. Between each session you may take two actions between all of your facilities. All facilities have passive abilities as well. Armories have 3 Stock slots. Slots are either Stocked or Not Stocked.

Action: Trade

You may take an action to spend 100 gp to stock your armory. If the armory is stocked, you may sell the stock to gain back 80 gp.

If you are at level 9, you may spend 200 gp to stock the armory with premium weapons. These sell for 160 gp.

Action: Stock

You may take an action to stock your armor with loot from your adventurers. The DM will tell you if the armor is premium or regular.

Passive Ability

At the start of any town attack if your armory is stocked, your defenders roll a d8 instead of a d6 when checking survival. If your armory is fully stocked, they gain advantage on this roll as well.


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