Circulus Cras Ship

Economy

  • Total Reserve: 1.000.000 gp
  • Yearly Income: 750.000 gold 
  • Yearly Expenses: 750.000 gold
  • Net: -300.000 gold / year
  • Donate from parent organization - 1 milion per year, for 5 years ( 1/5 claimed )

Wizard Tower

  • Expenses: Research, arcane upkeep, and staff cost 150,000 gold/year.
  • Profit: Services offered (spellcasting, scrying, enchantments) generate 250,000 gold/year.
  • Net Income: +100,000 gold/year.

Teleportation Circle

  • Profit: Fees for transportation and usage, estimated at 500,000 gold/year.
  • Expenses: Maintenance costs are minimal at 50,000 gold/year.
  • Net Income: +450,000 gold/year.

Adventurer's Emporium

  • Profit: Takes a 10% commission on sales. Average sales per year are 3,000,000 gold, resulting in 300,000 gold/year income.
  • Expenses: Upkeep, restocking magical items cost 100,000 gold/year.
  • Net Income: +200,000 gold/year.

Training Grounds

  • Expenses: Hiring experts, maintaining facilities costs 200,000 gold/year.
  • Net Income: -200,000 gold/year (pure expense).

Organization ( Employees )

  • Dozens of employees (administrators, deckhands, enforcers) cost 250,000 gold/year.
  • Net Expense: -250,000 gold/year.

Other

  • Harbor Taxes and Docking Fees: 100.000 gold / year
  • Ship Maintanance: 200.000 gold / year

Alterations

Place

  • The ship can have up to 10 buildings.
  • If you want to expand the place, you must pay 50.000 gp and gain additional 5 buildings ( repeatable )

Architecture

What To Build

The Barbarian Camp

  • Price: 20.000gp ; 1 year
  • Passive Effects: You can drink as much as you want without having hangover.
  • Defensive: All enemies start with Frightened status; Your rage and other barbarians is endless while defending.
  • Improvement: Whenever you reduce an enemy to 0 hit points, you can make a second attack.
 

Bard Theater

  • Price: 20.000gp ; 1 year
  • Passive: Once a week there is a theater ceremony and there is 20% chance you can meet important NPC from the continent.
  • Defensive: Everyone gets one inspiration every turn.
  • Improvement: While an ally has unspent inspiration point, their proficiency bonus increases by 1.

Cleric's Church

  • Price: 20.000gp ; 1 year
  • Passive: Anyone visiting the place can cure its non-magical disease for 10 gold pieces.
  • Defensive: Once per combat, all allies in the stronghold can spent any number of hit die to recover hit points.
  • Improvement: You gain one additional use of Divine Intervention.

Druid's Grove

  • Price: 20.000gp ; 1 year
  • Passive: Wildlife around the ship is friendly are more dense.
  • Defensive: Ground becomes difficult terrain for hostile creatures.
  • Improvement: While in Wild Shape, you gain resistance to fire, cold or poison.

Fighter's Fortress

  • Price: 20.000gp ; 1 year
  • Passive: You gain 20 soldiers ( Guard ) statblock guarding your ship.
  • Defensive: All allies have Pact Tactics.
  • Improvements: When you use your Action Surge and use Attack action and hit, the roll is natural 20.

Monk's Monastery

  • Price: 20.000gp ; 1 year
  • Passive: Hostility in the ship is reduced, before attacking anyone, you must first succeed Wisdom saving throw DC 15.
  • Defensive: During the first turn, all ally creatures have resistance against all damage.
  • Improvements: You have additional Ki equal to your proficiency bonus.

Paladin's Chapel

  • Price: 20.000gp ; 1 year
  • Passive: You gain 5 paladins to guard your ship. Each paladin gets a mount.
  • Defensive: At the start of combat, choose creatures up to your proficiency bonus ( highest paladin on ship ) and that amount of creatures gain +2 AC
  • Improvements: Once per long rest, your Divine Smite can deal maximum damage.
 

Ranger's Conclave

  • Price: 20.000gp ; 1 year
  • Passive: You are aware of any enemies within 5 miles.
  • Defensive: Your side automatically wins initiative.
  • Improvements: Target of your Favored Foe always take maximum damage from the Favored Foe feature.
 

Rogue's Tavern

  • Price: 20.000gp ; 1 year
  • Passive: You gain access to Black Market and after 1 day the rogue's tavern can automtically open any non-magical container.
  • Defensive: Enemies can not be invisible.
  • Improvements: tbd

Sorcererer's Sanctum

  • Price: 20.000gp ; 1 year
  • Passive: The ship travels 15% faster.
  • Defensive: During the first turn, the highest sorcerer can cast three spells of different level and school as one action.
  • Improvements: After you finish Short Rest, you can restore amount of Spell Points equal to your proficiency bonus.
 

Warlock's Fane

  • Price: 20.000gp ; 1 year
  • Passive: The ship receives shop with items from Outer Planes.
  • Defensive: During the first turn, you summon Meregon equal to highest Warlock level.
  • Improvements: You gain one additional Dark Art.

Artificer's Workshop

  • Price: 20.000gp ; 1 year
  • Passive: The ship automatically repair itself after combat
  • Defensive: You receive one Stone Golem that joins you.
  • Improvemnets: You gain one additional Gear.

Beasthearth's Den

  • Price: 20.000gp ; 1 year
  • Passive: You have one additional slot in Zoo for each level of Zoo.
  • Defensive: Each monster in Zoo has one use of Action Surge.
  • Improvements: You can buy one monster from Zoo and take it with you.

Illrigger

  • Price: 20.666 gp ; 1 year
  • Passive: On ship, there is always present one imp offering pacts.
  • Defensive: During the defense, you can summon one Ice Devil to guide you.
  • Improvements: You gain one additional Conduit Die.

Witcher's School

  • Price: 20.000gp ; 1 year
  • Passive: Merchant with rare potions.
  • Defensive: Every ally creature receives effect of one Swallow potion without the toxicity.
  • Improvements: You can write all monsters from Zoo or Trophy to your Bestiary.

Zoo

  • Price: 3.000gp per level ; 3 months per level
  • You can collect monsters which help you in defending your ship.
  • The zoo has levels ( 1,2,3,4,5,6,7 )
  • Each level takes 3 months to build and increases the CR limit ( equal to the level ) of monsters it can held.
  • You can have 3 monsters from each level.

Trophy Room

 
  • Price: 3.000gp; 3 months per level
  • You can collect heads and trophies from monsters.
  • Each monster trophy is unique and can be present only once.
  • Trophy room can contain only 20 trophies. For each trophy you gain 1/4 of its CR as bonus to Prestige level.
 

Arcane Study

  • Price: 2.500gp ; 1 month
  • You can craft Arcane Focus here, it takes 7 days
  • Cast Identify - for 10gp employees will cast you identify on any magic item

Archive

  • Price: 10.000gp ; 6 months; repeatable ( each level provides with 100 capacity )
  • You can store rare books, scrolls and maps, for each such object you gain +1 Research level

Armory

  • Price: 1.000gp ; 1 month
  • You can buy any non-magical armor

Gaming Hall

  • Price: 5.000gp ; 3 months
  • You can spend Downtime here to win gold or just to chill

Garden

  • Price: 1.000 gp ; 1 month
  • It mostly serves as decoration, but you can bring new herbs and plants to grow here for crafting potions and other items

GuildHall

  • Price: 100.000 gp ; 1 year ( up to 3 buildings )
  • Prerequisite: Proficiency in any kit or tool
  • You can build guild hall that will employ workers, will be handled later

Laboratory

  • Price: 10.000 gp ; 1 year
  • You can have any potion crafted here for its crafting price + 10%
 

Scriptorium

  • Price: 10.000 gp ; 1 year
  • You can store any spell scroll here and of such spell scroll you can then make copies.
  • It takes time as crafting spellscrolls but only 50% of the price ( max. 7th level )

Smithy

  • Price: 1.000 gp ; 1 month ( upgrade for 5.000gp and 3 months to buy exotic weapons )
  • You can buy any non-magical weapon here.

Stable

  • Price: 5.000 gp ; 3 months for first level ; 20.000 gp and 6 months for second level ; 50.000gp and 1 year for third level.
  • At first level, you can buy any standard mount for its price
  • At second level, you can buy any standard flying mount
  • At third level, you can order any special mount and within 7 days you will receive offer and potentionally a mount.

The Keep

  • Price: 50.000 gp per level ; 1 year
  • Level 1 = Empowered Downtime - any thing that costs time is halved ( changing feats, etc, but the price remains the same ), members of Circulus Cras can rest here for free
  • Level 2 = When you finish Downtime in here, you gain temporary hit points equal to your level. They persist until you lose them by taking damage.
  • Level 3 = tbd

History

316 - Planning

At 316, when organization Circulus Cras was founded, plans for building homebase for adventurers immediately started. 

318 - Second Sundering

When Second Sundering hit and lasted for two years, the whole progress of building the homebase, hiring adventurers was on hold for almost two years.

320 - Operational Base

At year 320, the ship was finally operational, capable of housing merchants and trainers, having susteinable enough to start giving back and hiring adventurers.

321 - Wizard Tower

At year 321 was build first building to research and improve skill of Wizards.
Founding Date
316
Type
Vehicle, Ship

Articles under Circulus Cras Ship