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