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{{:Svelta's Weapon Shop}}
{{:Svelta's Weapon Shop}}
{{:Hakvalak's Apothecary}}
{{:Hakvalak's Apothecary}}
{{:Kayhal's Construction}}


[[Category:Location|Sunholm Guild Hall]]
[[Category:Location|Sunholm Guild Hall]]

Revision as of 10:52, 12 April 2020

Welcome to the Sunholm Guild Hall

Sunholm Guild Hall Floor Plan

Sunholm is a guild in the middle of nowhere on the other side of an AEtherial Portal. Established after several high powered adventuring parties began exploring the other side of the portal and venturing off into the unknown.

Title Name
Guildmaster Virta Novaligar
Master at Arms Kurst Halacor
Arcanum Primus Moz Lux
Apothecary Hakvalak Nomar
Weaponsmith Svelta Friton


Svelta's Armory Prices

Name Price Description
Weapons
Vicious Weapon 350Gp When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type. Any Simple or Martial Melee Weapon: Club, Dagger, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Sickle, Spear, Battleaxe, Flail, Glaive, Greataxe, Greatsword, Halberd, Lance, Longsword, Maul, MOrningstar, Pike, Rapier, Scimitar, Shortsword, Trident, War Pick, Warhammer, or Whip.
+1 Weapon 1000Gp (Any Standard Weapon May Be Selected) You have a +1 bonus to attack and damage rolls made with this magic weapon. Any Simple or Martial Melee Weapon: Club, Dagger, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Sickle, Spear, Battleaxe, Flail, Glaive, Greataxe, Greatsword, Halberd, Lance, Longsword, Maul, MOrningstar, Pike, Rapier, Scimitar, Shortsword, Trident, War Pick, Warhammer, or Whip.
Unique Weapons Quantity
Giant Slayer Longsword 7000Gp You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.

1
Vorpal Greatsword 24000Gp You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

1
Wand of Fireballs 32000Gp This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

2
Armor
Unique Armor Quantity
Adamantine Breastplate 500Gp This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. 4
Mithral Chain Mail 800Gp Mithral Chain Mail does not impose disadvantage to Dexterity (Stealth) checks and does not have a strength requirement 3
Bronze Dragon Scale Mail 4000Gp While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to Lightning damage

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon of the type of armor within 30 miles of you. This special action can't be used again until the next dawn.

1
Equipment
50ft of Hempen Rope 1Gp A standard adventurers rope Rope is sold in packages of pre-cut 50ft spools
Torch 1Sp A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet.
Grappling Hook 2Gp When tied to the end of a rope, a grappling hook can secure the rope to a battlement, window ledge, tree limb, or other protrusion.
Bag of Ball Bearings 1Gp As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save.
Backpack 2Gp A pack for your back, can hold 1 cubic foot/ 30 pounds of gear.
Bag of Holding 4000Gp A bag that is bigger on the inside then the outside.
Unique Equipment Quantity
Soul Grenade 6000Gp Any soul that looses its host within 5ft of the wearer gets trapped within the amulet. Once the Soul Grenade reaches 100 charges it may be thrown up to 30ft, 12 seconds later the amulet detonates obliterating the trapped souls and dealing 30d12 necrotic damage to any living creature within 120ft of the amulet. This radius ignores all terrain. *currently has 4 charges* 1


Hakvalak's Apothecary Prices

Name Price Description
Healing Potions
Potion of Healing 50Gp Drink to recover 2d4 + 2 health
Potion of Greater Healing 150Gp Drink to recover 4d4 + 4 health
Potion of Superior Healing 450Gp Drink to recover 8d4 + 8 health
Potion of Supreme Healing 1350Gp Drink to recover 10d4 + 8 health
Utility Potions
Potion of Fire Breath 150Gp After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.
Potion of Mind Reading 180Gp When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13).
Potion of Invisibility 180Gp When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
Potion of Flying 500Gp When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft.
Potion of Clairvoyance 960Gp When you drink this potion, you gain the effect of the clairvoyance spell.
Potion of Invulnerability 3840Gp For 1 minute after you drink this potion, you have resistance to all damage.
Unique Potions Quantity
Hakvalak's Potion of Intelligence 100Gp Drink to gain +5 to your intelligence modifier for an hour, no adverse side effects reported 10

Kayhal's Construction Prices

New Construction

Name Price Price Per Tile Time
First Floor 50Gp for 3 tiles 17Gp/tile 12 tiles per day
Second Floor 60Gp for 3 tiles 20Gp/Tile 12 tiles per day
Third Floor 70Gp for 3 tiles 23Gp/Tile 12 tiles per day
Fourth Floor 80Gp for 3 tiles 27Gp/Tile 12 tiles per day
Fifth Floor 90Gp for 3 tiles 30Gp/Tile 12 tiles per day
Sixth Floor 100Gp for 3 tiles 33Gp/Tile 12 tiles per day
Name Price Price Per Tile Time
First Basement 60Gp for 3 tiles 20Gp/Tile 6 tiles per day
Second Basement 70Gp for 3 tiles 23Gp/Tile 6 tiles per day
Third Basement 80Gp for 3 tiles 27Gp/Tile 6 tiles per day
Fourth Basement 90Gp for 3 tiles 30Gp/Tile 6 tiles per day
Fifth Basement 100Gp for 3 tiles 33Gp/Tile 6 tiles per day
Name Price Price Per Tile Time
Upgrade Door to Hidden Door 30Gp for 3 doors 10Gp/Door 6 tiles per day
Upgrade Door to Locked Door 15Gp for 3 doors 5Gp/Door 12 tiles per day
Upgrade Door to Magically Enchanted Locked Door 7500Gp for 3 doors 2500Gp/Door 3 days per tile
Name Price Time
Alarm Enchantment 1000Gp + 10Gp per Tile 1 alarm per day

All rooms must be accessible from all other rooms, there cannot be a wall that permanently removes access to a room. All floors need stairs to adjacent floors.
Interior Walls count as a tile. Exterior walls do not.

Updating Construction

If you have already built a structure and just want to move rooms around then each tile you would like to change costs 50Gp.

Name Price Per Tile Time
Above Ground 10Gp per tile 12 tiles per day
Under Ground 10Gp per tile 6 tiles per day
Upgrade Door to Hidden Door 10Gp per door 12 tiles per day
Upgrade Door to Locked Door 5Gp/Door 12 tiles per day
Upgrade Door to Magically Enchanted Locked Door 2500Gp/Door 3 days per tile
Name Price Time
Alarm Enchantment 1000Gp + 10Gp per Tile 1 alarm per day

Interior Walls count as a tile. Exterior walls do not.

New Land Purchasing

The original plot of land is the front, center tile. In the diagram below the X is the starting tile and each $ is a plot that can be purchased. This creates a 33xinfinity area with the starting plot being in the front and middle.

...$ $ $ $ $ $ $
...$ $ $ $ $ $ X
...$ $ $ $ $ $ $

Each new plot is 11x11 and costs 15,000Gp