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15:55, 26th April 2024 (GMT+0)

Open Discussion: Building of Ivost.

Posted by Narrator VFor group 0
Vythisk
player, 39 posts
Wed 29 Mar 2023
at 01:50
  • msg #8

Open Discussion: Building of Ivost

Ghanek 3. A tunnel that leads to an Aventi undersea settlment in Eleth Bay. According to the map that would be 60 or so miles? So, honestly would probably make more sense to have either a Portal that leads there in your stronghold (still expensive, but doable), or a Teleportation Circle with Permanency cast on it.
Ghanek Brightwave
player, 85 posts
Ancient Mariner
Future Harbormaster
Wed 29 Mar 2023
at 07:06
  • msg #9

Open Discussion: Building of Ivost

Yeah so I may reconsider my stronghold and/or my build. I may go full Swashbuckler on my non-scout side and build a slightly different stronghold.
Vythisk
player, 50 posts
Tue 4 Apr 2023
at 01:58
  • msg #10

Open Discussion: Building of Ivost

Bastion of Creation - standing at the center of the artisan's district is the personal citadel of Vythisk - holding his personal crafting halls, workshops, libraries, and chambers. Around this space are dorms and lesser workshops for students, apprentices, and the teachers of them.  Inside his personal areas are golems working on projects and standing guard.
Ghanek Brightwave
player, 95 posts
Ancient Mariner
Future Harbormaster
Tue 4 Apr 2023
at 11:34
  • msg #11

Open Discussion: Building of Ivost

My stronghold is going to be the lighthouse on an Eyet (river island) that guides ships into the newly built harbour so that they can avoid the shallows on the other side.  I plan to include docks to allow transfer of goods from ocean-going vessels that cannot sail any further up river, and river vessels which continue up the Cylkabar to trading posts in the foothills of the mountains.  (At some point, I may also consider working on a canal to the Tel at its closest point, which will bring prosperity to Ivost.
Ghanek Brightwave
player, 102 posts
Ancient Mariner
Future Harbormaster
Wed 5 Apr 2023
at 18:52
  • msg #12

Open Discussion: Building of Ivost

In calculating the cost of strongholds we are asked for the population of the main nearby settlement among other things.  I believe that is Ivost and we will be rebuilding so how big do we think it will be when filled?

I'm working on the assumption that it's a small City (population somewhere between 15 and 40,000 people.  Is that a reasonable estimate, or do we go beyond that and assume that Ivost has a population of zero until we've built our strongholds so that the main nearby settlement is Cylk Hall (maybe 30 miles away) but what's it's population?  Does anyone know or will we be making it up (and if we are how big do we want it to be?)
Maynitra
player, 351 posts
Mistress of Denial
Sun 9 Apr 2023
at 06:10
  • msg #13

Open Discussion: Building of Ivost

STRONGHOLD OVERVIEW

1. Temple of Wee Jas (20ss, 64,570gp)
          External Walls: Hewn Stone                                                                         0
          Internal Walls: Hewn Stone                                                                         0
          Exterior Doors: x5  (3 on ground, 2 on level 3) -- Iron                                        2,500
                          x5 Amazing locks (Open Locks DC40)                                               750
          Interior Doors: x29 (7 on ground, 5 on level 1, 17 on level 3) -- Strong Wooden                1,160
                          x1 Amazing lock (Open Locks DC40) -- high priest's office                        150
                          x2 Good locks (Open Locks DC30) -- cook and maid's bedrooms                      160
             Secret Door: x1 (ground level to tunnels) -- Stone, secret (search DC35)                      600
                          x1 Amazing lock (Open Locks DC40)                                                150
   [ 2.0] Common Area, Fancy (x2) -- Entry hall, stairs, hallways, etc                                   6,000
   [ 8.0] Chapel, Fancy (x4) -- Central hall and balcony, 25' statue, fits aprox 240                    24,200
   [ 2.0] Bedrooms, Basic (x2) -- Common room for acolytes on level 1, sitting area                      1,400
   [ 0.5] Bath, Basic (x1) -- Bath and privy on level 1 for acolytes to share                              400
   [ 1.0] Bath, Fancy (x1) -- Bath and privy on level 3 for high priest                                  2,500
   [ 1.0] Bedroom Suite, Fancy (x1) -- Bedroom on level 3 for high priest                                5,500
   [ 1.0] Study/Office, Fancy (x1) -- Office and workspace for high priest on level 3                    3,000
   [ 1.0] Common Area, Fancy (x1) -- Waiting/Sitting Room at entrance on level 3                         3,000
   [ 1.0] Library, Fancy (x1) -- Library with books and tables on level 3                                3,500
           Comprehensive Book Lot (Knowledge:Religion -- +4 circumstance bonus)                          5,000
   [ 1.0] Basic Kitchen (x1) -- can prepare meals for up to 15 people (plenty!) on level 3               2,500
   [ 1.0] Bedrooms, Basic (x1) -- bedrooms for cook and servant/maid for high priest on level 3          1,200
   [ 0.5] Bath, Basic (x1) -- Bath and privies for the cook, servant/maid, and guests on level 3           900



2. The Judiciary (22ss, 229,679gp)
          External Walls: Hewn Stone                                                                         0
          Internal Walls: Hewn Stone                                                                         0
          Exterior Doors: x4 (all on ground floor) -- Iron                                               2,000
                          x4 Amazing locks (Open Locks DC40)                                               600
          Interior Doors: x24 (8 on ground, 1 on level 1, 15 in basement) -- Strong Wooden                 960
                          x1 Good Locks (Commander's door, basement, DC30)                                  80
   [ 3.0] Common Area, Fancy (x3) -- public entry, defendant entry, prosecutor entry                     9,000
   [ 4.0] Workplace, Fancy (x4) -- court & office, gives +2 circumstance to Profession:Law checks        8,000
           Statue: 2x Caryatid Column (Fiend Folio p30, errata pg4 [price])                             40,000
   [ 2.0] Auditorium, Fancy (x2) -- benches on ground level for audience (60 people)                     4,000
   [ 1.0] Study/Office, Fancy (1x) -- Prosecutor's Office and meeting area                               2,500
   [ 0.5] Prison Cells (1x) -- holding cells for defendants, 4 medium + 4 small MW Manacles                780
           Walls are Lead-Lined, Magically Treated                                                       6,500
           The Space is Ethereally Solid                                                                 6,000
           Enhancement: Chamber of Seeing (no invisibility within)                                       7,500
           3 Iron cell doors with Amazing Locks (Open Locks DC40)                                        1,950
   [ 0.5] Guard Post (x1) -- Check-in Room and Meeting Area (for defense advocates)                        300
           Walls are Lead-Lined, Magically Treated                                                       6,500
           The Space is Ethereally Solid                                                                 6,000
           Enhancement: Chamber of Seeing (no invisibility within)                                       7,500
           3 Iron Doors (guard area, cell area, and meeting room) with Amazing Locks (DC40)              1,950
           Statue: Caryatid Column (Fiend Folio p30, errata pg4 [price])                                20,000
   [ 2.0] Guard Post (x4) -- balcony that overlooks into courtroom                                       1,200
   [ 3.0] Barracks (x3) -- space for 30 guards for the temple, basement                                  1,200
           Enhancement: Chamber of Comfort                                                              22,500
   [ 2.0] Dining Hall (x1) -- space for 30 folks to eat or sit, basement                                 2,000
           Wondrous Architecture: Table of Feasting (Stronghold Builder's Guidebook pg84)               43,200
           Enhancement: Chamber of Comfort                                                               7,500
   [ 1.0] Armory, Basic (x1) -- space for equipment for 25 guards, basement                              1,000
           Enhancement: Chamber of Comfort                                                               7,500
           Equipment: x12 chainmail, guisarme, heavy pick                                                2,004
           Equipment: x12 leather armor, shortbow, 20 arrows, dagger                                       516
           Equipment: x6 chainmail, longspear, heavy mace                                                1,002
   [ 1.0] Bath, Basic (x2) -- one for troops/barracks, one for guard commander                             400
           Enhancement: Chamber of Comfort                                                               7,500
   [ 1.0] bedroom suite, basic (x1) -- for guard commander, basement                                       800
           Enhancement: Chamber of Comfort                                                               7,500
           Equipment: breastplate, large steel shield, longsword, dagger                                   237
   [ 1.0] kitchen, basic (x1) -- required by Dining Hall                                                 2,000
           Enhancement: Chamber of Comfort                                                               7,500



3. The Garrison (45ss, 53,460gp)
          External Walls: Hewn Stone                                                                         0
          Internal Walls: Hewn Stone                                                                         0
          Exterior Doors: x9  (on ground) -- Strong Wooden                                                 360
                          x8  Good locks (Open Locks DC30)                                                 640
          Interior Doors: x62 (10 on ground, 29 on lvl 1, 23 on lvl 2) -- Strong Wooden                  2,480
                          x6  Very Simple locks (Open Locks DC20) -- servants bedrooms                     120
                          x13 Average locks (Open Locks DC25) -- guard post and stables on ground,         520
                                    Watch Commanders, High Priest, and Apprentice rooms on level 2
                          x2  Good locks (Open Locks DC30) -- Alchemist and Captain rooms on lvl 2         160
   [ 1.0] Smithy, Basic                                                                                    500
   [ 1.0] Stables, Basic -- holds 6 large mounts (Captain, Commanders x4)                                1,000
   [ 4.0] Armory, Basic (x4) -- holds equipment for 100 troops                                           2,000
           Equipment: x66 chainmail, guisarme, heavy pick                                               11,022
           Equipment: x33 chainmail, longspear, heavy mace                                               5,511
   [ 4.0] Dining Hall, Basic (x2) -- holds 60 people                                                     4,000
   [ 4.0] Kitchen, Basic (x4) -- prepares food for up to 60 people at a time                             4,000
   [ 1.0] Guard post (x2)                                                                                  600
   [10.0] Barracks (x10) -- 9 for grunts, 1 for seargents                                                4,000
   [ 1.0] Servants' Quarters -- for the 4 cooks, 1 smith, and 1 groom                                      400
   [ 2.0] Bath, Basic (x4) -- shared                                                                     1,600
   [ 3.0] Storage, Basic                                                                                   750
   [ 4.0] Training Area, Combat (x4) -- up to 32 can train at the same time                              4,800
   [ 1.0] Bedrooms, Basic (x1) -- for Guard Captain and Alchemist                                          900
   [ 1.0] Bath, Basic (x2) -- for Guard Captain and Alchemist each                                       1,000
   [ 1.0] Study/Office, Basic -- one each for Guard Captain and Alchemist                                  600
   [ 3.0] Bedrooms, Basic (x3) -- for 3 Watch Commanders and Apprentices                                 2,700
   [ 1.0] Bath, Basic (x2) -- shared among watch commanders and apprentices                              1,000
   [ 1.0] Magical Laboratory, Basic                                                                        700
   [ 1.0] Alchemical Laboratory, Basic                                                                     900
   [ 1.0] Library, Basic                                                                                   700
           Regular Book Lot (Knowledge:Arcana -- +2 circumstance bonus)                                  1,000
           Regular Book Lot (Knowledge:Nature -- +2 circumstance bonus)                                  1,000


4. The Law Library (40ss, 422,819gp)
          External Walls: Hewn Stone                                                                         0
          Internal Walls: Hewn Stone                                                                         0
          Exterior Doors: x2  (on ground) -- Iron                                                        1,000
                          x2 Amazing locks (Open Locks DC40)                                               300
          Interior Doors: x91 (40 on ground, 29 on lvl 1, 12 on lvl 2, 10 on lvl 3) -- Str Wooden        3,640
                          x9 Amazing locks (Open Locks DC40) -- stairwell to Maynitra's Tower,           1,350
                                   Maynitra's "Bedroom", Maynitra's "Study", Maynitra's "Lab"
                          x13 Good locks (Open Locks DC30) -- librarians' rooms, guest rooms             1,040
                          x18 Average locks (Open Locks DC25) -- scribes, students, servants rooms         720
                          x12 Very Simple Locks (Open Locks DC20) -- private study room doors              240
   [ 6.0] Library, Fancy (x6) -- the actual Law Library                                                 18,000
           Master Book Lot (Any Knowledge check related to legal matters -- +6 circumstance bonus)      20,000
           Comprehensive Book Lot (Knowledge:Local -- +4 circumstance bonus)                             5,000
           Comprehensive Book Lot (Knowledge:History -- +4 circumstance bonus)                           5,000
           Comprehensive Book Lot (Knowledge:Nobility -- +4 circumstance bonus)                          5,000
           Regular Book Lot (Knowledge:Geography -- +2 circumstance bonus)                               1,000
           Regular Book Lot (Knowledge:Religion -- +2 circumstance bonus)                                1,000
           General Book Lot (All knowledges -- +1 circumstance bonus)                                    3,000
   [ 3.0] Study, Fancy (x3) -- a series of smaller private study rooms for people to use                 7,500
   [ 2.0] Servants' Quarters (x2) -- for scribes and students                                              800
   [ 1.0] Bath, Basic (x2) -- for scribes, students, and guests                                            800
   [ 1.0] Bedrooms, Fancy (x1) -- bedrooms for head librarian (cat) and assistant librarian              4,000
   [ 1.0] Bath, Fancy (x1) -- split for the head librarian and assistant librarian                       2,000
   [ 6.0] Common Area, Basic (x6) -- hallways and extra space                                            3,000
   [ 1.0] Auditorium, Fancy (x1) -- for speakers and presenters                                          2,000
   [ 1.0] Servants' Quarters (x1) -- for cook and other servants                                           400
   [ 0.5] Bath, Basic (x1) --for cook and servants                                                         400
   [ 1.0] Kitchen, Fancy (x1) -- In service to the Tavern                                               12,000
   [ 1.0] Tavern, Fancy (x1) -- drinking hole for patrons                                                4,000
   [ 1.0] Storage, Fancy (x1) -- food/drink storage for the kitchen and tavern                           1,000
   [ 2.0] Bedrooms, Basic (x2) -- bedrooms for standard/regular guests                                     700
   [ 1.5] Bedrooms, Fancy (x1.5) -- bedrooms for discerning guests                                       7,500
   [ 1.0] Bath, Fancy (x1) -- baths for discerning guests                                                2,000
   Maynitra's Tower (The False Demense)
   [ 2.0] Common Area, Fancy -- Sitting/Dining Area for Maynitra and/or Guests                           6,400
   [ 1.0] Bath, Fancy -- A Bath for Maynitra's Guests                                                    2,200
   [ 2.0] Bedrooms, Fancy -- Maynitra's Guest Bedrooms                                                   4,400
   [ 1.0] Magic Laboratory, Fancy -- Maynitra's Spell Research Lab (duplicate)                           3,500
          Trap: Flask of Curses (mixed in among containers of reagents and spell components)             2,100
          Trap: Box of Brown Mold (mixed among the materials crates)                                     3,000
                CR2; mechanical; touch trigger (opening the box); automatic reset; 5ft cold
                aura (3d6 cold, nonlethal); Search DC22; Disable Device DC16.
   [ 1.0] Trophy Hall, Fancy -- Maynitra's memorabilia (fake)                                            6,500
          Trap: Sword on table is -2 sword, cursed                                                       1,500
          Trap: 2 MW Daggers, trapped weapon (Dungeon Master's Guide 2, pg45-46), with magic aura        6,604
          Trap: Melf's Acid Arrow Trap (Dungeon Master's Guide pg71)                                     6,000
                dragon-head trophy hanging on the wall; acid arrows fire out of its mouth at anyone
                who disturbs the items on the table
                CR3; magical device; proximity trigger (alarm); automatic reset;
                Attack +2 ranged touch; spell effect (Melf's acid arrow, 3rd level wizard,
                2d4 acid damage/round for 2 rounds); Search DC27; Disable DC27.
   [ 1.0] Study/Office, Fancy -- Maynitra's Office (duplicate)                                           3,000
          Trap: Explosive Runes scattered among the books on the shelves (25% chance that any
                particular book will contain them)
          Trap: Vacuous Grimoire sits closed on her desk                                                 6,000
   [ 1.0] Bath, Fancy -- Maynitra's Bath (duplicate)                                                     2,500
          Trap: Separation Wall (Dungeon Masters Guide II pg44): CR1; mechanical; location               1,500
                trigger; automatic reset (24 hours); 1ft thick sliding stone wall (used to
                separate groups/make other traps (see below) more deadly, DC20 Reflex save
                allows adjacent creature to jump to the opposite side of wall before it seals);
                Search DC20, Disable Device DC25 (these match the trap below, as noted in on
                DMGII pg44-45); Hardness 8, HP:180, Break DC:42. Also opens the door to the bedroom
          Trap: Water-filled Room: CR8; mechanical; location trigger; automatic reset (24 hours);       42,400
                multiple targets (all targets past the separation wall); never miss;
                onset delay (3 rounds); water; Search DC26; Disable Device DC28
                Magical Effect to Create/Destroy the Water (Decanter of Endless Water effect)            9,000
   [ 1.0] Bedroom Suite, Fancy -- Maynitra's Bedroom (duplicate)                                         5,500
          Trap: Painting of a Drow noblewoman above the bed on the wall
                5th level Spell Turret (Dungeon Master's Guide 2 pg46; CR6)                             45,000
                Round 1: Summon Monster V (alternates: 1d4+1 Fiendish Wolverines, 1 Bearded Devil)
                Round 2: Chain Dispel Magic
                Round 3: Baleful Polymorph (Mouse)
                Round 4: Shadow Evocation (Scorching Ray)
                Round 5: Repairs self for 4d8+20 damage
          Trap: The chest in this room is Arcane Locked (CL21); contains a "spellbook" and a stone          25
                "Spellbook": Explosive Runes
                 the stone: a Stone of Weight (Loadstone)                                                1,000



5. Maynitra's Tower (The True Demense) [Demiplane: Maynitra's Refuge] (15ss, 96,800gp)
          External Walls: Hewn Stone                                                                         0
          Internal Walls: Hewn Stone                                                                         0
          Exterior Doors: x1  (on ground) -- Iron                                                          500
                          x2  Amazing locks (Open Locks DC40)                                              300
                          x1  Arcane Lock                                                                   25
          Interior Doors: x20 (9 on lvl 1, 5 on lvl 2, 6 on lvl 3) -- Strong Wooden                        800
                          x6  Amazing locks (Open Locks DC40) -- Guest Bedrooms                            900
                          x11 Arcane Locks -- all doors on level 2 and lvl 3                               275
          Full Interior:
              Lead Lined                                                                                15,000
   [ 1.0] Common Area, Fancy -- Sitting/Dining Area for Maynitra and/or Guests                           3,000
   [ 3.0] Bedrooms, Fancy -- Maynitra's Guest Bedrooms                                                  12,000
   [ 1.0] Bath, Fancy -- A Bath for Maynitra's Guests                                                    2,000
   [ 5.0] Library, Fancy (x5) -- Maynitra's Personal Research Library on Abjuration & Protection        15,500
           Master Book Lot (Any Knowledge check vs abjurations and protections +6 circum. bonus)        20,000
           Comprehensive Book Lot (Knowledge:Arcana -- +4 circumstance bonus)                            5,000
           Comprehensive Book Lot (Knowledge:Planes -- +4 circumstance bonus)                            5,000
           Regular Book Lot (Knowledge:Architecture/Engineering -- +2 circumstance bonus)                1,000
           Regular Book Lot (Knowledge:Dungeoneering -- +2 circumstance bonus)                           1,000
           Regular Book Lot (Knowledge:Nature -- +2 circumstance bonus)                                  1,000
   [ 1.0] Magic Laboratory, Fancy -- Maynitra's Spell Research Lab                                       3,000
   [ 1.0] Storage, Fancy -- useful materials, food, and memorabilia                                      1,000
   [ 1.0] Bath, Fancy -- Maynitra's Bath                                                                 2,100
   [ 1.0] Study/Office, Fancy -- Maynitra's Office                                                       2,200
   [ 1.0] Bedroom Suite, Fancy -- Maynitra's Bedroom                                                     5,200
This message was last edited by the player at 21:17, Sat 03 June 2023.
Ghanek Brightwave
player, 108 posts
Ancient Mariner
Future Harbormaster
Sun 9 Apr 2023
at 20:22
  • msg #14

Re: Open Discussion: Building of Ivost

Ghanek Brightwave:
My stronghold is going to be the lighthouse on an Eyet (river island) that guides ships into the newly built harbour so that they can avoid the shallows on the other side.  I plan to include docks to allow transfer of goods from ocean-going vessels that cannot sail any further up river, and river vessels which continue up the Cylkabar to trading posts in the foothills of the mountains.  (At some point, I may also consider working on a canal to the Tel at its closest point, which will bring prosperity to Ivost.

I also intend to include a Library of Water (11 Lots) the lots being:
  1. Water-based magic;
  2. The building of ships and of underwater habitats;
  3. the geography of underground rivers, lakes and seas;
  4. the geography of rivers, seas, lakes, islands and coastal lands;
  5. the history of the peoples of the seas;
  6. Ivost and the Cylkabar River;
  7. the natural history of seas, rivers, lakes and other bodies of water;
  8. the Nobility of the peoples of the sea;
  9. the worship of Ishtishia, Aventus and other water gods; #
  10. the Planes of Water;
  11. and the languages of the peoples of the sea.

This message was last edited by the player at 20:23, Sun 09 Apr 2023.
Ghanek Brightwave
player, 113 posts
Mon 10 Apr 2023
at 22:09
  • [deleted]
  • msg #15

Re: Open Discussion: Building of Ivost

This message was deleted by the player at 14:40, Fri 07 July 2023.
Ghanek Brightwave
player, 114 posts
Ancient Mariner
Future Harbormaster
Tue 11 Apr 2023
at 10:20
  • msg #16

Re: Open Discussion: Building of Ivost

The best point to build the canal is about 30 miles upriver from Ivost.

Ghanek's not ready to build the canal yet but he would like to build a dam and create an artificial lake, both for naval and marine training and eventually as a home for a clan of Aventi, with a view to bringing some of them away from the Sea.

What do people think?
Narrator V
GM, 1587 posts
I am the rules judge
& apparently the sole GM
Tue 11 Apr 2023
at 22:18
  • msg #17

Re: Open Discussion: Building of Ivost

Remind me, please. What/who are Aventi? Seafolk from Races of the Wild?
Vythisk
player, 55 posts
Tue 11 Apr 2023
at 23:03
  • msg #18

Re: Open Discussion: Building of Ivost

Stormwrack
Aquatic: Aventi are aquatic humanoids, and have the aquatic and human subtypes.
Amphibious (Ex): Aventi can breathe water or air equally well, without limitation.
Aventi have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. Aventi can use the run action while swimming, provided they swim in a straight line.
Water Spell Power (Ex): The magical ties that connect the aventi to Aventernus (see page 49) persist, untold ages since the sea god saved the aventi from extinction. As a result, spellcasting aventi have enchanced ability with water magic. An aventi's effective caster level is +1 for spells with the water descriptor.
Human Blood: For all effects related to race, an aventi is considered a human. Aventi are just as vulnerable to special effects that affect humans as humans are, and they can use magic items that are only usable by humans.
This message was last edited by the player at 23:05, Tue 11 Apr 2023.
Ghanek Brightwave
player, 115 posts
Ancient Mariner
Future Harbormaster
Tue 11 Apr 2023
at 23:22
  • msg #19

Re: Open Discussion: Building of Ivost

Them's the folks. Amphibious humans.
Narrator V
GM, 1588 posts
I am the rules judge
& apparently the sole GM
Wed 12 Apr 2023
at 00:47
  • msg #20

Re: Open Discussion: Building of Ivost

Ah! Much appreciated!
Vythisk
player, 56 posts
Wed 12 Apr 2023
at 02:40
  • msg #21

Re: Open Discussion: Building of Ivost

Sketching this out:
Personal Quarters:
Fancy Alchemical Lab
Fancy Library x2
Fancy Magic Lab
Fancy Office
Fancy Workplace
Fancy Smith
Bedroom Suite, Fancy
Servant's Quarters

Rest of the Stronghold
Barracks
Fancy Alchemical Lab
Fancy Auditorium
Basic Bath
Dining Hall
Fancy Community Area x2
Gatehouse
Fancy Kitchen
Fancy Magic Lab
Fancy Smithy
Fancy Workshop
Fancy Bedroom x3
Fancy Library x3
Fancy Study x3
Servants Quarters
Ghanek Brightwave
player, 117 posts
Ancient Mariner
Future Harbormaster
Wed 12 Apr 2023
at 05:52
  • msg #22

Re: Open Discussion: Building of Ivost

I'd like to build a shop in the city perhaps on the harbour but outside the stronghold.
Vythisk
player, 59 posts
Fri 14 Apr 2023
at 03:15
  • msg #23

Re: Open Discussion: Building of Ivost

Whatcha going to sell at this shop? Fish? Boats? Sea Supplies?
Ghanek Brightwave
player, 118 posts
Ancient Mariner
Future Harbormaster
Fri 14 Apr 2023
at 06:30
  • msg #24

Re: Open Discussion: Building of Ivost

No. The products of the upriver trade plus the treasures Garth can liberate from pirates on our behalf.
Ghanek Brightwave
player, 136 posts
Ancient Mariner
Future Harbormaster
Wed 5 Jul 2023
at 11:09
  • msg #25

Re: Open Discussion: Building of Ivost

I am unable to draw so here is the first description of Ghanek's stronghold.

THE LIBRARY OF WATER

The Library of Water which is within the Keep on Ivost Ait, consists of smaller libraries combined into one.  There are, in accounting terms, the equivalent two Luxury Libraries, one Fancy Library and one basic library coming to a total of 6ss and 33,500gp.

One luxury library is the Master Library of Water which contains a Master Lot dedicated to Water (This is where the Chief Sage of Water works).  The rest of the library contains stack after stack of books on the subjects listed in the rules (Knowledge (Arcana); Knowledge (Architecture and Engineering); Knowledge (Dungeoneering); Knowledge (Geography); Knowledge (History); Knowledge (Local); Knowledge (Nature); Knowledge (Nobility and Royalty); Knowledge (Religion); Knowledge (Planes); and Linguistics.

Thus the library gives a +2 bonus to the skills named above (but only as they relate to water - Knowledge (local) for example will tell about the River Ivost and its tributaries, lakes and the locks on it, but it won't tell you what's in the forest across the river from Ivost town).  It also gives a +6 bonus to knowledge about water that does not fit neatly into any one of these categories (including subects that are divided among more than one area of knowledge, the chemistry and physics of water, taquan literature and so on).  The Chief Sage has knowledge (water) as his main area of expertise

This gives us 11 ordinary lots and 1 Master lot (equivalent to 6 ordinary lots) for a total of 17 lots at at a coost of 17,000GP

The Library also contains: 2 guard posts (1ss 600gp) one at the entrance and one on the inside preventing unauthorised access to the Librarians', Sages and servants' quarters; 2* Fancy Bedroom suite (2ss 10,000GP) home to the Librarian of Water and Chief Sage; 2 Fancy Bedrooms (2ss 8,000GP) home to the other two junior librarians and 2 junior sages; and one servants quarters (1ss 400gp) which can house up to six servants.

Total cost from the above is 69,500gp and concists of 12ss
Ghanek Brightwave
player, 137 posts
Ancient Mariner
Future Harbormaster
Thu 6 Jul 2023
at 21:54
  • msg #26

Re: Open Discussion: Building of Ivost

IVOST TRADING FACTORS OFFICES

These include both the public facing and behind the scenes parts of the offices in Ivost itself althouugh most of ITF's work is carried out on the Barge of the same name of which Ghanek is captain and Caoimhe is Drummer (and first mate).

This consists of:
  • A huge office (treat as two luxury offices) Needs 2 Clerks, 1 manager and 1 accountant 3ss and 30,000gp
  • A Luxury shop (requires 2*clerk 2 guards and 1 chief of security) 1ss, 16,000gp
  • Bar and restaurant (treat as fancy tavern) (needs 3*bar staff) 1ss, 4,000gp
  • Fancy Kitchen (needs 2 cooks) (provides meals for the restaurant) 1ss 12,000gp
  • 1 * fancy bedroom for chief of security and accountant  (1ss 4,000gp)
  • 1 * fancy bedroom suite (for manger) (1ss 5,000gp
  • 2* servants quarters (for the rest of the staff except guards and security)  2ss 800gp


This gives a total staff requirement of 4*clerk, 3* bar staff, 2*cook, 2*guard, chief of security, manager and accountant it needs 10ss and costs 69,800 gp
Ghanek Brightwave
player, 138 posts
Ancient Mariner
Future Harbormaster
Fri 7 Jul 2023
at 11:30
  • msg #27

Re: Open Discussion: Building of Ivost

Harbour and Lake

This consists of:
  • Harbour Wall:  Two hundred feet long with 30 feet below water and 10 feet above consisting of a forty foot tall hewn stone wall core built from the river bed but only 10 feet thick.  beyond a ten foot hewn stone core, the wall below the surface consists of living coral. This protects Ivost from variations in water level as well as protecting the ships in the harbour.  Total = 80 sections of hewn stone @ 600gp each and 120 sections of deep coral @ 200gp each for a total cost of 64,000gp
  • Quadruple extended dock: (room for 8 sea vessels or 16 river craft) 8ss 12,000gp needs 16 dockers
  • Extended dry dock: (can repair the Ivost Trading Factors and the Sun on the Water at the same time) 2ss, 15,000gp needs 6 dockers
  • Dockside Inn: (taken wholesale from Stronghold Builder's Guide p33) 16ss, 12,550gp needs 2 cooks, 2 dockers, 2 bar staff and 1 general servant
  • Dam: (similar to harbour wall above but only 80 feet long and includes two locks [treat as basic dock] to regulate the flow of water total cost = 25,600gp + docks.) 2ss 26,600gp needs 1 hydraulic engineer.
  • Lake:  Approximately the same area as Ivost itself and has drowned part of the Gloamwood across the river, a natural consequence of damming the river.
  • Aventi Village:  (Using the Coral Castle on p 107 of sttronghold builders guide.  Still mostly unoccupied. Population is for negotiation with the City of Ivost and with Ghanek's sister who will lead her followers there) 45ss 375,000gp


This gives a total staff requirement of:
24 dockers, 2 cooks, 2 bar staff and a general servant

Cost and ss requirements = 73ss and 595,150gp (26ss 30,550 gp excepting village, dam and walls which are outside the keep proper)
This message was last edited by the player at 13:43, Fri 07 July 2023.
Hathra Bonecrown
player, 141 posts
Mystical Theurge Lich
Overlord of Undead
Fri 7 Jul 2023
at 12:19
  • msg #28

Re: Open Discussion: Building of Ivost

Magical Maze beneath Wee Jas Temple

Maynitra:


Overview/brief notes:

Each of the Stars is a combined statue/altar of Wee Jas. The 4 that open into the crypts (and the one in the center) are unhallowed; the other 4 are not (but have magic aura on them to make it appear as if they are). 1 of these is at the entrance to the maze; the other three are crushing room traps with ghoul glyphs, triggered by examining/touching/interacting with the fake doors on the far wall.

Upper Left Crypt: For rich families and their servants -- individual coffins/biers
Upper Right Crypt and Lower Left Crypt: For middle class families -- mausoleum-type crypts stacked 3 high
Lower Left Crypt: The Bone Pit -- for remains after funds have run out for other crypts, or criminal remains after they've paid their dues, or for poorer folks who wish for some degree of protected rest (as opposed to burial outside)
Center Crypt: Two revered necromancers of Wee Jas, plus the Sepulcher (open against the back wall of the crypt). Note that there is a 10'x10' antechamber immediately outside of the center crypt (marked with a number 1 in a circle); on the opposite side is a fake antechamber, which also contains a crushing room trap/ghoul glyph combo.

I haven't placed the crushing wall traps yet. Right now I'm thinking that the crushing mechanism operates vertically (ie, descending ceiling or rising floor type, instead of walls closing in from sides), just to leave room for the necessary mechanical apparatus.

The numbers are references for the rotating platforms, indicating places that must line up in order to gain passage between sections. Doors that have a line through them are blocked by rotating walls.

As I think of other stuff, I'll add it; otherwise, I'll be intermittent for a week, starting tomorrow!

Edit: I did think of one thing -- the numbers guarantee that there is at least one path through. I'm guessing, however, that there are multiples ways to make it to the center. Choosing the rotation rates of the sections will determine how long the entire trip takes.


Details
Sepulcher of Wee Jas (pg156, Complete Champion) is located in the middle of the maze (paid already in my char sheet).

Components:
1xAuditorium; Memorial Services (fancy), 2,000gp
2xWorkplace; Morgque (fancy), 4,000gp
13xStorage; Crypts (split 4 ways and 1 for sepulchers, fancy), 13,000gp
20xLabyrinth, 10,000gp
Total: 29,000gp (36 spaces)

Walls (both external and interior): Reinforced Masonry w/thin layer of lead, 1,450gp per space (cost doubled in maze/labyrinth parts), assuming morque+catacombs would be no more than 16 spaces and maze itself is 20. So the total cost of walls; 81,200gp

Wall Augmentations: Ethereal Solid, +12,000gp per space (cost doubled in the maze, but only half the walls are enchanted against ethereal travel in the maze to seal the rings and make some spots passable), 432,000 (costs only 3/4 cause Hathran himself cast and enchanted the walls, using CL 28 for dispelling purposes).

Doors:
2xMain doors (entrances both to maze itself and to Sepulcher), Iron w/amazing locks (DC 40) + arcane locks, 1,350gp
4xStone Doors (to crypts, secret and arcane locks), 2,100gp
4xFalse Stone Doors (lure victims to crushing rooms, DC 40 spot them being fake, and behind these doors is a ghoul glyph and trigger for a crushing room which closes all entrances to the room), 2,400gp
Special; All doors are time locked, main entrance doors are open 12 hours of the day, meaning 12 hour period you cannot open the doors even if have the right key and the person who open them. Crypt doors are closed except one every hour (depending on the maze cycle).

Area Enchantment:
1xForbiddance cover 300'ft cube, 5,000gp (CL 28, boosted CL using consumptive field greater)
36xPrestidigitation (erase writings): Every space in the maze has minor enchantment which erases any use of marking methods after 1-minute markings plainly disappear and keep areas clean of dust, imagine the cost be 500gp per space so a total of 10,000gp for this feature.
5xUnhallow; Five unholy sites (shrines to Wee Jas) in the maze provide 40'ft radius silence effect vs all who are not followers of Wee Jas. They are located at the real crypt doors and in the center of the maze and they also have a customized ley-line network to allow connecting the shrine effects to each other and allow effects to affect all parts of the maze, with a total cost of 15,000gp per year (3,000gp each) and 7,500gp for custom leyline network
1xMage's Private Sanctum, 12,500gp (cover XP cost for permanency, CL 28); Covers entire crypts/maze

Machinery: Unknown how much it would cost for clockwork functioning machinery which slowly 'spins' the entire maze in three circular areas (powered either by water wheels connecting to the underwater river or pushing base foundation gears by mindless undead). But could go for 1,000gp as the base cost per maze space, so it would be 20,000gp to build such a machine.

Traps (Hathran build all of them, cost already halved):
4xCrushing Room traps, 58,000gp (includes a ghoul glyphs for each one, which Hathran can renew)
4xCrushing Wall traps, 50,000gp (includes a ghoul glyphs for each one, which Hathran can renew)
4xSpiked Pit Traps, 8,000gp
6xExplosive Runes five times (on Sepulcher of Wee Jas and four real crypt doors, to enter the crypt need put in a 'code' and if give the right code it reveals runes that you need to read to bypass the arcane locks, but in case you give the wrong input to reveal the code it reveals explosive runes which leads to 36d6 force dmg by CL 28 source upon the reader and to 10'ft from the door), Hathra can renew these sigils as needed.

Extras: Hathran has acquired and brought in four gelatinous cubes into the maze as means of keeping it clean from biological matter (not entering crypts). Albeit exact locations where oozes can be at any given time are randomized but they are a low threat overall if you do not stumble into one blindly.

Used 710,550gp from 800,000 stronghold budget. The rest budget went to three permanent teleportation circles (connecting Hathra's businesses together) and staff salary (around +7K).
This message was last edited by the player at 16:16, Fri 07 July 2023.
Ghanek Brightwave
player, 139 posts
Ancient Mariner
Future Harbormaster
Fri 7 Jul 2023
at 14:15
  • msg #29

Re: Open Discussion: Building of Ivost

In reply to Ghanek Brightwave (msg # 27):

Lighthouse
This consists of three storeys plus the rooftop terrace which surrounds the light itself:

These are:
Ground Floor (or first floor for Americans):
  • Fancy auditorium (five times normal size to hold 150 people) 5ss  10,000gp does not need staff
  • Barracks (with room for 100 guards) 10ss  4,000gp
  • 2* guard posts (1 at foot of stairs to first floor, other at entrance from the rest of the keep) 1ss 1,000gp  needs 2 guards per shift
  • Basic but huge kitchens (able to make simple fingerfood for 150 people) 10ss 20,000gp needs 10 cooks)

First Floor (or second floor for Americans):
  • Fancy Residential Quarters (for up to 15 senior followers)
  • 15ss    66,400gp  needs 2 cooks 1 servant
  • Quarters for Ghanek and Garth (consisting of 2 luxury bathrooms and 2 luxury bedroom suites)
  •   8ss    70,000gp  needs 4 valets and 2 other servants

Top Floor:
The top floor consists entirely of the gallery of shadows, an enormous training area for rogues kept in permanent shadow (neither light nor dark) 10ss 20,000gp
Rooftop Terrace:
This is where the light is... it may be a permanent light or a brazier kept permanently lit depending on available funds.

This gives us a total of:  58ss, 190,400gp and needs 4 valets, 2 cooks, 3 servants (and 2 guards per shift)
Ghanek Brightwave
player, 140 posts
Ancient Mariner
Future Harbormaster
Fri 7 Jul 2023
at 14:39
  • msg #30

Re: Open Discussion: Building of Ivost

The Rest of the Keep

The rest of the keep is based on the Cheap Keep (on page 105) of the Stronghold Builders Guide (28ss 70,000gp - needs 1 cook, 2 servants, 1 valet, captain of the guard and 9 guards) with the addition of:
  • a marine training base (based on the army base on p 33 of the Stronghold Builders Guide but only needs 10 guards who are essentially trainers in addition to 4 cooks - note, the base is partly flooded, this is deliberate) 29ss 24,000gp.
  • Temple of Istishia 5ss    14,900gp  needs 2 acolytes (Clerics of Istishia)
  • Basic chapels for worshippers of Deep Sashelas and the Whale Mother  2ss 2,000gp  doesn't necessarily NEED any staff but there are clerics of each of these gods available to conduct services
  • Fancy Chapels for worshippers of Aventernus and Geshtai  4ss 12,000gp needs 2 acolytes (one cleric of each of these gods)



This gives a total of 68ss 122,900gp and needs 5 cooks, 6 clerics, 9 guards 2 servants, 1 valet and 1 captain
Ghanek Brightwave
player, 141 posts
Ancient Mariner
Future Harbormaster
Fri 7 Jul 2023
at 14:52
  • msg #31

Re: Open Discussion: Building of Ivost

So this means I've spent 1,047,750 gp and used 221ss not counting the two ships and apparatus of the crab which Ghanek paid for himself (on his sheet - total value 216,000gp)  Given his budget of 1,000,000 for his stronghold, I need to adjust his own payment toward the ships etc but I can't do the math right now.
Narrator V
GM, 1632 posts
I am the rules judge
& apparently the sole GM
Sat 5 Aug 2023
at 05:38
  • msg #32

Re: Open Discussion: Building of Ivost

Once we have all characters reviewed, I'll go over the group assets, first and foremost the group canon history.
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