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The Settlement
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Each month, (1d100)new people may come to the settlement from the mainland. Increasing the security level of the encampment increases the likelihood of people coming over. The base modifier for new settlers is - 70. For each batch of new settlers, there is a small chance (1%) of special NPCs arriving who bring something to the settlement in terms of sales, crafting or quest opportunities. The percentile chance of these NPCs joining increases with each settlement upgrade that is made.
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Material costs
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Material costs for privately owned properties like houses must be paid for. Wood costs 5GP and stone 10GP each. On top of this, labourers must be paid 1GP per day of work if the player wishes to hire people to build their house.
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Info
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If a building has a skilled worker requirement, at least skilled worker needs to be present for the building to start. Civilians have proficiency in Carpenters tools.
Buildings that have wood as their heighest resource require Carpenter Tools to Construct
Buildings that have stone as their heighest resource require Masonry Tools to Construct
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Built or building
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BonusNormal build
Wood costStone costSpecial CostUnproficient
Labor
Proficient
Labor
Quick Build
Upgrade
ServicesWorkersStatus
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Place of worship
Hlal
For those religious, being able to contact their god or at least give them a message is all they need to keep their sanity1 Week21 A room or a small building (or in
some cases – a tree) dedicated to
the worship of one of the many
Faerunian gods. The devotees
can spend their time here,
strengthening the connection
with their patron god.
Czopy NozedStarted:
05/02/2020
Finished:
12/02/2020
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Wood Cost:1 Wood = 5 GP
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Stone Cost:1 Stone = 10 GP
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18%
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Possibilities
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InformationNormal Build:
Built by Sully and citizens
Wood costStone costSpecial CostUnproficient
Labor
Proficient
Labor
Quick BuildUpgrade
ServicesSpecial NPC modifier increase. Status
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ForgeCreating gear and managing minerals and crafting3 weeks42121 helper = 2 weeks
2 helpers = 1 week
RefineryUnlocks Smith Crafting and research2 %
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RefineryA Refinery is required if you ever wish to process Iron you collect from the Iron Mine. 2 weeks410111 helper = 1 weekFinished:
09/10/2019
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Security level 1 - Fortified walls and tavernAlthough this upgrade does
not provide any individual
mechanical bonuses for the
PCs, extra security ensures that
the settlement cannot be attacked
by surprise, and reinforced
doors and windows grant
heavy cover for the defenders,
should enemies choose to
storm the settlement.
3 weeks300211 helper = 2 weeks 2 helpers = 1 weekSecurity level 2. The settlement is currently in a pretty poor state, defense wise. Bad things do happen: monsters walk into the settlement, raids from native tribes light the tavern on fire, a stray
fireball explodes in the street. The first upgrade to security ensures that creatures cannot walk into the settlement. Hatches in the wall allow PCs to shoot out of a defensive position. Increases the Settler modifier from -70 to -50.
1 %Finished: 16/06/2019
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Security level 2 - WatchtowerAlthough this upgrade does
not provide any individual
mechanical bonuses for the
PCs, extra security ensures that
the settlement cannot be attacked
by surprise, and a watchtower allows citizens and adventurer's to attack from a safe, elevated position in times of need.
4 weeks605222 helpers = 3 weeks 3 helpers = 2 weeks 4 helpers = 1 week Security level 3The second upgrade to security ensures that both players and citizens have a long headstart on enemies that approach across the plains. Furthermore, citizens can defend the settlement from an elevated position, reducing casualties in the event of an attack on the settlement. Increases the Settler modifier from -50 to -30. 1%Finished: 22/06/2019
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Security Level 3 - Stone wallsAlthough this upgrade does
not provide any individual
mechanical bonuses for the
PCs, stone walls provide additional protection to the settlement, increasing the likelihood of people settling down in Carracosta.
12 weeks20120352 skilled workers and 2 unskilled works = 8 weeks
5 skilled workers and 3 unskilled workers = 4 weeks
Security level 4The third upgrade to security protects civillians from outside attacks. It increases the likelihood of settlers landing and remaining in carracosta. Increases the Settler modifier from -30 to -0. 2%Finished: 03/10/2019
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Security Level 4 -BarracksThis upgrade provides additional security by means of a police force and/or an army. From this point on, Citizens have the option to become Guards or Soldiers8 weeks4040Sergeant232 unskilled workers and 3 skilled workers = 4 weeksThe fourth upgrade adds additional security as well as training for citizens. Increases the Settler modifier from 0 to +20. 3%Finished: 17/11/2019
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Security Level
5 - Steel Bastion
This upgrade does not provide any individual mechanical bonuses for the PC's but turns the walls of the settlement in Iron coated walls able to fend of almost any non magical attack launched at it. While it requires a lot of time and effort, it will certainly attract many people to the settlement36 weeks040120 Iron301510 unskilled workers and 5 skilled workers = 24 weeks
20 unskilled workers and 10 skilled workers = 12 weeks
30 unskilled workers and 15 skilled workers = 8 weeks
The Fifth upgrade adds immense security and an almost impenetrable wall.
Increase the Settler modifier from +20 to + 100.
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Sea buildings
level 1 - Dock
Although this upgrade does
not provide any individual
mechanical bonuses for the
PCs, the galley can now be accessed directly by feet instead of with a little boat.
3 weeks3010121 skilled worker = 2 weeks
2 skilled wokers and 1 unskilled worker = 1 week
Little HarbourRight now the boats have no way to dock and have to drift off in the open ocean, which is quite dangerous. With your boat docked, you do not have to worry about it getting destroyed by the ocean1%Finished: 28/06/2019
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Sea buildings level 2 - Little harbourAlthough this upgrade does
not provide any individual
mechanical bonuses for the
PCs, we can now have the galley and another boat anchored next to it safely.
6 weeks6020231 skilled worker = 5 weeks
2 skilled workers = 4 weeks
3 skilled workers = 3 weeks
3 skilled workers and 2 unskilled workers = 2 weeks
HarbourThe first upgrade allows ships to dock more often as now two ships arrive per month. DM's now roll twice on the People arriving table at the start of each month2%
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Sea buildings level 3 - HarbourAlthough this upgrade does not provide any invididual mechanical bonuses for the PCs, we can now host multiple boats and trading,12 weeks2060Harbour Master231 skilled worker = 10 weeks
2 skilled workers = 9 weeks
3 skilled workers = 8 weeks
3 skilled workers and 2 unskilled workers = 6weeks
The second upgrade allows ships to dock even more often as now three ships arrive per month. DM's now roll thrice ont he people arriving table at the start of each month1%
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Pit Fighting PitThis opens up the pit fighting downtime. With adjusted earning2 week4111 worker = 1 weekOpening up the Pit fighting downtime requires a pit, you made this pit.Finished:
04/08/2019
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Pit Fighting Pit Upgrade.
Arena.
With more citizens and adventurers, it is now time to expand the fighting pit.
The foundations needs to be laid, and then expanded on, this is the start of a the first grand Carracostan Coliseum.
10 weeks60100Enough Rare creatuers captured
1042 Skilled workers and 5 Unskilled workers are the minimum to work on this building.
4 skilled workers and 10 unskilled workers = 5 weeks
Expanding the Fighting Pit into a proper arena that can house a much bigger crowd, as well as rare creatuers to fight, will certinly improve the amount of money that is exhanging hands during the betting. 2%
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Fishing cabin
The Fishing Cabin improves food and is able to sustain 10 people per day
1 week
21Sustains 10 people per weekFinished: 06/07/2019
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Road to the Orc EncampmentImproved roads reduce travel time both to and from the destination. This allows allied forces to reach the settlement faster in times of need. 5 weeks51 helper = 4 weeks
2 helpers = 3 weeks
3 helpers = 2 weeks
4 helpers = 1 week
Reduced travel time increases trade. This allows the settlement to trade more stones for wood. Reduces travel time to a quarter of a day. Mounted travel is reduced to one eight of a day. Finished: 26/06/2019
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Road to the Necromancer EncampmentImproved roads reduce travel time both to and from the destination. This allows allied forces to reach the settlement faster in times of need. 4 Weeks41 helpers = 3 weeks
2 helpers = 2 weeks
3 helpers = 1 week
N/A
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Road to the Brown Stag EncampmentImproved roads reduce travel time both to and from the destination. This allows allied forces to reach the settlement faster in times of need. 9 Weeks71 helper = 8 weeks
2 helpers = 7 weeks
4 helpers = 6 weeks
5 helpers = 5 weeks
6 helpers = 4 weeks
Finished:
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Road to the Stone Wood EncampmentImproved roads reduce travel time both to and from the destination. This allows allied forces to reach the settlement faster in times of need. 1 Weeks1Finished: 09/09/2019
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Road to West World OutpostImproved roads reduce travel time both to and from the destination. This allows allied forces to reach the settlement faster in times of need. 8 Weeks71 helper = 8 weeks
2 helpers = 7 weeks
4 helpers = 6 weeks
5 helpers = 5 weeks
6 helpers = 4 weeks
N/A
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Road to Serpentwatch OutpostImproved roads reduce travel time both to and from the destination. This allows allied forces to reach the settlement faster in times of need. 1 Weeks1N/A
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Tavern improvement - BreweryAn old brewery was discovered under the tavern not too long ago. This brewery could really use some repairs to it's walls as well as some fresh barrels. Now that our relationship with the necromancer is getting tense, it would be good for us to look into new options. The ability to brew our own alcohol is the next step to independence. Players might be able to commission or brew their own alcoholic drinks. 2 Weeks23Three units of Chillbark, a rare type of wood that would keep our alchol cold. 111 helper = 1 weekThe ability to brew our own alcohol is the next step to independence. Players might be able to commission or brew their own alcoholic drinks.
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Tavern improvement - Rooms upgradeSofter beds, comfortable sofas
and chairs, a washbasin in
every bedroom, or perhaps
even a dedicated bathing room
with a small fire elemental
heating up water – all these and
more make the PCs miss their
home when they spend another
dreary evening huddled in the
dark and rain somewhere out in
the dangerous world.
4 Weeks2- 6 Wools
- Assistance of Fire Elemental
21 helper = 2 weeksImproving the tavern provides the opportunity to have overseas explorers visit the settlement which carry rare supplies. 2%N/A
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Tavern Improvement - Kitchen UpgradeWith a kitchen, the staff in the tavern can cook better meals for more people. Everyone forgets their troubles when they have good food.4 Weeks2621 helper = 2 weeksUnlocks the ability to have special meals crafted that grant temporary bonuses 1%Finished: 07/07/2019
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Mine level 1 - MineshaftsA mine can deliver resources to the colony based on its location.
The Following resources can be delivered form a mine. Opening up miner jobs, Each miner can gather 2 of the resource gained per day. But depending on the distance from the colony might take longer to deliver it.
Stone:
Coal:
Iron:
Silver:
Copper:
Gold:
Anything but Stone mines require a specialized location.

Important: Miners require housing to properly work close to the mine and safe keeping. As long as the colony does not have at least 1 adventurer stationed here miners cannot work safely. This requirement is removed once the outpost closest to the mine has barracks
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Mine level 2 - QuarryA quarry enabled the miners to gain more resources per day, doubling their efforts up to 4 resources per day8 weeks12 wood36 Stone411 worker = 7 weeks
2 workers = 6 weeks
3 workers = 5 weeks
4 workers = 4 weeks
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InnInstead of an outpost, an inn can be built. An Inn does not have any defenses but can be built in areas with allies, allowing adventurers to travel further6 Weeks6030Innkeeper221 worker = 5 weeks
2 workers = 4 weeks
3 workers = 3 weeks
4 workers = 2 weeks
2%
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Alchemical LabA place for distilling, mixing and crafting alchemical things. Can also be used for alchemical research.3 weeks42121 worker = 2 weeks
2 workers = 1 week
Unlocks Crafting and researching of alchemical items1%N/A
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LibraryA place to study and put your books. You can learn new information here and research things of which you have information books4 weeks124123 workers = 2 weeksLibrary Upgrade I1%
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Library Upgrade I A place to study and put your books. You can learn new information here and research things of which you have information books2 Weeks54Research Assistants and 5 new books112 workers = 1 weekUnlocks the Research Assistants. Started:
22/08/2019
Finishes:
29/08/2019
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Basic FarmThe Farm improves food and is able to sustain 10 people per week
1 week
21Better FarmSustains 10 people per week
Notice: Farms can only be constructed outside of the walls and as such are extremely vulnerable to raids and wild animals
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Improved FarmThe Improved farm can be constructed around a basic farm, improving the fields and gaining more tools to expand the harvest. The Farm can now Sustain 50 people per week4 weeks62123 Workers = 2 weeksWindmillSustains 50 people per week
Notice: Farms can only be constructed outside of the walls and as such are extremely vulnerable to raids and wild animals
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WindmillA windmill is a basic tool to create food in mass. As such this upgrade allows you to sustain 75 people per week8 weeks2410121 worker = 6 weeks
2 workers = 4 weeks
3 workers = 2 weeks
Sustains 75 people per week
Notice: Farms can only be constructed outside of the walls and as such are extremely vulnerable to raids and wild animals
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Basic Stables
(Can be built for personal use as well)
Stables can house personal mounts and animals safely. These stables exist as a precaution to protect both your animals and the general public from animals running wild in the settlement. Basic Stables consist out 2 pens, each can contain 1 large creature, 2 medium creatures, 4 small creatures or 8 tiny creatures. 2 weeks62112 workers = 1 weekExpanded StablesTalonar +1 workerStarted:
19/01/2020 Finishes:
29/01/2020
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Expanded StablesStables can house personal mounts and animals safely. Expandes Stables consist out of 4 pens, each can contain 1 large creature, 2 medium creatures, 4 small creatures or 8 tiny creatures2 weeks62112 workers = 1 weekOverhauled Stables
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Overhauled StablesStables can house personal mounts and animals safely. Overhauled Stables consists out of 6 pens. 4 Large sized pens, which can cointain 1 large creature, 2 medium creatures, 4 small creatures or 8 tiny creatures. And 2 Huge Sized pens which can cointain, 1 Huge creature, 2 large creatures, 4 medium creatures, 8 small creatures and 16 tiny creatures.4 weeks612112 workers = 2 weeks
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Place of worshipFor those religious, being able to contact their god or at least give them a message is all they need to keep their sanity1 Week21 A room or a small building (or in
some cases – a tree) dedicated to
the worship of one of the many
Faerunian gods. The devotees
can spend their time here,
strengthening the connection
with their patron god.
2%N/A
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Temple Of ???A stone temple or a big building devoted to a singular god or pantheon. Worshippers can deliver small services to the colony and be trained in the way of this god16 weeks50100High Priest1042 Skilled workers and 5 Unskilled workers are the minimum to work on this building.
4 skilled workers and 10 unskilled workers = 8 weeks
Unlocks the "Religious Service" Downtime activity.2%
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Outpost An outpost may be established at any place on a tile at least 3 tiles away from any other outpost. After establishing another outpost, outposts can be upgrades seperatly as you wil find under the Outpost Buildings A source of fresh water also needs to be within the tile an outpost is created 5 weeks1010 Settlers5 1 Worker = 4 weeks
2 workers = 3 weeks
3 workers = 2 weeks
4 workers = 1 weeks
Allows adventuring parties to travel further into the island
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Faction HQIf you want to create a Faction with a certain set of values and motives you might want to create a Faction HQ. These can look like however you want them and can even have the functions of another building on this list. If the cost for that building is higher then that of the Faction HQ then take that building's construction time and resources instead of this one. If it is lower then that of the Faction HQ then do nothing as you need space to organize things ontop of the normal business

As you finish the Faction HQ, the creator of said faction picks two classes (and two subclasses of those classes). The faction gains the ability to train member/ NPC's in features of this class up to the third level of a class. These NPC's can be used (By their trainers) as "Fill in" PC's on quests that are left open, remember, these npc's are still npcs. Each time they are trained, they gain a class feature, an extra hit dice and the basic proficiencies of the class they first train in.

For spellcasting, training an npc to become a 1st level spellcaster is 1 time training, to become a second level spellcaster is 2 times training and a third level caster (max) is 3 times training

To train an npc into your faction, you must have first caroused and gained npc contacts or some other way in which an npc is friendly towards you and willing to join your faction. Then it will cost you time and money appropriate to how many times the npc has already undergone such training like the table below:

1st Time: 1 week and 200gp
2nd Time: 1 week and 500gp
3rd Time: 2 weeks and 900gp
4th Time: 2 weeks and 1,400gp
5th Time: 3 weeks and 2,000gp
4 weeks124A Group of people willing to go under one banner. Becoming a Faction upon this building's construction213 Workers = 2 weeksWhen a faction HQ has been constructed, you can now officially call yourself a faction. This comes with some benefits and detrements determined by what your faction does and stands for.
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House BasicA basic, one-bedroom house. Has a small kitchen / dining area and a bedroom seperated by a partial wall in the back. Has room for storage and minor indoor crafts.1 week211House Normal
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House NormalYour standard white-picket-fence house. Two bedroom, one living area with a kitchen and walled-off section for a bathing tub. Has room for storage and minor indoor crafts. 2 weeks21111 Worker = 1 weekHouse Big
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House BigLarge family home. Three bedrooms with separate bathroom. Separated kitchen and living area. Storage room and crafting room for minor indoor crafts. 4 weeks2010221 worker = 3 weeks
2 workers = 2 weeks
3 workers = 1 week
House Luxurious
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House LuxeriousCrème de la Crème of houses. Two storage, four bedroom house with spacious bathing room. Choice between large storage room or indoors crafting area room for minor crafts. Furnished kitchen, dining and living area. 8 weeks4020441 worker = 7 weeks
2 workers = 6 weeks
3 workers = 5 weeks
4 workers = 4 weeks
5 workers = 3 weeks
6 workers = 2 weeks
7 workers = 1 week
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Stats
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Last Updated16-02-2020
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ByMark
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WoodP/D4
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StoneP/D 4 Mine + 2 Trade
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Iron P/D4
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Wood:802
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Stone:940
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Iron:432
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