Welcome to the world of dragons Grotto!
Dragon's Grotto
Player Handbook
A Rule Handbook
Version 1.2
Table Of Contents
Preface
Hello and welcome Adventurers! This document is about housing and it will outline the introduction of tables and what housing rules are in effect.
Creation
This Compendium has been created by the Dragon's Grotto Team using the GM Binder Website.



Joining the Guild
By creating a character, you are automatically joining the dragon's grotto Guild. During registration, Scarlet, the guild leader, takes one fingerprint of your blood for the purposes of "scrying, should you ever be lost". If your character would not submit to this, please make a different character. You must be a member of the guild in order to participate in guild missions (the majority of sessions). Should your character ever be removed from the guild (e.g. exiled), you may request a DM to run a non-guild game in which you may take part to work towards rejoining the guild.
Character Creation
You are free to create as many characters as you wish, but it is not required to have more than one. Characters will generally start at level 3, but certain campaigns may require a level 1 character. See below for instructions on creating a character.
We allow almost all published races and classes, and several UA and homebrew classes and races, as detailed in the Allowed Content document. Characters should fit within this world of ours and not exist simply to poke holes in the lore. Do not reflavour races unless explicitly allowed by the Lore Masters or an amin. This especially, but not exclusively, pertains to reflavouring a race as another, pre-existing race. Use of any and all character sheets is permitted, as long as they are legible by an observer unknowing of the format. Below is our own suggestion, due to it being mostly self-filling and dynamic: MPMB sheet (it needs Acrobat Reader DC to work correctly - a free to use program). After picking a sheet, on to actually making your character! The following steps might seem a tad boring to more experienced players, but give them a read anyway, for the minor variations our server has.
Choose a Class.
Here is our Allowed Content. all content is in Play testing and that means the content could potentially be banned in the future, and DM’s can ban that specific content from being used in the games they run (In practice DM’s rarely do this however).
Choose a Race.
There is again more content allowed than just the PHB (see Allowed Content). There are also several homebrew classes available, which can be found in the allowed content document.
Determine your ability scores. You may take the
standard array (15, 14, 13, 12, 10, 8) or use a point buy of 27, where max is 15, and min is 8, before racials, There is a nice point-buy calculator here which makes things easier.
Describe your character.
What is their background, their personality and ideals, their alignment? We shall never ask for such information in any official capacity - this is solely for you and your interactions throughout the world. Note that a character’s age is required to be at least the equivalent of a 16-year-old human. Different races age at different rates, but keep this in mind. A kobold character is for example, allowed to be 6 years old, as they reach adulthood at that age.
Select equipment.
This is usually determined by your character’s class and background. Alternatively, you may choose to roll for gold based on your class and buy equipment that way. Use the channel #character-creation-log to roll for gold, and use PHB prices to buy items in the channel #downtime-log. Once you roll you must use the result! Instructions are also listed in the pinned messages of the respective channels.
Determine the character’s health points.
For the first level, you do not take the average or roll, but gain the maximum of your hit die. For example: at 1st level a fighter with 12 Constitution will have 12 health points, and then on levels after one you have a choice of taking rolls, or average. Keep in mind that ‘average’ means, for example, 5 hp for a 1d8, and a 6 for a 1d10.
Select spells
(if applicable for your character’s class). A multiclass table regarding spells known, spells prepared and slots to cast them - along with all other multiclassing information can be found here.
Finishing up.
When you are finished, drag and drop your character into your google drive folder. then ask a Player Relations member to check your character sheet.
You may ask for a rework of your character, if under lvl 6. Please contact an admin for permission. This can only be done once per character.
Upon creating your character, and getting it approved find a game and have fun! Our community also boasts a fairly robust text RP section, with multiple channels. It is by no means necessary to participate in such, those so inclined are free to dive in - once a character is created.



Down Time Points:
Are earned in our games through playing in Sessions, Attending Events, and rarely awarded for various other things.
-
DTP are earned at a rate of a static rate of 5 per in game hour, or 2 per in game half hour.
-
DTP are account bound, and can be spent by any character that the owning player has.
There are multiple uses for DTP and many are documented below.
Working a skilled trade:
You can spend a number of DTP to have a character of yours earn gold by working a skilled trade, If you have the associated proficiency in an artisan’s tool or musical instrument, you may choose to use them while working a trade to earn extra Gold.
The formula for working a skilled trade is as below;
- /r Xd6+(X) (where X is number of DTP spent, for a non proficient trade)
OR
- /r Xd6+(X*Y)(Where Y is your proficiency bonus, for a proficient trade)
Also
If you have expertise in an artisan's tool or instrument, you may instead use the formula
- /r Xd6+(XY2)
Note
This Does Not Include Ability Scores.
Learning Experiences
You as a player are allowed to learn languages, artisan tools, instruments, and proficiency with gaming sets, or vehicles
You can arrange to teach another player a language you are proficient in, or a tool you have expertise in. To do so, the student must spend the full DTP cost outlined below, while the teacher spends half the DTP cost. DTP spent in this way cannot be used for working a trade. When learning a language or tool proficiency in this way, the gold fee below is waived and instead any gold cost is set by, and paid directly to, the teacher.
Proficiency
| Type | Downtime Cost | Gold Cost |
|---|---|---|
| Common Languages | 115 DTP | 500gp |
| Artisan Tools | 115 DTP | 500gp |
| Instruments | 65 DTP | 150gp |
| Vehicles | 65 DTP | 150gp |
| Gaming Sets | 65 DTP | 150gp |
Expertise
| Type | Downtime Cost | Gold Cost |
|---|---|---|
| Exotic Languages | 225 DTP | 1000gp |
| Artisan Tools | 65 DTP | 250gp |
| Instruments | 65 DTP | 250gp |
Note
In Order to Use the above expertise table, you must already have proficiency with the tool, or instrument, the only exception is the Exotic languages.
Expert being only unlocked to the server when a NPC of great importance is “saved” or “comes to town” idea to be talked about with staff.
Spell casting
Spells can be cast outside of session at a cost of a minimum of 1 DTP, each DTP is worth twelve hours of cast time, multiple spells can be cast in one day.
DTP is also required to cast spells or copy spells into a spellbook, at a rate of 1DTP per 12 hours, or part of 12 hours. For each level of the spell, the process of copying a spell into a spellbook takes 2 hours and costs 50 gp. For example, for 1DTP and 200gp you could copy four 1st-level spells or one one 4th-level spell into your spellbook. A list of publically available spells is currently posted Here.
Travel
You must spend DTP to travel outside of Ivoryhold when not in a session. Below is the travel time comparisons of various methods These are one way only, and you must spend the same DTP to return, or return by another method, with the exception of instant teleportation, should the caster have sufficient spell slots and the activity in ivoryhold take less than a day. Keep in mind unless stated otherwise there are no NPC casters to cast the below spells.
| Type | DTP Travel Cost Percentage |
|---|---|
| Walking | 100% |
| Riding | 75% |
| Phantom Steed | 50% |
| Wind Walking | 25% |
| Teleport, or similar | One DTP |



Faction services:
Characters in service of a faction, or who want to earn favors from a faction they are not a part of, may wish to spend their downtime earning renown for the faction, to level up in the faction, earn favors, or repay a debt. This can involve record keeping, cleaning work, assistance to fellow guild-members in small tasks, or other faction-specific duties.
Resources:
Performing work for the faction requires access to the faction’s headquarters or a local office of the faction. If such a place is available, the activity takes one workweek (7 DTP) of time but no gold expenditure.
Resolution:
At the end of the required time, the character chooses to make a either a Charisma (Persuasion) check or a check related to the guild (Intelligence: Religion for a church, for example).
The total of the check determines the benefit of the service, as determined by the following:
- 1-10: No effect. Your efforts do not make an impression whatsoever on the faction.
- 11-20: You earn 1 renown with the faction.
- 21+: You earn 2 renown with the faction.
Complications:
It can be difficult to please everyone in a faction, and slip-ups are possible. If on the check at the end of the workweek a character rolls a one, regardless of if they earned a renown point or not, roll on the complications table or have the moderating member of staff choose one: You have offended a guild officer somehow by an offhand remark Another faction has decided to try to recruit you as an agent of theirs You have violated a taboo of the faction’s and must make up for this transgression A Sub-faction offers you a position in their membership You are requested to take up a difficult quest by the faction’s leadership You discover an agent or thief within the faction.



Research:
Those who prepare are often those who succeed. This downtime activity allows a character to find out lore and information regarding a monster, a race, an location, a magic item, or some other mysterious topic.
Resources:
A character will need access to a library of some form or manner in order to gain access to for this research. If not a member of a faction with a library and not having access to a library, one must pay for bribes, expenses, and gifts amounting to no less than 50 GP for access. The research itself will take two workdays to complete (2 DTP).
Resolution:
At the end of the required time, a staff member will determine if the character must make a check of INT: Arcana; INT: History, or INT: Nature; with the following bonuses applied:
- -10 if the library wouldn’t have the kind of information available in its records (Those with the Sage Background will know automatically whether or not a given library would have this information)
- +1 per every 100 GP spent, to a maximum of +6, for additional bribes Advantage if access to the library’s Restricted Section is secured, via faction rank or an additional 1000 GP bribe.
Outcomes:
- 1-5 You find nothing that you were looking for
- 6-10 you learn one piece of lore
- 11-20 you learn two pieces of lore
- 21+ you learn three pieces of lore
Each piece of lore is one true statement about a person, place, or thing. The member of staff moderating the roll is the final arbiter on exactly what information is learned.
Complications:
Ultimately many issues may arise when conducting research. Information may be false, fellow scholars may have become angered by your presence and try to give you false information, or the books may be in a language difficult to comprehend. If on the check at the end of the activity a character rolls a one, regardless of if they earned a piece of lore or not, roll on the complications table or have the moderating member of staff choose one:
- You accidentally damage a rare book
- You offend a librarian, who demands an extravagant gift
- The book you open is cursed.
- A scholar is trying to bog you down with esoteric theories about reality.
- You have been banned from the library until you make reparations.
- You obtained an additional piece of lore, but at a promise to complete.

Magic item Creation
For magic items, we use the Sane Magic Items Table, we created.
Tools -
Each item has a tool that is closely related to crafting it, if you are unsure what tool to use, ask a rules/admin team member, these are the mods as listed in sane magic item table.
| Tool | Stat that applys |
|---|---|
| Alchemist’s supplies | INT, WIS |
| Brewer’s supplies | CON, WIS |
| Calligrapher's Supplies | DEX, CHA |
| Carpenter’s tools | STR, CON |
| Cartographer’s tools | INT, WIS |
| Cobbler’s tools | DEX, WIS |
| Cook’s utensils | CON, WIS |
| Glassblower’s tools | DEX, CON |
| Jeweler’s tools | DEX, INT |
| Leatherworker’s tools | DEX, WIS |
| Mason’s tools | STR, CON |
| Painter’s supplies | DEX, CHA |
| Potter’s tools | DEX, WIS |
| Smith’s tools | STR, INT |
| Tinker’s tools | DEX, INT |
| Weaver’s tools | DEX, WIS |
| Woodcarver’s tools | DEX, WIS |
Formula -
When you break down an item, you understand its fundamentals, and can craft that same item without researching, you also may share this info with the guild, or friends, or heck, you might even be able to sell the formula. The alternative to breaking down items to gain formula, is the act of researching using the libraries, or maybe in quest npc’s using our research system listed on page 4.
Residuum -
This silvery magic dust is just as it seems, solid magic, the foundation of the universe, this dust is what allows the item to.. Well be magical, and thus have awesome abilities. That said all magic items have it, and can be broken down to gain back some of said residuum, to calculate what you get back, it's simple, just take the cost of the item to craft, and divide it in half, and log that into downtime, it takes six hours to break down an item, and you can take a minimum of 1 dtp in the log, so it's wise to break down two at a time.
Non Magic Item Creation
A character can craft mundane items found in the Armor, Weapons and Adventuring Gear tables of the Player's Handbook, provided they have proficiency in a relevant tool. To do so, they must provide raw materials equal to half the item's listed value and spend DTP equal to the value/25, or if expert at the cost of value/50
To craft the items, place the correctly formatted info into #downtime-log
Examples
John Doe is prof in smiths tools and wants to craft a breastplate
Breastplate - 400 gp cost and (400/25) equals 16 So it Can be crafted for 200 gold, and 16 DTP.
Jane Doe wants to show up her husband and craft a better breastplate in less time with her expertise.
Breastplate - 400 gp cost and (400/50) equals 8 So it Can be crafted for 200 gold, and 8 DTP.

Trading Rules
Because of the nature of a server this large, certain rules are in place to help provide balance to magical item distribution. Magic item loot is generally randomly rolled using a bot on the server, though other options are available (see DM Guidelines for more information). As such, characters will often want to trade items. The following rules exist with regards to trading. Please understand that these rules are an attempt to keep things fair and equitable while maintaining an easy to understand system. Try to act according to the spirit of these rules more so than the letter. The whole system is built on honesty, and trying to go around it will only undermine it for everyone else.
-
- Items are divided according to tier. You cannot buy an item of a tier beyond your level (please note you can use an item should you obtain it via a method other than trading). Exceptions to this may be made for "last wills" with admin approval only. Item tiers can be found here.
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- Please do not share items outside of sessions both parties are playing in. Items can be loaned/borrowed, but the loan must last for at least 2 weeks. Only one character may use the item during that time.
-
- Loot dropped in game is intended for the players and, if predetermined loot is used, should be chosen to be appropriate to the session. This does not mean that DMs can never purchase the items they drop. Instead, try not to make choices that benefit your own characters over those that would fit the session and party.
-
- Items can only be traded among your own characters if you have possessed the item for at least 1 month and they are the appropriate level to possess them. If you trade an item away, another of your characters cannot accept that same item in trade until 1 month has passed. Mundane items and gold cannot be traded between your own characters, even by proxy.
-
- Items and creatures from class features such as, but not limited to, the Artificer magic items, their thunder cannons, Beastmaster ranger companions, and the Wizard Artificer tradition potions, scrolls, and items, cannot be traded between characters. Items crafted using a Forge Cleric's channel divinity are exempt from this rule. Firearms gained as starting equipment cannot be sold.
Note
Please understand that these rules may be updated if exploits are discovered. We want trades to be fair, and any trade that seemingly tries to exploit the system may be retconned, even retroactively.
Terminology
Theater of the Mind (TotM)
Games ran purely in chat channels on Discord, using the Avrae bot for dice rolls.
Roll20
Games using the Roll20 Platform. Requires a free account, at https://roll20.net
Residuum
Collected in glass philters, a magic residue that can be used in the crafting of magic items.
Play by Post (PBP)
A game where players can post when they have time in response to the DM and each other. Great for those with difficult schedules, but a single game can take a significant amount of time to complete.
EOT
End of turn, normally used for text based combat.
DTP
Downtime points, the currency we use for activities outside of sessions.
RP examples and help
Do not take these as rules, just a general way of RP’ing if you want some help.
-
thoughts, and actions use * on each side of the text
-
“Words spoken out in character” use “ on each side of the text
-
thought communication, and telepathy normallyuse ` on each side of text -
Having (dragonic) “hello there.” is a good way of identifying a alternate language to common.
-
To express loudness or emphasis you can add in astrisks into speech, using one as you know italics it, and using two bolds the word it surrounds. An alternate is also to underline with two underscores around a word



The End of a story...
Character Death
Character death is an inevitable part of dungeons and dragons, and it may occur at any moment during any quest. When your character dies, you may request what you wish recorded on their grave stone and their death should be recorded in the #death-log channel. Their gold and items will be held under the control of a caretaker. The caretaker is another character nominated by the dead PC to handle and control the dead PC's assets, including their gold, items, and However, there are guidelines a Dungeon Master can follow to ensure that death is a part of the game that is implemented with fairness, and in good judgement. Creating encounters with appropriate challenge ratings for all characters participating that follows the outlines set in the Dungeon Master's Guide. Established rules are not a perfect balancing system, and in some scenarios (e.g a lone Succubus against a party of low level characters has the power to kill a character in a single attack) more judgement and discretion will be necessary. If a Dungeon Masters is not sure if a challenge will be balanced, it is advisable to ask the Rules Architects for their opinions. When a player character remains lies dead after a session, the player must be requested for what they want written on their character's gravestone, and the character's death should be recorded in the death log. The character's gold and items will be divided, either between the party members that survived them, or what was laid out in their will. If there are no survivors, the items remain where the party fell.
Becoming an NPC
Through the course of adventures, you may be confronted with choices or events that may turn your character into a Non-Player Character (NPC). Characters that become NPCs are no longer able to join sessions or are eligible to receive rewards (including experience, gold, items, or downtime points) and are no longer under the sole control of the player who created them. When this occurs, a PC becoming an NPC in this way should be annotated in the #death-log channel by the controlling DM. At their discretion, the DM may allow a player to continue to roleplay their character within certain guidelines they set out.
Things that can NPC your character include but are not limited to the following:
-
Becoming a non-approved monstrous race e.g.
-
succumbing to lycanthropy, vampirism, etc.
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Leaving the guild with no intentions of returning e.g.
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leaving the guild for an enemy faction.
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A full character rework e.g. reworking an existing character into a brand new one, NPCing the previous character.
Other effects as depending on the DM e.g. ascending to godhood as an end of campaign story reward. If in the course of events, the NPC resolves the events which turned them into an NPC in such a way as to make them an eligible PC again, you may regain control of the character as a PC e.g. if your NPCed character had been turned into a vampire and then later had their vampirism cured. Characters who leave the guild on good terms can ask to have their originally given blood destroyed, though Scarlet would try to convince them otherwise. To rejoin the guild at any point, blood must be re-given anew.
Help and Resources
Further resources can be found in the appropriate channel, or on the Drive . The Player Resources folder should be particularly useful. If you have any questions, head over to either the newcomers channel, or the character creation channel, or perhaps PM an available member of Player Relations.


II. Basic Housing Rules
So you have found a nice little lot of land in the slums have you? Well this is how you can use that land to build something, be it a house, a tavern, a guild hall, or even a inn!
Basic Construction Costs
| Building Size | Gold Cost | Downtime Cost | Rooms Per Floor |
|---|---|---|---|
| Small | 1500gp | 60 | 2 |
| Medium | 3000gp | 120 | 4 |
| Large | 6000gp | 240 | 8 |
| Immense | 12000gp | 480 | 16 |
Building Upgrades
Once a building is completed, you have the options below to upgrade the base structure.
| Expansion | Gold Cost | Downtime Point Cost |
|---|---|---|
| Small to Medium | 1500gp | 60 |
| Medium to Large | 3000gp | 120 |
| Large to Immense | 6000gp | 240 |
Extra Rules
If you have proficiency or expertise in either carpenter's tools or mason's tools, you may reduce the downtime cost of construction of a house or rooms by one quarter.
This reduction does not additionally apply to subsequent downtime point usage, such as crafting in the Tool Workshop.
Spell DC
Where appropriate, the spell DC for any effects imposed by the below room additions is 15. When constructed, any spell added to a room is permanent and any permissions or command words are set when construction is complete, unless otherwise stated.
Note
Keep in mind Housing rules are still in beta, and might be changed at anytime!
Please keep in Mind also that the maximum size for a single room is 30ft by 30ft. This is doubled for rooms that occupy two room slots.
The following rules are in place regarding housing:
-
An upgrade for a house must be in full, if you have a small house with two floors, and wish to upgrade to medium, you need to upgrade fully to a medium house with two floors at the time of upgrade.
-
Only characters who live in the house may benefit from rooms.
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Houses must have sufficient beds for the characters inhabiting the house in order to gain any mechanical benefits.
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Each resident is assigned a bed.
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Log housebuilding in downtime log, listing all residents.
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Ownership of a house cannot be split between multiple players.
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One player must be documented as the owner of the house, and in the event of their death select a beneficiary to receive ownership.
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DTP required to build housing can be reduced using Carpenter's or Mason's Tools with proficiency.
Magic Rooms
All rooms that replicate a spells effect require attendance of an ally that can cast the spell, or an additional cost of 1000g and 30 downtime points to hire a spellcaster from the grotto, unless otherwise stated within the document.


Rooms
| Room | Gold Cost | Downtime Cost | Mechanical Benefits & additional Costs |
|---|---|---|---|
| Bathing Room | 300 | 10 | Contains a tub large enough to accomodate 3 people, plus a large fireplace to heat the room and provide warm water and other amenities such as chamber-pots and mirrors. Also contains wardrobes that provide a set of both common and fine clothes for each resident of the house. |
| Bedroom - Bunks | 300 | 5 | May house 4 to 6 residents. protected by a simple wooden door and lock unless additional defences are constructed. Residents may flavour/design the room as they wish. |
| Bedroom - Private | 200 | 5 | May house one to two residents. protected by a simple wooden door and lock unless additional defences are constructed. Residents may flavour/design the room as they wish. |
| Chapel – Large | 6000 | 30 | Occupies two expansion slots. if you spend 10 downtime point whilst in this room, and perform a wisdom (religion) check, you may roll it with advantage. In addition, the chapel is under a permanent hallow effect, as per the spell, with the effects chosen on construction. All divination spells cast within this room function as if cast at one level higher, up to a maximum spell level of 9th. Lastly, you may hire one Priest (Monster Manual PG 348) OR Druid (Monster Manual PG 346) for an additional 3000g that will serve the owner of the structure, as well as assist in defense if the structure is under attack. Requires attendance of an ally that can cast the hallow spell, or an additional 1000g and 30 downtime cost to hire a spellcaster from The guild. |
| Chapel – Private | 2000 | 10 | If you spend 10 downtime point whilst in this room, and perform a wisdom (religion) check, you may roll it with advantage. In addition, the chapel is under a permanent hallow effect, as per the spell, with the effects chosen on construction. Requires attendance of an ally that can cast the hallow spell, or an additional 1000g and 30 downtime cost to hire a spellcaster from The guild. |
| Creature Pen | 2500 | 20 | If you construct this room, it serves as a holding pen for a single beast, either an animal companion, or any other non-sentient creature which the owner of the house has otherwise gained the trust of. |
| Dining Hall | 2000 | 20 | Before an adventure, you can spend a few hours before you depart in the dining hall. If you have proficiency in cooking utensils, every person who attends gains advantage on the next constitution saving throw against poison. Additionally, this room contains 4 unseen servants, which tend to guests and exclusively obey the commands of the ow4ner of the structure. These unseen servant cannot leave the room, and if killed, they will reappear at the next dawn. Requires attendance of an ally that can cast the Unseen Servant spell, or an additional 1000g and 30 downtime cost to hire a spellcaster from The Guild. |
| Docks - Water | 6000 | 30 | Occupies two expansion slots. A number of ships equal to half your house floors room slots may dock here. Small house: One berth, Medium house: Two berths, Large house: Four berths |
| Grand Feast Hall | 8000 | 40 | May only be built in a Large house. Occupies two room slots. Before an adventure, you can spend a few hours before you depart in the dining hall. If you have proficiency in cooking utensils, every person who attends gains advantage on the next constitution saving throw against poison. Alternatively, if you have expertise in cooking utensils, you may spend 2000g to prepare a grand banquet, which provides the same effects as the spell Heroes Feast. Finally, this room contains 10 unseen servants, which tend to guests and exclusively obey the commands of the owner of the structure. These unseen servant cannot leave the room, and if destroyed, they will reappear at the next dawn. Requires attendance of an ally that can cast the Unseen Servant spell, or an additional 1000g and 30 downtime cost to hire a spellcaster from The Guild. |
| Garden | 2000 | 10 | Spending 10 downtime points in the garden grants one of the following: You may craft 1d10+6 health potions without expending any gold, although you are still required to expend the crafting downtime points, You gather 10 days supply of rations, You reduce the gold cost of the next poison you craft by half, You harvest 10 portions of common root vegetables or fungi. |
| Healing Sanctum | 2500 | 20 | You may spend 5 downtime points in the sanctum. If you do you, you have advantage on the next saving throw against Disease or Poison. You may also cure one disease, poison or long-term madness. |
| Library | 2500 | 20 | If you spend 10 downtime points whilst in this room, and perform any Intelligence (knowledge) check, you may roll it with advantage. Additionally, you may hire one Illusionist (Volo's Guide to Monsters PG 214) for an additional 1000g that will serve the owner of the structure, as well as assist in defense if the structure is under attack. If the Illusionist dies, a replacement may be hired by paying the same cost again. |


Rooms (continued)
| Room | Gold Cost | Downtime Cost | Mechanical Benefits & additional Costs |
|---|---|---|---|
| War Room | 3000 | 20 | Journeying within a session that is pre-planned in the war room take one quarter less downtime points. If a structure that contains a War Room is under attack, all defenders of the structure when they make an attack roll may roll a 1d4 and add the number rolled to the attack roll. |
| Market Hall | 3000 | 80 | May only be constructed in a large house. Occupies two room slots. Provides a plaza to attract traders to your house. The owner of the house may choose to take the max gold when rolling to convert downtime to gold, instead of rolling. |
| Mortuary | 2000 | 20 | Any body or remains stored in this room are under the effects of the spell Gentle Repose. Requires attendance of an ally that can cast the Gentle Repose spell, or an additional 1000g and 30 downtime cost to hire a spellcaster from the guild. |
| Ritual Room | 2000 | 20 | While a character is in this room, casting times for spells cast as rituals are halved. Further, the material cost, if any, is also halved for spells cast as rituals in this room. Additionally, while standing in this room, the owner and allied creatures have advantage on saving throws required by ritual spells. |
| Stables | 3000 | 10 | Provides space to hitch up to 3 horses or similar mounts, as well a bit and bridle, saddle and saddlebags for each mount. Cannot accommodate huge size or larger mounts. If a mount spends a long rest in the stable, they gain an extra 10ft movement speed until the next long rest. |
| Tavern | 3000 | 20 | The owner of the structure and any guests he designates may purchase alcohol in this room at half cost. Any charisma checks rolled while in this room may be rolled with advantage. Lastly, you may hire one Bard (Volo's Guide to Monsters PG 211) for an additional 3000g that will serve the owner of the structure, as well as assist in defense if the structure is under attack. If the Bard dies, a replacement may be hired by paying the same cost again. |
| Theater | 2000 | 10 | Before an adventure, you may spend a few hours before you leave in the Theater with your adventuring party. Someone in attendance may make a Charisma (Persuasion), Charisma (Deception) or Charisma (Performance) check if they are proficient, with advantage. With a result above 20 every party member who attends receives a 1d6 Bardic inspiration die. If the person has expertise in the skill instead, then the party receives a 1d8 instead. This check may be performed only once before leaving. |
| Tool Workshop | 2500 | 20 | Upon construction, choose a tool. The room provides a set of the relevant tool whilst within the room for crafting purposes. These may not be removed. Whilst in the room, any checks with the chosen tool have advantage if proficiency in the tool is possessed. In addition, any downtime cost related to crafting is halved, if proficiency is possessed in the tool. This room can be constructed multiple times, choosing a different tool each time. |


Rooms (Defenses)
| Room Additions | Gold Cost | Downtime Cost | Mechanical Benefits & additional Costs |
|---|---|---|---|
| Armory | 2000 | 10 | May only be built in a medium or large house. Any guards within the structure cannot be under the surprised condition if the structure is attacked.Occupies a room slot. |
| Barbican | 3000 | 20 | May only be built in a Large house. Requires the gatehouse addon. A 10ft radius guard tower, three floors tall, with a crenelated roof. Arrow slits surround the walls, enabling the owner of the structure and his allies to fire from within. Creatures within, if attacked, have three quarters cover and total cover if hiding. Two of these may be built, one on either side of the gatehouse addon. |
| Escape Tunnel | 2000 | 10 | A secret tunnel runs from a point within the structure the owner chooses to another point within one mile of the structure. The owner knows the secret to opening this escape, as well as allies of their choosing. The escape tunnel requires a dc20 Intelligence (Investigation) check to discern its location. Subsequently, it will require a DC20 Wisdom (Insight) check to uncover how to open it. Occupies a room slot. |
| Garrison | 2000 | 30 | This expansion may house up to six guards that defend the structure if under attack. They follow the orders of the owner of the structure, but must still conform to Lerwicks laws. You may hire any combination of; Guard (Monster Manual pg 347) – 500g, Scout (Monster Manual pg 349) – 1000g, Spy (Monster Manual pg 349) - 2000g,Thug (Monster Manual pg 350) – 1000g. If these guards die, a replacement may be hired by paying the same cost again. Alternatively; This expansion may instead be titled ‘Arcanic Tower’ and may house up to six Apprentice Wizards (Volo’s Guide to Monsters pg 209) - 500g Occupies a room slot. |
| Gatehouse | 3000 | 20 | May only be built in a Large house. A section of wall that contains a heavy wooden gate, dc20 to break (and a drawbridge if positioned beside a moat). May be upgraded to a portcullis DC30, for an additional 2000g. |
| Moat | x | 60 | May only be built in a Large house. You may construct a moat up to a maximum of 20ft wide and 20ft deep encircling your structure. Costs 2000g per 5ft width. |
| Training Ring | 0 | 10 | Provides a location within the structure for the owner or guests to engage in duels. Occupies a room slot. |
| Defensive Walls | 8000 | 30 | May only be built in a Large house. Provides a 5ft thick, 20ft high wall encircling the structure made of wood or stone, no further than 30 ft from the walls of the structure. Each 5 ft section has an AC of 17. |


Room Additions
| Room Additions | Gold Cost | Downtime Cost | Mechanical Benefits & additional Costs |
|---|---|---|---|
| Alarm | 1000 | 10 | Functions as per the spell Alarm with the difference that the spell radius covers the entire room. The alarm that is triggered continues until the triggering creature leaves the room in which the alarm is set. |
| Animate Objects | 6000 | 10 | Functions as per the spell Animate Objects. The objects will attack enemies of the owner of the structure and in combat will obey all commands of the owner. The selection of objects is chosen upon construction. If the animated objects are destroyed, new targets may be chosen at the next dawn. |
| Antimagic Field | 80,000 | 10 | Functions as per the spell Antimagic Field, with the difference that the spell radius covers the entire room. |
| Arcane Lock | 1000 | 10 | Functions as per the spell Arcane Lock. May be constructed multiple times in a room. |
| Braced Door/Window | 500 | 10 | Adds 5 DC to the check required to break a door or window. May be constructed multiple times on different doors/windows. |
| Circle of Power | 10,000 | 10 | Functions as per the spell Circle of Power. |
| Extra-Dimensional | 100,000 | 10 | This rooms door opens to a pocket dimension, with the chosen rooms contents arrayed within. The room is immune to any scrying or tracking effects. Requires attendance of an ally with access to 8th level spells. Otherwise, a mage may be hired from the guild for an additional 2000g and 30 downtime points. |
| Hidden Door | 3000 | 10 | The entrance to this room and method to open is concealed. Requires a dc20 Intelligence (Investigation) check to discern it's location. Subsequently, it will require a DC20 Wisdom (Insight) check to uncover how to open it. |
| Magic Circle | 10,000 | 10 | Functions as per the spell Magic Circle. |
| Magic Mouth | 100 | 10 | Functions as per the spell Magic Mouth. When constructed, the owner of the structure may chose what sound or words are produced, and what the trigger is. if dispelled, it may be re-cast. |
| Mordenkainen's Faithful Hound | 6000 | 10 | Functions as per the spell Mordenkainen's Faithful Hound. The hound may not leave the room in which it is assigned. If destroyed under any circumstances, it will return at the next dawn. |
| Unseen Servant | x | 10 | May be built multiple times in a room, up to a maximum of 4 times, for 1000g each time. May not be constructed in the Grand Feast Hall room. Functions as per the spell Unseen Servant. These unseen servants cannot leave the room, and if destroyed, they will reappear at the next dawn. |
| Trapped | 1500 | 10 | May be constructed multiple times in a single room. When constructed, choose one the traps below, which may be found in the Dungeon Master's Guide, pg 122-123. Falling Net, Fire Breathing Statue, Pit (Simple), Pit (Hidden), Pit (Locking), Pit (Spiked), Poison Darts The downtime cost for the traps must be paid for by a character proficient in Survival. Otherwise, the owner may hire a specialist from The guild for an additional 500g and 30 downtime points |
| Zone of Truth | 10,000 | 10 | Functions as per the spell Zone of Truth. |
Additions
These are options to place on an existing room, remember if it is added to a room, you have to spend the cost of the addition.
Example:
you have a medium house, and a library inside that you want a magic circle in, you would pay The 10k gp and 10 dtp to cast the spell on the room.

