Devil's Elbow

Consolidated Values

Create: Goods 2321, Influence 254, Labor 2142, Magic 65 (104,020 gp)
Time: 5,585 days
Earnings: Gold 1328, Goods 748, Influence 717, Labor 381, Magic 108
Take 10 (choose 1): Gold 155 gp and 248 sp, Goods 100, Influence 88, Labor 50, Magic 16

Buildings
Alchemist
Earnings: Gold +32, Goods +27, Influence +12, Magic +15
Take 10 values (choose 1): 4 gp and 2 sp, 3 Goods, 2 Influence, 2 Magic
Create: Goods 48, Influence 2, Labor 41, Magic 1 (1940 gp)
Rooms: 1 Alchemy Lab, 20 Bedroom, 8 Garden, 23 Kitchen, 35 Lavatory, 18 Sitting Room, 56 Storage, 9 Storefront
Size: 37 squares
Notes: The laboratory and home for a creator of potions, poisons, and alchemical items.

Bandit Camp, Large
Earnings: Gold +78, Goods +43, Influence +37, Labor +22
Take 10 values (choose 1): 8 gp and 8 sp, 5 Goods, 4 Influence, 3 Labor
Create: Goods 99, Influence 19, Labor 96, Magic 1 (4270 gp)
Rooms: 18 Animal Pen, 1 Archery Range, 12 Armory, 6 Blind, 9 Cell, 2 Courtyard, 2 Forge, 3 Grotto, 5 Infirmary, 4 Pit, 4 Stall
Size: 151 squares
Notes: This semipermanent camp includes a few simple wooden structures hidden from the view of prying eyes by Blinds, allowing dozens of bandits to operate in the wilderness year-round with relative security.

Bank
Earnings: Gold +9, Goods +9
Take 10 values (choose 1): 1 gp and 9 sp, 1 Goods
Create: Goods 39, Influence 3, Labor 35 (1570 gp)
Rooms: 5 Guard Post, 32 Office, 2 Secret Room, 3 Vault
Size: 26 squares
Notes: A secure building for storing coins and valuables, and for making loans to those in need.

Barracks
Earnings: Gold +52, Goods +8, Influence +26, Labor +24
Take 10 values (choose 1): 6 gp and 2 sp, 1 Goods, 3 Influence, 3 Labor
Create: Goods 80, Influence 18, Labor 73, Magic 1 (3700 gp)
Rooms: 11 Bunks, 11 Common Room, 2 Dojo
Size: 88 squares
Notes: A building to house guards, militias, or other military forces.

Black Market
Earnings: Gold +8, Goods +6
Take 10 values (choose 1): 1 gp and 8 sp, 1 Goods
Create: Goods 53, Influence 6, Labor 48 (2200 gp)
Rooms: 1 Escape Route, 1 False Front
Size: 44 squares
Notes: A secret shop that buys and sells a variety of shady, dangerous, and illicit wares.

Bureau
Earnings: Gold +22, Goods +10, Influence +22, Labor +10, Magic +10
Take 10 values (choose 1): 3 gp and 2 sp, 2 Goods, 3 Influence, 2 Labor, 2 Magic
Create: Goods 55, Influence 6, Labor 52, Magic 1 (2420 gp)
Rooms: 2 Book Repository (-Choose-), 4 Scriptorium
Size: 37 squares
Notes: A large warren of offices for clerks and record-keepers working for a guild or government.

Caster’s Tower
Earnings: Gold +51, Goods +29, Influence +49, Labor +15, Magic +27
Take 10 values (choose 1): 6 gp and 1 sp, 3 Goods, 5 Influence, 2 Labor, 3 Magic
Create: Goods 88, Influence 9, Labor 81, Magic 11 (4750 gp)
Rooms: 3 Artisan’s Workshop (-Choose-), 3 Bath, 1 Ceremonial Room, 1 Magical Repository (-Choose-), 1 Scrying Room
Size: 84 squares
Notes: The home and laboratory for a spellcaster.

Courthouse
Earnings: Gold +15, Influence +19
Take 10 values (choose 1): 2 gp and 5 sp, 2 Influence
Create: Goods 43, Influence 2, Labor 41, Magic 1 (1840 gp)
Size: 26 squares
Notes: A building where cases are heard and disputes resolved according to the rule of law by generally impartial justices.

Dance Hall
Earnings: Gold +29, Influence +31
Take 10 values (choose 1): 3 gp and 9 sp, 4 Influence
Create: Goods 53, Influence 1, Labor 53 (2150 gp)
Rooms: 1 Ballroom, 3 Bar
Size: 73 squares
Notes: An establishment for dancing, drinking, and consorting with attractive people. It is often a place where members of different social classes can intermingle discreetly, sometimes using masks or other disguises.

Druid’s Grove
Earnings: Gold +47, Goods +16, Influence +42, Magic +4
Take 10 values (choose 1): 5 gp and 7 sp, 2 Goods, 5 Influence, 1 Magic
Create: Goods 109, Influence 19, Labor 100, Magic 10 (5750 gp)
Rooms: 1 Altar (arboreal, Choose), 1 Courtyard (attuned), 2 Defensive Wall, 2 Habitat, 1 Mystic Greenhouse, 1 Sanctum (arboreal), 1 Sauna
Size: 191 squares
Notes: This is a refuge in the wild where spellcasters tied to nature can enjoy shelter and practice their crafts in outdoor surroundings. Most Druid’s Groves serve primarily as places of worship, but they can also act as military strongholds for druids operating in wildernesses with particularly dangerous fauna, or who find themselves at odds with local settlements and governments.

Farm
Earnings: Gold +33, Goods +30, Influence +7, Labor +8
Take 10 values (choose 1): 4 gp and 3 sp, 4 Goods, 1 Influence, 1 Labor
Create: Goods 53, Influence 1, Labor 50 (2090 gp)
Rooms: 6 Farmland
Size: 87 squares
Notes: A small family farm or ranch.

Farm
Earnings: Gold +33, Goods +30, Influence +7, Labor +8
Take 10 values (choose 1): 4 gp and 3 sp, 4 Goods, 1 Influence, 1 Labor
Create: Goods 53, Influence 1, Labor 50 (2090 gp)
Size: 87 squares
Notes: A small family farm or ranch.

Farm
Earnings: Gold +33, Goods +30, Influence +7, Labor +8
Take 10 values (choose 1): 4 gp and 3 sp, 4 Goods, 1 Influence, 1 Labor
Create: Goods 53, Influence 1, Labor 50 (2090 gp)
Size: 87 squares
Notes: A small family farm or ranch.

Farm
Earnings: Gold +33, Goods +30, Influence +7, Labor +8
Take 10 values (choose 1): 4 gp and 3 sp, 4 Goods, 1 Influence, 1 Labor
Create: Goods 53, Influence 1, Labor 50 (2090 gp)
Size: 87 squares
Notes: A small family farm or ranch.

Farm
Earnings: Gold +33, Goods +30, Influence +7, Labor +8
Take 10 values (choose 1): 4 gp and 3 sp, 4 Goods, 1 Influence, 1 Labor
Create: Goods 53, Influence 1, Labor 50 (2090 gp)
Size: 87 squares
Notes: A small family farm or ranch.

Garrison
Earnings: Gold +73, Goods +8, Influence +29, Labor +40
Take 10 values (choose 1): 8 gp and 3 sp, 1 Goods, 3 Influence, 5 Labor
Create: Goods 126, Influence 32, Labor 112, Magic 1 (5820 gp)
Size: 138 squares
Notes: A large building to house armies, train guards, and recruit militias; it is larger and more versatile than a Barracks.

Granary
Earnings: Gold +20
Take 10 values (choose 1): 3 gp
Create: Goods 30, Labor 30 (1200 gp)
Size: 40 squares
Notes: A place to store grain and food.

Graveyard
Earnings: Gold +18, Influence +18, Magic +5
Take 10 values (choose 1): 2 gp and 8 sp, 2 Influence, 1 Magic
Create: Goods 18, Influence 12, Labor 19, Magic 5 (1600 gp)
Rooms: 3 Burial Ground, 1 Crypt, 3 Statue
Size: 69 squares
Notes: A plot of land where the dead are buried and honored.

Herbalist
Earnings: Gold +36, Goods +31, Influence +34
Take 10 values (choose 1): 4 gp and 6 sp, 4 Goods, 4 Influence
Create: Goods 52, Influence 1, Labor 48 (2030 gp)
Rooms: 1 Greenhouse
Size: 37 squares
Notes: The workshop and home of a gardener, healer, poisoner, or potion crafter.

Hospital
Earnings: Gold +42, Goods +13, Influence +40
Take 10 values (choose 1): 5 gp and 2 sp, 2 Goods, 5 Influence
Create: Goods 45, Influence 4, Labor 43, Magic 2 (2080 gp)
Rooms: 7 Workstation (-Choose-)
Size: 39 squares
Notes: A building designated as a place for healing the sick.

House
Earnings: Gold +9, Goods +4, Influence +7
Take 10 values (choose 1): 1 gp and 9 sp, 1 Goods, 1 Influence
Create: Goods 32, Influence 1, Labor 31 (1290 gp)
Rooms: 7 Sewer Access
Size: 21 squares
Notes: A small cottage that can house up to two adults or a new family.

House
Earnings: Gold +9, Goods +4, Influence +7
Take 10 values (choose 1): 1 gp and 9 sp, 1 Goods, 1 Influence
Create: Goods 32, Influence 1, Labor 31 (1290 gp)
Size: 21 squares
Notes: A small cottage that can house up to two adults or a new family.

House
Earnings: Gold +9, Goods +4, Influence +7
Take 10 values (choose 1): 1 gp and 9 sp, 1 Goods, 1 Influence
Create: Goods 32, Influence 1, Labor 31 (1290 gp)
Size: 21 squares
Notes: A small cottage that can house up to two adults or a new family.

House
Earnings: Gold +9, Goods +4, Influence +7
Take 10 values (choose 1): 1 gp and 9 sp, 1 Goods, 1 Influence
Create: Goods 32, Influence 1, Labor 31 (1290 gp)
Size: 21 squares
Notes: A small cottage that can house up to two adults or a new family.

House
Earnings: Gold +9, Goods +4, Influence +7
Take 10 values (choose 1): 1 gp and 9 sp, 1 Goods, 1 Influence
Create: Goods 32, Influence 1, Labor 31 (1290 gp)
Size: 21 squares
Notes: A small cottage that can house up to two adults or a new family.

House
Earnings: Gold +9, Goods +4, Influence +7
Take 10 values (choose 1): 1 gp and 9 sp, 1 Goods, 1 Influence
Create: Goods 32, Influence 1, Labor 31 (1290 gp)
Size: 21 squares
Notes: A small cottage that can house up to two adults or a new family.

House
Earnings: Gold +9, Goods +4, Influence +7
Take 10 values (choose 1): 1 gp and 9 sp, 1 Goods, 1 Influence
Create: Goods 32, Influence 1, Labor 31 (1290 gp)
Size: 21 squares
Notes: A small cottage that can house up to two adults or a new family.

Inn
Earnings: Gold +52, Goods +17, Influence +28, Labor +13
Take 10 values (choose 1): 6 gp and 2 sp, 2 Goods, 3 Influence, 2 Labor
Create: Goods 52, Influence 5, Labor 47 (2130 gp)
Rooms: 1 Lodging
Size: 58 squares
Notes: A place for visitors to stay and rest.

Jail
Earnings: Gold +6, Goods +4
Take 10 values (choose 1): 1 gp and 6 sp, 1 Goods
Create: Goods 40, Influence 5, Labor 33 (1610 gp)
Rooms: 1 Torture Chamber
Size: 22 squares
Notes: A fortified structure for confining criminals.

Mill
Earnings: Gold +12, Goods +8
Take 10 values (choose 1): 2 gp and 2 sp, 1 Goods
Create: Goods 17, Labor 16 (660 gp)
Rooms: 2 Mill Room
Size: 30 squares
Notes: A building used to cut lumber or grind grain.

Pier
Earnings: Gold +24, Goods +20, Influence +12, Labor +20
Take 10 values (choose 1): 3 gp and 4 sp, 3 Goods, 2 Influence, 3 Labor
Create: Goods 22, Influence 3, Labor 20 (930 gp)
Rooms: 5 Dock
Size: 24 squares
Notes: Warehouses and workshops for docking ships and handling cargo and passengers.

Redoubt
Earnings: Gold +29, Goods +8, Influence +13, Labor +8
Take 10 values (choose 1): 3 gp and 9 sp, 1 Goods, 2 Influence, 1 Labor
Create: Goods 107, Influence 15, Labor 98, Magic 6 (5150 gp)
Rooms: 2 Defensive Walls (attuned), 1 Guard Post (arboreal, fortification), 1 War Room
Size: 103 squares
Notes: The reinforced, highly defensible structures built into the natural terrain known as Redoubts are often constructed to take advantage of locations such as cave entrances, mountain passes, or river fords. Communities may build Redoubts as defensive positions in times of war when their farms and towns can’t be defended effectively. Lords trying to tame and control newly claimed lands often make the construction of a Redoubt their first order of business as a temporary measure until a keep or larger fortification can be built.

School
Earnings: Gold +45, Goods +34, Influence +37, Labor +22, Magic +22
Take 10 values (choose 1): 5 gp and 5 sp, 4 Goods, 4 Influence, 3 Labor, 3 Magic
Create: Goods 58, Influence 5, Labor 53 (2370 gp)
Rooms: 4 Bell Tower, 2 Classroom
Size: 70 squares
Notes: A place for educating children and young adults.

Shop
Earnings: Gold +7
Take 10 values (choose 1): 1 gp and 7 sp
Create: Goods 14, Influence 1, Labor 12 (550 gp)
Size: 9 squares
Notes: A general store.

Smithy
Earnings: Gold +14, Goods +10
Take 10 values (choose 1): 2 gp and 4 sp, 2 Goods
Create: Goods 18, Influence 1, Labor 17 (730 gp)
Size: 18 squares
Notes: An armorsmith, blacksmith, or weaponsmith.

Stable
Earnings: Gold +36, Goods +34, Labor +24
Take 10 values (choose 1): 4 gp and 6 sp, 4 Goods, 3 Labor
Create: Goods 42, Influence 3, Labor 39 (1710 gp)
Size: 83 squares
Notes: A structure for housing or selling horses and other mounts.

Stockyard
Earnings: Gold +43, Goods +40, Influence +8, Labor +33
Take 10 values (choose 1): 5 gp and 3 sp, 5 Goods, 1 Influence, 4 Labor
Create: Goods 42, Influence 4, Labor 37 (1700 gp)
Size: 32 squares
Notes: Barns and pens where herd animals are stored and prepared for nearby slaughterhouses.

Stockyard
Earnings: Gold +43, Goods +40, Influence +8, Labor +33
Take 10 values (choose 1): 5 gp and 3 sp, 5 Goods, 1 Influence, 4 Labor
Create: Goods 42, Influence 4, Labor 37 (1700 gp)
Size: 32 squares
Notes: Barns and pens where herd animals are stored and prepared for nearby slaughterhouses.

Tannery
Earnings: Gold +16, Goods +13, Labor +1
Take 10 values (choose 1): 2 gp and 6 sp, 2 Goods, 1 Labor
Create: Goods 20, Influence 1, Labor 20 (830 gp)
Rooms: 1 Laundry, 1 Leather Workshop
Size: 14 squares
Notes: A structure where workers prepare hides and leather.

Tavern
Earnings: Gold +19, Influence +17
Take 10 values (choose 1): 2 gp and 9 sp, 2 Influence
Create: Goods 22, Influence 1, Labor 22 (910 gp)
Size: 27 squares
Notes: An eating or drinking establishment.

Temple
Earnings: Gold +13, Influence +14
Take 10 values (choose 1): 2 gp and 3 sp, 2 Influence
Create: Goods 28, Influence 2, Labor 29, Magic 2 (1580 gp)
Rooms: 1 Altar (-Choose-), 1 Confessional, 1 Sanctum
Size: 26 squares
Notes: A large place of worship dedicated to a deity.

Tenement
Earnings: Gold +38, Goods +4, Labor +32
Take 10 values (choose 1): 4 gp and 8 sp, 1 Goods, 4 Labor
Create: Goods 41, Influence 16, Labor 41 (2120 gp)
Size: 69 squares
Notes: A flophouse for housing a large number of people who pay low rent.

Town Hall
Earnings: Gold +14, Goods +5, Influence +12, Labor +5, Magic +5
Take 10 values (choose 1): 2 gp and 4 sp, 1 Goods, 2 Influence, 1 Labor, 1 Magic
Create: Goods 23, Influence 2, Labor 23 (980 gp)
Size: 22 squares
Notes: A public venue for holding town meetings, with storage for town records.

Trade Shop
Earnings: Gold +15, Goods +13, Influence +13
Take 10 values (choose 1): 2 gp and 5 sp, 2 Goods, 2 Influence
Create: Goods 19, Influence 1, Labor 16 (730 gp)
Size: 15 squares
Notes: A shop front for a tradesperson such as a baker or butcher.

Trade Shop
Earnings: Gold +15, Goods +13, Influence +13
Take 10 values (choose 1): 2 gp and 5 sp, 2 Goods, 2 Influence
Create: Goods 19, Influence 1, Labor 16 (730 gp)
Size: 15 squares
Notes: A shop front for a tradesperson such as a baker or butcher.

Watchtower
Create: Goods 35, Influence 9, Labor 25 (1470 gp)
Rooms: 3 Gatehouse
Size: 22 squares
Notes: A tall structure that serves as a guard post.

Watchtower
Create: Goods 35, Influence 9, Labor 25 (1470 gp)
Size: 22 squares
Notes: A tall structure that serves as a guard post.

Watchtower
Create: Goods 35, Influence 9, Labor 25 (1470 gp)
Size: 22 squares
Notes: A tall structure that serves as a guard post.

Waterfront
Earnings: Gold +80, Goods +72, Influence +56, Labor +64
Take 10 values (choose 1): 9 gp, 8 Goods, 6 Influence, 7 Labor
Create: Goods 63, Influence 10, Labor 56 (2680 gp)
Size: 74 squares
Notes: A port for waterborne arrival and departure, with facilities for shipping and shipbuilding.

Witch Hut
Earnings: Gold +63, Goods +50, Influence +36, Labor +8, Magic +20
Take 10 values (choose 1): 7 gp and 3 sp, 6 Goods, 4 Influence, 1 Labor, 3 Magic
Create: Goods 111, Influence 4, Labor 105, Magic 23 (7500 gp)
Rooms: 2 Alchemy Lab (attuned), 1 Altar (attuned, Choose), 1 Animal Pen (attuned), 1 Artisan’s Workshop (attuned), 1 Bedroom (attuned), 1 Book Repository (attuned, Choose), 1 Escape Route (attuned), 1 Greenhouse (attuned), 1 Storage (attuned)
Size: 58 squares
Notes: Be it a crazy old hermit, a hag, or just an herbalist who likes to live near the source of her craft, a spellcaster who prefers to dwell far from civilization calls this structure home.

Wood Shop
Earnings: Gold +27, Goods +23, Influence +15
Take 10 values (choose 1): 3 gp and 7 sp, 3 Goods, 2 Influence
Create: Goods 31, Influence 1, Labor 28 (1210 gp)
Size: 40 squares
Notes: A Wood Shop is a facility specially focused on the output of fine woodwork, from simple furniture to custom, masterwork engines of war.

Devil's Elbow

Second Darkness qtperdu Hoagsie