Grandluxuries
Grandluxuries
Improving the Den, making it more comfortable, and sprucing it up with a series of useful services and tools differentiates a bunch of beggars from a successful company. Since the primary beneficiaries of the Den's goods and amenities are the Bands themselves, it's their duty to provide the funds for things like Grandluxuries. Knaves can invest the loot found or earned on the job to choose which Grandluxuries to build or upgrade.
Each Grandluxury is divided into three progressive ranks, meaning that each rank must be purchased and completed before the next one in line can be acquired and implemented in the same way.
The first rank of each Grandluxury costs 100 gp, while the second and third ranks cost 50 gp each. Building or upgrading a Grandluxury level takes about a week, and it's an activity that can take place during the Rollick phase only. The newly built or upgraded Grandluxury provides its benefits at the beginning of the next job.
Some Grandluxuries provide proper non-shoddy tools that can't be used outside the Den, nor taken away from it.
Trading Materials for Grandluxuries
If Knaves want to sell the equipment recovered during a job, they can also trade it in at the appropriate Grandluxury, if their Den is equipped with it, and for half of its market value. For example, if the Knaves return to the Den with four new draft horses (50 gp each), and the Den is equipped with a Stable, they can trade the animals at half their price for a total of 100 gp, thus allowing the Stable to upgrade by 1 Level. Alternatively, the equivalent of the money received can be used to pay Favors.
Archery Butt
An archery shooting area with mounds of earth used for targets or ones made from straw.
Knaves can buy and sell shoddy ranged weapons and ammunition.
Before a job, Knaves can select one ammunition type of their choice.
Rank | Archery Butt |
1 | 10 arrows, blowgun needles, crossbow bolts, or sling bullets of normal quality. |
2 | 20 arrows, blowgun needles, crossbow bolts, or sling bullets of normal quality. |
3 | 1 explosive, flaming, or punching arrow of normal quality. |
Black Market
The company develops a commercial network that allows the buying and selling of all kinds of materials and rare magic items.
Knaves can buy counterfeit items and sell shoddy equipment.
Before a job, the Black Market has for sale one random magic item available per rank.
Rank | Black Market |
1 | A common magic item that costs 50 gp. |
2 | An uncommon magic item that costs 150 gp. |
3 | A rare magic item that costs 600 gp. |
Cantina
A cool, dry place to store various types of food and drinks.
The Cantina provides cook's utensils.
Here, Knaves can buy and sell food and drinks.
Before every job, Knaves receive 1 Ration for each rank of the Cantina.
Rank | Cantina |
1 | When Knaves decide to Rest Their Weary Bones at the Den, at the end of a long rest they regain all spent Hit Dice instead of just half of their total number. |
2 | When Knaves decide to Rest Their Weary Bones at the Den, at the end of a long rest they can recover one additional level of Fatigue. |
3 | When Knaves decide to Rest Their Weary Bones at the Den, at the end of a long rest they earn Inspiration. |
Distillery
A complex system of alembics and tanks allows the company to distill drinks, tonics, and concoctions of various kinds.
The Distillery provides brewer's supplies.
Here, Knaves can purchase concoctions at their common price.
Before a job, Bands get 1 flask of a concoction of their choice from those available at each rank of the Distillery.
Rank | Distillery |
1 | Dead Water or Hair of the Dog. |
2 | Wild Stench or Infernet Malebranca. |
3 | Biondino Tonic or Concoction of Might. |
Forge
The blacksmith allows Knaves to repair equipment and buy melee weapons and armor.
The Forge provides smith's tools.
Knaves can buy and sell shoddy melee weapons and armor.
Before a job, Bands can choose a number of shoddy weapons or armor in their possession equal to the Forge rank. The selected items are treated as normal quality instead of shoddy until the end of the job.
Rank | Forge |
1 | The blacksmith of the Forge can repair broken metal objects (including melee weapons and armor). |
2 | The blacksmith of the Forge can break any non-magical lock or padlock. |
3 | Knaves can buy and sell non-shoddy weapons and armor. |
Herb Garden
The garden in a cloister of conniving friars, the orchard where a practicalist grows the herbs for their mixtures, a backyard filled with weeds behind a hideout, or even a set of well-kept bud plants inside a building or a wagon.
The Herb Garden provides an herbalism kit and grants a healer’s satchel for Bands.
Before a job, a Band's granted healer’s satchel regains one use per rank of the Herb Garden up to 10 uses.
Rank | Herb Garden |
1 | You can use the granted healer’s satchel in the following additional way: With an action, you can spend one use to cure a creature and restore 1d6 hit points, plus a number of additional hit points equal to your level. The creature cannot regain more hit points with this feature until it finishes a short or long rest. |
2 | You and your companions have advantage when you use an herbalism kit to find herbs and detect poisons. |
3 | You can use the granted healer’s satchel in the following additional way: With an action, you can spend one use to recover one level of exhaustion. The creature cannot recover more levels of exhaustion with this feature until it finishes a short or long rest. |
Rotisserie
Having an everburning oven at hand, even in the middle of the night, is always useful. Not only to cook any time, but also to quickly and discreetly destroy any trace of compromising outfits, papers, and documents.
A Rotisserie grants cook’s utensils.
Knaves can always buy and sell food, in addition to destroying tangible evidence (as long as it's flammable).
Before a job, Knaves gain 1 Overfried Ration per rank of the Rotisserie.
Overfried Ration. In addition to the benefits of a normal ration, it grants those who eat it a number of temporary hit points equal to their Constitution modifier (minimum of 1).
Rank | Rotisserie |
1 | Overfried Ration |
2 | The Rotisserie is a place where commoners, Knaves, and maybe guards go to eat. Knaves tend to hear many things that are hidden from most and news from afar. Once during a job, one Knave in the Band can make an ability check with a +5 bonus to recall rumors about a person, place, or event. |
3 | Overfried Rations also grant Inspiration to those who eat them. |
Stable
A discreetly equipped Stable allows the Band to borrow mounts to reach a job’s most distant destinations.
Here, Knaves can buy and sell mounts, harnesses, and vehicles.
Before a job, Bands can borrow mounts equipped with harnesses and saddlebags for each Knave or a vehicle with the minimum mounts for a job's duration. If anything borrowed is lost, the Band must repay its full value to the Company. The types of mounts and vehicles available change accordingly with the Stable rank.
Rank | Stable |
1 | A pony, a donkey, a mule, a cart, and a sled of shoddy quality. |
2 | All the above, plus a draft horse, a riding horse, and a carriage of shoddy quality. |
3 | All the above are of normal quality. |
Trap Shop
Building traps and weapons of destruction for rats and other critters are just some of the wondrous tricks you can find and build in a Trap Shop.
A Trap Shop provides smith’s tools and poisoner’s kit.
Here, Knaves can buy and sell poisons and traps.
Before a job, Knaves gains a shoddy item of their choice among the available ones, as per the Trap Shop's rank.
Rank | Trap Shop |
1 | Hunting traps, 50-foot hempen rope, or ball bearings. |
2 | All of the above, plus acid, alchemist’s fire, or archaic fire. |
3 | All of the above are of normal quality. |
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