Repairing and Improving Citadel Altaerein
A summary of the rules for fixing up your keep is below.
Administer
concentrate downtime linguistic mental
You spend the day tending to administrative needs related to running Citadel Altaerein. The administer activity can be used to undo the effects of poor public relations from the use of Deception or Intimidate to Organize Labor, but is also used to maintain relations with the groups you make contact with over the course of the Age of Ashes campaign.
Only one person can attempt to Administer per day (though others can Aid), and once the castle has been administered, no one else can Administer until after interval specified in the result.
If you perform downtime activities while the citadel is not successfully administered you take a -4 circumstance penalty to your checks.
Administering requires a successful DC 20 Society check. For some special Administer actions later in the adventure this DC may change. You can pay a seneschal to administer. As long as the seneschal is paid, the weekly requirement to Administer is a success, but never a critical success.
Critical Success You facilitate the prosperity of the citadel. The citadel functions smoothly for one month. In addition during this time you gain a +2 circumstance bonus to Organize Labor
Success Citadel Altaerein functions smoothly for one week.
Failure Citadel Altaerein is not administered, but you may try again on the next day.
Critical Failure Citadel Altaerein is not administered. Your screwup pisses everyone off and you can't try again until a week has passed.
Organize Labor
concentrate downtime linguistic mental
You spend a day in Breachill recruiting workers to aid in a repair or an upgrade to Citidel Altaerein. Attempt a DC 13 Deception, Diplomacy, or Intimidation Check to Organize workers, or a DC 18 check for specialists.
If you use Deception or Intimidation, you gain a +2 circumstance bonus to the roll, but failure comes with consequences.
It costs 1gp per day for regular labor, or 5gp per day for specialists.
Critical Success You organize labor for the full duration of the repair or upgrade activity, and the cost to pay the workers is halved.
Success You organize labor for the full duration of a repair or upgrade activity.
Failure You organize labor for a single day of a repair or upgrade activity. Unless you used Diplomacy, word of your lies or bullying spreads, and you take a -1 circumstance penalty to all future rolls.
Critical Failure You completely fail to organize labor. If you used Deception, or Intimidation, word of your jack-assery spreads and you can no longer use that skill to organize labor.
Repair Activities
Clean
downtime manipulate
You spend the day cleaning — hauling out broken furniture, disposing of ditritus, and making rooms clean enough to begin repairs. Citidel Altaerein requires eight days of cleaning before any other basic repairs can begin. Cleaning does not require a Crafting check, nor does it cost gold.
Clear Courtyard
downtime manipulate
Requirements Crafting (trained), or hired stonemason; organized workers
You work to repair the collapsed northern wall, drain and fill in the flooded sunken area, and clear out weeds. This activity requires 6 days of work and a DC 15 Crafting check
Make General Repairs
downtime manipulate
Requirements Crafting (trained), Specialty Crafting (woodworking), or hired carpenter; organized workers
You make general reapirs to the citadel's furnishings, replacing or fixing furniture, replacing rotted floorboards, and rehanging doors throughout the structure. This task takes 14 days of work and a DC 15 crafting check.
Rebuild Collapsed Stairs
downtime manipulate
Requirements Crafting (expert), Specialty Crafting (masonry), or hired mason; organized workers
You work to clear the rubble and rebuild the stairs connecting citadel floors, requiring a DC 20 Crafting check. Repairing the stairs from the courtyard to the battlement takes 4 days. Repairing the stairs from the courtyard to the vault takes 4 days. Digging out the long flight of stairs down to Alseta's ring takes 8 days.
Rebuild Battlements
downtime manipulate
Requirements Crafting (expert), Specialty Crafting (masonry), or hired mason; organized workers
You work to rebuild and restore the collapsed battlements along the northern section of the central tower. This takes 28 days of work and a DC 20 crafting check.
Repair Crumbled Walls
downtime manipulate
Requirements Crafting (expert), Specialty Crafting (masonry), or hired mason; organized workers
You work to repair a collapsed wall in either the training hall, the Court of the Nail, or the records room. Each room's repair takes 8 days of work and a DC 20 Crafting check.
Upgrade Activities
You must complete all the basic repairs before any upgrade activities can be attempted. A critical success on the skill check results in two days worth of work being completed. It costs 10 gp per workday for supplies in addition to any wages paid for organized workers.
Note that some upgrades must be assigned to a specific room. Once a room has been assigned an upgrade it cannot be used for a different upgrade, unless the old one is removed first.
Build Infirmary
Downtime Manipulate
Requirements Crafting (master), Medicine (master), or hired medic; organized specialists
Choose a single room in Citadel Altaerein to serve as an infirmary. Once complete the infirmary fullfills the healer's tools requirement for Medicine skill actions and grants a +2 circumstance bonus to Medicine skill checks made on site. This upgrade requires 20 days of work and a DC 25 Crafting or Medicine check
Build Library
Downtime Manipulate
Requirements Crafting (master), any Lore (master), or hired bookmaker; organized specialists
Pick a single room in Citadel Alaerein to serve as a library. Once complete the library grants a +2 circumstance bonus to skill checks made to Borrow an Arcane spell, Create Forgery, Decipher Writing, Identify Alchemy, Identify Magic, Learn a Spell, or Recall Knowledge as long as the PC performing the action is on-site. This upgrade takes 20 days of work and a DC 25 Crafting or Lore check.
Build Training Facility
Downtime Manipulate
Requirements expert in the skill listed or hired trainer; organized specialists
Choose a room in the Citadel to serve as a Training Facility for a single character class. You can perform this upgrade multiple times. Each time chose a differenct class. Once complete the Training Facility fullfills the role of a teacher when performing the Retrain downtime activity. It also reduces the time required to retrain a feat or skill by two days and the time required to retrain a class feature by one week.
This upgrade takes 40 days to complete and a DC 25 skill check using a skill dependant on the class it's dedicated to. If a class lists more than one skill any of the skills may be utilized so long as the character is at least an expert in the skill.
Alchemist Crafting
Barbarian Athletics
Bard Occultism or Performance
Champion Religion
Cleric Religion
Druid Nature
Fighter Acrobatics or Athletics
Monk Acrobatics or Athletics
Ranger Athletics, Nature, or Survival
Rogue Acrobatics or Thievery
Sorcerer Arcana, Nature, Occultism, or Religion
Wizard Arcana
Build Workshop (crafting)
Downtime Manipulate
Requirements Crafting (master), Specialty Crafting (any), or any hired specialist; organized specialists
Facilities
Alchemical Laboratory
Forge
Pick a Room in Citadel Altaerein to serve as a crafting area for a specific discipline (see Pathfinder Core Rulebook page 267 for the options). You can have multiple workshops, each devoted to its own specialty. Using the workshop grants a +1 circumstance bonus to Crafting checks, or a +3 bonus to Crafting skill checks of the correct speciality.
Each Workshop is a DC 25 Crafting check, and requires 20 days of work.
Upgrade Defenses
Downtime Manipulate
Requirements Crafting (master), Specialty Crafting (stonemasonry), or hired stonemason; organized specialists
You bolster Citadel Altaerein's walls with metal braces, skillful engineering, or other supports. This upgrade takes 40 days of work and a DC 25 Crafting Check.
While there is no obvious use for this right now — Semper Paratus.
Room Assignments
A breakdown of room assignments in the Citadel.
Code the letter-number designation in Hellknight Hill.
Room The name or original purpose of the room in Hellknight Hill.
Code | Room | Assignment |
---|---|---|
A1 | Foyer | Unassigned |
A3 | Barracks | Infirmary |
A4 | Kitchen | Kitchen |
A5 | Mess Hall | Mess Hall |
A6 | Drill Auditorium | Forge |
A7 | Pantry | Unassigned |
A8 | Training Hall | Unassigned |
A9 | Test Provisions | Unassigned |
A10 | Test Arena | Alchemical Labratory |
A13 | Court of the Nail | Unassigned |
A14 | Waiting Chamber | Deidre's Room |
A15 | Overflow Galley | Unassigned |
A16 | Lictor's Office | Nothing |
A17 | Records Room | Unassigned |
A18 | Reading Room | Unassigned |
A19 | Clerk's Chamber | Valdur's Room |
A20 | Law Repository | Library |
A21 | Holding Cells | Unassigned |
B2 | War Room | Unassigned |
B3a | Hall of Glory | Unassigned |
B3b | Hall of Glory | Unassigned |
B4 | West Armory | Unassigned |
B5 | East Armory | Unassigned |
B6 | Master of Blades | Trash |
B7 | Antechamber | Unassigned |
B8 | Lictor's Chambers | Adrick's Room |
B9 | Lounge | Unassigned |
B10 | North Chambers | Unassigned |
B11 | South Maralictor's Chambers | Unassigned |
B12 | Seplucher of the Nail | Unassigned |
B13 | Hall of Graves | Unassigned |
B14 | Ossuary | Unassigned |
B15 | Hall of Lictors | Unassigned |
B16 | Vault of the Nail | Unassigned |