Trapped Beyond Time (Inactive)

Game Master Rednal

A Mythic Gestalt Dungeoncrawl by GM Rednal.

Current Dungeon Map


The Current Home Base

Expanding the Base:

At the beginning of the game, the demiplane that serves as the base area is effectively empty. It's not very large (only about 20 square feet), and the ground doesn't seem to be any particular substance, but it's slightly soft and a boring gray in color. A tall door stands upright within the center, and a box to the side has a note hanging off of it that suggests putting in treasure if you want to make the area more comfortable.

Trapped Beyond Time uses a modified version of the kingdom-building rules from Ultimate Campaign. You can build many different buildings (once you have supplies), but there is literally nothing outside of what you have paid to build. Residents will be transported to the demiplane you're in when you build new housing, and can run other buildings at a rate of 3 blocks per housing area. If you have no residents, nobody's running the services... Remember that a Block is four lots in a square.

Discounts on BP costs do not apply in Trapped Beyond Time. However, each building does have its own uses, so they're generally worth getting. This is especially true of buildings that sell items - you literally cannot buy things like potions until you've built the right sorts of shops. (Exception: Whatever you start with, which was on you before you arrived)

Gaining BP:

Each character starts with 5 BP.

Gaining one point of BP costs 10% of the value of your treasure as of the last time you fully completed a medium-sized (or larger) dungeon - items like weapons and armor aren't factored in, but gold, jewels, etc. certainly will be. If you fail to complete a medium (or larger) dungeon twice, you can no longer purchase BP until you succeed in clearing one.
You may pool your BP with that of other characters in order to purchase more expensive buildings.

Spending BP:

You can spend BP any time you are in the base area. Your purchases will be completed the next time you fully clear a medium-sized or larger dungeon. Characters may only purchase one building at a time. Note that many of the more expensive buildings can only be built once, or offer bonuses to just one character.

The Buildings:
Academy - 52 BP, 2 Lots
Prerequisite: Library, Quarry
Service: Permanent +2 Bonus to mundane Knowledge checks (i.e. not Arcana, Planes, Psionics, or Religion)

Alchemist - 18 BP, 1 Lot
Prerequisite: Mill
Sells: All Potions

Aqueduct - 4 BP
Prerequisite: Quarry
Service: Brings in water from outside. Somehow. Used to fill cisterns and provide basic water.

Arena - 40 BP, 4 Lots
Prerequisite: Quarry, Theater
Service: Allows characters to compete in tournaments for prizes. Limit: One tournament per dungeon cleared (does not stack).

Bank - 28 BP, 1 Lot
Prerequisite: Foundry, Quarry
Service: Securely stores your treasure. Does not store weapons or armor.

Bardic College - 40 BP, 2 Lots
Prerequisite: Mill
Service: Teaches Perform skills (+1 Skill Point / Level, spent only on Perform)

Black Market - 50 BP, 1 Lot
Prerequisite: Mill
Sells: Goods traditionally considered illegal in other places

Brewery - 6 BP, 1 Lot
Prerequisite: Mill
Service: Provides various forms of alcohol for other establishments. There is no beer/ale until this is built.

Bridge - 6 BP, 1 Lot
Prerequisite: Quarry
Allows for travel across any waterways that are added

Bureau - 10 BP, 2 Lots
Prerequisite: Quarry
Service: Keeps records of who paid what and helps with resolving disputes.

Caster's Tower - 30 BP, 1 Lot
Prerequisite: Quarry
Sells: Enchanting services (i.e. special powers on items)

Castle - 54 BP, 4 Lots
Prerequisite: Quarry
Service: Large, roomy housing for PCs. Holds an armory for securely storing excess equipment.

Cathedral - 58 BP, 4 Lots
Prerequisite: Quarry, Temple
Sells: Healing services (all levels), Permanent +2 Bonus to Knowledge (Religion) and Heal checks

Cistern - 6 BP, 1 Lot
Prerequisite: Quarry
Service: Supplies fresh water for everyone. Required for anything involving water, and must get the water from an external source (like an aqueduct).

City Wall - 2 BP
Prerequisite: Quarry
Service: Makes everyone feel better. For some reason, it tends to move when the demiplane expands...

Dance Hall - 4 BP, 1 Lot
Prerequisite: Mill
Service: Permanent +2 Bonus to all Perform checks by PCs

Dump - 4 BP, 1 Lot
Service: Permanently disposes of anything tossed in. Nobody knows where it goes to, but things that go in are never seen again. (Living people will not vanish, anything else will)

Everflowing Spring - 5 BP
Prerequisite: Quarry
Service: Provides unlimited fresh, pure water to the area. Shares space with a Castle, Cathedral, Market, Monument, Park, or Town Hall, and requires one of them to be built.

Exotic Artisan - 10 BP, 1 Lot
Prerequisite: Foundry
Sells: Magic Rings, Necklaces, normal jewelry, etc.

Farm - 8 BP
Service: Grows edible plants and raises animals. Requires other buildings (Stockyard, Inns, etc.) if you really want to eat.

Fishery - 4 BP
Prerequisite: Waterfront
Service: Provides fish to eat.

Foreign Quarter - 30 BP, 4 Lots
Prerequisite: Quarry
Service: Allows rerolled characters to be Featured/Uncommon races

Foundry - 16 BP, 2 Lots
Service: Turns Ore (from Mines) into Metal. Required for making metal products (including rings, metal weapons and armor, etc., either bought or crafted). Also cleans gems and makes them available for crafts.

Granary - 12 BP, 1 Lot
Prerequisite: Mill
Service: Stores food from farms. Needed for anywhere that sells food items.

Graveyard - 4 BP, 1 Lot
Prerequisite: Quarry
Service: Provides a resting place for the dead.

Guildhall - 34 BP, 2 Lots
Prerequisite: Trade Shop, Quarry
Service: 10% Discount on 1 Type of Good (Weapons, Armor, Magic Items, etc.). Can only provide a bonus to each category once.

Herbalist - 10 BP, 1 Lot
Prerequisite: Mill
Sells: Poisons

Hospital - 30 BP, 2 Lots
Prerequisite: Quarry
Services: Provides health care to all residents

House - 3 BP, 1 Lot
Service: Provides staff for 3 Blocks of buildings. Resource areas (Mines, etc.) each count as 1 Block.

Inn - 10 BP, 1 Lot
Prerequisite: Farm, Mill
Service: Provides a basic place to rest and get meals. Good for adventurers. Does not require a stockyard for providing meat.

Library - 6 BP, 1 Lot
Prerequisite: Quarry
Service: Provides informative books, and bonuses to Knowledge checks made while studying

Luxury Store - 28 BP, 1 Lot
Prerequisite: Foundry, Quarry, Shop
Sells: Expensive and luxurious goods (inc. higher-quality versions of normal items)

Magic Shop - 68 BP, 1 Lot
Prerequisite: Luxury Store, Quarry
Sells: All Wondrous Items

Magical Academy - 58 BP, 2 Lots
Prerequisite: Academy, Quarry
Service: Permanent +2 Bonus to magical Knowledge Checks (Arcana, Planes, Psionics), and Spellcraft

Magical Streetlamps - 5 BP
Prerequisite: Foundry, Quarry
Service: Provides much nicer illumination for the area. Covers one block.

Mansion - 10 BP, 1 Lot
Prerequisite: Quarry
Service: Provides living space for one very wealthy family (or PC)

Market - 48 BP, 2 Lots
Prerequisite: Foundry, Mill, Tannery
Sells: All gear (except luxurious), including many Masterwork gear items

Menagerie - 16 BP, 4 Lots
Prerequisite: Foundry
Service: Allows acquisition of pets, including exotic ones

Military Academy - 36 BP, 2 Lots
Prerequisite: Foundry
Service: Gives each PC two bonus Teamwork feats

Mill - 6 BP, 1 Lot
Service: Turns lumber into usable wood (for creating Wood buildings, crafting, etc).

Mine - 6 BP
Service: Extracts Ore from outside the settlement and ships it to a Foundry.

Mint - 30 BP, 1 Lot
Prerequisite: Bank, Foundry, Quarry
Service: Provides 1% interest on the wealth in the Bank each time a dungeon is completed

Moat - 2 BP
Prerequisite: Quarry
Puts a large, water-filled ditch on one side of the settlement.

Monastery - 16 BP, 2 Lots
Prerequisite: Mill
Service: Provides a permanent +1 bonus to any Knowledge skill

Monument - 6 BP, 1 Lot
Prerequisite: Quarry
Service: A local memorial or general point of interest. You DO want to build statues of yourself, don't you?

Museum - 30 BP, 2 Lots
Prerequisite: Quarry
Service: Allows PCs to display valuable items for public viewing. Adds income (evenly split between PCs donating the items) equal to 5% of their value every time a dungeon is cleared.

Noble Villa - 24 BP, 2 Lots
Prerequisite: Quarry
Service: A massive home that epitomizes the pinnacle of luxury. Houses 1 family (or PC) in extreme comfort.

Observatory - 12 BP, 1 Lot
Prerequisite: Foundry, Quarry
Service: Provides a telescope. Also, building this generates a spectacular night sky and a star that circles the demiplane, providing a day/night cycle. Nobody knows why.

Orphanage - 6 BP, 1 Lot
Prerequisite: Mill
Service: Provides a place for children brought here to live and be adopted. Doesn't really do anything, but you're nice enough to build it anyway, right?

Palace - 108 BP, 4 Lots
Note: Can only be purchased by one person.
Prerequisite: Foundry, Quarry
Service: The most ridiculously luxurious home imaginable. You're only building this because you're rich and have nothing else to buy. Interestingly, it also gives you 2 bonus feats.

Park - 4 BP, 1 Lot
Service: A grassy, open area where people can relax and not feel crowded. Mainly decorative.

Paved Streets - 24 BP
Prerequisite: Quarry
Service: Turns the dirt roads of your expanding settlement into stone ones.

Pier - 16 BP, 1 Lot
Prerequisite: Mill
Service: Allows for storing items from visiting trade ships.

Quarry - 6 BP
Service: Extracts stone and allows stone buildings to be constructed.

Sawmill - 3 BP
Service: Cuts down trees and provides lumber for a Mill.

Sewer System - 24 BP
Prerequisite: Quarry
Service: Provides general sanitation and helps keep the place clean.

Shop - 8 BP, 1 Lot
Prerequisite: Mill
Sells: All basic gear (no Masterwork)

Shrine - 8 BP, 1 Lot
Prerequisite: Quarry
Sells: Healing Services (Levels 1-3)

Smithy - 6 BP, 1 Lot
Prerequisite: Foundry
Sells: Weapons and Armor

Stable - 10 BP, 1 Lot
Prerequisite: Mill
Service: Safely feeds and stores various kinds of mounts and animals, such as horses.

Stockyard - 20 BP, 4 Lots
Prerequisite: Farm, Mill
Service: Stores and slaughters animals, providing meat for food areas and the raw materials for a Tannery.

Tannery - 6 BP, 1 Lot
Prerequisite: Mill, Stockyard
Sells: Leather items, and animal-based goods (horns, unused leather, etc.) for crafting.

Tavern - 12 BP, 1 Lot
Prerequisite: Brewery, Mill, Stockyard
Service: Provides much better food and drink.

Temple - 32 BP, 2 Lots
Prerequisite: Quarry, Shrine
Sells: Healing Services (Levels 1-6)

Tenement - 1 BP, 1 Lot
Service: Provides workers for 1 block. Can be upgraded to a House by paying the difference in BP.

Theater - 24 BP, 2 Lots
Prerequisite: Mill
Service: Permanent +1 bonus on Perform checks characters are trained in

Town Hall - 22 BP, 2 Lots
Prerequisite: Mill
Service: Provides general direction and leadership for the town

Trade Shop - 10 BP, 1 Lot
Prerequisite: Mill
Service: Teaches 1 Crafting skill, providing 1 skill point to put into that Craft for every 2 character levels a PC has

University - 78 BP, 4 Lots
Prerequisite: Quarry
Service: Provides a permanent +4 bonus on all Knowledge checks.

Watergate - 2 BP
Prerequisite: City Wall, Quarry
Service: Allows water through a city wall

Waterfront - 90 BP, 4 Lots
Prerequisite: Mill
Service: Allows some very confused crews onboard ships to enter the demiplane from outside, bringing in various tradable goods. Residents of the demiplane, including PCs, cannot leave by boarding the ships.

Waiting List: (First Choice if a Replacement Character is needed)

DoubleGold - Jack Speed-Runner (Fighter/Arcanist)
Mcridill - Alene Lucsana (Magus/Cleric)
Sarpadian - Ryn Boril (Monk/Sorcerer)