Create Wonders


Source Pathfinder #217: Death Sails a Wine-Dark Sea pg. 68
Requirements The cult’s Fervor isn’t apathetic.
The cult is directed to create anything from manuscripts to magic items to buildings. When scheduling this activity, identify up to three projects the cult works on; any items they create must either have common rarity or be items for which the PCs have access or a formula. During the cult phase, the cult attempts a number of checks to Craft equal to twice the cult’s Size modifier. The PCs decide at the beginning of the phase how to divide these checks between multiple projects.

Each check represents the initial 2 days of work plus 18 additional days of labor. For the purposes of tracking progress, the cult’s proficiency is trained, which increases to expert at 7th level and increases to master at 15th level. At the end of the phase, the PCs can choose to conclude the cult’s Crafting and pay the projects’ remaining costs to finish the project, or they can leave the project unfinished—likely continuing work during subsequent cult phases.

Recommended prices for real estate appear here, ranging from 100 gp for a thatch hut to 15,000 gp for a fine villa.