TEXT: By Russell Brown
  Frog God 
  Games
  
  2
  Lost Lore: The Town of Glory
  Author
  Russell Brown
  Developer
  John Ling
  Copy Editor
  John Ling
  Art Direction
  Charles A. Wright
  Layout and Typesetting
  Charles A. Wright
  Front Cover Art
  Andrew DeFelice
  Interior Art
  Andrew DeFelice
  Playtesting
  Andrew Clark, Jeremy Kaiser, Becca Larson, 
  Tom Wall, Mark Waltz
  Credits
  CEO — Bill Webb
  Creative Director: Swords & Wizardry — Matthew J. Finch
  Creative Director: Pathfinder — Greg A. Vaughan
  Art Director — Charles A. Wright
  Lead Developer — John Ling
  Sales Manager — Jennifer Chalfan
  Marketing Manager — Chris Haskins
  Customer Service Manager — Krista Webb
  Wasn’t Even Supposed To Be Here Today — Skeeter Green
  Shadow Frog — James Redmon
  Adventures 
  Worth  
  Winning
  Frog  
  God 
  Games
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  FROG GOD GAMES IS
  
  3
  Lost Lore: The Town of Glory
  Introduction
  Grand Duke Iltobarus has taken a sudden interest in the Windreft, a 
  remote area of dangerous wilderness made accessible by resolution of 
  the civil war that has raged for decades in the Westmarches of Reme. 
  He has granted lands and charter to a small group of settlers — good, 
  loyal Remen everyone — to establish a new town there. These settlers 
  will face danger, so the grand duke has called for brave and clever 
  protectors to watch over the new town as it grows. That’s you.
  To keep the town safe, you’ll have to be on constant watch for 
  enemies, and there are many in the Windreft. Orc tribes control much 
  of the nearby foothills, hobgoblins camp in the north, boggards 
  infest the waterwoods across the river, gnolls hunt in the open plains, 
  and trolls sometimes wander down from the Green Mountains. 
  And if some scholars are correct, Glory sits right above a mythical 
  subterranean world called the Kingdom Beneath. 
  Character Level
  The Town of Glory campaign is appropriate for characters of level 
  1–8. If you have a higher-level campaign, more concerned with the 
  fate of whole kingdoms than small settlements, you should consider 
  using the kingdom building rules in the Pathfinder Roleplaying 
  Game Ultimate Campaign.
  Overview
  You have signed a contract or sworn an oath to the duke to protect 
  the new town of Glory. The town is on the north bank of the Elkbow 
  River, deep in the wild, but fertile, lands of the Windreft. The nearest 
  neighboring town is Silverlight, about a week’s journey away. Your 
  job is to protect Glory and its people from whatever dangers arise. 
  This may mean helping to build defenses, securing the surrounding 
  area, or taking the fight to the town’s enemies instead of waiting 
  for them to attack. When you’re not defending the town, you’ll 
  be helping it grow by discovering new resources, recruiting new 
  settlers, leading the town’s skilled workers, and directly lending a 
  hand in construction when needed.
  Signing On
  It should be a significant event when you agree to travel into the 
  wilderness and defend Glory. Players intending to make light of this 
  duty need not apply. The agreement should include a small amount of 
  money paid up front to help you prepare for the trip, and a significant 
  reward at the end of your tour. See the example defender contract.
  Tracking Glory’s 
  Growth
  The success of the town of Glory is measured by its population, the 
  number and variety of its buildings, and its skilled NPCs. Buildings 
  each contribute to the economy, and together they determine the 
  town’s Food, Goods, Trade, and Defense values.
  Each active building may also provide items for sale or grant 
  special abilities. A blacksmith shop can produce and repair simple 
  armor and weapons. A woodworking shop can provide bows and 
  arrows. An arcane laboratory makes potions available. Stables 
  provide horses for long trips. Items and services produced by active 
  buildings in Glory are much easier to buy and sell, as you will see.
  The Town of Glory
  For the GM:  
  Town Rules in  
  Your Campaign
  While intended for play in the Lost Lands campaign 
  setting of Frog God Games, You can place the town of 
  Glory in any wilderness area in your own campaign, but 
  it should be a region of interest to a powerful figure who 
  is willing to fund the initial settlement. In your campaign, 
  the grand duke might be a powerful king or a mysterious 
  old sorcerer. The town of Glory doesn’t have to be the crux 
  of all the players’ adventures. It’s just a reason to get them 
  out into danger, keep them there, and give them a shared 
  goal. In our campaign, the grand duke deliberately ordered 
  the settlement in an area he suspected would be a source 
  of great evil in the future. To him, the town was an early 
  warning system and an expendable front line defense, a 
  canary in a coal mine.
  You’ll find that the common goal of developing the town 
  will help clarify your players’ motivations. Why are they 
  risking their life to clear all the undead from the abandoned 
  mine? Because the undead threaten Glory and the town 
  needs ore. These rules also raise the stakes in combat. That 
  NPC fighting alongside your players is the town’s only 
  blacksmith. If he dies, the economy will suffer in real, 
  quantifiable ways.
  Using the town of Glory as a base can also give players 
  who are absent for a session a way to feel less left out. Their 
  character can remain in town, and when the player returns, 
  they can at least make the decisions for the town turns that 
  took place while everyone else was off adventuring. They 
  might even make the difference between victory and defeat 
  if the town is attacked.
  I _____________, Defender of Glory,
  Agree to reside in the town of Glory in the area known as 
  the Windreft, for a period of two years. During that time, I 
  pledge to protect the town from threats, both inside and out. 
  I understand that agents of his royal highness will consider 
  negligence or desertion in this duty a capital offense.
  In exchange for these services, I will receive 200 gold 
  galleons two days before departure, and 2,000 gold galleons 
  upon completion of the terms of service.
  Departure date 
  Signed
  X 
  
  4
  Lost Lore: The Town of Glory
  Town Statistics
  Except for Population, the following attributes are calculated 
  based on the active buildings in the town. To be active, a building 
  must be allocated a skilled NPC and enough Population to operate it.
  Population: The town’s Population is the total number of adult 
  residents, including NPCs. This number does not include you and 
  your party members. Population is required to operate most buildings, 
  and higher population values may be prerequisites for constructing 
  certain buildings. Population generally increases when the existing 
  residents of Glory are safe and well fed. Settlers may abandon Glory 
  if there is a shortage of food or they feel unsafe.
  Food: Food production is the basic requirement for growing 
  Glory’s Population. Buildings like farms, hunting lodges, and mills 
  increase the town’s Food value. Not producing enough food has 
  serious negative effects on town growth.
  Goods: The Goods value is the amount of economic activity in the 
  town during a single town turn, measured in gold pieces. Buildings 
  that produce raw materials or crafted items, like mines, lumberyards, 
  and blacksmiths add to Glory’s Goods value. Many buildings have a 
  minimum Goods value as a prerequisite. The Goods value limits the 
  amount of money you and your party can earn in the town or spend 
  on locally produced items during a town turn.
  Trade: The Trade value is the amount of commerce between 
  Glory and other settlements during a single town turn, measured in 
  gold pieces. Buildings that increase security, produce specialty items, 
  provide transportation, or cater to travelers all add to Trade. Some 
  structures have a minimum Trade value as a prerequisite. Glory’s 
  trade value limits the amount of money you can spend on items not 
  produced in the town.
  Defense: The Defense value indicates Glory’s ability to defend 
  itself from attack. One point of Defense is equivalent to one 1st-level 
  warrior. Buildings like town walls, watchtowers, and weaponsmiths 
  increase Defense. Some structures also require a minimum Defense 
  as a prerequisite for construction. When enemies attack the town, the 
  Defense value is used to reduce the amount of damage done.
  Skilled NPCs
  Most of the buildings in the town provide no benefits unless they 
  are allocated the required amount of Population as laborers and one 
  skilled NPC to supervise. For instance, a farm requires 10 Population, 
  one of which must be a skilled farmer.
  The following list gives the types of skilled NPCs that might live 
  in Glory. Each can be rated as skilled, expert, or master. Skilled 
  NPCs have a +4 bonus in all of the specified skills. Expert NPCs 
  have +8, and master NPCs have +12. NPCs can arrive in the town 
  during growth checks, or as the result of an adventure. Unskilled 
  population may become skilled NPCs as the result of training or NPC 
  learning checks during a town turn.
  You can take the place of a skilled NPC to operate a building during 
  a town turn, provided you have a skill modifier of at least +4 in one 
  of the skills listed for that NPC type. For instance, you can operate 
  a farm if you have at least a +4 in Profession (farmer) or Profession 
  (shepherd). If you have a +8 in one of the required skills, you can act 
  as an expert. With a +12, you can take the place of a master NPC. 
  You can always take the place of an unskilled Population member in 
  a building, regardless of your skills.
  NPC Skills Table
  NPC
  Skills
  Alchemist
  Craft (alchemy)
  Architect
  Profession (architect)
  Artist
  Craft (paintings), Craft (sculptures)
  Blacksmith
  Craft (armor), Craft (weapons)
  Brewer 
  Profession (brewer)
  Carpenter
  Craft (carpentry), Craft (bows)
  Cook
  Profession (baker), Profession (cook)
  Engineer
  Profession (engineer)
  Entertainer
  Perform (any)
  Farmer
  Handle Animal, Profession (butcher), 
  Profession (farmer), Profession (shepherd)
  Fisherman
  Profession (fisherman)
  Gardener 
  Profession (gardener), Profession 
  (herbalist)
  Hunter
  Craft (traps), Profession (trapper), 
  Survival
  Innkeeper
  Profession (innkeeper)
  Jeweler
  Craft (jewelry)
  Leatherworker
  Craft (armor), Craft (leather), Craft 
  (shoes), Profession (tanner)
  Merchant
  Profession (merchant)
  Miller
  Profession (miller)
  Miner
  Profession (miner)
  Physician
  Heal, Profession (midwife)
  Politician
  Diplomacy, Perform (oratory), 
  Profession (barrister)
  Potter
  Craft (baskets), Craft (glass), Craft 
  (pottery)
  Priest
  Heal, Knowledge (religion)
  Sailor
  Profession (sailor)
  Scholar
  Craft (books), Craft (calligraphy), 
  Profession (clerk), Profession 
  (librarian), Profession (scribe)
  For the GM:  
  The Pathfinder Roleplaying 
  Game’s “Kingdom  
  Building” Rules
  The Pathfinder Roleplaying Game provides an excellent 
  system for building an entire kingdom in Chapter 4 
  of Pathfinder Roleplaying Game Ultimate Campaign. 
  When our gaming group got our hands on that book, we 
  considered switching over from this town system to the 
  kingdom building system, but the town of Glory rules were 
  a better fit for our lower level, frontier campaign.
  You might combine both systems — starting your players 
  out with these rules in a single, remote settlement as part 
  of the larger kingdom. When your players are powerful 
  enough to take control of their kingdom or build their own, 
  you can switch to the Kingdom Building rules entirely.
  
  5
  Lost Lore: The Town of Glory
  NPC
  Skills
  Shipbuilder
  Craft (ships)
  Soldier
  primary weapon attack bonus
  Stable Master
  Handle Animal, Profession (driver), 
  Profession (stable master), Ride
  Stonemason
  Craft (stonemasonry), Craft 
  (sculptures)
  Tailor
  Craft (cloth), Craft (clothing)
  Woodcutter
  Profession (woodcutter)
   
  Day One
  You arrive in town less than a year after the first settlers. 
  Glory is little more than a small shrine and a few homes near 
  the river. More settlers could arrive at the end of each town 
  turn, so more food production might be your first priority, or 
  will you risk running a little short on food and instead build 
  town walls for protection?
  Glory
  Population: 62
  NPCs: expert carpenter, 2 farmers, woodcutter, 
  stonecutter, hunter, priest
  Buildings: 2 farms, hunter’s lodge, lumberyard, 
  quarry, shrine
  Food 62; Goods 56; Trade 6; Defense 0
  Here’s how the math works. 20 Population, including 2 
  farmers, operate the farms and each produces +25 Food. 10 
  Population, including a hunter, operate the hunter’s lodge to 
  produce +12 Food and +8 Goods. 10 Population, including 
  a woodcutter, operate the lumberyard for +20 Goods. 10 
  Population, including a stonecutter, operate the quarry for +20 
  Goods. 10 Population, including a priest, operate the shrine to 
  produce +8 Goods and +6 Trade. 2 Population, one of which is 
  an expert carpenter, are not assigned to operate any buildings.
  Items produced locally include acid, bread, chalk, cheese, 
  firewood, hide armor, holly and mistletoe, holy water, ladders, 
  meat, oil, parchment, poles, sleds, torches, trail rations, 
  waterskins, and whetstones. Spellcasting services as a level 1 
  cleric and divine scrolls up to level 1 are also available.
  Town Turns
  Each week that passes in the campaign results in a town turn, even 
  if you are not present in the town. During a town turn, the following 
  things happen in this order:
  Town Actions: Players each take one standard town action, one 
  swift town action and any number of free town actions.
  NPC Building: NPCs not assigned to operate buildings may 
  construct buildings.
  NPC Learning: NPC skills may improve
  Town Growth: Population may decrease or increase
  Allocate Population and NPCs: Decide which buildings will be 
  active the following week.
  Standard Town Actions
  If you are present in the town for at least six days of the week, 
  you may take one standard town action from the following list, or 
  any other action the Game Master allows that takes approximately 
  one week.
  Build
  When you take a build action, choose a building listed in the 
  Building Descriptions section. Make sure the town meets all 
  prerequisites on the Requires line. Note that minimum requirements 
  for town attributes are based on actual production of active buildings 
  this turn, and prerequisite buildings only count if they are active. 
  For example, if you have a single lumberyard, but no woodcutter 
  operating it this turn, you cannot construct any buildings that require 
  a lumberyard. Once a building has been constructed, prerequisites on 
  the Requires line can be ignored. They are not required to operate the 
  building or repair it when damaged.
  The Build line in each building description lists one or more NPC 
  types that can construct the building. When you Build, you may 
  make a check using any of the skills associated with any of those 
  NPCs, as indicated in the NPC Skills Table. The DC for this check 
  is also listed. If you are successful, you complete one build point of 
  the building. For every 5 by which your check result exceeds the 
  DC, you complete one addition build point. The building is complete 
  when you reach the total build points listed. You are free to build as 
  many of each structure as you wish. Each provides the same benefits, 
  which stack unless otherwise stated. Build points can be carried over 
  from one town turn to the next, but incomplete buildings cannot be 
  operated or provide any benefits.
  Some buildings require a minimum number of build points to be 
  produced by a specific NPC type. For instance, the dock requires at 
  least 2 build points from an NPC carpenter, or from a player using a 
  skill associated with an NPC carpenter.
  Helpful Spells
  Some spells from the Pathfinder Roleplaying Game can 
  be particularly helpful during town turn activities. Some 
  spells may not be listed because their effects are too short to 
  have much impact on a week’s work, or are on too small a 
  scale, like mending.
  Control water: Casters may use a standard town action to 
  reduce the cost of a dock, ferry or bridge by 1 build point. 
  This ability may only be used once for each individual 
  building.
  Control weather: Casters may use a swift town action to 
  either add +2 to all NPC training and NPC learning checks, 
  or add +2 to Food produced by each farm and cottage. Only 
  one control weather caster may provide these benefits each 
  turn and they may only be applied once.
  Fabricate: Casters may use a standard town action to 
  provide one stonemason or carpenter build point toward 
  any building.
  Lesser planar ally: Casters could potentially summon 
  an outsider to perform any building task, but the cost for a 
  week of service is probably prohibitive.
  Make whole: Casters can use a swift town action to add 
  +4 to any Build action to repair a damaged building.
  Move earth: Casters can use a standard town action 
  to add one build point to a bridge, farm, quarry, road, or 
  town walls. This ability may only be used once for each 
  individual building.
  Stone shape, transmute mud to stone and wall of stone: 
  Casters may use a standard town action to provide one 
  stonemason build point toward any building.
  Suggestion: Casters may add +4 to their Diplomacy 
  check for Lead actions.
  Wood shape: Casters may use a standard town action to 
  provide one carpenter build point toward any building.
  
  6
  Lost Lore: The Town of Glory
  Craft
  Use your Craft skill to make one week’s progress crafting an 
  item. See the Buy and Sell free town action when purchasing 
  materials. See the Craft skill description in Chapter 4 of the 
  Pathfinder Roleplaying Game for total time required and 
  difficulty. 
  Earn
  Use a Craft or Profession skill to earn a week’s worth of gold as 
  specified in those skill descriptions. Any gold earned must come out 
  of the town’s available Goods or Trade total for the week.
  Extra Swift Actions
  In place of your standard town action, you take up to six additional 
  swift town actions.
  Heal
  Any wounded PCs may spend a week healing, making recovery 
  rolls and regaining hit points. See the “Injury and Death” section in 
  Chapter 8 of the Pathfinder Roleplaying Game.
  Lead
  Make a DC 15 Diplomacy check to lead and inspire skilled NPCs 
  in the town to do additional work. If you succeed, choose one skilled 
  NPC to take a Build, Craft or Train NPC action. Use the NPC’s skill 
  bonus for this action. You may choose any NPC, even those assigned 
  to buildings, however, a specific NPC can only be affected by one 
  Lead action per town turn. Choose one additional NPC to lead for 
  each 5 points by which you exceed the difficulty. If an NPC takes a 
  Craft action as a result of your Lead action, you can choose any of 
  that NPC’s Craft specialties shown in the NPC Skills list. If an NPC 
  takes a Train NPC action as a result of your Lead action, they can 
  only train another NPC of the same type.
  Operate Building
  You operate a building so the town gets its benefits. You must have 
  a +4 bonus in at least one skill associated with the required NPC type 
  on the Operate line of the building description. If you have +8, you 
  get the expert benefits. At +12, you get the master benefits. You must 
  still assign the required number of Population to operate the building.
  Perform for a Week
  Use your Perform skill to earn a week’s worth of gold. Any gold 
  earned must come out of the town’s available Goods or Trade total 
  for the week. See the Perform skill description in Chapter 4 of the 
  Pathfinder Roleplaying Game.
  Recruit
  Spend the week making sure word gets out that the town is doing 
  well and is looking for new settlers. Add your Diplomacy skill bonus 
  to the town growth roll at the end of the turn. Multiple players can 
  take Recruit actions, combining their bonuses.
   
  Train NPC
  Spend the week training an unskilled townsperson to turn them 
  into a skilled NPC. Choose which type of NPC you’re training 
  and roll using your bonus in one of the skills listed for that NPC in 
  the NPC Skills Table. If you succeed on a DC 15 skill check, one 
  unskilled townsperson becomes a skilled NPC. For example, if you 
  want to train a hunter and you succeed on a Craft (traps), Profession 
  (trapper), or Survival check, your town gains a new skilled hunter. 
  You must have at least a +4 bonus in a skill to make a training check. 
  If you have at least a +8 skill bonus, you can instead make a DC 20 
  skill check to promote a skilled NPC to expert. If you have at least a 
  +12 bonus, you can make a DC 25 skill check to promote an expert 
  NPC to master.
  Train Animal
  Spend a week teaching an animal a new trick. See the Handle 
  Animal skill description in Chapter 4 of the Pathfinder Roleplaying 
  Game.
  Swift Town Actions
  You can take one of the following actions during a town turn, in 
  addition to your standard town action. These take one day.
  Gather Information
  Attempt to gather information in the town using your Diplomacy 
  skill. See the Diplomacy skill description in Chapter 4 of the 
  Pathfinder Roleplaying Game.
  Perform for a Day
  Use your Perform skill to earn one day’s worth of gold. Any gold 
  earned must come out of the town’s available Goods or Trade total 
  for the week. See the Perform skill description in Chapter 4 of the 
  Pathfinder Roleplaying Game.
  Scribe Scroll
  Use your Scribe Scroll feat to create scrolls up to a total base price 
  of 1,000 gp. Use the Buy and Sell free town action when purchasing 
  materials.
  Brew Potion
  Use your Brew Potion feat to create potions up to a total base price 
  of 1,000 gp. Use the Buy and Sell free town action when purchasing 
  materials.
  
  7
  Lost Lore: The Town of Glory
  Write Spells in Spellbook
  Write up to 8 total levels of spells into your spellbook. Use the Buy 
  and Sell free town action when purchasing materials.
  Free Town Actions
  Any number of the following actions can be taken during a town 
  turn, in addition to the standard and swift town actions described 
  above.
  Buy and Sell
  Buy or sell an item or service in the town. The town’s Goods and 
  Trade values limit the amount of buying and selling you can do each 
  turn. They do not directly provide you with any gold to spend.
  If an item or service is not listed in the description of any active 
  town building, then it is not produced locally and its cost, in gold 
  pieces, must be deducted from Trade before it can be purchased. The 
  cost of an item or service provided by active town buildings can be 
  deducted from either Goods or Trade, or a combination of both. An 
  item can be paid for over a number of turns until its full price is paid, 
  at which point you receive the item.
  Selling reduces Trade and Goods just like buying, because the 
  town only supports so much economic activity. However, it doesn’t 
  matter whether sold items are locally produced or not. The selling 
  price can be deducted from the turn’s Goods or Trade. Items can also 
  be sold over multiple turns, with the buyer making partial payments.
  Items traded, bought, or sold between players do not affect Trade 
  and Goods points, nor do your modest costs of living, like daily food 
  and lodging.
  If you and the other players cannot agree on who will use the 
  available Trade and Goods points during a turn, divide them evenly 
  and then make partial purchases or negotiate to use each other’s 
  points.
  Cast Spells
  You may cast any number of spells on any day of the week, 
  provided they are within your recovery limits.
  Interact with Townspeople
  Use your Diplomacy skill to influence someone’s attitude toward 
  you. See the Diplomacy skill description in Chapter 4 of the 
  Pathfinder Roleplaying Game.
  NPC Building
  During this part of the town turn, NPCs that are not assigned to 
  operate a building may take Build actions. Select each available 
  NPC in turn, in any order you choose, and consult the following 
  priority list to determine what they build. Start at the top of the 
  list. If the condition indicated applies, choose one of the buildings 
  that the NPC can help build and take a Build action for them. If 
  the listed condition does not apply, or the NPC can’t contribute 
  to any listed buildings, move down to the next priority on the 
  list. When calculating town attributes, such as Food and Defense, 
  for these conditions, do so assuming all constructed buildings are 
  staffed and active. 
  NPC Build Priorities
  Priority
  Condition
  Building
  1
  Food less than 
  Population
  Cottage, Farm, 
  Hunter’s Lodge
  2
  Defense less than half 
  Population
  Town Walls
  3
  Goods less than 
  Population
  Lumberyard, Mine, 
  Quarry
  4
  Trade less than one-
  quarter Population
  Dock, Ferry, Road, 
  Trading Post
  5
  None of the above
  Any Building
   
  NPC Learning
  During this part of the town turn, the players make a single roll 
  to see if a new, skilled NPC arises from the ranks of the unskilled 
  population. It’s also possible an existing NPC will advance to 
  expert or master. Choose one NPC type, then roll 1d20 and add the 
  following bonuses:
  +1 per existing NPC of chosen type or PC with associated skill bonus 
  of at least +4
  +1 for each building in town that can be operated by an NPC of the 
  chosen type
  +2 for each failed NPC learning check for this NPC type since the 
  last success
  Helpful Feats
  Cooperative Crafting in Chapter 3 of the Pathfinder 
  Roleplaying Game Advanced Player’s Guide can provide a 
  bonus when you and at least one other player or NPC take 
  Build town actions on the same building during the same 
  turn.
  Eschew Materials allows you to continue casting, even 
  if the town of Glory can’t supply the special materials 
  you need. The alternative is occasional shopping trips to 
  Silverlight.
  Leadership provides you with a cohort. Your cohort can 
  take actions during a town turn, just like you. Your cohort is 
  considered part of your party and does not add to the town’s 
  Population value.
  Persuasive makes you more effective during your Lead 
  and Recruit actions by improving your Diplomacy skill.
  Skill Focus can improve any Craft or Profession skill, or 
  your Diplomacy, making many town turn actions easier.
  Buying and Selling Examples
  If Glory has Goods 100 and Trade 50, you and the rest of 
  your party can spend up to 100 gp of your money or trade 
  goods on locally produced items and services per town turn, 
  and up to 50 gp on any items and services, regardless of 
  whether they’re produced locally.
  In a single town turn, you could buy hide armor from the 
  hunters’ lodge for 15 gp, a heavy mace and a morningstar 
  from the blacksmith for 20 gp, and a banquet for four from 
  the guesthouse for 40 gp. In addition, you could buy a 
  bastard sword, which is not produced locally, from traders 
  for 35 gp. You would still be able to sell 40 gp of treasure 
  from your adventures, since you have 25 points of Goods 
  and 15 points of Trade left over.
  On another turn, you decide you want to buy a chain shirt 
  for 100 gp, but the town has no armorer, so the shirt is not 
  locally produced. You could allocate 50 points of Trade and 
  pay 50 gp during this town turn. Then, during a future town 
  turn, you could allocate another 50 points of Trade, pay 
  another 50 gp, and receive your armor.
  
  8
  Lost Lore: The Town of Glory
  Results
  Die
  Outcome
  DC 15
  Convert one unskilled townsperson to chosen 
  type of skilled NPC
  DC 20
  As above, or convert skilled NPC of chosen 
  type to expert NPC
  DC 25
  As above, or convert expert NPC of chosen 
  type to master NPC
  Town Growth Check
  During this part of the turn, the players make a single roll to see if the 
  town’s Population grows. Roll 1d20 and apply the following modifiers:
  –2 per townsperson who died within the last week
  –1 per point Food is less than Population
  +1 per full 50 Population.
  +1 per full 50 Goods.
  +1 per full 50 Trade.
  +1 per full 50 Defense.
  +Diplomacy bonuses from players taking the Recruit standard action.
  +4 if town survived an attack this week with no lost Population
  Results
  Die
  Outcome
  Failure
  Lose 2d6 Population and 1 random NPC
  DC 5
  No Change
  DC 15
  Gain 1d6 Population
  DC 20
  Gain 1d6 Population and one random 
  skilled NPC 
  DC 25
  Gain 2d6 Population and one random skilled 
  NPC (shift result up or down by 1)
  DC 30
  Gain 3d6 Population and one random skilled 
  NPC (shift result up or down by 2)
  DC 35
  Gain 4d6 Population and one random skilled 
  NPC (shift result up or down by 3)
  DC 40
  Gain 4d6 Population and two random skilled 
  NPCs (shift results up or down by 1)
  DC 50
  Gain 5d6 Population and two random skilled 
  NPCs (shift results up or down by 2)
  When the results call for gaining a random skilled NPC, roll 2d20 
  and consult the Random NPC Table. Note that some growth check 
  results allow you to adjust the result on this table up or down. For 
  example, if you rolled a 32 on your growth check, then rolled a 17 on 
  this table, you could adjust by 2 up or down, so you could choose a 
  Sailor, a Gardener, a Leatherworker, a Tailor, or a Carpenter. If you 
  get a roll again result, make another roll and treat the resulting NPC 
  as an expert or master as indicated. Roll again never result in extra 
  NPCs.
  Random NPC Table (2d20)
  Die
  Outcome
  2
  Roll again for master NPC
  3
  Roll again for expert NPC
  4
  Farmer
  5
  Politician
  6
  Artist
  7
  Entertainer
  8
  Innkeeper
  9
  Potter
  10
  Brewer
  11
  Cook
  12
  Stonemason
  13
  Fisherman
  14
  Miller
  15
  Sailor
  16
  Gardener
  17
  Leatherworker
  18
  Tailor
  19
  Carpenter
  20
  Soldier
  21
  Hunter
  22
  Farmer
  23
  Woodcutter
  24
  Stonemason
  25
  Blacksmith
  26
  Miner
  27
  Farmer
  28
  Engineer
  29
  Priest
  30
  Merchant
  31
  Architect
  32
  Farmer
  33
  Physician
  34
  Shipbuilder
  35
  Stable Master
  36
  Scholar
  37
  Alchemist
  38
  Jeweler
  39
  Roll again for expert NPC
  40
  Roll again for master NPC
  For the GM: NPCs as  
  Adventure Rewards
  As your players plan and work to grow the town of 
  Glory, they will find themselves in need of more skilled 
  NPCs. They can obtain them through Train NPC actions, or 
  randomly through town growth rolls, but sometimes getting 
  the right NPC will be difficult.
  Feel free to provide new skilled NPCs, or even experts or 
  masters, as rewards for adventures. You’ll be surprised how 
  hard your players will fight to free an enslaved blacksmith 
  or architect from the gnoll encampment. You can also create 
  adventure for your players by endangering the NPCs already 
  working in Glory. Are chanting, angry fey about to sacrifice 
  the woodcutter? Has some tunneling creature collapsed the 
  entrance to the mine, trapping the town’s only miner and 
  some townspeople inside?
  
  9
  Lost Lore: The Town of Glory
  Allocate Population and NPCs
  The last step you take each turn is allocating Population and NPCs 
  to operate buildings during the next town turn. Unless otherwise 
  noted in its description, a building does not increase town attributes, 
  produce items, or provide any special effects unless it is allocated 
  the required amount of Population and a specific NPC. Operation 
  requirements are listed on the Operate line of the building description. 
  Once you have determined which buildings will be active, recalculate 
  the town’s Defense, Food, Goods, and Trade values.
  Defending the Town
  Sooner or later, the town of Glory will be attacked. Otherwise, why 
  did the duke send you out here to defend it? You might be in town 
  when it happens, or you might be off on an adventure, in which case 
  you’ll have to hope that the defensive buildings you’ve constructed 
  and the soldiers you’ve trained will be enough.
  Remote Buildings
  Before the attackers ever reach Glory, they may wreak havoc 
  among the town’s remote buildings. Roll 1d6 for each building 
  with the remote tag on the Operate line of its building description. 
  Each roll of 5 indicates that a building was damaged, and a roll of 6 
  indicates it was destroyed. If a damaged or destroyed building had 
  Population assigned to operate it, roll 1d6 to determine how many 
  Population were killed.
  Resolving the Attack
  When the town of Glory is attacked, its Defense value can 
  reduce the damage done and perhaps save the town from total 
  destruction. To resolve a town attack, calculate the total XP value 
  of all attackers. Divide this by 100 XP and round down to get the 
  Defense DC. Double this if the attackers have special abilities to 
  bypass walls or enter the town by stealth. Roll 1d20 and add the 
  town Defense. Add +1 to the Defense roll for every skilled NPC 
  soldier not assigned to a building. Add +2 for unassigned expert 
  soldiers, and +3 for unassigned master soldiers.
  Defense DC = Attacker XP/100 (round down)
  Defense Roll = 1d20 + Defense + unassigned soldier 
  bonus
  If your Defense roll is successful, the attack failed, no 
  townspeople were killed, and no buildings were damaged. If your 
  roll fails, roll 1d6 plus an additional 1d6 for every 5 by which the 
  result failed. The total is the number of townspeople killed in the 
  attack. In addition, consult the following table separately for each 
  die result to see what happens to NPCs and buildings. If there are 
  multiple buildings or NPCs that could be destroyed by a result on 
  this table, the Game Master chooses. If the roll would result in no 
  damage, such as a die value of 2 in a town without watchtowers or 
  walls, ignore it and do not reroll.
  Roll
  Effect
  1
  Watchtower or Town Wall Damaged
  2
  Watchtower or Town Wall Destroyed
  3
  Soldier Killed
  4
  Building Damaged
  5
  Building Destroyed
  6
  NPC Killed
  Damaged Buildings
  Damaged buildings lose two build points and cannot function 
  until repaired. To repair a damaged building, treat it as if it’s two 
  build points from completion and use Build actions to complete 
  it. If a damaged building suffers a second damaged result, it is 
  destroyed.
  Example Attack
  While you’re away on a quest, 30 goblins attack. The 
  town has one signal tower, two sets of town walls, and one 
  uncommitted soldier, for a total Defense of 23. The goblins 
  total 4,050 XP, so the Defense DC is 40.
  First, you roll 5d6 for your remote buildings, which results 
  in one damaged and one destroyed. Your signal tower saves 
  the workers at one remote building, but you roll 1d6 for the 
  other and lose 2 Population. For the main attack, you roll a 
  6 on the d20 and add your Defense for a total of 29. You fail 
  by 12, so you roll 3d6 and find that 9 additional townspeople 
  were killed in the attack. The individual die results are 1, 2 
  and a 6, indicating that one town wall was damaged, one was 
  destroyed, and one NPC was killed.
  Players Defending the Town
  If you are in town during an attack, you can do one of four things.
  Continue to operate a building you’ve been assigned to this town turn
  Add twice your level to the town Defense roll
  Fight enemies inside the town’s defenses
  Sally outside the town’s defenses and fight the enemy before they attack 
  the town.
  If you fight inside the defenses, you are holding back the 
  enemies at their point of greatest concentration. Do battle with 
  half of the attackers (measured in total experience points). If you 
  sally forth, you fight all of the attackers somewhere outside the 
  walls.
  Any attackers you do not engage in battle, or that get past you, 
  attack the town as described above. If you or the attackers do 
  large area damage or start fires within the town, the Game Master 
  may declare that one or more additional buildings are damaged or 
  destroyed.
  For the GM: Silverlight
  If your players’ wealth gets ahead of Glory’s ability 
  to produce items to purchase, or if they just get restless 
  for a new place, you can direct them toward the town of 
  Silverlight. It’s a large town about a week away on foot 
  through the dangerous Windreft wilderness, but it has more 
  to offer than Glory. Silverlight is a large town with the 
  following economic stats.
  Silverlight
  CN large town
  Qualities notorious, strategic location
  Population 2,400
  Base Value 2,800 gp; Purchase Limit 15,000 gp; 
  Spellcasting 5th 
  Minor Items 3d4; Medium Items 2d4; Major  
  Items 1d4
  
  10
  Lost Lore: The Town of Glory
  Building Descriptions
  When you decide to construct a new building in the town of 
  Glory, you have many options. All of the buildings described below 
  are available, provided your town meets all of the prerequisites 
  listed on the Requires line. The Operate line gives the number 
  of Population and the NPC type required to operate the building, 
  along with the Attribute bonuses the building provides when 
  active. These bonuses usually increase if the building is operated 
  by an expert or master NPC. The Operate line may also indicate 
  that the building is remote, which increases the risk that it will be 
  destroyed during an attack. The Items line lists equipment from 
  Chapter 6 of the Pathfinder Roleplaying Game that is locally 
  produced when the building is active. These items can also be 
  repaired locally.
  Basic Buildings
  Cottage
  Requires lumberyard or quarry
  Operate Population 10, gardener; Food +12 (expert +16, 
  master +20), Goods +10
  Build carpenter, stonemason; Total 4; DC 12
  Items candle, canvas, disguise kit, healer’s kit, hemp 
  rope, ink, ink pen, parchment, poor inn stay, poor meal, 
  sealing wax, soap, trail rations
  Dock
  Requires lumberyard or quarry
  Operate Population 10, fisherman or sailor; Food +12; 
  Trade +5 (expert +7, master +9)
  Build carpenter (minimum 2), shipbuilder, stonemason; 
  Total 4; DC 12
  Items fishing net, oar, rowboat, ship’s passage
  Farm
  Requires nothing
  Operate Population 10, farmer, remote; Food +25 
  (expert +30, master +35)
  Build woodcutter, farmer, carpenter, stonemason; Total 
  4; DC 12
  Items bread, cheese, meat, oil, parchment, trail 
  rations
  Ferry
  Requires nothing
  Operate Population 5, sailor; Goods +4, Trade +4 (expert 
  +6, master +8)
  Build carpenter, shipbuilder; Total 2; DC 12
  Hunter’s Lodge
  Requires nothing
  Operate Population 10, hunter, remote; Food +12 
  (expert +16, master +20), Goods +8
  Build carpenter, stonemason; Total 4; DC 12
  Items hide armor, holly and mistletoe, meat, waterskin
  Lumberyard
  Requires nothing
  Operate Population 10, woodcutter, remote; Goods +20 
  (expert +24, master +28)
  Build carpenter (minimum 2), stonemason; Total 4; DC 
  12
  Items acid, firewood, ladder, pole, sled, torch
  Mine
  Requires nothing
  Operate Population 10, miner, remote; Goods +20 
  (expert +24, master +28)
  Build carpenter, engineer, miner (minimum 1); Total 4; 
  DC 12
  Quarry
  Requires nothing
  Operate Population 10, miner or stonemason, remote; 
  Goods +20 (expert +24, master +28)
  Build stonemason or miner (minimum 1), carpenter; Total 
  4; DC 12
  Items chalk, whetstone
  Road
  Requires nothing
  Operate Population 5, soldier, remote; Goods +2, Trade 
  +5 (expert +7, master +9)
  Build stonemason, woodcutter; Total 2; DC 12
  Shrine
  Requires lumberyard or quarry
  Operate Population 10, priest; Goods +8, Trade +6 
  (expert +8, master +10),
  Build carpenter, stonemason; Total 4; DC 12
  Items holy water, spellcasting services as level 1 cleric, 
  divine scrolls up to level 1
  Signal Tower
  Requires lumberyard or quarry
  Operate Population 5, none; Defense +2
  Build carpenter, stonemason; Total 2; DC 12
  Special provides early warning of attacks on remote 
  buildings. You may choose one remote building damaged 
  or destroyed in an attack and declare that everyone got 
  advanced warning. Do not roll for killed Population at that 
  building. In addition, if you sally forth to fight attackers, you 
  may completely ignore one damaged or destroyed result 
  rolled for a remote building.
  Stable
  Requires Goods 80, Trade 10
  For the GM:  
  Mapping Glory
  Your players may become more invested in the fate of 
  Glory if you allow them to build up a map of the town as 
  it grows. Start with a simple shrine and a few small homes 
  at a crossroads along the riverbank. Let the players draw in 
  each new building as it’s constructed and add a few more 
  homes when the population increases. Maybe there will be 
  fancier estates for the important NPCs and a town square 
  for gatherings. Remember that many of the buildings, like 
  farms and mines, are remote from the town itself – they 
  might be a mile or more away.
  When the town is attacked and your players are around 
  to defend it, you’ll have a map of the battlefield ready to 
  go, and you’ll know which specific buildings are at risk of 
  collateral damage.
  
  11
  Lost Lore: The Town of Glory
  Operate Population 10, stable master; Defense +2, 
  Goods +6, Trade +5 (expert +7, master +9)
  Build carpenter; Total 4; DC 12
  Items donkey, horse, mule, pony, riding dog, stabling
  Tavern
  Requires Goods 80, Population 100
  Operate Population 5, brewer or cook or innkeeper; 
  Goods +8, Trade +2 (expert +4, master +6)
  Build carpenter, stonemason; Total 2; DC 12
  Items ale and wine, hireling
  Town Halls
  Requires lumberyard or quarry
  Operate Population 10, soldier; Defense +10 (expert +12, 
  master +14)
  Build carpenter, engineer, stonemason; Total 4; DC 12
  Special +4 Defense if not active
  Trading Post
  Requires Goods 50, Population 30
  Operate Population 5, merchant; Trade +6 (expert +8, 
  master +10)
  Build carpenter, stonemason; Total 2; DC 12
  Special +2 Diplomacy with a single neighboring group. 
  Each group can only be affected by one trading post.
  Intermediate Buildings
  Blacksmith
  Requires mine
  Operate Population 8, blacksmith; Defense +2, Goods +8 
  (expert +12, master +16); Trade +8
  Build carpenter, engineer, stonemason (minimum 1); 
  Total 5; DC 14
  Items artisan’s tools, banded mail, bell, buckler, chain, 
  climber’s kit, coltrops, crowbar, fishhook, flint and steel, 
  grappling hook, hammer, holy symbol, iron pot, lamp, 
  lanterns, locks, manacles, merchant’s scales, metal 
  adventuring gear, mirror, pick, piton, ram, scale mail, 
  sewing needle, shovel, simple and average locks, simple 
  metal melee and ranged weapons and ammunition, 
  splint mail, thieves’ tools.
  Special can produce masterwork items if operated by a 
  master blacksmith.
  Bridge
  Requires lumberyard or quarry
  Operate Population 0, none; Goods +2; Trade +8
  Build carpenter, engineer (minimum 1), stonemason; 
  Total 6; DC 14
  Special provides easy access across the river
  General Store
  Requires Goods 100, Trade 20
  Operate Population 8, merchant; Trade +18 (expert +21, 
  master +24)
  Build architect, carpenter, stonemason; Total 5; DC 14
  Guesthouse
  Requires Defense 10, Goods 100, Population 100
  Operate Population 8, cook or innkeeper; Goods +8; 
  Trade +12 (expert +15, master +18)
  Build architect (minimum 1), carpenter, stonemason; 
  Total 5; DC 14
  Items banquet, common and good inn stays, common 
  and good meals
  Special +2 to town growth checks
  Kiln
  Requires lumberyard, quarry
  Operate Population 8, potter; Food +6; Goods +8, Trade 
  +9 (expert +12, master +15)
  Build carpenter, engineer, stonemason (minimum 2); 
  Total 5; DC 14
  Items alchemist’s lab, barrel, basket, bottle, bucket, 
  flask, hourglass, ink pen, jug, magnifying glass, mug, 
  pitcher, vial
  Leatherworker
  Requires farm or hunter’s lodge
  Operate Population 8, leatherworker; Defense +2; Goods 
  +12 (expert +16, master +20); Trade +6
  Build carpenter, stonemason; Total 5; DC 14
  Items barding, bit and bridle, leather armor, map or 
  scroll case, saddlebags, saddles, studded leather armor, 
  whip
  Special can produce masterwork items if operated by a 
  master leatherworker.
  Mill
  Requires quarry or lumberyard, farm
  Operate Population 8, miller; Goods +6 (expert +10, 
  master +14)
  Build carpenter, engineer (minimum 1), stonemason 
  (minimum 1); Total 5; DC 14
  Items paper
  Special adds +8 Food production to up to 4 farms. Each 
  farm may only benefit from one mill.
  Studio
  Requires lumberyard or quarry, Trade 20
  Operate Population 8, artist; Goods +8; Trade +12 
  (expert +15, master +18)
  Build architect, carpenter, stonemason; Total 5; DC 14
  Tailor
  Requires farm or cottage
  Operate Population 8, tailor; Goods +12 (expert +16, 
  master +20); Trade +9
  Build carpenter, engineer, stonemason; Total 5; DC 14
  Items backpack, bedroll, all clothing outfits, padded 
  armor, pouch, sack, tent, winter blanket
  Temple
  Requires quarry
  Operate Population 8, priest; Goods +12; Trade +9 
  (expert +12, master +15)
  Build carpenter, stonemason (minimum 2); Total 5; DC 14
  Items holy water, spellcasting services as level 3 cleric, 
  divine scrolls up to level 2
  Theater
  Requires lumberyard or quarry, Population 100
  Operate Population 8, entertainer; Goods +8; Trade +12 
  (expert +15, master +18)
  Build architect, carpenter, stonemason; Total 5; DC 14
  Town Hall
  Requires population 100
  
  12
  Lost Lore: The Town of Glory
  Operate Population 8, politician; Defense +5; Trade +8
  Build carpenter, stonemason (minimum 2); Total 5; DC 14
  Special +1 to town growth checks (+2 expert, +3 master)
  Watchtower
  Requires quarry, town wall
  Operate Population 8, soldier or hunter; Defense +10 
  (expert +12, master +14); Trade +2
  Build architect or engineer (minimum 1), carpenter, 
  stonemason; Total 5; DC 14
  Special +2 to NPC learning checks for soldiers
  Woodworker
  Requires lumberyard
  Operate Population 8, carpenter; Defense +2; Goods 
  +12 (expert +16, master +20); Trade +6
  Build carpenter, stonemason; Total 5; DC 14
  Items block and tackle, chest, light wooden shield, 
  musical instruments, simple wooden melee and ranged 
  weapons and ammunition, sledge, wagon, wooden 
  holy symbol
  Special can produce masterwork armor and shields if 
  operated by master carpenter
  Advanced Structures
  Arcane Workshop
  Requires Defense 20, kiln, mine, Trade 20
  Operate Population 5, alchemist; Goods +12; Trade +20 
  (expert +24, master +28)
  Build architect or engineer (minimum 1), carpenter, 
  stonemason (minimum 1); Total 6; DC 16
  Items alchemist’s fire, arcane and divine potions up to 
  level 2, arcane scrolls up to level 2, smokestick, spell 
  component pouch, spellbook, thunderstone, tindertwig
  Armorer
  Requires blacksmith, leatherworker
  Operate Population 5, blacksmith; Defense +6; Goods 
  +8; Trade +16 (expert +20, master +24)
  Build carpenter, stonemason (minimum 1); Total 6; DC 16
  Items all armor and shields, armor spikes, locked 
  gauntlet, shield spikes
  Special can produce masterwork armor and shields if 
  operated by master blacksmith
  Baker
  Requires mill
  Operate Population 5, cook; Food +12; Goods +12 
  (expert +18, master +24); Trade +12
  Build carpenter, stonemason (minimum 1); Total 6; DC 16
  Items meals, bread, trail bread
  Bowyer
  Requires woodworker
  Operate Population 5, carpenter; Defense +6; Goods +8; 
  Trade +16 (expert +20, master +24)
  Build carpenter (minimum 1), stonemason; Total 6; DC 16
  Items all ranged weapons and ammunition.
  Special can produce masterwork ranged weapons and 
  ammunition if operated by master carpenter
  Brewery
  Requires mill
  Operate Population 5, brewer; Food +6; Goods +16, 
  Trade +12 (expert +16, master +20)
  Build carpenter, stonemason, engineer (minimum 1); 
  Total 6; DC 16
  Items wine and ale
  Special +1 to town growth checks
  Cathedral
  Requires quarry
  Operate Population 5, priest; Goods +8; Trade +32 
  (expert +36, master +40)
  Build architect or engineer (minimum 2), carpenter, 
  stonemason (minimum 4); Total 10; DC 16
  Items holy water, spellcasting services as level 5 cleric, 
  divine scrolls up to level 3
  Special +2 to town growth checks
  Curiosity Shop
  Requires lumberyard or quarry, Trade 40
  Operate Population 5, merchant; Goods +8; Trade +24 
  (expert +28, master +32)
  Build carpenter, potter (minimum 1), stonemason; Total 
  6; DC 16
  Items everburning torch, smokestick, spyglass, sunrod, 
  tanglefoot bag, thunderstone, tindertwig
  Jeweler
  Requires lumberyard or quarry, mine
  Operate Population 5, jeweler; Goods +14; Trade +20 
  (expert +24, master +28)
  Build carpenter, engineer, stonemason; Total 6; DC 16
  Items holy symbol, raw materials for enchanted rings and 
  necklaces, signal whistle, signet ring, silver holy symbol
  Port
  Requires dock, lumberyard or quarry, Trade 80
  Operate Population 10, sailor or shipbuilder; Food +8; 
  Trade +24 (expert +28, master +32)
  Build carpenter, shipbuilder, stonemason; Total 6; DC 16
  Items longship, sailing ship
  Scriptorium
  Requires cottage or mill
  Operate Population 5, scholar; Goods +12; Trade +18 
  (expert +22, master +26)
  Build carpenter, stonemason; Total 6; DC 16
  Items messenger
  Special +2 to NPC learning checks
  Surgery
  Requires lumberyard or quarry, cottage
  Operate Population 5, physician; Goods +16 (expert +20, 
  master +24); Trade +12
  Build carpenter, stonemason; Total 6; DC 16
  Items antitoxin
  Special provides long-term care. See the Heal skill 
  description in Chapter 4 of the Pathfinder Roleplaying 
  Game.
  Weaponsmith
  Requires blacksmith
  Operate Population 5, blacksmith; Defense +6; Goods 
  +8; Trade +16 (expert +20, master +24)
  Build carpenter, stonemason (minimum 1); Total 6; DC 16
  Items all melee weapons
  Special can produce masterwork melee weapons if 
  operated by master blacksmith
  
  13
  Lost Lore: The Town of Glory
  New Player Options
  The following section provides new spells and feats players might 
  find useful while building the town of Glory.
  New Spells
  Mechanical Insight 
  School divination; Level bard 1, sorcerer/wizard 2
  Casting Time 1 round
  Components V, S, M (a small silver pendulum)
  Range 60 ft.
  Target one touched device with an area of up to 10 cu. 
  ft./level or the designs for such a device.
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  This spell grants you, or a designated ally who is also touching 
  the device or designs, insight into the inner workings of a complex 
  machine, trap, or clockwork device. Once granted this insight, you 
  may add a +4 enhancement bonus to your next Disable Device check 
  on the device, or a + 4 enhancement bonus to your next attempt 
  to craft a replica of the device. Enhancement bonuses provided by 
  mechanical insight do not stack with other enhancement bonuses. 
  Mechanical insight casters may use a swift town action to convert 
  one carpenter or stonemason build point generated during the current 
  town turn into an engineer build point.
  Protect Object 
  School abjuration; Level cleric/oracle 2, druid 2, 
  sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target touched object with a volume of up to 10 cu. ft./
  level
  Duration 10 min./level
  Saving Throw none; Spell Resistance no
  This spell functions like resist energy, except that it affects an 
  object instead of a creature. Protect object does not provide additional 
  protection to creatures or objects inside or behind the affected object. 
  A shield protected from fire damage provides no additional protection 
  to its wielder, and a building protected from acid does nothing extra to 
  keep acid from getting to those inside. If the town of Glory is attacked, 
  a protect object caster may choose to protect a single building instead 
  of participating in combat. If that building is damaged in the attack, 
  ignore the result. If the building is destroyed, treat it as only damaged.
  Reinforce Object 
   
  School transmutation; Level bard 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target touched object with a volume of up to 10 cu. ft./
  level
  Duration 10 min./level
  Saving Throw none; Spell Resistance no
  Reinforce object protects an object from damage and breaking. 
  The effect grants a +4 enhancement bonus to the object’s existing 
  hardness, and a +4 enhancement bonus to its Break DC for the 
  duration of the spell. The enhancement bonuses provided by reinforce 
  object do not stack with other enhancement bonuses. If the town of 
  Glory is attacked, a reinforce object caster may choose to protect a 
  single building instead of participating in combat. If that building is 
  damaged in the attack, ignore the result. If the building is destroyed, 
  treat it as only damaged.
  Summon Tools 
  School conjuration (summoning); Level bard 1, sorcerer/
  wizard 1
  Casting Time 1 round
  Components V, S
  Range 0 ft.
  Target one summoned kit or set of tools
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  This spell summons masterwork artisan’s tools, masterwork 
  thieves’ tools, a masterwork tool, a climber’s kit, a disguise kit, or 
  a healer’s kit. This item appears in your hands or at your feet (your 
  choice). Only one kit or set of tools appears per casting and can be 
  used only by you. The summoned item disappears at the end of this 
  spell. A summon tools caster may add +2 to Craft and Profession 
  checks made as part of Build town actions.
  New Feats
  Builder
  You are skilled at constructing complex buildings. 
  Benefit: You gain a +2 bonus on all Profession (architect) and 
  Craft (stonemasonry) skill checks. If you have 10 or more ranks in 
  one of these skills, the bonus increases to +4 for that skill.
  Improvised Tool Mastery
  You are able to use whatever tools are at hand.
  Benefit: you never suffer penalties in your Craft or Profession 
  rolls because you don’t have the proper tools.
  Recruiter 
  You know how to inspire people to join you.
  Benefit: You gain a +4 bonus on any Diplomacy attempts when 
  asking an NPC to give aid. When you recruit hirelings or messengers 
  to work for you personally, you pay only half the listed cost. When 
  you take a Recruit or Lead town action, add +4 to your Diplomacy 
  check.
  Street Corner Fighter
  You’re skilled at fighting in and around buildings.
  Benefit: When you make a melee or touch attack while adjacent 
  to a building, adjacent enemies do not get a cover bonus due to 
  intervening walls.
  
  14
  Lost Lore: The Town of Glory
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000. Wizards of the Coast, Inc; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
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  Lost Lore: Town of Glory - Copyright 2015 Frog God Games; Author 
  Russel Brown
  
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