Peter Stauffenberg
Keeper of the Watch
Stormglory Typhoon will have 13 small and 3 large holds.
They could be added like (without use of cargo hold amenities):
Small
1. The Orien express (mailbox, auction house, bank)
2. Three Finger's Thad (general vendor probably tavern too)
3. Shrine of Experience V (+5% XP)
4. Guild vault III (Guild and officer chests)
5. Chronoscope (+3 reflex save, +40% movement speed in public areas)
6. Farshifter's Chambers (Teleporter)
7. Floating Rock Garden (+2 strength, +2 wisdom)
8. Paradoxical Puzzle Box (+2 dexterity, +2 intelligence)
9. Old Sully's Grog Cellar (+2 charisma, +2 constitution)
10. Hag's Apothecary (+2 HP, +1 save vs poison and disease)
11. Danger room (+3 disable device, hide, open lock, search and spot)
12. Crusader's chapel (+15 positive / negative spellpower)
13. Arcane Sanctum (+1 save vs enchantment, +25 max SP, +1 spell pen)
Large:
1. Grand Relinquary II: Silver Flame II, Stormreaver II, Devourer II (resists acid, cold, fire, electric, sonic)
2. Proving ground: Combines Grandmaster's Dojo, Armory, Archery Range and Tactical Training Room (+2 will save, +6 AC, +15% fortification, +2% doubleshot, +6 critical dmg, +1 DC trip/sunder/slicing, +2 hit)
3. Greensteel Crafting Room (Altars of Fecundity, Invasion, Subjugation, Devastation)
They could be added like (without use of cargo hold amenities):
Small
1. The Orien express (mailbox, auction house, bank)
2. Three Finger's Thad (general vendor probably tavern too)
3. Shrine of Experience V (+5% XP)
4. Guild vault III (Guild and officer chests)
5. Chronoscope (+3 reflex save, +40% movement speed in public areas)
6. Farshifter's Chambers (Teleporter)
7. Floating Rock Garden (+2 strength, +2 wisdom)
8. Paradoxical Puzzle Box (+2 dexterity, +2 intelligence)
9. Old Sully's Grog Cellar (+2 charisma, +2 constitution)
10. Hag's Apothecary (+2 HP, +1 save vs poison and disease)
11. Danger room (+3 disable device, hide, open lock, search and spot)
12. Crusader's chapel (+15 positive / negative spellpower)
13. Arcane Sanctum (+1 save vs enchantment, +25 max SP, +1 spell pen)
Large:
1. Grand Relinquary II: Silver Flame II, Stormreaver II, Devourer II (resists acid, cold, fire, electric, sonic)
2. Proving ground: Combines Grandmaster's Dojo, Armory, Archery Range and Tactical Training Room (+2 will save, +6 AC, +15% fortification, +2% doubleshot, +6 critical dmg, +1 DC trip/sunder/slicing, +2 hit)
3. Greensteel Crafting Room (Altars of Fecundity, Invasion, Subjugation, Devastation)