Thunderhold is full of available facilities. The rooms already exist, but they are in shambles, and some are partially destroyed. The costs here represent what it will take to bring the room back to functional, in time and money. The Room Points cost represents the amount of rooms that have been cleaned out, are safe, and that the party *can* bring online at any given point, and Room Points are doled out periodically. Additionally, the party can suggest and negotiate costs to retrofit a room for a different purpose as they see fit. Maintenance costs can be paid to a hireling to provide added benefits, but the hireling must be located and hired first. The party can also recruit other followers or shelter people in Thunderhold who are not being paid to be there. Any room can be paid for and worked on even if not staffed, and any staff can be hired or relocated to Thunderhold even if you cannot afford their workspace yet; you just have to work it out with the people involved. Rooms can also be repurposed for other purposes; speak with the DM to arrange custom rooms and costs. For example, the party may at some point want an HPS station in Thunderhold, and may convert a couple of bunkrooms for this purpose. ## Facility Metadata * **Occupancy**: Including the party, Thunderhold is currently home to **16** individuals. * It could house 76 in bunkrooms, that’s probably the maximum. Temporarily it could hold more, but not indefinitely and there aren't supplies to last. * Total includes the party. * Alfred lives on the *Duskfall* and is not counted in the total. * Emergency plans made with Buckbridge to accommodate the villagers if the dead come. They've helped clear Thunderhold's second elevator shaft and stair, and will bring with them some amount of supplies, valuables, and talent to pay their way as much as they can. * **Room Points**: **12** spent out of **20** currently available slots. * **Current Payroll Chest**: **356gp 5sp** is stored at Thunderhold to dole out as payroll. (as of 61-01-21) - **Current Weekly Payroll and Supplies**: **47.6 gp** - Workers are paid for the week in advance. (42 atm) - 5cp per person per day for base food, currently judged at 16 occupants. (11+5 16) 8s/d 5.6gp/wk ## Residents ### Currently at Thunderhold * **Alfred**, male gnome, pilot of the *Duskfall*. * **Location**: Thunderhold * **Expertise**: Aircraft Piloting, Mechanical, Nautical, Artificer * **Current Task**: Piloting the *Duskfall* * **Salary**: None (room/board/continued command of the ship are what he wants) * **Notes**: Does not count towards the residential population; resides on the ship. * **Fayde Waythe**, a female spiritfolk, sent to the group by someone called Binkley. She is researching how to access the lower levels, and is willing to staff the library for free, once it is fully functional. * **Location**: Thunderhold * **Expertise**: Research, Archaeology, History, Adventuring * **Current Task**: Convalescing * **Salary**: None (here out of altruism/Binkley's request) * **Faeryl**, female drow, elderly, housekeeper, recruited to manage a bunkroom row. Old friend of Elysande. Used to work for Rhyl at the Rusty Rapier in Primati Outpost. * **Location**: Thunderhold * **Expertise**: Housekeeper, Basic Medical, Dark Farming * **Current Task**: Manages Bunkroom Row 1 on Level 1 * **Salary**: 1gp/day (includes cost of routine supplies) * **Ketheira Thornheart**, female halfling, recruited to manage the Light Gardens. * **Location**: Thunderhold * **Expertise**: Farmer, Gatherer, Animal Handling * **Current Task**: Working the Light Gardens. * **Salary**: 1gp/day (includes cost of routine supplies) * **Kitsuni**, female fey/warforged * **Location**: Thunderhold * **Expertise**: Martial Combat, Smithing, Basic Mechanical, Adventuring * **Current Task**: Untasked * **Salary**: None (Literally alive right now for a reason, and this is it) * **Mynafierna "Myna" Fizzlebang**, a female gnome, a free-spirited gunslinger, joined the group as part of a Forssen Empire mercenary contract in the Wilderness. * **Location**: Thunderhold * **Expertise**: Gunslinger, Adventuring, Solo Tasks * **Current Task**: Untasked * **Salary**: None (keeps a share of loot while adventuring with the group) * **Qiana Shellheart**, female tortle, HPS Thunderhold Station Chief * **Location**: Thunderhold * **Expertise**: Clerking, Logistics, Management, Copyediting * **Current Task**: HPS Station Management * **Salary**: None (Employed by HPS, supplemented by the Sentinels) * **Rizen Brokavi**, male drow, formerly master at arms for House Brokavi, a minor house in Zenzovir. Recruited to run a guard station as needed, assist with the armory, teach people combat skills. Briefly fought in the siege of Zenzovir, evacuated people to Primati Outpost on the surface, left his broken house behind for new horizons. * **Location**: Thunderhold * **Expertise**: Soldier, Combat Trainer, Tactician, Sentry, Adventuring * **Current Task**: Guard duty * **Salary**: 2gp/day * **Rowan Jacobson**, male human, artificer and medic (medicine, not magic), from Sojourn City, recruited to run the hospital once established, and help with exploration of the more technical parts of the facility as they are uncovered * **Location**: Thunderhold * **Expertise**: Artificery, Technology, Basic Medical, Adventuring * **Current Task**: Medic, researcher * **Salary**: 1gp/day * **Ryltar**, male drow, artificer formerly of House Quenas * **Location**: Thunderhold * **Expertise**: Constructs, Mechanized Weaponry, Magical Weaponry, Adventuring * **Current Task**: Formulating ideas for augmentations or weapons for the party or for Musashi’s war. * **Salary**: 1gp/day + arranged fees for larger projects * **Zdenka**, female halfling, gunsmith from the Citadel, former partner of Myna * **Location**: Thunderhold * **Expertise**: Firearms, Constructs, Adventuring * **Current Task**: Untasked * **Salary**: Depends on what she's tasked with but likely 1-2gp/wk ### Traveling - N/A ## Level One ![[Thunderhold_01 1.jpg]] *Ceilings on Level One are twenty feet high* ### Functional Rooms #### Armory (1) * **Date Begun**: 1660-13-28 * **Date Complete**: 1661-01-11 * **Size Cost**: 1 room point * **Construction Cost**: 1,000 gp * **Construction Time**: 12 days * **Usage**: If the facility comes under attack, all current occupants can be armed from the armory. Given a minute of warning, all such personnel can be issued weapons and armor, and magical protection. While defending the facility, groups of NPCs will have collective attacks, defenses, and damage. Any such groups on the defense with an active Armory in the facility will re-roll all ones and twos on damage dice (keeping the new result), and they will have +2 AC. #### Bunkroom Row (2) * **Date Begun**: * **Date Complete**: * **Size Cost**: 2 room points * **Construction Cost**: 500 gp (each) * **Construction Time**: 7 days * **Daily Maintenance Cost**: 1 gp (optional) * **Usage**: A creature who completes a long rest here gains temporary hit points equal to 2x the amount of room points that have been spent on this facility, to a maximum of 20. Additionally, any rest here removes two levels of Exhaustion, rather than one. * **Maintenance Benefit**: Well Rested. If the maintenance cost is paid to hire a hireling to manage these rooms, the rested creature gains the ability to ignore the effects of the next level of Exhaustion that it gains within the next week. * **Notes**: There are a total of 27 4-person bunkrooms between the two rows, for a total occupancy of 108 persons in these areas. #### Guard Station (2) * **Date Begun**: * **Date Complete**: * **Size Cost**: 1 room points * **Construction Cost**: 200 gp (each) * **Construction Time**: 2 days * **Daily Maintenance Cost**: 2 gp (required) * **Maintenance Benefit**: If at least one guard station on each end of a floor has been staffed, the doors of that floor may be sealed to interlopers. A challenge will be issued, and trespassers would need to talk or fight their way inside rather than just entering dependent on random challenges from passerby. If there are two guard stations staffed on one end of a floor, the guards at that end have advantage on checks made when dealing with trespassers and advantage on attacks while fighting from inside their stations against creatures outside. * Only one of these is currently staffed (Rizen) #### Hospital * **Date Begun**: 1660-13-28 * **Date Complete**: 1661-01-14 * **Size Cost**: 1 room point * **Construction Cost**: 1,500 gp * **Construction Time**: 15 days * **Daily Maintenance Cost**: 2 gp (optional) * **Usage**: Most poisons and diseases can be cured by conducting a long rest in this room, as long as the creature is either conscious part of the time (to administer medications, change dressings) or someone else is present in the facility to assist. Also, an injured creature who sleeps here regains all of their hit die as well. * **Maintenance Benefit**: Lingering Health. If the maintenance cost is paid to hire a hireling to manage this room, most curses can also be removed by a rest in this room. Additionally, during the first short rest the rested creature takes after their stay (within the next week), they will heal the full amount for any hit die spent. #### The Salty Dwarf (1) * **Size Cost**: 1 room points * **Construction Cost**: 0 gp * **Construction Time**: 4 days * **Daily Maintenance Cost**: 0 gp * ~~**Maintenance Benefit**: A [Heroes’ Feast](https://dnd5e.wikidot.com/spell:heroes-feast) can be provided and available each day at dusk if the party provides 400gp of materials for that day's Feast (rather than the normal 1000gp the spell costs per cast).~~ * **Notes**: * ~~According to his contract with you, Rhyl manages the kitchens/dining as his own establishment. Your facility provides basic food and drink ingredients, he and any staff will provide meals to occupants and visitors. he also retains the sole rights to serve/sell liquor in Thunderhold. He can provide specialty food/events for a charge; may also cater food into town or surrounding region. He will not invite persons into Thunderhold for his business without prior consultation, until such a time that the fort is opened to the public, if ever.~~ * Currently, this facility is unmaintained and provides no benefit ### In Progress Rooms None Currently ### Available Rooms #### Library * **Size Cost**: 1 room point * **Construction Cost**: 1,500 gp * **Construction Time**: 15 days * **Daily Maintenance Cost**: 2 gp (optional) * **Usage**: A creature can spend one hour and make an INT or WIS based check to find specific knowledge. The check for that specific knowledge cannot be repeated again within the same day, by anyone. A roll of 5 or less (or a natural 1 on the die) for the check means that the knowledge simply does not currently exist in this library. The availability of knowledge here will grow over time, as more material is added. * **Maintenance Benefit**: Card Catalog. If the maintenance cost is paid to hire a hireling to manage this room, the time spent researching is reduced to five minutes, and any checks made for research have advantage. Additionally, the hireling will occasionally bring salient points that they come across that are related to the adventuring the party is doing to their attention, of their own volition. ## Level Two ![[Thunderhold_02 1.jpg]] *Ceilings on Level Two are forty feet high.* ### Functional Rooms #### Gardens (Dark) * **Date Begun**: * **Date Complete**: * **Size Cost**: 1 room points * **Construction Cost**: 50gp * **Construction Time**: 30 days * **Daily Maintenance Cost**: 1 gp (required) * ~~**Maintenance Benefit**: If dark gardens are set up and maintained by a hireling, the cost of a Heroes' Feast created by the Kitchens can be lowered by 100gp, any time. Additionally, The party can always leave Thunderhold with ten rations each, or less as desired. Any naturally subterranean creatures (gnomes, dwarves, drow, duergar, etc) living in Thunderhold will gain an inspiration point each time they rest and eat here. A creature can only identify as a subterranean or surface creature, for the purposes of the garden benefits.~~ * **Notes**: * ~~The costs above reflect a 50% discount on cost and time to due to Valrynna's plant growth spell~~ * This facility is currently unmaintained and provides no maintenance benefit #### Gardens (Light) * **Date Begun**: * **Date Complete**: * **Size Cost**: 2 room points * **Construction Cost**: 50gp * **Construction Time**: 30 days * **Daily Maintenance Cost**: 1 gp (required) * **Maintenance Benefit**: If light gardens are set up and maintained by a hireling, the cost of a Heroes' Feast created by the Kitchens can be lowered by 100gp, any time. Additionally, The party can always leave Thunderhold with ten rations each, or less as desired. Any naturally surface-dwelling creatures living in Thunderhold will gain an inspiration point each time they rest and eat here. A creature can only identify as a subterranean or surface creature, for the purposes of the garden benefits. * **Notes**: The costs above reflect a 50% discount on cost and time to due to Valrynna's plant growth spell ### In Progress Rooms None Currently ### Available Rooms #### Guard Station (2) * **Size Cost**: 1 room points * **Construction Cost**: 200 gp * **Construction Time**: 2 days * **Daily Maintenance Cost**: 2 gp (required) * **Maintenance Benefit**: If at least one guard station on each end of a floor has been staffed, the doors of that floor may be sealed to interlopers. A challenge will be issued, and trespassers would need to talk or fight their way inside rather than just entering dependent on random challenges from passerby. If there are two guard stations staffed on one end of a floor, the guards at that end have advantage on checks made when dealing with trespassers and advantage on attacks while fighting from inside their stations against creatures outside. ## Level Three ![[Thunderhold_03 1.jpg]] *Ceilings on Level Three are sixty feet high, and the enterable space of this level is larger, as the back side of the dam slants down for strength.* ### Functional Rooms None yet! ### Available Rooms #### Guard Station (2) * **Size Cost**: 1 room points * **Construction Cost**: 200 gp * **Construction Time**: 2 days * **Daily Maintenance Cost**: 2 gp (required) * **Maintenance Benefit**: If at least one guard station on each end of a floor has been staffed, the doors of that floor may be sealed to interlopers. A challenge will be issued, and trespassers would need to talk or fight their way inside rather than just entering dependent on random challenges from passerby. If there are two guard stations staffed on one end of a floor, the guards at that end have advantage on checks made when dealing with trespassers and advantage on attacks while fighting from inside their stations against creatures outside. #### Turbine Control The turbine control room is a large space full of control panels that the dwarvish past occupants presumably used to run the turbines that process water through this dam facility. The room can be gutted and used for another custom purpose, or it can be investigated and repaired, in an attempt to return the dam's functionality. Maintenance requirements, benefits, and cost currently unknown. Dependency: Turbine Floor. #### Turbine Floor The turbines are twenty-five foot tall constructions that, presumably, pull water out of the lake side of the dam, and do something with it. Likely, water is draining down into the next level somewhere after it runs through the turbines. This massive room can be gutted and used for another custom purpose, though the turbines might be impossible to non-destructively remove. Or it can be investigated and repaired, in an attempt to return the dam's functionality. Maintenance requirements, benefits, and cost currently unknown. Dependency: Turbine Control. ## Level Four #### Drain Floor The turbines drains are twenty-five foot tall iron cages in a column, with bars that are a foot thick each, that, presumably, keep people out of the water channel that drains down into the next level somewhere after it runs through the turbines above. This massive room can be gutted and used for another custom purpose, though the turbines drain shafts might be impossible to non-destructively remove. Maintenance requirements, benefits, and cost currently unknown. #### Forges (2) * **Size Cost**: 4 room points * **Construction Cost**: 1800 gp * **Construction Time**: 8 days * **Daily Maintenance Cost**: 6 gp (required; includes two 2gp/day required personnel or 1 at 2, 2 at 1 + materials) * **Maintenance Benefit**: Facility can produce equipment (for the facility itself), armaments, armor, etc. Specialized artisans like gunsmiths, armorsmiths, construct artificers, et cetera can be one of the two staff (or an augmentative one) to craft specialized equipment, better. * Custom benefits and costs to be negotiated further. ## Level Five #### Drain Floor The turbines drains are twenty-five foot tall iron cages in a column, with bars that are a foot thick each, that, presumably, keep people out of the water channel that drains down into the next level somewhere after it runs through the turbines above. This massive room can be gutted and used for another custom purpose, though the turbines drain shafts might be impossible to non-destructively remove. Maintenance requirements, benefits, and cost currently unknown. #### Battery Banks TBD #### Offices TBD #### Vault TBD #### Utility Room TBD ## Level Six **Sealed**