Dunderheap
Dunderheap, the keep owned by the adventuring group ISIS.
Purpose / Function
Dunderheap was built under commission by the adventuring group ISIS to serve as their home and the central point for a village. This village is meant to be a new home for Mug's family and a location for the new Bungai race to set up their mother patch.
Alterations
Alchemist's Lab
A small lab containing the following equipment: Alchemist's supplies, the equipment of a poisoner's kit and an herbalist's kit. The benefits it confers are as follows: All transmutation spells cast in this room have twice their normal duration and half their normal material cost. Any checks requiring an alchemist's supplies, herbalist or poisoner's kit are made with advantage by anyone proficient with them.Armory
This room contains a stockpile of weapons and armor to equip a group in a pinch. It provides the benefit that any hireling not a spellcaster or soldier may visit it should the keep be under attack and be counted as a guard.Baths
A large and well built bath that can easily permit several people in it at once. The benefit it provides is: while taking a short rest within this room, the owners of the structure and their allies double the hit points they receive by using hit dice.Caravansary
A small roadside house for travelers and a room for them to sell their wares in the lower level of the keep. The benefit this room offers is that the merchants will often change and new goods may be purchased over time. The room also generates 20*2d10 gp every 30 days.Dining Hall
A large room complete with a long table and accompanying kitchen. The benefit this room provides is that every 7 days the owners can hold a banquet and if the ones doing the cooking are proficient with cook's utensils, they may roll a d8 and divide out the result as points of inspiration to those present.Docks (Air)
The roof of Dunderheap have been converted into an impromptu dock meant for spelljammer ship docking. Up to two spelljammers may land on the roof if they have the capacity to moor on land. The benefit this room provides in addition to storage for a spelljammer is the occasional arrival of merchants from realmspace and possibly other spheres. The room generates an income of 15 * 2d10 gp every 30 days.Garden and Nature Shrines
Nearby to the keep is a small garden containing small statues built by Mug in reverence of Mielikki, Silvanus and Eldath. They are around a planted oak sapling surrounded by flowers, vegtables and herbs. The benefit of this is every 30 days the garden provides enough materials to brew 10 potions of common quality or 4 potions of uncommon quality. The potions are then brewed by an alchemist's supplies check. The DC for this check is 10 for common potions and 15 for uncommon potions. A failure on this check destroys the herbs until they can regrow in 30 days.War room
The top level of the keep contains a room dedicated to the defense of the keep and prep for war. The benefit this room provides is should the keep come under attack, all creatures fighting in its defense add a d4 to their attack rolls.Teleport Circle
Ye inscribed this circle in the keep as it was being built. It is a permanent receiver circle glyph, so anyone who knows teleport circle and the glyph can teleport to the keep.Architecture
Dunderheap is a 3 story stone built keep, each level is about 14 feet high. It has heavy stone walls and two 15 foot wide turrets on the back end. Its entrance is a large portcullis followed by two large metal doors.
Its bottom level has a stone floor and this floor contains the keep's kitchen, bath, lounge and an area for visiting merchants to rest and sell their wares should they so wish.
Its second level has a wood flooring and contains an area for guests and workers to sleep, Ye's Alchemy lab and study (along with his teleportation glyph). This level also holds the keep war room and armory.
The final level also has a wood floor and contains personal quarters for each member of ISIS along with additional quarters for additional guests or staff.
The levels can be traversed via stairs in each of the two back turrets and the stairs can be followed out to the roof.
Its bottom level has a stone floor and this floor contains the keep's kitchen, bath, lounge and an area for visiting merchants to rest and sell their wares should they so wish.
Its second level has a wood flooring and contains an area for guests and workers to sleep, Ye's Alchemy lab and study (along with his teleportation glyph). This level also holds the keep war room and armory.
The final level also has a wood floor and contains personal quarters for each member of ISIS along with additional quarters for additional guests or staff.
The levels can be traversed via stairs in each of the two back turrets and the stairs can be followed out to the roof.
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