Thornscale Mine

==History==
Purchasing the land that was needed that was needed to construct the mind is no simple task, Throk the owner had come to agreement to supply a good portion of the resources that are gathered from it, to give the town majority rights to purchase first.  And to further boost relations with the town of Union Pass game small bit of influence.  Shortly after it had been agreed upon, a large work crew had gone out to the area to begin construction of the nearby buildings and excavating the mine itself. The immediate area around the entrance of the mine has slowly started to clear.  So construction can begin, lumber is being moved off to the side before it is either sold off or use for further construction either the buildings or the mine question.  The surface of the mountain itself appears to be slowly carved into something, at this early stage, it is impossible to tell what exactly is taking shape. A single cottage that is less than a mile away from the mine can be seen. A small path between the mine in the main road can be seen starting to take shape.  Cobblers can be seen bringing stones in, and bricklayers mixing mortar every day as they start construction on the area.
-- (OOC: 10 DC local to learn the owner Throk. )
== Facilities ==
=== Mine (On Hold) ===
==== x1 Chamber (Large)====
This versatile open area has enough space for many people to use at once, allowing them the chance to gathering useful materials from the earth.
*Benefit: Has a chance of extracts larger amount of metal, coal, salt, or other useful materials from the earth. Rarer chance of extract gems.
*Create Gold, Goods, or Influence +14
*Cost 12 Goods, 22 Labor (1,260 gp); 
*Size 30–120 squares per floor.
==== x1 Chamber (Medium)====
This versatile open area has enough space for many people to use at once, allowing them the chance to gathering useful materials from the earth.
*Benefit: Has a chance of extracts fair amount of metal, coal, salt, or other useful materials from the earth. 
*Create Gold, Goods, or Influence +8
*Cost 8 Goods, 18 Labor (740 gp); 
*Size 20-80
==== x1 Chamber (Small)====
This versatile open area has enough space for many people to use at once, allowing them the chance to gathering useful materials from the earth.
*Benefit: Has a chance of extracts small amount of metal, coal, salt, or other useful materials from the earth. 
*Create Gold, Goods, or Influence +4
*Cost 4 Goods, 12 Labor (420 gp); 
*Size 10–40 squares per floor.
==== x4 Tunnel ====
This versatile open area has enough space for many people to use at once walking through or a wagon. connecting the chambers to each other
* Earnings: None
* Create 
* Costs: 2 Goods, 4 Labor (120 gp); Time 4 days
* Size 3x20 squares
==== x16 Storage - Modifier +2 ====
Storage is any room used to store objects, keeping them out of the way for later use. Most Warehouses are just multiple Storage rooms built into a single building. A low-cost shop may allow its customers to browse items in the Storage area. A door to a Storage room includes an average lock.
*Earnings gp +2
*Create 3 Goods, 3 Labor
*Cost (120 gp);
*Time 8 days;
*Size 4–8 squares
=== Smithy [Blacksmith] ===
(Finished 09/22/2021) Take +10 for the building, Modifiers from room +16
==== x1 Forge -Modifier +10 ====
A Forge includes a hearth, an anvil, a slack tub, metalworking tools, and other appropriate materials for shaping iron and other metals. A Forge counts as masterwork artisan’s tools for up to three people working on metalworking skills such as Craft (armor) and Craft (weapons).
*Benefit: counts as masterwork artisan’s tools for one craft skill.
*Create: Gold, Goods, or Influence +10 
*Cost (370 gp); 
*Time 20 days; 
*Size 8–16 squares
==== x3 Storage - Modifier +4 ====
Storage is any room used to store objects, keeping them out of the way for later use. Most Warehouses are just multiple Storage rooms built into a single building. A low-cost shop may allow its customers to browse items in the Storage area. A door to a Storage room includes an average lock.
*Earnings gp +2
*Create 3 Goods, 3 Labor 
*Cost (120 gp); 
*Time 8 days; 
*Size 4–8 squares
===== x1 Office =====
This simple room includes a door with a simple lock, a chair, and a large desk that has two drawers with simple locks. An Office affords its user privacy and a refuge from other activity in the building.
* Create 3 Goods, 3 Labor (120 gp); Time 8 days
* Size 2–5 squares
=== Ranch +1 ===
* Earnings gp, 187 (Just room modifiers)
* Create 200 Goods, 33 Influence, 188 Labor (8,750 gp)
==== x4 Animal Pen +8 Per one ====
An Animal Pen houses animals that need more attention than horses and cattle. It could be used to house animals for food (like chickens or pigs), display (like song birds or reptiles), or protection (like dogs or large cats). One animal pen can support 1 Large, 2 Medium, 4 Small, or 8 Tiny or smaller creatures, providing them with water and shelter. Food is not provided.
*Earnings gp, Goods, or Labor +8
*Create 6 Goods, 1 Influence, 5 Labor
*Cost (250 gp);
*Time 16 days;
*Size 4–16 squares
==== x1 Courtyard ====
This large, open area might be constructed to feature decorative landscaping or be a more utilitarian space for drills, meetings, or storage.
*Create 4 Goods, 5 Labor
*Cost: (180 gp);
*Time 24 days;
*Size 20–40 squares
==== x4 Defensive Walls ====
This simple wooden wall, fence, or hedge surrounds your structure and provides a modicum of security. It is no taller than 10 feet, includes a single gate with a simple lock, and can be scaled with a DC 14 Climb check. It can be constructed as a stone wall — increasing the height by up to 10 feet and the Climb DC to 20 — by doubling the price. If combined with a Guard Post, this can be a walkable wall with a parapet.
*Create 5 Goods, 2 Influence, 5 Labor
*Cost (260 gp);
*Time 12 days;
*Size 20–40 squares
==== x1 Farm +10 Per one ====
Description
*Earnings gp or Goods +10
*Create 15 Goods, 15 Labor
*Cost (600 gp);
*Time 20 days;
*Size 60–100 squares
==== x1 Guard Post +4 Per One ====
This defensive structure prevents access to a building. It is normally arranged so defenders have a clear line of sight to all room entrances or a clear view of all approaches to the building. You can construct this room in a tower layout (at no additional cost), which includes a second story that also counts as a Guard Post. The listed price includes the cost of having unskilled employees as guards (1st-level commoners or experts with uniforms, but no armor or weapons). If the building has an Armory, these employees are armed and armored, but still mostly for show. If you want trained guards who can defend against dangerous intruders, hire professional guards or recruit a team of Guards or Soldiers. Any defender using the Guard Post’s defenses gains a +1 bonus on initiative checks and on Perception checks against intruders at the Guard Post.
*Earnings gp or Goods +4
*Benefit defenders get a bonus on initiative and Perception checks
*Create 7 Goods, 2 Influence, 6 Labor
*Cost (320 gp);
*Time 20 days;
*Size 6–10 squares
==== x10 Habitat +12 Per one ====
A Habitat houses animals. Unlike a Stall or Hatchery, a Habitat provides comfortable lodging for exotic or rare creatures. This room contains cages and walled chambers for the resident creatures, with at least one wall constructed of bars or windows to allow visitors to observe the creatures. a Habitat built to house birds is often constructed with tall poles and netting to keep the creatures from flying away.
*Earnings gp or Influence +12
*Create 18 Goods, 3 Influence, 17 Labor
*Cost (790 gp)
*Time 40 days
*Size 40–60 squares
Habitat 10: ??. (??)
* Animal egg (-)
Habitat 9: ??. (??)
* animal (egg) (-)
Habitat 8: ??. (??)
* animal (egg) (-)
Habitat 7: Brachiosaurus
* Brachiosaurus (egg) (1)
Habitat 6: Kronosaurus (0)
* Kronosaurus eggs (1)
Habitat 5: Ankylosaurus. (M:1 F:1) 
* Ankylosaurus eggs (1)
Habitat 1: Giant Riding Geckos. (M:2 F:14) 
* Giant riding gecko eggs (-)
Habitat 2: Axe Beaks. (M:1 F:1) 
* Axe Beak eggs (-)
Habitat: 3: Troodons (M:1 F:1) 
* Troodon eggs (-)
Habitat 4: Compsognathus (M:2 F:3) 
* Compsognathus eggs (-)
==== x1 Hatchery +5 Per one ====
A Hatchery is used for nesting and hatching egg-laying creatures such as birds, lizards, owlbears, or dragons. Alternatively, it can be used for fish, shellfish, or other aquatic egg-laying creatures. This room might be on the roof to allow flying creatures to come and go, or might be connected to the building on ground level. It contains cages and soft bedding to cradle the eggs, and might contain a small wood-burning stove to keep the eggs warm if parent animals aren’t available.
*Earnings gp or Goods +5
*Create 4 Goods, 1 Influence, 3 Labor
*Cost (170 gp);
*Time 10 days;
*Size 2–6 squares
*
==== x1 Kitchen +4 Per one ====
A Kitchen is used to prepare food. It contains a stove, sink, and small pantry with basic cooking tools and supplies. a Kitchen for a business that serves food, such as an Inn, probably also has Storage just for foodstuffs.
*Earnings gp or Goods +4
*Create 4 Goods, 4 Labor
*Cost (160 gp);
*Time 12 days;
*Size 2–6 squares
*
==== x2 Lavatory ====
A Lavatory includes up to four 5-foot-by-5-foot private rooms for dealing with biological functions. If a building doesn’t have a Lavatory, people in it must go elsewhere for this sort of activity. Depending on the building and settlement, a Lavatory might be an outhouse, a closet with a chamber pot, or a stool connected to an external system such as a cesspit or pig trough. If the building has a Sewer Access, you can automatically connect all Lavatories in the building to the settlement’s sewer system. The sanitation improvement from having a Lavatory mean residents, guests, employees, and others who frequent the building gain a +2 bonus on Fortitude saves to resist contracting a disease while in the settlement.
*Benefit Bonus on Fortitude saves against contracting disease
*Create 3 Goods, 3 Labor
*Cost (120 gp);
*Time 4 days;
*Size 1–4 squares
*
==== x2 Office ====
This simple room includes a door with a simple lock, a chair, and a large desk that has two drawers with simple locks. An Office affords its user privacy and a refuge from other activity in the building.
*Create 3 Goods, 3 Labor
*Cost (120 gp);
*Time 8 days;
*Size 2–5 squares
*
==== x1 Stalls +8 Per one ====
A Stall is a place to keep 1–2 horses or other Large domestic animals. It contains gates, feed troughs, feed, and straw.
*Earnings gp, Goods, or Labor +8
*Create 6 Goods, 1 Influence, 5 Labor
*(250 gp);
*Time 16 days;
*Size 6–16 squares
*
==== x2 Storage +2 Per one ====
Storage is any room used to store objects, keeping them out of the way for later use. Most Warehouses are just multiple Storage rooms built into a single building. A low-cost shop may allow its customers to browse items in the Storage area. A door to a Storage room includes an average lock.
*Earnings gp +2
*Create 3 Goods, 3 Labor
*Cost (120 gp);
*Time 8 days;
*Size 4–8 squares
*
==== x1 Store Front +5 Per one ====
This is a simple storefront, holding a wooden counter, a ledger, shelves, and other necessities to run a business.
*Earnings capital +5 (of a type the building already generates)
*Create 5 Goods, 1 Influence, 3 Labor
*Cost (190 gp);
*Time 12 days;
*Size 2–4 squares
 Extra training tools
* Monster dummy (Masterwork) +1
This is a straw-stuffed wire frame of a monstrous creature, wrapped in burlap and coated in the musk of that particular creature. When using the Handle Animal skill to teach the attack trick, having a monster dummy present allows the trainer to add whatever creature type the dummy represents to the list of creatures the animal will attack. The dummy also provides a +3 bonus on Handle Animal checks to teach animals to attack all kinds of creatures. 
* Target Dummy (Masterwork) +1
Dummies come in various shapes and sizes depending on what creature or race the prospective owner of the owlbear wants them to hate most.
* Brand (Masterwork) +1
Placing a brand on the animals, crates and cargo of the Thornscale's symbol.
* Training sleeve (Masterwork) +1
When used in conjunction with the Handle Animal skill to train an animal for a general purpose, this item grants the user a +6 competence bonus on her Handle Animal check to successfully combat train an animal.
* Whip, training (Masterwork) +1
The wielder gains a +3 circumstance bonus on Handle Animal checks to push a trained animal and on Intimidate checks made to demoralize any animal as long as the animal is within the whip's reach.
* Training harness (Masterwork) +1
+3 bonus on Handle Animal checks made with an animal wearing it.
* Dany Brush.
Used for grooming animals.
* Falconry gauntlet (Masterwork) +1
Training and handle Falcons
* Beast whistle (Masterwork) +1
This small wooden whistle emits a high-pitched sound like that of a signal whistle, except the signal is audible only to a specific type of creature—other types of creatures hear only a quiet hissing sound. Beast whistles come in six different varieties: avian, canine, feline, rodent, reptile, and ungulate (other varieties may be available at the GM’s discretion). Animals and magical beasts that match a beast whistle’s type can hear the whistle as a human hears a signal whistle. Creatures that fit into multiple categories (such as griffons) can usually hear the call of multiple types of whistles, though magical beasts who don’t fit into any of the above categories cannot hear a beast whistle. Beast whistles don’t function underwater, except if surrounded by an air bubble (Pathfinder RPG Ultimate Combat 222) or similar effect, though creatures underwater may hear a beast whistle sounded from above the surface if they are close enough.
=== Work Force ===
Has hired for the Mine and Ranch
* x10 Laborers Gold, Labor +20
* x7 Guard - Gold, Influence, or Labor +14
* x1 Bureaucrats - Gold, Influence +4
* x2 Driver - Gold, Goods, or Labor +4
 x amount - Name - Modifier
Description
*Benefit:
*Create:
*Size:
*People:
Category:Businesses