The Queendom Hearts

Description
The Queendom Hearts is a large grey-blue brick building with a roof of black shale tiles. It was once the most popular inn in Anversa until the owner retired and the void this left was filled by the Tortured Tortoise and the Venereal Vixen. Since the owner had no heirs to leave the inn to, ownership fell to the town after his death. The previous mayor then turned it over to the Town Guard and had it re-purposed as their headquarters and barracks. When mayor Kurz came into power, he commissioned an opulent, overly expensive new headquarters for the Guard, no doubt to fraudulently line his pockets and those of his cronies.

And so the Queendom Hearts fell into disuse, until Captain Garroth gave ownership of the building the the party as thanks for all the help they had provided him and the town. As a former inn and law-enforcement building, it has many qualities that are appealing to a group of adventurers, including many bedrooms, a stable, plenty of storage, a yard and attick that are well-suited to being converted into a training ground and study hall respectively, and even a fully outfitted workshop in the basement.

Owning the Queendom Hearts comes with an unkeep cost for maintenance, minor repairs and buying foodstuffs and other general supplies. The basic upkeep to keep the building in good shape is 1 GP/day or 30 GP/month.

Employees
The Queendom Hearts is a large building that requires a fair bit of work to maintain, especially since the party will often be away from home for long stretches of time. To remedy this, the party can hire employees to run the Queendom Heart for them while they are adventuring. The types of employees and their wages are on the table below. In addition, each employee also adds 1 SP/day or 3 GP/month to the buildings upkeep, regardless of their type. Employees will remain loyal so long as they are paid.

Below is a short overview of the possible employees and their wages:

Type Descriptions

 * Steward: a Steward serves as majordomus, the head of the employees, and is in charge of the household while the party is away. His duty is ensuring the others do their job properly and managing the budget, paying out wages and making sure any needed supplies are procured. Any decent Steward is also a good headhunter and employing one will ensure any other hires, whether temporary or permanent, are hasslefree and reliable.
 * Maid: a maid does cleaning and other minor maintenance, does grocery shopping and helps out in the kitchen.
 * Cook: a cook provides decent to high quality meals for the party, other employees and any guests staying in the building.
 * Stableboy: a stableboy manages the stable and takes care of any mounts, animal companions and familiars staying there.
 * House Guard: a house guard will protect the building and the other employees against intruders, thieves and other dangerous people while the party is away.
 * Craftsperson: a variety of craftsmen, such as a blacksmith, fletcher or leather worker, could hired to make use of the tools and equipment in the basement to craft items for the party, provided both the craftsman and the facilities are sufficiently skilled/advanced. Note that the crafting cost for creating an item must still be paid.

Floors & Rooms
Note: these maps use grids of 3x3ft squares, not the standard 5x5ft squares.

Basement Rooms

 * Basic Workshop: the workshop contains Artisan's Tools for all Craft skills except Alchemy. The facilities are sufficient to craft non-magical Simple and Martial Weapons up to Masterwork quality and all Miscellaneous Items of up to high quality. It is not enough to craft Exotic Weapons, weapons made from Special Materials or Magical items without being upgraded.
 * Unused Room: an empty room that can be given most any purpose the party desires.

First Floor Rooms

 * Common Room: this room was once the common room for the inn and later served as cantina and break room for the Town Watch. It has a bar with 4 stools, 5 cubicles with benches and 4 large tables with 6 chairs each.
 * Kitchen: the kitchen provides Artisan's Tools for Profession: Cooking and allows the preparation of most common dishes, although it is somewhat too limited for true haute cuisine. The stairs to the basement are also here.
 * Food Store: this room provides cupboards, larders and other storage spaces for the conservation of foodstuffs.
 * Steward Room: this used to be the room of the innkeeper, but now server as the room of the Steward.
 * Employee Room: this room used to be where the serving girls slept after late shifts, but is now a barracks room with 5 bunk beds for up to 10 employees.
 * Stables: the stables provide enough cubicles to hold up to 6 Mounts, Animal Companions or Familiars of up to Large size.
 * Yard: the yard is currently an empty space except for a bunch of weedy shrubbery and a small storage shed.

Second Floor Rooms

 * Single Room: despite the name, a single room provides enough room and storage for up to two characters. It is well-furbished and comfortable, but not to the point of being luxurious. The door has an Average Lock on it (Open Lock DC 25). There are 6 rooms of this type on the Second Floor.
 * Double Room: a larger version of the Single Room that provides room and storage for up to 4 characters, albeit a little more cramped by comparison. The door has an Average Lock on it (Open Lock DC 25). There are 2 rooms of this type on the Second Floor.
 * Bathroom: this room provides a simple, but convenient bathing area, as well as latrines.
 * Store Room: another storage space, mostly meant for bath and cleaning supplies.

Attick Rooms

 * Attick: the attick is currently empty, but could be turned into a study, library, alchemy lab and/or meditation room.