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Anjor of Oerth's Demesne

Design

The manor has been designed with enlightened engineering. Anjor is an expert at merging engineering with the Art. There are several garderobes on each level that work with water piped in from Lake Sember. Anjor's private garderobe, the garderobe in Anjor's Upper Sanctum and one used by the other residents involve portal magic to the Elemental Plane of Water. Anjor has designed showers and baths for residents and guests with steady water flow from the Elemental Plane of Water. It is also possible to use baths with water piped in from Lake Sember.

Entries

The doorway to this room is a very large double doorway. The third door is an entry way to the City of Brass on the Elemental Plane of Fire, which is a keyed portal. It opens up into a street in the City of Brass which leads to an interplanar Marketplace.

Hazards & Traps

In case of intruders Guards and Wards activate on all levels. In addition Anjor has Programmed images in each room of Guardian creatures.   If the Manor is attacked, all outer walls will be protected by Prismatic Wall.

Special Properties

Bastion Effects

 

Arcane Study

An Arcane Study is a place of quiet research that contains one or more desks and bookshelves.
  Arcane Study Charm. After spending a Long Rest in your Bastion, you gain a magical Charm that lasts for 7 days or until you use it. The Charm allows you to cast Identify without expending a spell slot or using Material components. You can’t gain this Charm again while you still have it.
Space: Roomy   Hirelings: Qutoron CG hm Mage Ring of Protection. Impulsive and Helpful, has a pronounced Scar on his Forehead.   Order: Craft   Craft Options:   Craft: Arcane Focus. You commission the facility’s hireling to craft an Arcane Focus. The work takes 7 days and costs no money. The Arcane Focus remains in your Bastion until you claim it.   Craft: Book. You commission the facility’s hireling to craft a blank book. The work takes 7 days and costs you 10 GP. The book remains in your Bastion until you claim it.   Craft: Magic Item (Arcana). If you are level 9+, you can commission the facility’s hireling to craft a Common or an Uncommon magic item chosen by you from the Arcana tables in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See the “Crafting Magic Items” section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility’s hireling can assist), and you must have all those spells prepared every day you spend crafting the item.  

Archives

Space: Vast   Hirelings: 1 Evabeth NG hf Mage Apprentice CHA: 14 Pragmatic and Honest, Birthmark on her hand   Order: Research   An Archive is a repository of valuable books, maps, and scrolls. It is usually attached to a Library behind a locked or secret door.
  Research: Helpful Lore. When you issue the Research order to this facility, you commission the facility’s hireling to search the Archive for helpful lore. The work takes 7 days. The hireling gains knowledge as if they had cast the Legend Lore spell, then shares this knowledge with you the next time you speak with them.
Reference Book. Advantage on Arcana, History, Investigation, Nature, or Religion Checks    

Teleportation Circle

Space: Roomy   Hirelings: 1 Vexander NG hm Archmage Pragmatic and Helpful   Order: Recruit   Inscribed on the floor of this room is a permanent teleportation circle created by the Teleportation Circle spell.   Recruit: Spellcaster.   Each time you issue the Recruit order to this facility, its hireling extends an invitation to a Friendly NPC spellcaster. Roll any die. If the number rolled is odd, the invitee declines the invitation, and you gain no benefit from having issued the order. If the number rolled is even, the invitee accepts the invitation and arrives in your Bastion via your Teleportation Circle.   While you are in your Bastion, you can ask the spellcaster to cast one Wizard spell of level 4 or lower; if you are level 17+, the spell’s maximum level increases to 8. The spellcaster is assumed to have the spell prepared. If the spell has one or more Material components that cost money, you must pay for them before the spell can be cast.      

Scriptorium

Space: Roomy   Hirelings: 1 Namay CG hf Mage Cha 18 Impulsive and Helpful, Exceptionally beautiful   Order: Craft   A Scriptorium contains desks and writing supplies.   Craft: Book Replica. You commission the facility’s hireling to make a copy of a nonmagical Book. Doing so requires a blank book. The work takes 7 days.   Craft: Spell Scroll. You commission the facility’s hireling to scribe a Spell Scroll containing one Cleric or Wizard spell of level 3 or lower. The facility has the necessary Calligrapher’s Supplies, and the hireling meets all the prerequisites needed to scribe the scroll. The “Crafting Equipment” section in the Player’s Handbook specifies the time needed to scribe the scroll and the cost of the scroll, which you must pay.   Craft: Paperwork. You commission the facility’s hireling to create up to fifty copies of a broadsheet, a pamphlet, or another loose-leaf paper product. The work takes 7 days and costs you 1 GP per copy. At no additional cost in time or money, the facility’s hireling can distribute the paperwork to one or more locations within 50 miles of your Bastion.  

Laboratory

  Space: Roomy   Hirelings: 1 LG Mage Apprentice   Order: Recruit   A Laboratory contains storage space for alchemical supplies and workspaces for crafting various concoctions. The War Room contains war memorabilia plus a large table surrounded by enough chairs for you and your lieutenants.     Craft: Alchemist’s Supplies. The facility’s hireling crafts anything that can be made with Alchemist’s Supplies using the rules in the Player’s Handbook and chapter 7 of this book.   Craft: Poison. You commission the facility’s hireling to craft a vial containing one application of a poison. The poison must be one of the following: Burnt Othur Fumes, Essence of Ether, or Torpor. This work takes 7 days, and you must pay half the poison’s cost. See “Poison” in chapter 3 for descriptions and costs of poisons.    

Storage

  Space: Roomy   Hirelings: 1 NG Commoner   Order: Trade   A Storehouse is a cool, dark space meant to contain trade goods objects from the Trade Goods table in chapter 7 and from chapter 6 of the Player's Handbook.   Trade: Goods. When you issue the Trade order to this facility, its hireling spends the next 7 days procuring nonmagical items that have a total value of 500 GP or less and stores them in the Storehouse, or the hireling uses those 7 days to sell goods in the Storehouse. You bear the total cost of any purchases, and the maximum value of the items purchased increases to 5,000 GP when you reach level 13.   When you sell goods from your Storehouse, the buyer pays you 100 percent more.  

Workshop

  Space: Vast   Hirelings: 3 all Commoner   Order:Craft   Research: Lore. You commission the facility’s hireling to research a topic of your choice. The topic can be a legend, any kind of creature, or a famous object. The topic need not be directly related to items on display in the room, as the trophies provide clues to research a wide variety of other subjects. The work takes 7 days. When the research concludes, the hireling obtains up to three accurate pieces of information about the topic that were previously unknown to you and shares this knowledge with you the next time you speak with them. The DM determines what information is learned.   Research: Trinket Trophy. You commission the facility’s hireling to search for a trinket that might be of use to you. The work takes 7 days. When the research concludes, roll any die. If the number rolled is odd, the hireling finds nothing useful. If the number rolled is even, the hireling finds a magic item. Roll on the Implements—Common table in chapter 7 to determine what it is.

Architecture

The mansion is designed with Renaissance architecture. The facades around the building show Dragons, Griffons, Hippogrifs, Nymphs, and Dryads.
Type
Tower, Mage
Parent Location
Environmental Effects
The Entire mansion is warded with Anjor's own heightened Proof against Teleportation spell which was cast permanently on the manor, and covers all rooms.   Teleportation is possible by rolling a caster level check against SR 51. (Anjor's Level +11)   If a person has access to one of Anjor's Teleportation circles they can Teleport in and out freely, unless Anjor seals them off.   The mortar and stucco of the manor has been mixed with adequate ratios of Gorgon blood. This prevents any sort of Ethereal or Astral Travel into the mansion. The stone is also made with sheets of lead so as to prevent any scrying into the mansion.   Anjor has altered and made Permanent a Mordenkainen's Private Sanctum spell.

Strong Hold Spaces

54

Total Cost

353,600 gp

Articles under Anjor of Oerth's Demesne


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