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Anjor the Red's Resources

Anjor’s Tower:

  There are portals in many rooms of both the Lake Sember Mansion and the Tower that link rooms of similar purpose. Anjor re-engineered the levels of the tower to operate on keyless Teleportation gates. With a command he can shut these down. The Tower Dungeon can no longer be accessed from the Tower. The linked portals to the Library, Laboratory, and Summoning Chamber are the only ways to access the Dungeon.   The above ground levels are linked together by teleportation gates and portals to rooms of similar function.   Area 8 the Tower Dining Room is linked to the Mansion Kitchen and Anjor’s Dining Room.   Area 9 of the tower has comfortable rooms and guest rooms with a bath and garderobe. There is a portal at the end of a hall way on the second floor of the mansion.   Area 10 of the tower is a shrine to Sune and Sharess, it is linked to a portal in the Great Hall   Area 11 is a living room linked to the second floor living room. There is a fire burning which vents into the Elemental Plane of Air.   Area 12 the observatory links to the Spellcasting Chamber and Observatory of the Mansion.   Area 13 is Anjor’s Bedroom in the tower. It links to his Bedroom in the Mansion   Hirelings: Skilled:2 Unskilled: 3    

Anjor’s Lake Sember Mansion:

 

First Floor:

  Great Hall: This is where all the gatherings, festivals, and celebrations are held.  
  • Within the hall are 6 marble statues Sune, Milil, Leira, Oghma, Mystra, Sharess (5000 g.p. each.)
  • Tapestries of ancient Cormanthyr (4) 3000 gp each
  • Tapestries of Elemental Plane of Air, Elemental Plane of Earth, Elemental Plane of Water, and Elemental Plane of Fire 2000 gp each.
  Receiving Hall: This is where guests enter the mansion.
Within the room is some treasure of note:
  • Red Dragon Tapestry, White Dragon Tapestry, Blue Dragon Tapestry, and Green Dragon Tapestry (all seized from Cult of the Dragon by the Company of the Shattered Lich) 500 G.P each
  • Carved Harp of Mahogany on a Pedestal 750 G.P
  Tavern:
Attached to the great hall, this is where casks, barrels, butts, and tuns of wine, mead, beer, whiskey, and other spirits are brought up from the buttery below. The bar is made of Weirwood. Numerous tankards and beer glasses are stored here.
  • Decanter of Endless Water
  • Dragon Bottle Stopper 750 gp
  Kitchen:
This huge kitchen is equipped to cater to feasts of hundreds of people if need be. Within the Weirwood cabinets exist an entire set of Mithral cookware. There is plenty of mundane cookware as well. One oven burns with the fires from the Elemental Plane of Fire, and there is a basin that Anjor created which is a triple power Decanter of Endless Water. Water is also piped in from Lake Sember.
  • Mithral Cookware Set 10,000 gp
  • 2 Decanters of Endless Water
  • Basin of Endless Water
  • Spice Boxes 130 gp
  Pantry:
This Pantry is magically enchanted to preserve the food placed within.
  • 5 Bags of Holding Type I (Food and Grain storage)
  Formal Dining Room:
Anjor uses this room when he has few guests, or when he is just by himself. The table is made of Oak of the highest craftsmanship.
  • Oak Dining Table 900 gp
  • Woodland Tapestry 6000 gp
  • Tapestry of Waterdeep’s Founding 5000 gp
  • Painting of Skuld Mulhorrand 7200 gp
  • 24 silver place setting 300 gp
  • 100 different drinking vessels 25 gp each
  • Silver Candelabra 10 gp
  • Gold candelabra with diamonds and rubies 2500 gp
  • Giant Scallop Shell tray 80gp
  Trophy Hall:
This hall is where Anjor displays various treasures from past adventures. Statue gems were obtained from the Elemental Plane of Earth. The statues are carved from a single stone and are about the size of of a pony each.  
  • Ruby Statue of Red Dragon 150,000,000 gp
  • Shou Lung Emerald Statue of Green Dragon 125,000,000 gp
  • Star Sapphire Statue of Blue Dragon 150,000,000 gp
  • Black Sapphire Statue of Black Dragon 125,000,000 gp
  • Diamond Statue of White Dragon 150,000,000 gp
 

Cellar:

  Buttery:
The stairs from the tavern lead down to here, this is the storage for the Beer, Aging Sauces, Wine, and Spirits. This room is magically kept just below room temperature.
    Dairy:
Storage of milk products. This room is kept the temperature of a mild cold winter day.
  Larder:
Perishable meats and other food items are kept here. This room is enchanted to stay the temperature of a freezing winter day.  

Second Floor:

  Upper Landing Room:
The upper landing is where Anjor displays the various paintings he has acquired. Total value: 200,000 gp   Guest Rooms:
Fine wood beds, highest quality fabric bedding from Zakhara, and Durpari Rugs. Total value: 4,000 gp each room   Anjor’s Bedroom:
Anjor has a gigantic king bed, with luxurious linens from Zakhara and Shou Lung. Luxurious brocade draperies from the Western Hearlands, and a wall to wall carpet from Kozakura. 125,000 gp   Bulgrif’s Room:
Bulgrif the pseudodragon lays on many pillows with gold coins strewn about. There is always a storage of the finest chocolate in this room, but Anjor keeps tabs on it to make sure Bulgrif does not get too fat.   Rosamund’s Room, Nameya’s Room, Froli’s Room:
All furnished to each occupants individual tastes.   Servant’s Quarters:
Each Servant is given a bed and a large chest.   Hirelings: Froli Hillborn: Steward Skilled: 3 Untrained: 8  

Special Rooms:

 

Libraries:

  Magic Library: 32,000 gp worth of tomes, scrolls, books, folios, tablets and the like. The sources span through the Age of Thunder, Netheril, Ancient Mulhorrand, Jhaamdath, Cormanthyr, all to the Modern Age.
  • Arcana
  • Religion
  When doing research, Anjor does not have to increase his monthly expenses, and the final skill check for research is done with Advantage on the roll. A regular knowledge based skill check is done with Advantage on the roll as well.  

Anjor the Red’s Spellbooks

  Anjor’s library contains many old spellbooks. Volume I – XXVIII are the spell books from before the Spellplague when the Weave Collapsed. The Later Tomes are from when the Weave got repaired during the Sundering. The metaphysics of magic was changed and many spells from the older tomes do not work as expected. Anjor the Red converted most of the old spells to conform with the metaphysics of the post sundering world. Magic using creatures that existed and retained their knowledge from before 1385 DR may utilize the old tomes as easily as the newer tomes. Casters familiar only with the Post Sundering Toril magic can only utilize the later tomes.   Before the Time of Troubles   Volume I: 1st and 2nd level spells. Many Lost spells as of 1491 DR. Notes on Ray of Enfeeblement reduction in level   Volume II: 3rd level Spells   Volume III: 4th Level Charm Monster- Rary’s Mnemonic enhancer   Volume IV: 4th level Remove Curse –Wizard Eye, 5th level Airy Water- Feeblemind Includes spells from Demonomicon of Iggwilv.   Volume V: 5th level Hold Monster-Wall of Stone Numerous Notes on Lost Spells   Volume VI: 6th level Anti Magic shell-Invisible Stalker   Volume VII: 6th Level Legend Lore-Transmute Water to Dust Added Notes on many of these lost spells   Volume VIII: 7th level Banishment to Phase Door Notes on the reduction in Powerlevel for Banishment     Volume IX: 7th level Power Word: Stun-Volley Notes on Teleport w/o Error becoming reduced in power to Teleport and the limitations of the Old Teleport Spell.   Volume X: 8th level Antipathy/Sympathy – Otilukes Telekinetic Sphere   Volume XI: 8th level Otto’s Irresistible Dance – Trap the Soul Notes on Permanency spell, and its lost nature after the Sundering   Volume XII: Astral Spell – Prismatic Sphere   Volume XIII: Shape Change – Wish Notes from his Time Travels to Netheril and Temporal Magics   Volume XIV: Summoning Spellbook Lost Magics: (must be level 20 to understand) Dismissal, Beckon, Dolor , Ensnarement, Spiritwrack, Torment, Binding, Cacodemon, Banishment, Truename, Contact other Plane, Gate http://www.mpipks-dresden.mpg.de/~abernert/hobby/rules/conjure/conjure.html   After Time of Troubles 1368 DR   Volume XV: Spells after Time of Troubles (Forgotten Realms Adventures, Complete Guide to Wizards, and AD&D Tome of Magic; repeat spells from earlier volumes are written to conform with the new metaphysical laws.) 1st level spells, 2nd level spells, 3rd level spells in Complete Wizard’s Guide Notes on the changes to Vocalize and the new metaphysical Laws.   Volume XVI: Extensive notes on the differences of spellcasting after the Avatar Crisis compared to the previous age.     Volume XVII: Spells after Time of Troubles (Forgotten Realms Adventures, Complete Guide to Wizards, and AD&D Tome of Magic; repeat spells from earlier volumes are written to conform with the new metaphysical laws.) 3rd level spells in Forgotten Realms Adventures and Tome of Magic Notes on altering spell casting through Metamagic.   Volume XVIII: Spells after Time of Troubles (Forgotten Realms Adventures, Complete Guide to Wizards, and AD&D Tome of Magic; repeat spells from earlier volumes are written to conform with the new metaphysical laws.) 4th level spells   Volume XIX: Spells after Time of Troubles (Forgotten Realms Adventures, Complete Guide to Wizards, and AD&D Tome of Magic; repeat spells from earlier volumes are written to conform with the new metaphysical laws.) 4th level metamagic spells from Tome of Magic. Full treatise on manipulating spells with Metamagic.   Volume XX: Spells after Time of Troubles (Forgotten Realms Adventures, Complete Guide to Wizards, and AD&D Tome of Magic; repeat spells from earlier volumes are written to conform with the new metaphysical laws.) 5th level spells   Volume XXI: Spells after Time of Troubles (Forgotten Realms Adventures, Complete Guide to Wizards, and AD&D Tome of Magic; repeat spells from earlier volumes are written to conform with the new metaphysical laws.) Remaining 5th level spells Treatise on Wild Magic   Volume XXII: Spells after Time of Troubles (Forgotten Realms Adventures, Complete Guide to Wizards, and AD&D Tome of Magic; repeat spells from earlier volumes are written to conform with the new metaphysical laws.) 6th level spells   Volume XXIII: Spells after Time of Troubles (Forgotten Realms Adventures, Complete Guide to Wizards, and AD&D Tome of Magic; repeat spells from earlier volumes are written to conform with the new metaphysical laws.) 6th level spells (Forgotten Realms Adventures)   Volume XXIV: Spells after Time of Troubles (Forgotten Realms Adventures, Complete Guide to Wizards, and AD&D Tome of Magic; repeat spells from earlier volumes are written to conform with the new metaphysical laws.) 7th Level Spells Volume XXV: Spells after Time of Troubles (Forgotten Realms Adventures, Complete Guide to Wizards, and AD&D Tome of Magic; repeat spells from earlier volumes are written to conform with the new metaphysical laws.) 7th Level Spells (Forgotten Realms Adventures) Notes on Unique Spells from mages of the Realms   Volume XXVI: Spells after Time of Troubles (Forgotten Realms Adventures, Complete Guide to Wizards, and AD&D Tome of Magic; repeat spells from earlier volumes are written to conform with the new metaphysical laws.) 8th Level Spells   Volume XXVII: Spells after Time of Troubles (Forgotten Realms Adventures, Complete Guide to Wizards, and AD&D Tome of Magic; repeat spells from earlier volumes are written to conform with the new metaphysical laws.) 9th level Spells (Tome of Magic)   Volume XXVIII: Spells after Time of Troubles (Forgotten Realms Adventures, Complete Guide to Wizards, and AD&D Tome of Magic; repeat spells from earlier volumes are written to conform with the new metaphysical laws.) 9th level Spells (Forgotten Realms Adventures)   Post Sundering Spell Tomes
Many have been converted from Anjor’s older collections. These are the spells that any mage of the Post Sundering era may learn.   Volume XXIX: Book of Cantrips This book contains all the Cantrips apprentices used to cast from before the Time of Troubles. (Unearthed Arcana). The Cantrips contained in this tome are not the cantrips of the Post Sundering era. These cantrips may be cast in place of a spell slot at a cost of 4 for one spell slot. This book also contains all of the modern Cantrips from the Post Sundering era. Notes on many of the older first level spells, and why they were reduced to cantrips and how.   Volume XXX: 1st level spells: 34, pgs. 34 2nd level spells: 41, pgs. 82 pgs. 116   Volume XXXI: 3rd level spells: 35, pgs. 105   Volume XXXII: 4th level spells: 27, pgs. 108   Volume XXXIII: 5th level spells: 26, pgs. 130   Volume XXXIV: 6th level spells: 24, pgs. 144   Volume XXXV: 7th level spells: 16, pgs. 112   Volume XXXVI: 8th level spells: 14, pgs. 112 Additional: Permanancy pgs. 8 Pgs. 120   Volume XXXVII: 9th level spells: 12, pgs 108   Volume XXXVIII: Anjor’s Book of Abjuration Abjuration Spells level 1-9: pgs. 98 Notes on school pgs. 2 100 pgs. total   Volume XXXIX: Anjor’s Book of Conjuration Conjuration Spells level 1-9: pgs. 139 Notes on the School especially relating these spells to his book of Summoning, and extensive notes on the Wish spell and why Limited Wish is the same spell cast at lower levels. In this book he references his Treatise on Portals. Pgs. 60 199 pgs. total   Volume XL: Anjor’s Book of Divination Divination spells level 1-9: pgs. 58 Notes on Divination magic especially how to word Contact Other Plane and interpreting figurative language, and overcoming foils to divination magic. Pgs. 50 108 pgs. total   Volume XLI: Anjor’s Book of Enchantment Enchantment Spells level 1-9: pgs. 86 Notes on Enchantment School and spell level changes to conform with new magic metaphysical laws, such as Feeblemind becoming more powerful, and Geas becoming less powerful. Pgs. 25 111 pgs total   Volume XLII: Anjor’s Book of Evocation Evocation Spells level 1-9: pgs 182 Extensive Notes on Evocation School, including changes of Spell power. Pgs. 142 324 pgs. total   Volume XLIII: Anjor’s Book of Illusion Illusion Spells level 1-9: pgs. 96 Notes on Illusion School pgs. 20 116 pgs. total   Volume XLIV: Anjor’s Book of Transmutation Transmutation Spells level 1-9, and Stone to Flesh*, Permanancy*: pgs. 208 Notes on transmutation magic with extensive notes on Time Stop Spell: 45 pgs. 253 pgs. total   Volume XLV: Anjor’s Book of Necromancy Necromancy Spells level 1-9: pgs. 80 Notes on Necromancy Spells with annotations about the dangers of Evil in the spells pgs. 20 100 pgs total   Scrolls: At least one Scroll of each spell, it takes 1d10 minutes to find a specific scroll   Unique Spellbooks:   Manual of Golems: Iron
Manual of the Golems: Stone
Manual of the Golems: Flesh
Manual of the Golems: Clay
Mages Workbook (acquired from Flamsterd on the Moonshaes)
Demonomicon of Iggwilv   Books on Magic Theory:                                                                                                                                                                                                                                                                                                                                                                    
Idioms & Rare Cryptographs” by Elminster (message, write, illusionary script, tongues, audible glamer, magic mouth) Legendry of Phantoms and Ghosts” by Evard (phantom armor¹, phantom steed¹, phantom wind¹, Evard’s black tentacle², wraithform¹) Lore of Subtle Communication” by Tasha (ventriloquism, message, comprehend languages, legend lore, Tasha‘s uncontrollable hideous laughter²)
Ancient Cryptomancy” by Phandal (sending3, wizard mark², secret page², sepia snake sigil²) Extreme Powers of Observation” by Kwalish (detect magic, detect illusion7, identify, detect invisibility, glassee, locate object) Eyes, Vision, and Arcane Sight” by Alphon (infravision, clairvoyance, blur, vision, blindness, wizard eye, eyebite3, ultravision¹ ²)
Theories on Perception” by Kuroth (detect evil, clairaudience, true sight, deafness) Manual Powers Beyond the Life” by Bigby (burning hands, Bigby’s interposing hand, Bigby’s forceful hand, Bigby’s grasping hand, Bigby’s crushing hand, Bigby’s clenched fist) The Seven Skies of The Universe” by Casimur (gust of wind, whispering wind, rainbow pattern¹, precipitation², cloudburst², wind wall²)
The Forgotten Arts of Oratory Magnetism” by Leomund (fascinate¹, taunt², irritation², truename 3, Leomund’s lamentable belabourment³) Theory of the Invisible Forces” by Tenser (push, unseen servant, strength, Tenser’s floating disc) Displacements and Modelling the Milieu” by Thurl (shatter, enlarge, mending, stone shape, massmorph)
Creation and Modification of Matter” by Caterpillar (move earth, dig, telekinesis, statue) Influence on Solid Corpus” by Mentor (fool’s gold, transmute rock to mud, stone to flesh, plant growth, animal growth, shape change) Subconscious Repercussions of Pyromancy” by Quaal (fire trap, wall of fire, firewater², flaming sphere²)
Dissimulation and Obscuration” by Tzunk (blink, invisibility invisibility 10’ radius, improved invisibility darkness, continual darkness, vacancy¹, avoidance3, mass invisibility) Life of Nature, Its Secrets” by Caligarde (feather fall, levitate, spider climb, web, fly, mount², Caligarde’s claw5, bind²) Alterations of Tangibles and Intangibles” by Yagrax (melt², transmute water to dust 3, item², material², fabricate3, crystalbrittle3) Encyclopaedia of the Non-Substances” by Asmiak (erase, non-detection, misdirection, improved phantasmal force)
Components and Reactions of Phosphorus” by Daern (affect normal fires, dancing lights, fire charm, fireball, delayed blast fireball, incendiary cloud) Legendry of Great Arms and Fabulous Heroes” by Kas (armor², phantom armor¹, stoneskin², protection from normal missiles, shield, forcecage 3) Sulphur, Influence and Actions” by Arbane (pyrotechnics, flame arrow, fire charm, fire shield)
Tome on Influences and Suggestions” by Khelben Arunsun (charm person, ray of enfeeblement, scare, suggestion, antipathy/sympathy, mass suggestion) The Multiple Applications of Perceptomancy” by Laeral (alarm², detect illusion7, mislead, dream¹, dolor 3, sequester3, Laeral’s dancing dweomer5) Occult Magnetism” by Nolzur (friends, hold person, charm monster, hold monster, charm plants, mass charm) Arcane Manipulations of the Entourage” by Otto (sleep, scare, fumble, geas, Otto’s irresistible dance, confusion)
The Deep Fears of Humanity” by Hallo-ene (shout², spook¹, scare, fear, chaos) Art of Communications and Sigilsby Flamsterd (explosive runes, power word stun, power word kill, power word blind, symbol) Echo & Resonance of the Great Void” by Whisper (find familiar, monster summoning I - V)
The Foundations of Secret Authority” by Ill-Oominoty (binding3, demand³, torment³, dismissal³) Epic Saga of the Great Conjurers” by Mordenkainen (Mordenkainen‘s faithful hound, conjure animals, monster summoning VI, cacodemon) Repertoire of Illustrious Conjurations” by Drawmij (conjure elemental, Drawmij’s instant summons, monster summoning VII, summon shadow, invisible stalker, guards and wards)
Luminescence and Coloration” by Nchaser & Tulrun (light, color spray, continual light, darkness 15’ radius, prismatic spray, project image, projected image, chromatic orb¹, Nchaser’s glowing globe 4, Tulrun‘s tracer5) Spherogenesis of the Multiverses” by Otiluke (Otiluke’s resilient sphere², Otiluke’s telekinetic sphere 3, Otiluke’s freezing sphere, globe of invulnerability, flaming sphere², prismatic sphere) The Powers of the Spiritual Will” by Phrandjas (emotion, chaos, feeblemind, confusion) Thesis on Conditional Ruptures” by Archveult (teleport, phase door, shadow door, maze, Archveult’s Skybolt5 )
Architecture” by Leomund & Mordenkainen (Leomund’s secure shelter2, Leomund’s tiny hut, forcecage3, Mordenkainen‘s magnificent mansion 3) Doors and Passages of Parallel Worlds” by Lethchauntos (hold portal, knock, jump, wizard lock) Theories on Converging Transitions” by Lhegrand (dimension door, passwall, gate)
The Unknown Movements of the Universe” by Arnd (run², shadow walk’, teleport without error 3, succor³, vanish) Treatise of Sublimated Oneiromancy” by Tasirin (sleep, dream¹, feign death, Tasirin‘s haunted sleep 5) Theory of Occult Visual Shock” by Ye’Cind (fear, minor creation, phantasmal killer, major creation)
Libram of the Great Paravisual Emanations” by Nystul (Nystul’s magic aura, shadow magic, demi-shadow magic, shades, Leomund‘s trap) The Minds of The Unknown” by Lum (feeblemind, mind blank, dismind 5, forget) Repertoire of Subconscious Apparitions” by Gaxx (spectral force, shadow monsters, demi-shadow monsters, simulacrum)
Thesis on the Planes of Anti-Matter” by Leomund (rope trick, distance distortion, astral spell, disintegrate, Leomund’s secret chest, duo-dimension, deeppockets²) Clouds and Fog” by Dahlver-Nar (stinking cloud, fog cloud, cloudkill, wall of fog, death fog¹, solid fog¹) Gazette of the Norse Climates” by Otiluke (gust of wind, ice storm, control weather, Otiluke’s freezing sphere, cone of cold, wall of ice)
Tome of Studies on the Fourth Dimension” by Seik-O (temporal stasis, time stop, imprisonment) Occult Observations on Fluids” by Koorz (water breathing, airy water, lower water, part-water, sink3, grease², Spendelarde‘s chaser 5) Evolution of the Arcane Will Power” by Tenser (polymorph self polymorph other, polymorph any object, Tenser’s transformation)
Alterations of the Intrinsic Absolutesby Math (change self, alter reality, massmorph, shape change, alter self¹) The Bricks of the Spiritual Fortification” by Webster (wind wall², wall of fire, wall of force, wall of iron, wall of stone, prismatic wall, glassteel) The Transcendental Impenetrabilities” by Leomund (Leomund’s tiny hut, minor globe of invulnerability, globe of invulnerability prismatic sphere)
Cosmogony of Magnetic Fluids” by Mordenkainen (chain lightning3, disjunction3) Arcane Resistance of Dwarves and Halflings” by Serten (dispel magic6 , remove curse, Serten’s spell immunity, anti-magic shell, dispel illusion7, dispel exhaustion) Manual of Magnetic and Electric Waves” by Gee-Eeh (shocking grasp, lightning bolt, repulsion, reverse gravity)
The Dark Sides of the Memory” by Mordenkainen (banishment3, Mordenkainen’s lucubration 3, ensnarement³, contingency3) Treatise on Cabalistic Protections” by Krest (protection from evil, shield, protection from evil 10’ radius, protection from normal missiles) The Trance of the Intellect” by Aspirin (feign death, contact other plane, limited wish, wish)
The Representations of the Sentient Plane” by Rialissom (phantasmagoria¹, weird¹, mirage arcane¹, advanced illusion¹, delude¹) Intelligence and Intuitive Domination” by Zagy (ESP, trap the soul, spiritwrack, magic jar) Arcane Puissance of the Memory” by Rary (Rary’s mnemonic enhancer, forget, mind blank, hypnotic pattern)
The Origins of the Hour Glass Symbology” by Nulathoe (preserve², tempus fugit¹, Nulathoe’s ninemen 4, haste) Variations on the Visual Perception” by Mhzentul (hypnotism, hallucinatory terrain, paralyzation, veil) Mental Impressions of the Retinaby Johydee (phantasmal force, improved phantasmal force)
The Bricks of the Spiritual Fortification” by Webster (wind wall², wall of fire, wall of force, wall of iron, wall of stone, prismatic wall, glassteel) The Transcendental Impenetrabilities” by Leomund (Leomund’s tiny hut, minor globe of invulnerability, globe of invulnerability prismatic sphere) Ordinary Necromancy” by Vecna (animate dead, death spell, reincarnation, clone)
The Weapons of the Ether” by Melf & Mordenkainen (whip², Melfs acid arrow², magic missile, enchant an item, enchanted weapon, Mordenkainen’s sword) Treatise of Universal Astronomy” by Melf (Melf's minute meteor², meteor swarm, fireball) Inexplicable Reflections” by Bucknard (mirror image, magic mirror¹ ², gaze reflection) Treatise on the Creation of Portals and Displacement of Ether by Anjor the Red
Tools: Calligraphy Supplies   Unique Items:
  • Lantern of Revealing
  • Gem of Seeing
  • Ioun Stone of Mastery
  Lake Sember Mansion Library:
24,000 gp gp worth of tomes, scrolls, books, folios, tablets and the like. The sources span through the Age of Thunder, Netheril, Ancient Mulhorrand, Jhaamdath, Cormanthyr, all to the Modern Age. Torandar Giantsbane gifted him 100 volumes of Greyhawk history.  
  • Athletics
  • Acrobatics
  • Stealth
  • History
  • Nature
  • Religion
  • Animal Handling
  • Medicine
  • Survival
  • Performance
When doing research, Anjor does not have to increase his monthly expenses, and the final skill check for research is done with Advantage on the roll. A regular knowledge based skill check is done with Advantage on the roll.   Tools: Calligraphy Supplies Cartography Tools   Unique Items:
  • Lantern of Revealing
  • Jeweled Spectacles: Sigil Portal Key to Arcadia
  Xanthal Tower Library: 50,000 gp worth of Books, Tablets, Tomes, Scrolls and Folios which grant advantage on research using the following skills:  
  • Animal handling
  • Athletics
  • History
  • Medicine
  • Nature
  • Performance
  • Religion
When doing research, Anjor does not have to increase his monthly expenses, and the final skill check for research is done with Advantage on the roll. A regular knowledge based skill check is done with Advantage on the roll.   Unique Items:  
  • Map of the City of Brass and its surrounding Environs (Immune to Fire)
  • Lantern of Revealing
  Summoning Chamber:   Within the floor is inscribed summoning circles for ritual summonings.. These circles are inscribed and were filled with molten silver, gold, and platinum. In between the Gold and platinum is a groove to fill with any sort of material that might be needed.   In the NW corner is a magic circle, in the NE corner is a thaumaturgic triangle. The center of the southern edge of the room has a Great Pentagram inscribed.   These circles are designed in such a way to grant advantage on any Charisma checks that are necessary.   Unique Items:
  • Amulet of the Planes*
  • Iron Flask: Succubus
  • Iron Flask: Empty*
  • Dimensional Shackles*
  • Cubic Gate*:
  • 1. Prime Material Plane
  • 2. Elemental Plane of Earth
  • 3. Gehenna
  • 4. Ysgard
  • 5. Astral Plane
  • 6. Sigil
  • Crystal Ball of Telepathy
  • Blue Sapphire Elemental Gem
  • Yellow Diamond Elemental Gem
  • Red Corundum Elemental Gem
  • Emerald Elemental Gem
  • Mirror of Life Trapping
  Laboratory and Workshop:
Anjor’s equiptment is made from the finest materials, and unique metals like Mithril. Anyone using these tools gets advantage on their check.   Tools: Alchemist Supplies
Jewelers Tools
Glassblower’s Tools
Tinker’s Tools   Unique Items: 5 Scrolls of Fabricate   Tower Laboratory: Anjor uses this lab for various Elemental Studies. He has inscribed a Thaumaturgic Triangle the same as his summoning room. It is worth 50,000 gp.   Tools: Alchemist Supplies
Jewelers Tools   Unique Items: (all created by Anjor)
  • Crystal Ball of True Seeing
  • Bowl of Commanding Water Elementals
  • Brazier of Commanding Fire Elementals
  • Censer of Controlling Air Elementals
  • Stone of Controlling Earth Elementals
  • Ring of Earth Elemental Command
  • Ring of Air Elemental Command
  • Ring of Fire Elemental Command
  • Ring of Water Elemental Command
  • Blue Sapphire Elemental Gem
  • Yellow Diamond Elemental Gem
  • Red Corundum Elemental Gem
  • Emerald Elemental Gem
  Tower Scrying Room:
A circular pane of crystal ten feet in diameter hangs vertically within this chamber, anchored to the floor wall and ceiling by chains. The lens is shifted and operated by an ornate rod in the floor.   There is a painted diagram of the great wheel in this room. This apparatus acts like a Crystal Ball but works to observe the outer planes. Xanthal invented this device, but Anjor perfected it. Any place not protected from scrying can be viewed in the inner or outer planes.   Unique Items:
  • Crystal Ball of True Seeing
  • Crystal Ball of Telepathy
  • Mirror of Life Trapping
  Component Closets:
This is where the components, both mundane and expensive are kept for spellcasting. There is one in the Summoning Room and one in the Component closet of the Tower.   Time Scrying Room:
Xanthal devised the device in this room for time travel. Both he and Anjor were unable to make it work, but Anjor with his experience with Time Magic was able to make these giant diamond hour glasses useful for Scrying events in the Past. It can be used like a Crystal Ball, but with a DC 25 Arcana roll the hourglasses can be used to view events in the past. Once the roll is successful, the operator can view as far back as to the Days of Thunder.   Hirelings:
Nameya
Skilled: 2
Untrained: 2   Anjor’s Farm:
Anjor’s Mansion is self-sufficient and he has 4 families of farmers living on his land. The farm produces grains, vegetables and meat.   Hirelings:
Skilled: 5
Untrained: 8   Fireflare Brewhouse:
Anjor has a brewery which uses the water from Lake Sember. He transports his beer to many places in Faerun. The Mash tuns, Lauter tuns, and Fermentation tanks are all made from Mithril. Anjor often supervises the brewing process.   Hirelings:
Skilled: 5
Untrained: 3   Apothecary:
Anjor creates mundane alchemical products for people in the Dales and across Faerun.   Hirelings:
Skilled: 5
Untrained: 3   City of Brass Mansion:
Hirelings:
Skilled: 2
Guards: 5
Untrained: 5  

Total:

  • Skilled: 29: 1740 gp/month
  • Untrained: 32: 192 gp/month
  • Froli Hillborn: 120 gp/month
  • Nameya: 120 gp/month
  • Nameya’s Mother (Head Servant): 90 gp/month
  Maintenace:
  • Anjor’s Tower: 25 gp/month
  • Lake Sember Mansion: 400 gp/month
  • City of Brass Mansion: 400 gp/month
  • 4 Farms: 2 gp/month
  • Brewhouse: 5 gp/month
  • Apothecary: 2 gp/Month
  • Living Expenses- Aristocratic: 300 gp/month
  • Total: 1,470 gp
 

Businesses:

 
  • Apothecary (Low Resource/Low Risk) INT Alchemist Supplies (+16) 80 gp
  • Brewery (Medium Resource/Medium Risk) INT Brewers Supplies (+17) 340 gp
  • Farming (Medium Resource/Medium Risk) WIS (+5) 100 gp
  • Sage (Low Resource/High Risk) Int (Skills) (+16) 800 gp
  • Magic Item Selling and Creation (High Resource/ High Risk) INT (Arcana) (+16) 800 gp
  • Spellcasting (Medium Resource/High Risk) INT (Wizard) (+18) 900 gp

Total: 3,020 gp Month

  Expenses: 376 gp Month

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