Agrimor’s Stronghold
This ancient fortress nestled within the Tellenor mountains North of Penthos. The great wizard Agrimor built this property originally as a fortress of solitude when he broke from the Assembly of the weave. Eventually once he started the adventuring company it became so much more. Now it is the head office for PACT and houses the store room of magical artifacts and devices that the adventure teams collect. The regional directors and head officers operate out of the many offices within and a museum is being built on the grounds as well as the huge vault in the basement.
Purpose / Function
Founding Date
2996
Type Guild, Adventuring
Leader Agrimor Zaedulus Omegaron
Subsidiary Organizations
Adventure Team Armor
Adventure Team Bugbear
Adventure Team Cantrip
Adventure Team Dire
Adventure Team Frost
Adventuring Team Grimm
Owner - Agrimor Zaedulus Omegaron
CEO - Zooey Thorndawn
CFO - Frisson Gorbulus
Secretary - Ontus Jostle
Lawyer/Fixer - S’Chall Gutman - A Gnome monk
Regional Director - Penthaheim - Trusilla Fane A Half-Orc woman
Regional Director - The Forest Lands - Honculus Ax - A Firbolg
Regional Director - Ventenheim - Umbical Fentelus a Loxodon
Regional Director - The Eigerlands - Bolan Valderman a Half-Elf
Other staff - A firbolg man named Clayton Furl who is the undersecretary, A Halfling woman named Polly Yak who is the head maid. The maintenance man who is a Dwarf named Grazton.
Type Guild, Adventuring
Leader Agrimor Zaedulus Omegaron
Subsidiary Organizations
Adventure Team Armor
Adventure Team Bugbear
Adventure Team Cantrip
Adventure Team Dire
Adventure Team Frost
Adventuring Team Grimm
Owner - Agrimor Zaedulus Omegaron
CEO - Zooey Thorndawn
CFO - Frisson Gorbulus
Secretary - Ontus Jostle
Lawyer/Fixer - S’Chall Gutman - A Gnome monk
Regional Director - Penthaheim - Trusilla Fane A Half-Orc woman
Regional Director - The Forest Lands - Honculus Ax - A Firbolg
Regional Director - Ventenheim - Umbical Fentelus a Loxodon
Regional Director - The Eigerlands - Bolan Valderman a Half-Elf
Other staff - A firbolg man named Clayton Furl who is the undersecretary, A Halfling woman named Polly Yak who is the head maid. The maintenance man who is a Dwarf named Grazton.
Design
The Stronghold/Store Rooms/Vaults -
Once the mechanism is enabled in the entry hall to reveal the great stone stairwell, lights emit from each stair and a line of light on the wall leads down. At the bottom of the stairs is dark grey room with a large wooden desk at the far wall. Above it hovers a red and orange colored beholder. It levitates a single monocle in front of it’s Golden eye and peers down at written reports. After getting clearance guests are ushered through 6 ft wide 11’ tall double doors. A large hallway stretches forth and left and right with large doors of the same size at the end each.1. The Teleportation circle - As you turn right down the hallway the large door leads to a teleportation circle large enough to move an entire carriage and team of horses. A large railing rings the outer edges and signs on the wall and on the rail have warnings in bright colors to never move any limbs near the circle. Cartoon drawings of a stick figure in a helmet or wizards hat can be seen with their limbs being removed or some have the figure being smashed together with an animal.
2. The staircase
3. Clerk/Filing room - Ralph the Beholder’s office if you will. It has no chairs because he doesn’t sit and it has large filing cabinets and shelves that house scrolls, parchments, books, and strange lenses.
4.The Library - The large hallway going straight takes you into the library. A wild open room with a dozen bookshelves each one teeming with ancient books and scrolls. The room is painted in a pale yellow an many moving paintings can be seen. Some have mythical beasts teaching the importance of books and reading.
5. A small hallway leads off of the teleportation room into a quest suite. This is typically for guests who are injured or too exhausted to make their way upstairs. Agrimor also uses it for secret visits from collaborators or ladies of interest.
6. Guest rooms - these rooms are extra rooms in case several adventuring teams are visiting at the same time for a conference. They are seldom used.
7. The shard Vault - This area is filled with items of interest that are composed of magical shards. Due to the unbridled magical energy within the walls and each case are lined with anti magic fields and devices that dampen the energies within.
8. Conference Room 01 - A large conference room used with large groups. Despite being underground their are areas of the wall magically enchanted to show beautiful sunsets, the beach or afternoon forest scapes.
9. Artifact Store Room - This area extends into the mountain far from the villa itself and is used for new acquisitions that no one is quite sure what they can do. In case of an explosion or accidental portal to allow an entity in PACT will have time to assess the danger and deal with it before it damages anything important.
10. Mysterious Crevasse. Owing to the recent underground construction this large Crevasse was discovered. No one is quite sure where it goes yet, but nothing has emerged either. So far it is under study when time permits.
Alterations
Interesting Points of Interest in Agrimor’s Stronghold/Mansion - Tycho the talking chicken. Tycho is 300 year old human male that was transformed into a chicken 250 years ago. So far he seems immortal despite a diet of bugs and grains. He is an excellent resource for history of that period and knows some things about alchemy and magic from that time. He has also been trapped in the form of a chicken for 250 years. His personality is a bit hard edged and he speaks like Joe Pesci in Goodfella’s.
Ralph Conner - A misaligned Beholder that works as the catalog of the artifact store room and the docent of the fledgling museum. Ralph started life several hundred years ago like most beholders dreamed into existence in the under dark by it’s parent. The difference was when the parent beholder tried to kill Ralph, a team of adventurers arrived and started combat. Ralph sided with the adventurers and helped kill his sire. Eventually he retired from adventuring and traveled the world but after getting attacked on sight by most sentient beings he found solace in the moutains of Tellenor meeting Agrimor who hired him. He sounds a bit like Peter Griffin.
Kill raven the unhinged sentient blade - in a glass case overlooking Agrimor’s office is an enormous great sword with a gold cross bar and black leather handle. The pommel is in the shape of the larger moon and the chipped blade gleams with a faint blue glow. It tends to attempt to interact with anyone in the vicinity with crude ideas. “Hey! Psst. Up here. You the half elf! Take me up and kill everyone in the room and I’ll grant you unlimited power!” Kill raven has no power and can’t grant you anything. His taunts and attempts to convince anyone have no charm spell or influence either. He’s just a dick. But he allows Agrimor an idea of what is happening outside his office.
Squirrel army - The squirrels are numbered 1 - 420. No one has turned them into this workforce they chose this life. After gaining sentience naturally this group of squirrels decided to dedicate themselves to cleaning and maintaining the stronghold mainly due to the fact that they don’t think the humanoids can do it properly. After watching the servant staff sweep with their clumsy brooms and wipe things down with rags they were appalled at poor performance of the fat handed individuals. At first they started cleaning under cover of darkness and kept out of sight. After a few months Agrimor and the staff began to notice them and decided to hire them and pay them. They get a stipend of food and a little bit of coin, which goes a long way if you are a squirrel. They speak their own language and march through the stronghold barking orders at each other in military fashion. They have their own system of doors and tunnels that give them maximum movement to every area that need cleaning.
Blathers the owl - An Aarokocra man that looks like a horned owl. He has big golden eyes with spectacles and is dark brown and grey and tan colored. He is always looking to test something on a party member. His first great idea is a strength potion. “Hey you look like an adventurous fellow! Or are you a female? Always hard to tell, would you mind field testing something for me?” He hands you a vial of orange liquid with a gold base. “I believe, if my calculations are correct, this sample potion will grant you super skin for a limited time. Untreatable skin! What a boon in battle!” [In reality it is a potion of super strength. It will give a player a 30 in strength for 1d12 rounds +3. When the effect wears off suffer 3 points of exhaustion]
Ralph Conner - A misaligned Beholder that works as the catalog of the artifact store room and the docent of the fledgling museum. Ralph started life several hundred years ago like most beholders dreamed into existence in the under dark by it’s parent. The difference was when the parent beholder tried to kill Ralph, a team of adventurers arrived and started combat. Ralph sided with the adventurers and helped kill his sire. Eventually he retired from adventuring and traveled the world but after getting attacked on sight by most sentient beings he found solace in the moutains of Tellenor meeting Agrimor who hired him. He sounds a bit like Peter Griffin.
Kill raven the unhinged sentient blade - in a glass case overlooking Agrimor’s office is an enormous great sword with a gold cross bar and black leather handle. The pommel is in the shape of the larger moon and the chipped blade gleams with a faint blue glow. It tends to attempt to interact with anyone in the vicinity with crude ideas. “Hey! Psst. Up here. You the half elf! Take me up and kill everyone in the room and I’ll grant you unlimited power!” Kill raven has no power and can’t grant you anything. His taunts and attempts to convince anyone have no charm spell or influence either. He’s just a dick. But he allows Agrimor an idea of what is happening outside his office.
Squirrel army - The squirrels are numbered 1 - 420. No one has turned them into this workforce they chose this life. After gaining sentience naturally this group of squirrels decided to dedicate themselves to cleaning and maintaining the stronghold mainly due to the fact that they don’t think the humanoids can do it properly. After watching the servant staff sweep with their clumsy brooms and wipe things down with rags they were appalled at poor performance of the fat handed individuals. At first they started cleaning under cover of darkness and kept out of sight. After a few months Agrimor and the staff began to notice them and decided to hire them and pay them. They get a stipend of food and a little bit of coin, which goes a long way if you are a squirrel. They speak their own language and march through the stronghold barking orders at each other in military fashion. They have their own system of doors and tunnels that give them maximum movement to every area that need cleaning.
Blathers the owl - An Aarokocra man that looks like a horned owl. He has big golden eyes with spectacles and is dark brown and grey and tan colored. He is always looking to test something on a party member. His first great idea is a strength potion. “Hey you look like an adventurous fellow! Or are you a female? Always hard to tell, would you mind field testing something for me?” He hands you a vial of orange liquid with a gold base. “I believe, if my calculations are correct, this sample potion will grant you super skin for a limited time. Untreatable skin! What a boon in battle!” [In reality it is a potion of super strength. It will give a player a 30 in strength for 1d12 rounds +3. When the effect wears off suffer 3 points of exhaustion]
Architecture
The main floor and the second story are built much like a Spanish villa. The walls are painted in Warm reds and yellows and the lighting is always bright and cheery during the day. The floors are made of ceramic tile of white an yellow most of which have throw rugs with intricate patterns on them. Each room has large wooden beams in the walls and ceilings and plenty of antique furniture. Some of the rooms have little water features like miniature waterfalls magically enchanted to always be moving. Some moving paintings can be seen in the larger rooms which depict ancient battles or the constellations moving about the sky. Plenty of comfortable chairs can be sat in and always have a nice end table with a drink waiting for you.
1. The Foyer and the mirror pond. The entrance gives way to a large foyer with some large potted ferns standing aside a 10 foot long mirror pond. Small water elementals inside create intricate works of art using glitter within. To the right is a wide opening into the parlor.
2. The parlor - More of a sitting room with a long soft bench and lots of bean bag chairs tossed around. A moving painting on the wall flanked with two light fixtures shows the town of tellenor being built in a faux documentary.
3. The entrance hall itself has two curved staircases leading upstairs and the center of the floor has a carving Made up of hexagonal designs. Underneath is a secret mechanism that reveals a large stone staircase that leads down to the Store room and vaults.
4. The Sun room - Large window doors lead out to a sunny garden. Light blue chairs sit around a blue porcelain table.
5. The garden has a large water fountain in the middle that has a statue of a woman with a vase dropping water down into a miniature river.
6. Meeting Room 1 - Several bench couch’s with soft material are ringed around a large conference table.
7. Bathroom 1 - Private stalls ring a large pool of water much like the carrier dome. Do your thing.
8.Teleportation Circle - As franchises level up they gain access to the Teleportation Circle.
9. Kitchen. A Firbolg man with what looks like a large mustache is the head chef. He works with a gnome who is the Sous chef.
10. Agrimor’s office - As you ascend the stairs a large set of double doors can be seen in the hallway. A huge great sword sits in a glass case above you. Is it watching you?
11. - Zooey Thorndawn office - If you turn left down the hallway an ornate door of black oak has a small name plate that says CEO. Inside is Zooey Thorndawn’s office which is neat and orderly but has hundreds of scrolls and parchments in a large case to the left of her enormous black desk.
12. Ontus Jostle’s Office - As you turn right down the hallway their is a door on you right that is light yellow finish and a small plate that says Head Secretary. Inside is the office of Ontus Jostle, his space is bright and has colorful paintings and tapestries hung on the walls. Lots of small houseplants sit on every desk and table.
13. - Frisson Gorbulus Office - Down the hallway to the left the first door on the left is Frisson’s office the Plate on the door reads CFO. His office is a a large desk and large wooden chair. On top of every surface are papers and scrolls scattered amongst bottle of ink and quills.
14. - Trusilla Fane Office - On the other side of the stairs across from Agrimor’s office another hallway can be seen. The door on the western wall on your right is Trusilla Fane’s office. The plate says Regional Director Penthaheim. She shares the office with some of the other regional directors and you can see a kitchenette and a small staircase that descends down to the first floor. They each have their own desks and chairs.
15. Honculus Ax office - Honculus’ office is across from Ontus Jostle. It is a red stained door with a plate that reads Regional director Forest Realms. An interesting device beset with different colored sending stones sits on his desk and he has soft red leather chairs around the room. He has a couple of small trees enchanted with their own tiny weather patterns hovering above them.
1. The Foyer and the mirror pond. The entrance gives way to a large foyer with some large potted ferns standing aside a 10 foot long mirror pond. Small water elementals inside create intricate works of art using glitter within. To the right is a wide opening into the parlor.
2. The parlor - More of a sitting room with a long soft bench and lots of bean bag chairs tossed around. A moving painting on the wall flanked with two light fixtures shows the town of tellenor being built in a faux documentary.
3. The entrance hall itself has two curved staircases leading upstairs and the center of the floor has a carving Made up of hexagonal designs. Underneath is a secret mechanism that reveals a large stone staircase that leads down to the Store room and vaults.
4. The Sun room - Large window doors lead out to a sunny garden. Light blue chairs sit around a blue porcelain table.
5. The garden has a large water fountain in the middle that has a statue of a woman with a vase dropping water down into a miniature river.
6. Meeting Room 1 - Several bench couch’s with soft material are ringed around a large conference table.
7. Bathroom 1 - Private stalls ring a large pool of water much like the carrier dome. Do your thing.
8.Teleportation Circle - As franchises level up they gain access to the Teleportation Circle.
9. Kitchen. A Firbolg man with what looks like a large mustache is the head chef. He works with a gnome who is the Sous chef.
10. Agrimor’s office - As you ascend the stairs a large set of double doors can be seen in the hallway. A huge great sword sits in a glass case above you. Is it watching you?
11. - Zooey Thorndawn office - If you turn left down the hallway an ornate door of black oak has a small name plate that says CEO. Inside is Zooey Thorndawn’s office which is neat and orderly but has hundreds of scrolls and parchments in a large case to the left of her enormous black desk.
12. Ontus Jostle’s Office - As you turn right down the hallway their is a door on you right that is light yellow finish and a small plate that says Head Secretary. Inside is the office of Ontus Jostle, his space is bright and has colorful paintings and tapestries hung on the walls. Lots of small houseplants sit on every desk and table.
13. - Frisson Gorbulus Office - Down the hallway to the left the first door on the left is Frisson’s office the Plate on the door reads CFO. His office is a a large desk and large wooden chair. On top of every surface are papers and scrolls scattered amongst bottle of ink and quills.
14. - Trusilla Fane Office - On the other side of the stairs across from Agrimor’s office another hallway can be seen. The door on the western wall on your right is Trusilla Fane’s office. The plate says Regional Director Penthaheim. She shares the office with some of the other regional directors and you can see a kitchenette and a small staircase that descends down to the first floor. They each have their own desks and chairs.
15. Honculus Ax office - Honculus’ office is across from Ontus Jostle. It is a red stained door with a plate that reads Regional director Forest Realms. An interesting device beset with different colored sending stones sits on his desk and he has soft red leather chairs around the room. He has a couple of small trees enchanted with their own tiny weather patterns hovering above them.
Type
Tower, Mage
Parent Location
Owning Organization
Characters in Location
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