Griffon Keep

In 2704:8 Joranth began constructing a fortress on Dragondale Bluffs. When he died in 2705:3, he left the Bluffs (and the incomplete fortress) to the Manticorum. Since then the Manticorum have adopted the fortress as their headquarters, developed it further and named it Griffon Keep. Damalanthas has recently made this his permanent place of residence.

To honour the original owner of the Keep, a bust of Joranth greets all adventurers who enter its halls. A shrine with the motives of all good and neutral gods is also being built. In the courtyard, above the wishing well, is one of two matching 'Walls of Heroes' (the other is located at New Ivrea). The walls are dedicated to fallen heroes and those who have paid a great price to bring freedom to the lands.


Items in storage
Many items belonging to the Lords of Rotan are stored at Griffon Keep, including:
Barding of flight
Elven scroll
Gloves of Dexterity
Heroism potion
Oil of Acid Resistance
Remove disease potion
Ring of Animal Friendship
Rod of Enemy Detection
Sheet of Smallness
Sneaking potion
Staff of Earth and Power
Two-bladed sword
Wand of Webs

Special Adventurers' Services
The Manticorum are working hard to make Griffon Keep a haven and gathering point for adventurers from all the lands.
All who embrace the code of adventure, companionship and duty are welcomed. Fairly recently, the services and assistance provided by the Manticorum at Griffon Keep have become known as the 'Special Adventurers' Services' (or just SAS) -- common use of this term is "I'll go to the SAS for help".

The Manticorum is gradually building up a store of scrolls, potions and other magic items for trade, as well as a library of spells and adventurers’ lore that is open to all. Damalanthas himself generously contributed a number of potions and magical items to the initial stocks. At any one time the SAS will have the following magical items available, details are determined randomly:
 

Potions 3d8
Scrolls 2d6
Magical weapons 50% chance of 1d4
Other magical items 75% chance of 1d6 minor items
20% chance of one major item