Eightstone Tower

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Tower

Eightstone-Tower1.jpg
Eightstone-Tower2.jpg

Tower Traits

Fortified Tower: 15,000gp + 100 days; includes Stables. Requires 10 Skilled Hirelings.

  • Escape Tunnel: Has the Hidden improvement.
  • Library: Advantage on an Intelligence or Wisdom check for specific knowledge when taking an hour to research. If failed, can find a hint as to where the information might be found instead. May also perform the Research downtime action.
  • Magical Enchanter: Using this to enchant items allows a reduction in time, coin, and eliminates the need for a special item, instead using spells to mimic that property:
    • Common: 8 days, 38gp, 2nd level
    • Uncommon: 15 days, 150gp, 2nd level
    • Rare: 75 days, 1500gp, 3rd level
    • Very Rare: 188 days, 15,000gp, 6th level
    • Legendary: 375 days, 75,000gp, 9th level
  • Smithy (Lapidary Workshop): Craft items at 10gp value per day instead of 5gp.
    • Counts as a jewelry and gems merchant, with value of goods changing every 7 days.
    • Generates an income of 15gp x 1d10 every 30 days.
  • Stables: House and support horses or other animals. Increase Speed of mounts by 10 for mounts who take a long rest within.

Wards

Eightstone Tower uses the following wardings:

  • Arcane Locks: All doors, granting access with a passphrase (usually the same that deactivates another ward if there is an overlap).
  • Glyph of Warding (Banishment): 5th level. This glyph deactivates with a passphrase. When triggered it casts two spells: alarm (1st level, set to send Hjolman a mental alarm) and banishment (4th level, DC 18 Charisma save).
  • Glyph of Warding (Guard Dog): 5th level. This glyph deactivates with a passphrase. When triggered it casts two spells: alarm (1st level, set to send Hjolman a mental alarm) and Mordenkainen's faithful hound (4th level).
  • Glyph of Warding (Safe Trap): 5th level. This glyph activates with a passphrase. When triggered, it casts x spells: alarm (1st level, set to send Hjolman a mental alarm), sleep (2nd level, affecting 7d8 hit points), and levitate (DC 18 Con save to avoid being floated into the air for ten minutes).

Future Traits

  • Arcanist's Study: 2500gp + 15 days. Abjuration, Conjuration. Double duration and half cost of casting abjuration, conjuration, enchantment, and illusion spells in tower.
  • Ritual Circle: 2500gp + 15 days. Rituals cast in half time if no gp cost, or half cost otherwise. Checks made as part of the ritual are done at advantage.
    • Spells cast as rituals for half gold cost or half time.
    • Users have advantage on all rolls required by rituals.

Throughout Tower

  • Jakes (J): Throughout the tower are simple jakes, seat-style toilets that drop down into shared passages into underground septic pits.
  • Unseen Servants: There are three unseen servants able to move anywhere within the tower, obeying those who are invested with the authority to command them.

Cellars

  • Cellar: A 30' x 30' chamber with a stone floor and shelves almost all the way around it. It is currently mostly empty.
  • Tunnel (T): This escape tunnel's door requires a DC 15 Intelligence (Investigation) check to find, and a DC 15 Dexterity (Sleight of Hand) check to discover how to open it. It leads to a subterranean tunnel that emerges in the remnants of an old courtyard two blocks away. The buildings around the courtyard are all ruined currently, and the tunnel opens into one side of a set of stairs that leads down into the basement levels of one of them.
  • Brewery: A room set up with a set of brewers supplies and casks for the storage of the household's ale.
  • Circle: A teleportation circle discovered by Hjolman, this chamber is locked with an arcane lock. This chamber is warded with an alarm spell that mentally contacts Hjolman when someone enters the room.

Ground Floor

  • Entryway: The entryway is a stout iron-banded oak door up a short set of round stairs at the front entrance. To the west side of the entryway is a cloakroom, and to the east side is a small guard chamber with a door that leads to the rest of the tower. The front door is arcane locked.
  • Dining: A sparse dining room with a modest-sized table, far smaller than what the chamber can hold.
  • Kitchen: The kitchen is quite plain, with a large cooking hearth in the southwest corner of the room. Work tables surround the rest of the space.
  • Pantry: A storage space for food goods and the like. Mostly barrels and crates of goods, shelves with jars of dried goods, and the like.

First Floor

  • Apprentice Bunkroom: A large room separated up by dividers, with modest beds for each of the apprentices. Each bed has a small table beside it, and a chest at the foot of the bed. There is a warming hearth in the southwest corner, with a set of chairs out in front of it to allow a bit of relaxation before bedtime.
  • Library: Intended as a study-space for apprentices, Hjolman has stocked this room with useful works of low magic and arcane theory, of the sorts that those just learning the magical arts would find themselves referring to again and again. May be used to perform Research Downtime Actions.
  • Bath: A sizeable chamber that leads to two large copper tubs, separated by screens, one in the south of the room, and one in the north. A great copper vessel in an alcove in the back of the room heats water pumped into it, making warm baths easy and plentiful.
  • Stores: A storage chamber for this level, containing bedclothes and furnishings, as well as cleaning supplies and writing materials for the library.

Second Floor

  • Lapidary Workshop: Plenty of space for multiple lapidaries to work, with five work benches, each one of which contains a set of jeweler's supplies.
    • Monthly Work: Half time to craft jewelry, at least one hireling assigned to room generates 1d10 x 15gp every thirty days.
  • Master's Workshop: Hjolman's personal workshop, with a set of jeweler's supplies and the raw materials for much of his work. When he is in here, he keeps the door open. Otherwise, it remains closed and arcane locked. In the north part of the room is a door that leads out onto a stone-railed balcony.
  • Bath: A sizeable chamber that leads to two large copper tubs, separated by screens, one in the south of the room, and one in the north. A great copper vessel in an alcove in the back of the room heats water pumped into it, making warm baths easy and plentiful.
  • Stores: Storage space that includes raw materials for lapidary work and cleaning supplies.

Third Floor

  • Magical Workshop: A vast open space, this area is divided into several different workshop spaces for experimenting with spellcasting and other works of arcane lore. Two large windows are along both the southwest and southeast walls, with a jakes in the northeast. There is also a modest-sized warming hearth in the southeast wall.
  • Master's Workshop: The master's own workshop is behind this door in the north wall. Like Hjolman's lapidary workshop below, this one also has a balcony out a door in the north. The door to this room is arcane locked when he isn't here.

Fourth Floor

  • Library: The top of the spiral staircase ends in a long gallery, with arches along the southern side through which the rest of the library is contained. The floors here stand with shelves, many of which are currently empty. Hjolman's arcane library is found here, scrupulously organized according to his preferences. Paired windows stand along both the southeast and southwest walls, with a small warming hearth (rarely lit) in the southeastern wall between them. A set of jakes sits at the end of the gallery.
  • Study: Furnished with tables, chairs, and excellent reading lamps, as well as a cabinet of writing materials, the study is where those seeking material from the library take their findings for further examination. An arcane locked door in the north of the study leads to a balcony which overlooks the ruined village below. A set of stairs in the western end of the study leads upwards to the arcanist's study below.

Fifth Floor

  • Arcanist's Study: The master's workshop is where he keeps many of his most notable arcane secrets, relics, and trophies. It is an undisputable place of arcane power, and none of the apprentices are welcome here without an explicit invitation. A desk sits along the wall across from the top of the stairs, and the eastern part of the room is set up with a space for casting, including a cabalist's circle burnt into the wood flooring. A narrow set of stairs leads upward to the ritual circle on the next floor above.
  • Master's Chambers: A vast chamber with a low bed set into its center, and plenty of room for a variety of future uses all around it. In the south is Hjolman's dressing room, with his enchanted wardrobe and a room with a single mirror and plenty of good lighting. In the east is a modest sitting room, with a small warming hearth built into the wall, and plushy, comfortable seating for up to three folk. A door to the jakes sits in the northeast corner of the room.
  • Bath: A single grand copper tub is set into the floor on this level, with a positively decadent amount of space to it, and its own heating tank and water pump. Shelves are built into the wall all around it, with space for books, drink, and small glass jars of bath-resins.

Sixth Floor

  • Ritual Circle: The very top of the tower features a room cabalistically aligned for the purpose of ritual magics of all sorts. It features a rarely-used jakes in the eastern portion of the chamber.

Stables

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Across a short courtyard is a set of stables that serves the tower. At current, it maintains no mounts, although space is set aside for them should visitors come calling.

Apprentices

  • Alistaire Fiddlesticks - a human temporal refugee and former Rose Wizard. Allistaire was the clerk who had interviewed you (as Shuguruk) prior to the Folly. He has no idea that he's met you before. Alistaire had not scored high enough on his entry exams to be allowed to study magic with the Rose Wizards, though he had a natural talent for runes and energy manipulation. He was assigned magical talismans that were dependent on architecture that no longer exists. He is hoping that he can prove himself to Hjolman and to himself as the wizard he had always known himself to be in his heart that the Rose Wizards would not allow him to become.
    • Personality: Being the oldest (although, aside from Cookie, whose age you're not sure of, he's actually the youngest, because dwarves) he considers himself somewhat of a den-mother, tidy, bossy, organized - lists, so many lists on chalkboards. He is the self-appointed librarian.
  • Cookie - a blue boggart with pink spots and a rhino horn. She's from Plox, a boggart village in the moors of the Greyborn March. Her grandmother sent her here with a basket of toadmilk and cattail cookies and a note, "Prophecy says Cookie shall become witch of tribe and that you shall teach her ways of magic. She become savior, make Lord proud of Plox. Cookie make you proud too. She also good cook, good clean, good with toads and eel-hounds and also owls and can make potions too." Cookie seems afraid of everything, smiles her big grin with too many shark-like teeth at you when she notices you looking at her, and has a tendency to turn invisible (except for her pink spots) when she is startled, which happens a lot.
    • Personality: Spends a lot of time in the kitchen, brewery or library, favoring times when the others are not present. She is treated kindly by her peers, but most of them view her more as a pet or a quirky mascot than a fellow apprentice. And her grandmother was right - she's a fantastic cook and has a way with animals that would make a Disney princess green with envy. She also let slip that Lord Scamallach has a merman consort.
  • Tragus Borungum - one of the dwarves from Gordon. He's a bit older than most apprentices, just on the threshold of adulthood. He's quiet and generally only speaks when spoken to. His grandparents had been part of the original Malnova expedition that had born the Champions of Ravenholt. They were among those who had witnessed the destruction of Katrica before Dame Martinique had sacrificed herself to bear them away, back to Daltes, saving them from the city's destruction at the hands of Katrina Moonsinger. Tragus doesn't know why he wants to learn magic. But he's always felt it. Humming, vibrating under the surface of things, especially old places. He just knows, it's what he's supposed to be doing. But it was always out of his reach. But now, there is a chance.
    • Personality: Dedicated, focused, studious, dependable, not afraid of work or getting dirty, not really here to make friends. Not really here to impress you, though when he does impress you, you spy a spark of pride that he tries not to show.
  • Keromar Golemwright - the two of you stare at each other across the table in silence for a time. He shrugs, "I'm here to piss my sister off. Want to piss her off together?" He admits he has no interest in wizardry. It seems boring and like a lot of work. BUT, he's good with a sword and pistol in case it becomes necessary and his family insists on their scions being trained and educated in nearly every crafting profession known. Give him a bed and he'll keep you and your apprentices safe, help you with your work and fixing things up, and you can both claim he's an apprentice to Rumora.
    • Personality: Not an apprentice, but nobody needs to know that, especially his sister. Usually working on projects and odd jobs or patrolling the village ruins. He works hard during the day, a drinks hard at night. Occasionally hits on you. He's the one who discovered Raullis for the first time. Doesn't really connect with the apprentices, too young and/or too weird.
  • Rasa Bargcullir - one of the dwarves from the Isle of Kacey. A young girl with a long ginger braid and a short curly beard. Like most of her kin, she can fish, cook and clean, build a barn, milk a goat, defend against sahuagin raiders and kill harpies, all by afternoon tea. And she can make tea. Her grandmother had been one of the Council Sages and had taught her mother, whom had educated her. She speaks seven languages fluently, including those considered to be the high magical tongues. She had briefly attended the Dulaney Academy of the Arts in Dulnai (bardic college of lore), but was turned off by the insufferable politics of the place. Rather than return home, when she caught wind of the coalition forming up in Gordon, she joined up with them. There aren't any wizards among her people in Kacey and she believes that this will be a great opportunity to enrich her people (far more than learning how to sing magic ballads and psychic-backstab the lead in an upcoming play so you can move up in the ranks of shallow peers).
    • Personality: She can do everything! She will do everything! She's the best! A bit competitive, and usually wins (partly because she's good, partly because nobody else cares). "I bet I can carry the most firewood!", others - "Okay…you do that." /continues reading a book while she loads up on firewood. It's also clear that she spent time at a bardic college, as she loves to tell tall tales and recite epic histories. She is banned from the kitchen. Everything she cooks tastes like bad fish. Even if it's just vegetables.
    • As a gift for her tuition, even though Hjolman didn't ask for any, her village send her a book to present to you. "The Fragile Threads of Fate", a book on divination by Sirra GoldenStar. She explains that they have a number of Sirra's books as one of her old vaults was located on the Isle. When Sirra had been slain, the vault had exploded. Her parents say it had rained burnt parchment for days, but fortunately the vault had been in an uninhabited region of the island. Amidst the carnal remains of hundreds of rent and burnt dead Sirra bodies and burnt books and a sundry of other items, her people had gathered up what tomes, scrolls and other intact items that they could. They're not some of their greatest treasures.
  • Oren Dalbahn - son of Harnof, consort to King Byzar of Malixia. Barely on the brink beyond adolescence, Oren is a bit softer and rounder than your average dwarf, but he's surprisingly quiet and nimble and has a brilliant mind. You've witnessed him in court before and he is a clear favorite of Byzar and Harnof, but the Queen, mother of the heir to the throne, is less keen on the attention he receives from the King. Oren will in time come to serve the next king, Turen Teth. The King believes having a wizard at his side would do well for the kingdom.
    • Personality: He is smart, charming, lazy, uses wits, charm or magic to get out of labor. He's impatient to learn "real magic" and is definitely the sort to keep an eye on or risk being swarmed with animated brooms flooding your tower.

Servants

  • Stablemaster
  • Cook
  • Maid of House
  • Guard