Blackstaff Tower Description
Contents
Inhabitants of Blackstaff Tower
Khelben "Blackstaff" Arunsun
Archmage of Waterdeep. Human • Male • Wizard (Noble)
Khelben is the most powerful and influential archmage of the Sword Coast, and is widely rumored to be one of the rulers of Waterdeep (though he never has anything to say on the subject). Allied to the Harpers, and instrumental in keeping the Lords Alliance (of Silverymoon, Sundabar, Neverwinter, and other good cities of the North, with Waterdeep) intact, Khelben is always working to influence this or that occurrence or trend, looking years ahead. He is a forester and a painter, and has tutored many mages of note (including Malchor Harpell, Savengriff, and Nain). Khelben is a tall (6'), well-muscled, bearded man with a receding hairline, black hair shot through with silver, and a distinguished manner. He is gravely wise, not pompous, and is fully learned in the history, lore, and traditions of magic as practised by humans in the North since the rise from barbarism.
The Apprentices
- Aelandelia Swiftleaf: Half-Elf Female Wizard (Artisan). Pleasant of demeanor and beautiful in the unassuming way so many folk of elfin blood are, Aelandelia was a weaver's apprentice when she discovered her talent for magic. Though she is poor, she came to Blackstaff Tower and remained outside his gate for six days and nights before he accepted her as an apprentice. Her stoicism and drive impressed the archmage then, and continues to do so now. She has long honey-blonde hair down past her waist, and eyes of pale frosty blue. Though she wears simple homespun dresses as she works, they do nothing to detract from her obvious beauty.
- Dran Wands: Human Male Wizard (Noble). A distant relation of Khelben's, Dran is an anxious young man. He knows that his family has pulled some significant strings to get him into Blackstaff Tower, and he is expected to excel. He is a young man in his early twenties, with lanky brown hair and bright, sparkling hazel eyes, and a bit of fashionable chin scruff. Though his family wants him to put everything aside in favor of his studies (hence moving him out of the Wands estate and into a tiny, cramped chamber in the Tower), he still continues to go carousing with his friends among the nobility.
Layout
Ground Level & Courtyard
- Courtyard (G1): A simple cobbled courtyard, with a circular path leading all the way around the tower. The gates of Blackstaff Tower are usually held open. The view of the tower from the courtyard is, however, enough to generally keep pranksters and wasters-of-time away: it seems to be a single, seamless structure without windows or doors at all.
- Gardens (G2): Khelben is an avid forester, though he doesn't have the change to go ranging as must as he likes. As such, he assuages that urge by spending time in his gardens. Though it does have some food plants and herbals useful in magic, its main purpose is to provide Khelben a way to relax. His apprentices know well better than to disturb him when he is crouched among the plants, which he never tends by magic, but only ever by hand.
- The Apprentice's Gate: In the back wall of the tower, opposite the main gate, is the so-called "Apprentice's Gate", a section of wall that can be rendered pass-throughable by those attuned to the tower with a touch. The stone of the wall ripples slightly, like a body of water, and then those attuned to the tower may pass through it. It remains solid to all others. A simple footpath of stepping stones through the garden foliage leads from this entrance to the cobblestone path.
- North Tower (G3): The denizens of this tower use this tower as a small stables, capable of comfortably sheltering up to two horses. Khelben does not maintain any horses, nor does he permit his apprentices to do so here (though he does not care if they stable them elsewhere, of course). Beneath a trough of hay, there is a cunningly-crafted trap door that leads down into the cellars beneath the tower.
- East Tower (G4): This small tower is used as a sort of general storage. Mounts brought in by visitors to the tower usually remove their tack and harness and store them here.
- South Tower (G5): Turned into a meditative retreat, this tower is usually kept fairly dark, with plenty of comfortable throw-pillows and large cushions on the ground. It has a small table with the necessary implements for making a soothing tea, and a selection of fine incenses. One corner that is kept buried in cushions actually bears a well-hidden trap door down into the cellars here.
- West Tower (G6): This tower is simple storage, where Khelben keeps his gardening implements.
- Entry Vestibule (G7): An entry chamber that usually features an apprentice on guard rotation, armed with a couple of wands (a wand of binding and a wand of enemy detection) in case of having to deal with troublesome visitors. Though this apprentice's responsibilities also include welcoming guests who come calling peacefully, it's usually a thankless, dull job - as a result, most of those apprentices catch up on their studies during this time.
- The Golems in the Cupboards: Along the southern wall is a pair of small alcoves covered by easily-discoverable secret doors (DC 10 Perception, DC 5 Search). If anyone who is not Khelben opens one of these doors, the golems activate in defense of the tower. Those attuned to the tower will not be attacked, but they cannot give the golems commands.
- Audience Chamber & Dining Hall (G8): A formal chamber where Khelben usually receives his guests for tea or a meal, this chamber doesn't see much activity, in truth. Khelben usually takes meals up in his chambers, and the apprentices' meals are either taken out to them (for those on Guard Rotation) or are brought up to the apprentices' parlor.
- Kitchens (G9): A simple but full kitchen that makes up for its lack of size and servants with a handful of minor magical amenities, including an ice chest that keeps foods stored in it quite cold. It also has an enchanted dumbwaiter that need not be pulled, but animates to raise or lower its contents by the will of a user attuned to the tower. Finally, a small pantry that enacts a purify food & drink effect sits next to the door, where all food and drink leaving the kitchen is placed, to provide freshness and the removal of any chance of poison or disease.
- Pantry (G10): The pantry has plentiful storage space for foodstuffs, but is otherwise unremarkable.
Apprentices' Level
- Parlor (A1): A fair-sized room carpeted in thick rugs, with plenty of overstuffed chairs and magical lighting. Apprentices usually gather in the parlor when Khelben is lecturing or leading a discussion. The enchanted dumbwaiter raised up to this room, and there is a table in front of the hidden wall compartment where it access the room. It is not unusual to find bowls and platters of food upon it. There is also always several bottles of wine and a pitcher of fresh water.
- Library (A2): A room crammed full of books, with a single table and chairs in the center of the room. The library also has the door that leads into the apprentices' quarters, so it is not unusual to find an apprentice or two up late studying here before going to bed. While the apprentices are not permitted to take books away from this floor, they may take them into their rooms or to the parlor to study.
- Apprentice & Guest Quarters (A3): These quarters are spartan: a simple bed and single bedside table with oil lamp upon it, and a chest at the foot of the bed. Each bed also has a selection of simple plank shelves mounted to the wall to either side of the headboard window and down both walls. Students are permitted to decorate as they see fit and can afford.
- Aelandelia's Quarters (a): X
- X (b): X
- Dran's Quarters (c): X
- X (d): X
- Ahmadar's Quarters (e): X
- X (f): X
Master's Level
There is an ambient magic to Blackstaff Tower itself, which apprentices can attune themselves to. Khelben must grant permission to those who would attune themselves to it, and can revoke that permission by act of will while within the tower, which begins the normal process of de-attunement immediately.
It is a special property of the tower's enchantments that apprentices need not be in constant contact with the tower to remain attuned to it. Most of the benefits gained by this attunement require the apprentice to be in contact with some aspect of the tower in order to use, such as the stones beside the dumbwaiters or the Apprentice's Gate on the walls.
The doors of this level all lock by act of will on Khelben's part, and cannot be unlocked by anyone. He can designate a "trustee", imbuing them with the ability to open the doors, but he does not do this for his apprentices casually, and certainly not with someone he doesn't trust.
- Laboratory (M1): A scene of chaos, the laboratory is filled with all manner of magical apparati and components, scribbled notes and opened books, half-finished experiments and the like, all obscuring the surface of the large central table. The shelves around the room are likewise crammed with all manner of interesting jars, books, boxes and other curios.
- Spellcasting Chamber (M3): This otherwise bare room is clearly enchanted in some way, as there is a curious shimmering in the air as one passes through the doorway. The walls, floor and ceiling are all a fine grey-white stone that resists shattering, charring, chipping or scoring in any fashion - Khelben uses this chamber as a practice room for the casting of spells by his apprentices. He also occasionally locks himself away in here with is own experiments, occasionally for days at a time.
- Components Storage Vault (M4): Those who have been sent to retrieve items from the storage vault frequently swear that it's slightly bigger on the inside, and its contents seem to change constantly. The enchanted dumbwaiter opens here, as well.
- Wardrobe (M5): A large closet full of fine robes and similar attire, Khelben is clearly a man who does not neglect his appearance: only fitting for the archmage of perhaps the most cultured place in the North. Some of these garments are clearly magical, although whether the dweomers are simply for appearances or if they have other purposes, none can say save Khelben.
- Khelben's Chamber (M6): Almost no one ever gets a glimpse inside Khelben chambers, though it is known that he has a large bed, a writing desk and table, and precious else in the room.
- Study (M7): A comfortable study where Khelben entertains friends and meets singly with apprentices, the study has a large map tapestry on one wall, several chairs beside the window and a small bookcase between the chairs that serve both to hold books and as side tables.
- Rooftop (M8): The rooftop is without walls, railings or crennelations, being wholly smooth-topped. Apprentices on Guard Rotation can often be found up here at certain times of day.
Cellars
Blackstaff Tower has a variety of secret doors scattered through its hallowed halls. With a few rare exceptions, they all have the following traits.
- Hidden: Intelligence (Search) DC 20. These doors are cunningly hidden. The downside of their concealed nature is that it also requires an Intelligence (DC 10) test upon entering an area to remember exactly where the doors are, unless it's an area and door that is used frequently.
- Picking: Dexterity DC 20. Though the locks on these doors are slightly better than average, they are also quite difficult to access physically.
- Attunement to Tower: Those who are attuned to the tower may simply lay a hand on the door panel and cause it to unlatch by an act of will.
- Stairwell Landing & Records (C1): The bottom of the staircase is the central cellars. Tables line the walls, and shelves stand above them with a variety of records and correspondences of Khelben's, all meticulously organized, and recorded in record books.
- Wine Cellars (C2): A king's ransom in some of the finest wines in the Realms can be found here. Behind one of the wine racks (which is set on cunningly hidden hinges) is a passage into the Palace escape chamber (C5).
- Food Cellars (C3): This cellar boasts extensive food storage space, although only half to two-thirds of it is ever truly in use at any one time. There are also several barrels of water down here, their contents kept pure by enchanted stones set in the bottom of each of the barrels.
- Master's Vault Space (C4): Whatever it is that Khelben keeps in this space has long been a topic of discussion among his apprentices. Suffice to say that given the massive space the vaults occupy in the cellars, it could be nearly anything.
- Escape to Palace (C5): This chamber is mostly empty, though it does have a table with a large map of Waterdeep (including some obscure notations here and there upon it).
- Hideaway (C6): Several cots and magical illumination, food and water stores for several weeks, changes of clothing and a chest with several healer's kits and 4 potions of healing can be found here.
- Saferoom (C7): An adjunct to the hideaway space that leads to it, the Saferoom is similarly provisioned, except that it is also all but impervious to magical detections.
- Donjon (C8): This space is maintained by Khelben for the purpose of imprisoning the occasional prisoner. Though he normally prefers to release miscreants to the law, he has been known to be brought one villain or another for incarceration. Like the Saferoom, the Donjon repels magical attempts to search for or discover its inhabitants.
- Passway to Sewers (C9): This chamber passes into the Waterdhavian sewer systems that run near the Tower. If the door that opens onto the tunnel is opened by someone not attuned to the tower, it causes a bell to sound in the hearing of those who are present in the tower and attuned to it.
- Passway to Palace (C10): This chamber passes into the tunnel that runs beneath the streets directly to the basements of Piergeiron's Palace. If the door that opens onto the tunnel is opened (a handful of Palace personnel have keys) by someone not attuned to the tower, it causes a gong to sound in the hearing of those who are present in the tower and attuned to it.
The Routine
The time of day is rarely measured in precise hours, even with the introduction of precise Lantannese water clocks. Many temples will measure the time of day into hours, marked by bells that count up from 1 to 12, and then repeat the cycle, with highsun and midnight at the 12 bell peals. In far greater use are the ten colloquial names for more practical divisions, based on the sun of the day rather than precise hours.
- Night's Death: As the sun begins to rise, but has not yet crested the eastern horizon, the sky becomes colored a dim grey, and continues to lighten until dawn. Many folk - whether they are working fields or tending to shops - rise in the latter part of this time to begin tending to their duties for the day. Some, such as those who must work a few hours before others arise (such as bakers) are up when night's death is still young in the sky.
- Dawn: This is the time of day when the sun rises, marked by the bells of the Spire in its loudest peals. This averages about 6 bells. In winter, this may happen as late in the day as halfway between the 7th and 8 bells, while summer sunrises can happen as early as the midpoint between the 4th and 5th bells. This is the time of day when most markets and shops open, though many workers have been there for a bell or two already.
- Morning: Once day has broken, the span of several hours between dawn and highsun.
- Highsun: The middle of the daylight, when the sun is at its peak. This is most often the hour on either side of the 12 bells mark.
- Afternoon: As the sun climbs down from its peak, and the day wanes. Frequently the hottest part of the day, as the sun has been in the sky the longest.
- Dusk: The dim-lit part of the day where the sun has dropped into the west, but has not yet dipped below the horizon proper. Most markets and shops begin to close up around this time of day.
- Sunset: The setting of the sun below the horizon. Winter sees this time of day come early, somewhere between the 4th and 5th bells close to the solstice; in contrast, this may linger until as late as after the 8th bell in summer.
- Evening: The early part of the evening, in which the warmth of the day often lingers a little, but the coolness of night has certainly begun to collect. Most folk return to their homes for the evening this time of night, or venture out to their favorite inn halls or taverns for an evening meal and time with their friends and family.
- Midnight: The midpoint of the night; like highsun, this usually comes round about the 12 bells mark of night.
- Moondark (or Night's Heart): Sometimes referred to as the "witch's hour", this time is the darkest part of the night. Most good honest folk have been abed for a while by now.
All apprentices are placed into a routine of service around the tower. There are three "phases" to these duties: the "Studies" Tenday (in which a student's only responsibility is their own research and experimentation, and is something of a rest from the other duties), the "Kitchens" Tenday (in which students are expected to tend to meals and the general cleaning of the tower and grounds) and the "Guardian" Tenday (in which students spend their time acting as guardians and watchers for the tower).
In general, the day looks like this for the apprentices at Blackstaff Tower.
- Night's Death: x
- Dawn: Apprentices on Kitchens Tenday rise to prepare breakfast for the tower.
- Morning: x
- Highsun: x
- Afternoon: x
- Dusk: x
- Sunset: x
- Evening: x
- Midnight: x