Refuge of Maldiglas

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PASSPHRASE RESEARCH

Refuge-interior.jpg

The Refuge of Maldiglas

The Refuge

The Refuge is a hide-away in the heart of Mount Waterdeep. It has many layered magics, and the only way to access it is through one of the invisible gates scattered around the city, activated simply by walking through the appropriate archway in the Refuge, or by touching the appropriate keystone in the city and whispering the name of the Magister who created them: Maldiglas.

  • Days To Clean: 3/10 total.
    • Mephits: 1 day (8 mephits working for one hour).
    • Clarc, Orion, Lola, Zan: 2 days (all four spending half of a day working).

Ambient Magics

Maldiglas, the Magister who created this refuge, layered the very stones of the structure with potent magics that regenerate themselves, drawing naturally upon the Weave to do so. Though they may be dispelled individually in any given manifestation, they will always renew themselves as long as the structure continues to exist. The magics innate to the refuge are:

  • Environmental: The air is continually renewed as though the structure had normal ventilation. Gases and mists are dispersed normally over their typical durations. Running water is magically pulled up from deep, clear aquifers in the roots of Mount Waterdeep, and purified as it is transported. At taps in baths and privies, its temperature can be altered by the will of the one operating the tap.
  • The Keystone Portals: Though the portals themselves can be overloaded and disrupted, the Round in which they are built operates as a powerful regenerative sigil for them, drawing on the power of the Weave naturally to regenerate them to their full functioning. The Round can rebuild one of the portals per tenday, roughly.
  • The Entry Magics: The first five people to enter the refuge are immediately affected by three spells. These affect the first five people who enter, even if those targets do not benefit from them in any way. The refuge recovers all five "charges" at dawn.
    • Endure Elements: As the 1st level abjuration spell (Elminster's Guide to Magic). For 24 hours, the target can comfortably endure cold or hot weather conditions, ignoring the saves required for weather due to extreme temperatures. This offers no protection from cold or fire damage.
    • Heal: The target immediately regains up to 70 hit points, and any blindness, deafness, or diseases are cured as well. Due to an odd construction of the refuge's version of the spell, any hit points in excess of what the target needs healed are used to heal a spellcaster's familiar.
    • Remove Curse: As the 3rd level abjuration spell (PHB). Upon entering the refuge, all curses affecting the creature affected end. If the target is carrying a cursed object, the spell affects that as well, immediately breaking attunement to the item as it does so.

The Portals Round

This chamber is a round section at the center of the Refuge which holds the portal arches. Each such arch has a shimmering portal in it that can be peered out of to see the location that portal leads to.

Complex A

  • xxx (A1): x
  • Baths (A2): A set of stairs down opens into a large bathing chamber.
    • The water in here is clean and quite warm, steaming slightly. There is an enchantment on the body of water that can even cause the entire body of it to bubble pleasantly, as though at a hot springs, or that can cool it down to bracingly cold temperatures. The passphrase for this is UNKNOWN.
    • The northwest and southeast corners have privacy screens and two bathing benches, with spouts of trickling warm water projecting from the wall. A knob can turn them off or on completely. These are the sorts of set-ups used to get clean before submerging in communal waters, often seen at public baths.
    • A copper washing basin below a water pump are attached to the wall in the southwest corner of the room.
  • xxx (A3): x
  • xxx (A4): Largely empty chambers. At the back of each chamber is a privy carved out of the rock, with a jakes bench at the back of the chamber, and a small stone basin with water tap set in the wall at the front of it.
    • Lola's Room: Lola has claimed the northeastern chamber for herself and Sasha. 50gp paid for setup, modest lifestyle
  • xxx (A5): x
  • Poison Lab (A6): Lola has set up a poisoner's lab here. 500gp basic lab (3 slots) paid from treasury
  • xxx (A7): x
  • xxx (A8): x
  • xxx (A9): x

Complex B

  • xxx (B1): x
  • Baths (B2): A set of stairs down opens into a large bathing chamber.
    • The water in here is clean and quite warm, steaming slightly. There is an enchantment on the body of water that can even cause the entire body of it to bubble pleasantly, as though at a hot springs, or that can cool it down to bracingly cold temperatures. The passphrase for this is UNKNOWN.
    • The northwest and southeast corners have privacy screens and two bathing benches, with spouts of trickling warm water projecting from the wall. A knob can turn them off or on completely. These are the sorts of set-ups used to get clean before submerging in communal waters, often seen at public baths.
    • A copper washing basin below a water pump are attached to the wall in the southwest corner of the room.
  • xxx (B3): x
  • xxx (B4): Dormitory-style chamber, with four beds, four chairs, and two tables. A footlocker slides out from under each bed.
    • Privy: At the back of each chamber is a privy carved out of the rock, with a jakes bench at the back of the chamber, and a small stone basin with water tap set in the wall at the front of it.
  • The Great Hall (B5): A grand, empty space with a long rug running down the center of the chamber.
    • A set of stairs rise about eight feet above the floor, leading to a tucked-away alcove. At the top of those stairs is a podium, with tables and chairs to either side.
    • A strange set of wooden features line the roof of the chamber, some twenty-five feet above the ground. Anyone getting up to their level, or using Investigation from the ground can tell that they are actually a long table and set of flanking benches, suspended from the ceiling. A passphrase (UNKNOWN) will cause the table and chairs to lower themselves to the floor gently, turning the great hall into a dining chamber capable of seating upwards of fifty people.
  • Teleportation Circle (B10): A teleportation circle etched into the stone floor of the podium chamber.

Private Chambers

Each of these is a bedchamber with a bed, table, chair, and shelves lining the walls. One corner has a privy nook with a privacy screen, and a water basin built into the wall.

  • Zan's Chambers (B6): Zan can haz please!
  • xxx (B7): xx
  • xxx (B9): xx

The Keystones of Waterdeep

Refuge.jpg

Keystone Locations

These keystones are activated by touch and the use of the name of the Magister who created them: Maldiglas. They seem to be normal stones, even to the use of magics such as detect magic, unless the viewer is less than ten feet away from them. There are two keystones in each of the Wards, plus another two in the City of the Dead. The numbers in parentheses indicate which portal the location leads to in the Portals Round.

Keystones marked in red are not currently functioning, waiting for the Refuge's magics to return them to function.

Castle Ward

  • Fetlock Court (1): A cobblestone set into the edge of the courtyard, in the southwestern portion just past the horse-trough.
  • Watching Tower (2): South of the Fetlock Court keystone, another street-cobble, in the middle of the street, almost exactly between the back of the Palace Stables and the Watching Tower

Sea Ward

  • Rivuryn's Stone (3): In the small copse of trees south of Seaeyes Tower, a small footstone marking the burial of one of the ancient Open Lords' hound companion, Rivuryn. The memorial stone itself is the keystone.
  • The Downspout Stone (4): A stone half-hidden under a downspout, on the seaward side of the Fanebar, at the southernmost corner where a narrow passage leads through into Kulzar's Alley.

North Ward

  • The Grinning Lion (5): On the west side of the rain barrel that stands against the northern wall of the Grinning Lion tavern, just off Golden Serpent Street.
  • The Farwatch Cubicle (6): Inside a cubicle behind an always-open door in the southeastern wall of Farwatch Tower. The cubicle is a tiny, tall bare room whose walls are several feet thick.

City of the Dead

  • Ahghairon's Heelstone (8): The stone that begins beneath the right heel of Ahghairon's Statue.
  • The Waterdrip Stone (16): The "waterdrip wash" stones set under a downspout on the western side of the Mariners' Rest tomb.

Trades Ward

  • The Ironpost Stone (9): The huge, cracked paving stone set into the eastern end of Ironpost Street, on its southern edge (right against the wall of the corner building).
  • Grey Serpent Stone (10): On the rooftop of the Grey Serpent Inn, just at the head of the back firestair that climbs the outside wall of the building.

South Ward

  • Garbage Stone (11): The stone just outside the back (south) door of the Midnight Sun tavern, where the garbage is usually piled.
  • Stable Stone (12): The round stone set into the street between Athal's Stables and the city wall guard tower that faces it.

Dock Ward

  • The Fish Stone of Odd Street (13): The fish-shaped stone half-way down Odd Street, near its northern edge.
  • The Crescent Stone of Aline's Way (14): The moon-shaped stone set into the mouth of Aline's Way, where it meets Keel Alley.