Obsidian Flask: Difference between revisions
mNo edit summary |
mNo edit summary |
||
Line 4: | Line 4: | ||
[[Category:Corsairs Campaign]] | [[Category:Corsairs Campaign]] | ||
[[Category:DM Info]] | [[Category:DM Info]] | ||
{{Location | |||
| name = Obsidian Flask (Exterior) | |||
| dialogue = The Obsidian Flask stands as a massive, three-story structure, occupying nearly a city block. From a distance, it appears deceptively plain, a dark silhouette against the skyline. However, as you approach, the intricate details of its construction become apparent. The building is crafted from polished black Ebony wood and interwoven Ironwood, its surfaces shimmering with subtle magical enchantments. The air around it hums with a palpable sense of arcane power. | |||
| notes = | |||
* The building's deceptive appearance is a deliberate magical effect, meant to discourage casual scrutiny. | |||
* The combination of Ebony and Ironwood makes the building exceptionally sturdy and resistant to damage. | |||
* A DC 14 Arcana check reveals faint magical runes etched into the wood, likely defensive wards. | |||
}} | |||
== Main Building == | == Main Building == | ||
{{Location | |||
| name = Grand Foyer | |||
| dialogue = The party steps into the grand foyer of the Obsidian Flask. The air is thick with the scent of polished wood and subtle magical energies. The room is vast, designed to impress and inspire. Before them, a wide, sweeping staircase of polished Ebony and Ironwood ascends to the upper floors, its banisters intricately carved with arcane symbols. To the left, a large, ornately framed bulletin board displays notices. To the right, a set of massive double doors, crafted from the same dark woods and reinforced with enchanted iron bands, stand imposing. A faint murmur of voices and the clinking of glasses emanate from behind them. The foyer is lit by several large, ornate chandeliers that hang from the high, vaulted ceiling, casting a warm, inviting glow. | |||
| notes = | |||
* The small door under the staircase leads to a magically warded storage room (locked, DC 16 to pick). Inside are spare magical components and a few old, enchanted maps (mostly outdated). | |||
* The bulletin board contains notices about upcoming auctions and guild events. | |||
* The double doors lead to the guild's cantina/common room, a lively space with several guild members relaxing. | |||
* An apprentice at the desk is named Theron. He can provide basic information about the guild and its activities. DC 14 Charisma check to get more detailed information. | |||
* The display case contains valuable magical trinkets (worth 75gp each if stolen). DC 20 to pick the lock. | |||
* A faint humming sound is coming from a magical workshop behind a hidden door (DC 18 Perception check to find) near the base of the staircase. | |||
* The draft from the double doors indicates that the cantina is magically ventilated. | |||
* An alcove contains a hidden compartment (DC 16 Perception check) with a small, enchanted silver locket. | |||
}} | |||
==Exterior Locations== | |||
{{Location | |||
| name = Courtyard | |||
| dialogue = A spacious courtyard lies behind the main building, enclosed by high walls of the same dark wood and Ironwood. A well-maintained garden flourishes with exotic plants and herbs, some glowing with faint magical light. A stone fountain, carved in the shape of a stylized flask, stands in the center, its water shimmering with a subtle magical sheen. | |||
| notes = | |||
* The garden contains rare magical herbs used in potions and rituals. | |||
* The fountain's water is magically purified and can heal minor wounds (1d4 HP). | |||
* A hidden passage beneath the fountain leads to the warehouse (DC 18 Perception to find). | |||
}} | |||
{{Location | |||
| name = Stables | |||
| dialogue = The stables are located at the far end of the courtyard, built from the same dark woods as the main building. Several sturdy stalls house a variety of magical beasts and well-groomed horses. The air is filled with the scent of hay and animal musk, mixed with a faint magical aroma. | |||
| notes = | |||
* The stables house magically enhanced horses capable of greater speed and endurance. | |||
* Several stalls are empty, suggesting the guild uses magical beasts for various purposes. | |||
* A hidden compartment in a feed trough contains a small pouch of magical animal feed (DC 14 Perception). | |||
}} | |||
{{Location | |||
| name = Exterior Kitchen | |||
| dialogue = Located near the stables, the exterior kitchen is a large, open-air structure with a massive stone hearth. The air is filled with the tantalizing aroma of roasted meats and exotic spices. Several cooks, some human, some gnomes, bustle about, preparing meals for the guild members and guests. | |||
| notes = | |||
* The cooks use magical ingredients and techniques to enhance the flavor and nutritional value of their dishes. | |||
* A hidden compartment in the hearth contains a small, enchanted spice grinder (DC 16 Perception). | |||
* The kitchen staff may have information about guild activities or visiting patrons. | |||
}} | |||
{{Location | |||
| name = Warehouse | |||
| dialogue = The warehouse is a large, dimly lit building located at the rear of the property. Crates and barrels of various sizes are stacked haphazardly, containing a mix of mundane and magical goods. The air is thick with the scent of dust and old parchment. | |||
| notes = | |||
* The warehouse contains supplies for the guild, including magical components, rare artifacts, and mundane goods. | |||
* A hidden passage leads from the warehouse to the courtyard (DC 18 Perception to find). | |||
* Several crates are magically sealed and require a passphrase or magical key to open (DC 20 Arcana to attempt to bypass). | |||
}} | |||
==Interior Locations== | ==Interior Locations== | ||
===Auction House=== | ===Auction House=== | ||
====Great Stairway== | {{Location | ||
| name = Auction House | |||
| dialogue = The auction house is a semi-circular chamber, designed to provide clear views of the elevated auctioneer's platform. Rows of plush, cushioned seats face the platform, where various magical artifacts are displayed on pedestals. The air shimmers with subtle magical wards, preventing any unauthorized teleportation or magical interference. Patrons whisper amongst themselves, their eyes gleaming with anticipation. | |||
| notes = | |||
* **Magical Wards:** Anti-teleportation and anti-gating wards are in place. DC 18 Arcana to detect, DC 22 to attempt to bypass. | |||
* **Auctioneer:** A tall, slender elf named Lyra Silverwhisper presides over the auction. She speaks with a melodious voice, her eyes sparkling with shrewd intelligence. She wears elegant robes embroidered with silver thread and carries a small, enchanted gavel. | |||
* **Patrons:** | |||
* A gruff-looking dwarf, his beard braided with silver rings, sits near the front, clutching a bulging coin purse. | |||
* A veiled woman in dark robes observes the items intently, occasionally making notes in a small, leather-bound journal. | |||
* A nervous-looking human man fidgets in his seat, his eyes darting around the room. | |||
* **Items for Sale:** (DM to determine based on campaign) | |||
* A glowing orb that whispers prophecies. | |||
* A ring that grants resistance to fire. | |||
* A staff that can control the elements. | |||
}} | |||
{{Location | |||
| name = Great Stairway | |||
| dialogue = A grand staircase of polished Ebony and Ironwood sweeps upward, its wide steps inviting ascent. The banisters are intricately carved with scenes of arcane symbols and magical creatures, each telling a silent story. The air hums with a subtle magical energy, suggesting the staircase itself may hold some enchantment. | |||
| notes = | |||
* The staircase leads to the upper floors of the guild, likely containing private chambers, libraries, or meeting rooms. | |||
* The carvings may offer clues to guild history or hidden lore (DC 14 Investigation check). | |||
* The magical energy may be a protective ward or a means of enhancing magical studies. | |||
}} | |||
===Guild Hall=== | ===Guild Hall=== | ||
===Cantina Room= | {{Location | ||
This is the | | name = Main Guild Hall | ||
| dialogue = The main guild hall is a spacious chamber, filled with the bustling activity of scholars and mages. Long tables are laden with scrolls, tomes, and arcane devices. The air crackles with magical energy, and the scent of incense and parchment fills the room. Guild members engage in animated discussions, their voices mingling with the soft rustling of pages. A large, circular dais dominates the center of the room, suggesting a place for formal gatherings or magical rituals. | |||
| notes = | |||
Made from Obsidian and Iron wood and embedded with magic. Three levitating gnomes on gold and red pillows float behind it serving food and drinks. | * The tables contain various research materials and magical components. | ||
= | * The dais is likely used for important guild ceremonies or powerful spellcasting. | ||
The Arch-Wizard [[Turgen Voxhall]] has a private alcove where he | * Several guild members are present, including researchers, scribes, and mages. | ||
* A hidden compartment under one of the tables contains a partially completed spell scroll (DC 16 Perception check). | |||
* A magical sensor near the dais detects unauthorized magical activity (DC 18 Arcana check to detect). | |||
}} | |||
{{Location | |||
| name = Cantina Room | |||
| dialogue = This is the most active room of the Obsidian Flask and in here can be found all manner of visitors and occasional noble of the city. A massive ornate bar dominates the center of the room, while tables of various sizes surround it. The outside walls are composed of alcoves where patrons who desire more privacy can meet. | |||
| notes = | |||
* The bar is a central point of activity, with gnomes serving drinks. | |||
* The alcoves offer privacy for meetings. | |||
* Turgen Voxhall's private alcove has a hidden door. | |||
}} | |||
{{Location | |||
| name = Ornate Bar | |||
| dialogue = Made from Obsidian and Iron wood and embedded with magic. Three levitating gnomes on gold and red pillows float behind it serving food and drinks. | |||
| notes = | |||
* The gnomes are magically bound to serve here. | |||
* The bar itself may contain hidden magical properties. | |||
{{Location | |||
| name = Turgens Alcove | |||
| dialogue = The Arch-Wizard [[Turgen Voxhall]] has a private alcove where he meets guests and enjoys a break from his guild master duties. A heavy grey and purple velvet curtain can be pulled to give its guests privacy, and a similar curtain along the back wall conceals a hallway that leads to a singular, well-made wooden door. | |||
| notes = | |||
* The curtain provides privacy. | |||
* The hidden door leads to Turgen's private chambers or a secret exit. | |||
* The Dimension Door Locations table suggests Turgen has access to teleportation magic. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
! colspan="3" |'''Dimension Door Locations''' | ! colspan="3" |'''Dimension Door Locations''' | ||
|- | |- | ||
! # !! Setting !! Description | ! # !! Setting !! Description | ||
Line 41: | Line 140: | ||
| 8 || A volcanic caldera with bubbling hot springs || Steaming vents, sulfurous smells, and the glow of molten rock. | | 8 || A volcanic caldera with bubbling hot springs || Steaming vents, sulfurous smells, and the glow of molten rock. | ||
|} | |} | ||
}} |
Revision as of 00:24, 21 March 2025
- Session 129 The Obsidian Flask (← links | edit)
- Session 130 Prep (← links | edit)
- Session 128 Belport (← links | edit)
Obsidian Flask (Exterior)
Notes:
* The building's deceptive appearance is a deliberate magical effect, meant to discourage casual scrutiny.
- The combination of Ebony and Ironwood makes the building exceptionally sturdy and resistant to damage.
- A DC 14 Arcana check reveals faint magical runes etched into the wood, likely defensive wards.
Main Building
Grand Foyer
Notes:
* The small door under the staircase leads to a magically warded storage room (locked, DC 16 to pick). Inside are spare magical components and a few old, enchanted maps (mostly outdated).
- The bulletin board contains notices about upcoming auctions and guild events.
- The double doors lead to the guild's cantina/common room, a lively space with several guild members relaxing.
- An apprentice at the desk is named Theron. He can provide basic information about the guild and its activities. DC 14 Charisma check to get more detailed information.
- The display case contains valuable magical trinkets (worth 75gp each if stolen). DC 20 to pick the lock.
- A faint humming sound is coming from a magical workshop behind a hidden door (DC 18 Perception check to find) near the base of the staircase.
- The draft from the double doors indicates that the cantina is magically ventilated.
- An alcove contains a hidden compartment (DC 16 Perception check) with a small, enchanted silver locket.
Exterior Locations
Courtyard
Notes:
* The garden contains rare magical herbs used in potions and rituals.
- The fountain's water is magically purified and can heal minor wounds (1d4 HP).
- A hidden passage beneath the fountain leads to the warehouse (DC 18 Perception to find).
Stables
Notes:
* The stables house magically enhanced horses capable of greater speed and endurance.
- Several stalls are empty, suggesting the guild uses magical beasts for various purposes.
- A hidden compartment in a feed trough contains a small pouch of magical animal feed (DC 14 Perception).
Exterior Kitchen
Notes:
* The cooks use magical ingredients and techniques to enhance the flavor and nutritional value of their dishes.
- A hidden compartment in the hearth contains a small, enchanted spice grinder (DC 16 Perception).
- The kitchen staff may have information about guild activities or visiting patrons.
Warehouse
Notes:
* The warehouse contains supplies for the guild, including magical components, rare artifacts, and mundane goods.
- A hidden passage leads from the warehouse to the courtyard (DC 18 Perception to find).
- Several crates are magically sealed and require a passphrase or magical key to open (DC 20 Arcana to attempt to bypass).
Interior Locations
Auction House
Auction House
Notes:
* **Magical Wards:** Anti-teleportation and anti-gating wards are in place. DC 18 Arcana to detect, DC 22 to attempt to bypass.
- **Auctioneer:** A tall, slender elf named Lyra Silverwhisper presides over the auction. She speaks with a melodious voice, her eyes sparkling with shrewd intelligence. She wears elegant robes embroidered with silver thread and carries a small, enchanted gavel.
- **Patrons:**
- **Items for Sale:** (DM to determine based on campaign)
Great Stairway
Notes:
* The staircase leads to the upper floors of the guild, likely containing private chambers, libraries, or meeting rooms.
- The carvings may offer clues to guild history or hidden lore (DC 14 Investigation check).
- The magical energy may be a protective ward or a means of enhancing magical studies.
Guild Hall
Main Guild Hall
Notes:
* The tables contain various research materials and magical components.
- The dais is likely used for important guild ceremonies or powerful spellcasting.
- Several guild members are present, including researchers, scribes, and mages.
- A hidden compartment under one of the tables contains a partially completed spell scroll (DC 16 Perception check).
- A magical sensor near the dais detects unauthorized magical activity (DC 18 Arcana check to detect).
Cantina Room
Notes:
* The bar is a central point of activity, with gnomes serving drinks.
- The alcoves offer privacy for meetings.
- Turgen Voxhall's private alcove has a hidden door.
{{Location
| name = Ornate Bar
| dialogue = Made from Obsidian and Iron wood and embedded with magic. Three levitating gnomes on gold and red pillows float behind it serving food and drinks.
| notes =
- The gnomes are magically bound to serve here.
- The bar itself may contain hidden magical properties.
Turgens Alcove
Notes:
* The curtain provides privacy.
- The hidden door leads to Turgen's private chambers or a secret exit.
- The Dimension Door Locations table suggests Turgen has access to teleportation magic.