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[[Category:Corsairs Campaign]]
[[Category:Corsairs Campaign]]
[[Category:DM Info]]
[[Category:DM Info]]
== Main Building ==
The Obsidian Flask is actually a collection of buildings that occupy nearly a city block. The largest contains the  Auction House, Cantina, Guild Hall, and private residences of guild members. A few rooms are available for rent to well-to-do visitors.


{{Location
{{Location
| name = Obsidian Flask (Exterior)
| name = Obsidian Flask  
| 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.
| 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 =
| notes =
Line 14: Line 17:
}}
}}


== Main Building ==
==Secondary Buildings==
{{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
{{Location
| name = Courtyard
| name = Courtyard
Line 37: Line 27:
* A hidden passage beneath the fountain leads to the warehouse (DC 18 Perception to find).
* A hidden passage beneath the fountain leads to the warehouse (DC 18 Perception to find).
}}
}}
{{Location
{{Location
| name = Stables
| name = Stables
Line 45: Line 36:
* A hidden compartment in a feed trough contains a small pouch of magical animal feed (DC 14 Perception).
* A hidden compartment in a feed trough contains a small pouch of magical animal feed (DC 14 Perception).
}}
}}
{{Location
{{Location
| name = Exterior Kitchen
| name = Exterior Kitchen
Line 53: Line 45:
* The kitchen staff may have information about guild activities or visiting patrons.
* The kitchen staff may have information about guild activities or visiting patrons.
}}
}}
{{Location
{{Location
| name = Warehouse
| name = Warehouse
Line 61: Line 54:
* Several crates are magically sealed and require a passphrase or magical key to open (DC 20 Arcana to attempt to bypass).
* 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===
==Interior Locations of Interest==
{{Location
{{Location
| name = Auction House
| name = Grand Foyer
| 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.
| 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 =
| notes =
* **Magical Wards:** Anti-teleportation and anti-gating wards are in place. DC 18 Arcana to detect, DC 22 to attempt to bypass.
* 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).
* **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.
* The bulletin board contains notices about upcoming auctions and guild events.
* **Patrons:**
* The double doors lead to the guild's cantina/common room, a lively space with several guild members relaxing.
    * A gruff-looking dwarf, his beard braided with silver rings, sits near the front, clutching a bulging coin purse.
* 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.
    * A veiled woman in dark robes observes the items intently, occasionally making notes in a small, leather-bound journal.
* The display case contains valuable magical trinkets (worth 75gp each if stolen). DC 20 to pick the lock.
    * A nervous-looking human man fidgets in his seat, his eyes darting around the room.
* 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.
* **Items for Sale:** (DM to determine based on campaign)
* The draft from the double doors indicates that the cantina is magically ventilated.
    * A glowing orb that whispers prophecies.
* An alcove contains a hidden compartment (DC 16 Perception check) with a small, enchanted silver locket.
    * A ring that grants resistance to fire.
}}
    * A staff that can control the elements.
 
{{Location
| name = Auction Hall of the Obsidian Flask
| dialogue = The party enters a semi-circular chamber, its design clearly intended to offer all within an unobstructed view of the elevated dais at its fore. The air shimmers with subtle, arcane energies, a palpable hum that speaks of potent magical wards. Plush, cushioned seats, arranged in tiered rows, face the platform where various magical artifacts rest upon velvet-draped pedestals. The room is dimly lit, the light emanating from enchanted sconces that cast long, dancing shadows, adding to the air of hushed anticipation. Whispers ripple through the assembled patrons, a mix of scholars, merchants, and those whose intentions are less easily discerned. The silence is broken only by the occasional soft rustle of expensive fabrics or the faint clinking of coins. The very air seems to hold its breath, awaiting the commencement of the auction.
| notes =
* **Elevated Dais:** A raised platform at the far end of the chamber, where the auctioneer and the items for sale are displayed.
* **Magical Wards:** A visible shimmer in the air, indicating powerful anti-teleportation and anti-gating wards.
* **Plush Seating:** Comfortable, cushioned seats arranged in rows, offering a clear view of the dais.
* **Dim Lighting:** Enchanted sconces providing dim, atmospheric illumination.
* **Patrons:** A diverse group of individuals, each with their own interests and motives.
* **Items on Display:** Magical artifacts resting on velvet-draped pedestals, awaiting the auction.
 
**The Auctioneer:**
* Upon the dais stands Lyra Silverwhisper, a tall, slender elf with eyes that gleam with shrewd intelligence. Her voice, when she speaks, is melodious and carries effortlessly across the chamber. She wears elegant robes of deep blue, embroidered with silver thread, and holds a small, ornately carved gavel in her hand. A faint, golden aura surrounds the gavel, hinting at its enchanted nature.
 
**Patrons of Interest:**
* A gruff dwarf, his beard braided with silver rings, sits near the front, his eyes fixed on a glowing orb resting on a pedestal. He clutches a bulging coin purse, his knuckles white.
* A veiled woman, dressed in dark, flowing robes, sits in a shadowed corner, her eyes never leaving the items on display. She occasionally makes notes in a small, leather-bound journal.
* A nervous human man, his eyes darting around the room, fidgets in his seat. He wears simple, travel-worn clothing.
 
**Items for Auction:**
* **The Whispering Orb:** A glowing sphere that whispers cryptic prophecies when held. *Starting Bid: 500 Gold Pieces.*
* **Ring of Fire Resistance:** A simple silver band that grants the wearer resistance to fire damage. *Starting Bid: 300 Gold Pieces.*
* **Staff of the Elements:** A polished wooden staff with embedded gemstones that allow the wielder to control the elements. *Starting Bid: 800 Gold Pieces.*
}}
}}
{{Location
{{Location
| name = Great Stairway
| name = Great Stairway
Line 97: Line 114:
* A magical sensor near the dais detects unauthorized magical activity (DC 18 Arcana check to detect).
* A magical sensor near the dais detects unauthorized magical activity (DC 18 Arcana check to detect).
}}
}}
====Cantina Room and Private Alcoves====
This area is the most active of the complex and where the PC's will likely spend most of their time. It is always occupied and guests are constantly coming and going - discreetly.
{{Location
{{Location
| name = Cantina Room
| name = Cantina Room
Line 105: Line 126:
* Turgen Voxhall's private alcove has a hidden door.
* Turgen Voxhall's private alcove has a hidden door.
}}
}}
{{Location
{{Location
| name = Ornate Bar
| name = Ornate Bar
Line 111: Line 133:
* The gnomes are magically bound to serve here.
* The gnomes are magically bound to serve here.
* The bar itself may contain hidden magical properties.
* The bar itself may contain hidden magical properties.
}}
{{Location
{{Location
| name = Turgens Alcove
| 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.
| dialogue = The Arch-Wizard [[Turgen Voxhall]] has a private alcove where he mets guests and enjoys a break from his guild master duties. A heavy grey and purple velvet curtain covers can be pulled to give its guests privacy and a similar curtain along the back wall conceals an hallway that leads to a singular well made wooden door.
| notes =
| notes =
* The curtain provides privacy.
* The curtain provides privacy.

Revision as of 00:41, 21 March 2025

Main Building

The Obsidian Flask is actually a collection of buildings that occupy nearly a city block. The largest contains the Auction House, Cantina, Guild Hall, and private residences of guild members. A few rooms are available for rent to well-to-do visitors.


Obsidian Flask


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.


Secondary Buildings


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 of Interest


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.


Auction Hall of the Obsidian Flask


Notes:

* **Elevated Dais:** A raised platform at the far end of the chamber, where the auctioneer and the items for sale are displayed.

  • **Magical Wards:** A visible shimmer in the air, indicating powerful anti-teleportation and anti-gating wards.
  • **Plush Seating:** Comfortable, cushioned seats arranged in rows, offering a clear view of the dais.
  • **Dim Lighting:** Enchanted sconces providing dim, atmospheric illumination.
  • **Patrons:** A diverse group of individuals, each with their own interests and motives.
  • **Items on Display:** Magical artifacts resting on velvet-draped pedestals, awaiting the auction.
    • The Auctioneer:**
  • Upon the dais stands Lyra Silverwhisper, a tall, slender elf with eyes that gleam with shrewd intelligence. Her voice, when she speaks, is melodious and carries effortlessly across the chamber. She wears elegant robes of deep blue, embroidered with silver thread, and holds a small, ornately carved gavel in her hand. A faint, golden aura surrounds the gavel, hinting at its enchanted nature.
    • Patrons of Interest:**
  • A gruff dwarf, his beard braided with silver rings, sits near the front, his eyes fixed on a glowing orb resting on a pedestal. He clutches a bulging coin purse, his knuckles white.
  • A veiled woman, dressed in dark, flowing robes, sits in a shadowed corner, her eyes never leaving the items on display. She occasionally makes notes in a small, leather-bound journal.
  • A nervous human man, his eyes darting around the room, fidgets in his seat. He wears simple, travel-worn clothing.
    • Items for Auction:**
  • **The Whispering Orb:** A glowing sphere that whispers cryptic prophecies when held. *Starting Bid: 500 Gold Pieces.*
  • **Ring of Fire Resistance:** A simple silver band that grants the wearer resistance to fire damage. *Starting Bid: 300 Gold Pieces.*
  • **Staff of the Elements:** A polished wooden staff with embedded gemstones that allow the wielder to control the elements. *Starting Bid: 800 Gold Pieces.*


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 and Private Alcoves

This area is the most active of the complex and where the PC's will likely spend most of their time. It is always occupied and guests are constantly coming and going - discreetly.


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.


Ornate Bar


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.
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