Jump to content

Obsidian Flask: Difference between revisions

From greyhawk
No edit summary
Line 112: Line 112:
}}
}}


====Cantina Room and Private Alcoves====
==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.
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.


Line 131: Line 131:
* The bar itself may contain hidden magical properties.
* The bar itself may contain hidden magical properties.
}}
}}


{{Location
{{Location

Revision as of 00:40, 25 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

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.


Secondary Buildings


Courtyard

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).


Stables

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).


Exterior Kitchen

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.


Warehouse

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 of Interest


Grand Foyer

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.


Auction Hall of the Obsidian Flask

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.*


The Great Stairway

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


Main Guild Hall

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:

* 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

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.


Ornate Bar

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

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:

* 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.


Dimension Door Locations
# Setting Description
1 A windswept, rocky mountain peak Jagged cliffs, thin air, and panoramic views.
2 A single tree on a plain of grass Solitary, with a wide expanse of grassland surrounding it.
3 A sprawling, misty swamp at dawn Cypress trees, murky water, and the croaking of frogs.
4 A vast, sun-baked desert canyon Scorching heat, towering rock formations, and hidden oases.
5 A vibrant coral reef during low tide Exposed coral, colorful sea creatures, and the smell of salt.
6 A frozen tundra under the aurora borealis Icy plains, shimmering lights, and the howling of the wind.
7 A lush, tropical rainforest after a downpour Steaming vegetation, dripping leaves, and the calls of exotic birds.
8 A volcanic caldera with bubbling hot springs Steaming vents, sulfurous smells, and the glow of molten rock.