Drandlar's Workshop
The workshop is a large 30 x 60 two story wood and stone building sequestered in a small clearing in the woods SE of Grenvik and surrounded by a tall fence. There is a intricately carved set of double doors set in the SW wall and many windows along the remaining sides. A soft light from inside casts a warm glow on the surrounding area. They are closed and you cant see inside due to the heavy heavy canvas curtains.
The glyph is a simple symbol that is carved into the doorframe. It is a combination of gnomish and elvish runes, and it is meant to ward off unwanted visitors. The glyph is not particularly powerful, but it would be enough to deter most people from trying to enter the workshop.
To detect the glyph, you would need to have a knowledge of gnomish and elvish runes using a DC 15 Intelligence (Arcana) check. To dispel the glyph you must cast dispel magic or greater dispel magic with a DC 25 Intelligence (Arcana) check or suffer 4D4 force damage. If the spell succeeds, the glyph is deactivated. If the spell fails, the glyph remains active.
Inside the workshop is a cluttered room filled with tools, parts, and inventions in various states of completion. The workbench is in the center of the room, and it is where Drandlar spent most of his time working on his inventions. The alchemy table is in the back of the room, and it is where Drandlar Tinkersmith conducts his dangerous experiments. The storage shelves are along the walls of the room, and they are filled with all sorts of tools and parts. Therese is an ornate wrought iron stiaircase leading up to a second floor and and second stairway leading down to the basement.