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Obsidian Flask

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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 Inside are spare magical components and a few old, enchanted maps (mostly outdated).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:**
* 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.


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.
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