Obsidian Flask
- 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 Inside are spare magical components and a few old, enchanted maps (mostly outdated).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.