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Obsidian Flask

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 Inside are spare magical components and a few old, enchanted maps (mostly outdated).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


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.

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