The Dragonlance Nexus

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The Obsidian Pool of Glass

D&D 3e (3.0/3.5) Rules

by Clive Squire


The Obsidian Pool of Glass is the only physical reminder of the Tower of High Sorcery that once stood within the Lordcity of Palanthas. Having stood for countless years, the tower was transported away during the early years of the Age of Mortals by the then Master of the Tower, Dalamar the Dark.

The Obsidian Pool of Glass is a small pool, filled with a mysterious, black, slightly obsidian looking material. The pool sits within a barren and cracked glade at the centre of the Shoikan Grove, that accursed grove that protected the tower from unwanted visitors.

The Pool still has strong links to the tower's former patron, Nuitari, and the place reeks of death and evil.

Location: The Obsidian Pool of Glass is located within the Lordcity of Palanthas.

Initial Encounters: Roll on the Obsidian Pool of Glass encounter table when the characters visit the site for the first time. The creatures encountered are initial hostile to the characters, seeking to slay them for the affront of entering the Shoikan Grove.

The Obsidian Pool of Glass Encounters
D% Encounter
01-15 Rakshasa
16-35 Barbed devil (hamatula)
36-60 Two greater shadows
61-80 A pack of 5 shadow mastiffs
81-100 5 bearded devils (barbazu)

Subsequent Encounters: Once the characters have cleared out the location, subsequent visits only have a 50% of an encounter. If the characters fail to visit the Pool for more than one year, they must re-roll encounters as if they had never visited.

Base Ability: You gain a +1 bonus to all Sense Motive skill checks.

Recharge Condition: You must walk through the Shoikan Grove to get to the Pool, making the required Willpower saves without any magical protections.

Higher-Order Ability: You can cast symbol of fear as a spell-like ability as if you were a 10th level wizard. The saving throw is Charisma based.

Higher-Order Uses: 2

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