Varda's Works
- Rooms
- 24
- Foes
- 33, CR 2 to 11
- Traps
- 24
- Treasure
- 3,500 gp
At a glance
The threat
The central guardian, the Brass Warden, is a stone-and-brass sentinel built to protect Varda's engine.
Wandering monsters (1d3)
- 1
1d4× Scrap mitesCR 4
When: A loud metallic impact or a character dropping metal equipment in a corridor.A cluster of small brass scavengers races along the wall, drawn by loose metal and the sound of tools. - 2
Hall rollerCR 5
When: The party rests in a corridor or triggers an alarm.A stone patrol construct rolls through the halls on a single central wheel, leaving fresh grooves in the dust. - 3
Lamp bearerCR 6
When: A tablet is removed from a library or a shrine alarm sounds.Two jointed brass arms carry a lantern between them, searching doorways for unauthorized readers.
Rooms
24The Broken Threshold
What they see
Read aloud
A cracked lintel frames the original entry, its worn inscription still promising safe passage. Blue lamps ignite one by one as visitors cross the threshold, and a brass eye in the ceiling follows them.
Features
- A fallen relief depicts workers delivering a faceted copper core.
- Two exits are locked from this side; their old keyholes are disguised as rivets.
What the GM knows
Monsters
Entry sentinelCR 5
A stone sentinel shaped like a kneeling laborer stands beneath the lintel.Tactics. It gives one warning in an ancient language, then blocks the narrowest exit and attacks whoever tries to pass.Traps
Falling GateDC 15 bludgeoning
A flagstone near the entrance releases a stone portcullis from the ceiling, dividing the room.Disarm. A Dexterity check using thieves' tools wedges the release; the mechanism can also be jammed with an iron bar.Treasure
Maintenance token25 gp
A brass token stamped with a worker's mark; it opens several ordinary maintenance panels.Notes
The sentinel does not pursue beyond room 0. A character who speaks calmly and offers a tool can delay its attack for one round.
4 doors: E (normal), W (normal), N (normal), S (normal)
The place
What it is
The ruins are the buried remains of an ancient workshop-temple where stone and brass constructs were built to preserve a vanished settlement.
Atmosphere
Cold stone sweats mineral water.
The threat
The central guardian, the Brass Warden, is a stone-and-brass sentinel built to protect Varda's engine.
History
Engineer Oskel Varda built this complex beneath a settlement whose name has since vanished from maps.
Rumors
1d4- 1People say blue lights move beneath the old hill whenever the village bell rings.
- 2A scavenger claims the stone guards are only dangerous when they hear iron strike stone.
- 3An old account says the ruins belonged to an engineer who built machines to outlast a siege.
- 4The warm water in the western well began after someone carried a brass gear out of the ruins.
Plot hooks
3Corridors
4Between rooms 1 and 5
A waist-high brass rail runs along the wall, interrupted by numbered sockets. Pressing a socket makes a distant mechanism answer with three clicks.
Between rooms 2 and 9
Thin grooves in the floor carry water toward the deeper halls. At intervals, tiny stone figures bend over them as if listening.
Between rooms 7 and 18
A ceiling of fitted stone bears shallow reliefs of workers carrying components toward the heart of the complex. One figure has been carefully chiseled away.
Approach to room 21
A concealed pressure plate releases a loud, measured bell tone when stepped on. The tone carries through the ruins and draws patrols.
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