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Enc.5: House Cannith Foundry

The PCs eventually reach the goal of this expedition. The challenge presented by the House Cannith foundry consists of three missions: finding a way in, defeating the iron defenders that guard the interior, and accessing the vault that holds the schema.

Structure

Exposition

The House Cannith foundry is the only intact building in this section of the tower. If the PCs walk around the foundry, they see solid walls and a double door on the western side of the building.   The double door appears to be made of adamantine. The same icon as on the cover of Bonal’s journal spans both sides of the double door, but the same technique that opened the sealed hatch won’t work here. The adamantine layer of the door has hardness 15. This is followed by three inches of steel with hardness 10. In addition, an arcane lock spell and an amazing lock (-6 to Thievery checks) seal the door.   Athletics check: The easiest way into the building is through the gaping hole in the roof. The walls are 20 feet high and easy to scale with an Athletics check.   However they accomplish it, go to the next encounter when the PCs enter the foundry.

Conflict

When the PCs enter the large open room that makes up the interior of the foundry, read:  
A large chunk of the ceiling has fallen in, crushing cabinets and shelves beneath the weight of brick and stone. The remains of what appears to be a metal dog that was also caught in the falling stones juts from the debris. Dusty shelves, intact, line the southern wall, and a huge forge and furnace fill the eastern part of the room. Neither appears to have been used in centuries. Two pairs of glowing eyes emerge from the far darkness, and you see two metal dogs creeping cautiously toward you.
  Creatures: Two iron defenders guard the foundry. They attack anyone who enters the building. They won’t attack the PC carrying Bonal’s journal, and they won’t attack anyone with the Mark of Making—at least not until such characters attack them. Everyone else is in danger from these constructs.

Falling Action

When each iron defender is disabled, a rod pops out of its forehead. One rod is rectangular, the other triangular. The PCs must also recover the pentagonal rod that is buried beneath the collapsed section of the roof. These three rods are the keys needed to open the hidden vault.   Strength roll: Doing this requires the PCs to remove a chunk of stone from atop the crushed metal dog they noticed upon entering the foundry. The stone requires a Strength roll (-4) to move, and up to two more characters can support to try to accomplish this.

Resolution

The huge forge and furnace combination looks like a primitive version of the same components found in any House Cannith shop or enclave. The forge and furnace fill the easternmost 10 feet of the room, and metal tiles cover the floor 10 feet in front of the heroes. Three depressions, evenly spaced atop the forge, show a pentagon, a triangle, and a square. The rods fit into their respective depressions.   Trap: If the rods are placed in the proper order, the forge and furnace open to reveal the hidden vault. Each time a rod is placed in the wrong order, the trap is triggered.   Lightning Trap: Shooting d6, 2d6, ROF 1, Range 2", Notice -2, Disable -3   When a rod is placed correctly, it snaps into place and the trap doesn’t trigger. The proper order for placing the rods is triangle, square, then pentagon.  

Hidden Vault

Once the rods are placed in the proper order, the vault behind the forge and furnace opens. The PCs can now take the treasure from the small hidden space.   The following items can be recovered from the hidden vault: sack of 100 sp, sack of 100 gp, 4 gold ingots each worth 50 gp, 3 potions of cure moderate wounds, 1 potion of mage armor, an old map, and the schema.   Common Knowledge: If the PCs find a collector, they can sell the silver pieces and gold pieces for twice (2.5 times on a raise) what they are worth. Finding a collector requires a Common Knowledge check (-1) check once they return to the upper levels of Sharn. The edges Scholar, Aristocrat, or Streetwise can add a bonus to this check.   The old map shows a number of cryptic symbols spread throughout what appears to be ancient depictions of the territory now divided between the Mournland and Darguun. These can be used as hooks for future adventures of your own design; the meanings of the symbols are revealed in the Shadows of the Last War.   Schema: The schema appears as an adamantine plate shaped into a seven-pointed star. It is slightly more than six inches long from point to point, and is covered with strange engraved patterns. It radiates a strong aura of transmutation magic, but it has no magical abilities of its own. An identify spell reveals that it is a piece of a larger relic designed to make a greater whole.

Backdrops

Encounters

Riddle Solving / Enigma, Recovery, Investigation, Combat / Engagement
Plot type
Recovery of the lost Schema
Related Organizations

Iron Defender

The creature resembles a dog, but its body is formed from iron plates and bars. It stands about two feet high at the shoulder. Its mouth is lined with serrated blades of steel.   An iron defender is a homunculus designed to fight for its creator. It has no special abilities beyond its combat prowess.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8

Skills: Athletics d4, Fighting d6, Notice d4, Stealth d4

Pace: 10, Parry: 5, Toughness: 7 (2)

Edges: Fleet-Footed

Special Abilities:

  • Armor +2: Metal plating
  • Bite: Str+d6
  • Construct: +2 to recover from being Shaken. Called shots do no extra damage. Do not suffer from disease or poison.
  • Fearless: Immune to Fear and Intimidation
  • Infravision: Iron defenders halve penalties for Illumination when attacking living targets.
  • Size –1: Iron defenders have a Toughness modifier of –1.


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Cover image: Magic of Eberron by Wayne Reynolds

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