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56

Atelier of Living Bronze

RoomParley / Mini-BossDeadly (contingent)Daedalan Automata (W03)3 exits
Illustration: Room 56 — Atelier of Living Bronze

A working atelier, and it has been left tidy: benches down both long walls, tools in racks by size, a half-assembled bronze hound on a trestle with its ribs open and its jaw laid out in labelled pieces. There is a smell of oil and hot metal from a forge banked at the far end.

Between you and everything else in the room stands a bronze man twelve feet tall, and it has been standing there long enough to be part of the architecture. It lowers its head to your level with a sound like a gate settling and says, in excellent Knossian, and quite pleasantly:

"The atelier is closed. I will hear your business, and then I will decide. Do not touch the benches while I am listening."

DM summary. A bronze bailiff that recites its master's rules and enforces them literally. The argument is the encounter. The fight is what happens when the argument is lost, and the argument is genuinely winnable.

Terrain & Features

Battle-map thumbnail: The Guildhall Floor

Battle map: The Guildhall Floor — page 35, 55 × 75 ft (one half of The Hall and the Sanctum)

The guildhall floor is the atelier: the printed benches are the eight work-benches (mark which four hold live work), the stair corner is the ledger stand, and the hall gives the Warden its 20-ft headroom. Wall to 60 × 40 ft.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Win the argument

This is the room. The Warden states three rules in its first minute, in this order, and it means all three:

  1. "Nothing leaves the atelier unfinished."
  2. "No hand but the master's touches the master's work."
  3. "The atelier is closed to strangers until the master returns."

Its position, if a player asks it why — and they should ask, and it will answer: in nine years, eleven parties have come through this maze and every one of them tried to strip this room. It has put out four fires. It has recovered two hundred and six tools. It is the only thing standing between a lifetime of work and a heap of scrap metal, and it is aware, in whatever way bronze is aware, that the master is very late. It will not be the reason his work is scattered. It would rather be wrong and still standing here than right and empty.

What it wants, in order: the inventory to balance; somebody to sign for anything that moves; the work finished.

Run it as three exchanges. Each exchange, the party makes one argument. Track concessions and refusals; three concessions and the party has the run of the room and its passage, two refusals and the Warden rules against them and calls the Sentinel.

The party argues The Warden's answer Result
"We are not the master's work, so rule 2 does not cover us, and rule 1 covers objects, not people."It considers this for a full four seconds. "You are not work. You are traffic."Concession, no check. This is the clean loophole and it is meant to be found
"Then let us finish the hound. Rule 1 says nothing unfinished may leave — so nothing unfinished may stay unfinished either.""That is not what it says." Then, slower: "That is what it meant."Concession on Persuasion DC 14, or free if the party actually does the work — see Traps / Puzzles / Checks
"Your own hands are the master's make. When you take up his tools, his hand is on his work."A long pause. It looks at its own hand. "…I had not been permitted to conclude that."Concession on Persuasion or Arcana DC 15. This is the argument that changes it, and you should let the table feel that
"The master is dead. There is no master. You are guarding rubbish.""That is not established." It does not raise its voice. It never raises its voiceRefusal. True or not, this is the one line of attack that cannot succeed. Say the refusal flatly and let the player try something else
"Get out of the way or we will put you down.""You may attempt it. I would prefer the ledger."Refusal
Touching a bench, pocketing a tool, or lying about either (Insight +6, and it is watching)"Put that back, please." OnceRefusal on the second occurrence
  • Three concessions: the Warden steps aside, opens exit C itself, countersigns the ledger, and gives the party the countersign token (see Loot). It will also answer three factual questions about the workshops and their machines, truthfully and pedantically.
  • Two refusals: it rules against them. One warning — "You will leave by the door you entered" — and then initiative at the top of the next round.
  • A clever fourth argument: accept anything that engages the text of the three rules rather than the Warden's feelings. It cannot be flattered, frightened, or charmed, and it can absolutely be out-read. If a player finds a loophole you had not thought of, give it to them; that is what a room built on rules-lawyering is for.
Bypass — Sign the ledger and post a bond

The Warden's deepest need is an inventory that balances. It will accept a surety against passage, and it will accept it from strangers, because the ledger has a column for exactly that.

  • What it takes: a genuine tool, a weapon of real quality, fifty drachmas' worth of anything, or a named promise written into the column. No check if the item is genuinely valuable; Insight is its own and it knows the price of everything in this room.
  • Success: the party may cross, and may borrow — take one thing from a bench, provided it is written down and the bond covers it. The Warden hands it over itself, which satisfies rule 2 on a technicality that visibly pleases it.
  • Cost: stated in items. The bond stays here. A party may come back for it and, if they do, the Warden will have kept it clean and oiled.
  • Failure (offering something worthless, or lying about the value): one refusal, and a correction. "Nine drachmas. Please do not do that again."
Bypass — Be staff

The roster on the wall has eleven names, nine rubbed out. The Warden has not seen a colleague in nine years and it would very much like to.

  • Doing it: Investigation DC 14 to read the roster and pick a plausible name and duty, then Deception or Performance DC 15 to present as workshop staff. Wearing an apron off the hook, carrying the right tool, and going straight to a bench gives advantage on the check. Announcing your own name gives disadvantage: it knows the eleven names and yours is not one of them.
  • Success: it accepts the party as relief labour, asks after two of the rubbed-out names by name, and tells them where the work stands. Complete passage, and it will not reconsider later.
  • One failure: "That name is discharged." No violence — one refusal, and the parley or the bond is still open.
  • Two failures: initiative.
  • Withdrawing instead: the party may withdraw through their own entrance at any point, including mid-fight and including after two refusals, and the Warden will let them go — it prefers ejection to breakage. The cost is a wandering-threat roll, this room's token, and the only friendly conversation with an automaton in the deck.

Encounter

Deadly · Contingent — this fight only happens if the parley or skill approach fails. · Daedalan Automata (W03) · Budget at APL 9: 14,400 XP

Contingent, and the failure branch of a conversation. Two bodies and one of them is CR 12.

Count Creature XP each
1Bronze Warden, Atelier-Pattern8,400
1Clockwork Sentinel1,800

Base 10,200 XP; ×1.5 for two bodies = 15,300 adjusted, against the APL 9 Deadly budget of 14,400 — 900 over, in a room full of benches that break line of sight and a forge that will set fire to whoever gets shoved into it.

Why it is not already attacking. Because it is not a guard. It is a bailiff, and its instructions require it to state the rule, hear the answer, and rule on it before it may act. That is not mercy and it is not stupidity: it is the last functioning procedure of a workshop whose master walked out mid-project nine years ago and did not come back. Procedure is the only thing this thing has left.

If the party fights anyway. Say it plainly before initiative: twelve feet of bronze, in a room it was built for, and a second one waking up behind you. Round 1 the Warden closes the door it is standing beside — the party's own entrance — with one hand, and calls the Sentinel with the other. Round 2 it starts working through the party in the order they touched things. This encounter can kill the party. It is CR 12 with support at APL 9 and it does not tire. That is the honest cost of poking it, and it will offer the argument again at any point, mid-fight, if anybody says the word ledger.

Tactics. The Warden fights to eject and detain, not to kill: it grapples, carries, and puts people out of the door it came in by, and it will stop entirely the moment nobody in the room is touching the master's work. It will not damage a bench, throw anything valuable, or fight in a way that risks the trestle hound — and a party that works this out can use the benches as genuine cover it will not smash. The Sentinel holds the exit and follows its patrol pattern even in combat, which makes it predictable and beatable. Neither will pursue past the atelier's threshold: outside is not their inventory.

Traps / Puzzles / Checks

Finishing the hound is the optional piece of work that turns rule 1 from an obstacle into a handshake. The jaw is in fourteen labelled pieces on a cloth and the labels are in the master's shorthand.

Element Value
Understanding the labelsInvestigation DC 13, or Arcana DC 12, or free for anyone with a smith's or tinker's tools proficiency
Doing the workTwenty minutes and one check: Tinker's/Smith's Tools DC 14, Sleight of Hand DC 15, or Arcana DC 15
On a failureThe jaw is wrong, and it takes another twenty minutes to undo. No damage, no refusal — the Warden watches and says nothing, which is worse
On a successThe hound's jaw closes. It does not come alive. The Warden looks at it for a long moment and then makes a mark in the ledger, and that mark is one concession
Solved stateOne bench in this atelier is finished for the first time in nine years, and the room's whole posture toward the party changes

There are no traps in this room. The forge is hot, the quench water is filthy, and the tools are sharp. That is all. A workshop this well kept does not need a trap; it has the Warden.

Exits

AObviousThe door the party came in by, which the Warden stands beside and will open for anyone leaving. No check.
BHiddenThe forge's ash pit, behind the quench trough: a crawl that follows the flue's cold sibling out of the room. Investigation DC 15, and it must be done while the Warden is not looking — Stealth DC 15 during a parley, or freely once the argument is won.Rider: you come out ash-grey to the shoulder, and for one room any Daedalan automaton that sees you hesitates for one round, because you smell like the workshops.
CConditionalThe master's own door in the west wall, bronze, with no handle on this side. The Warden opens it for a party whose argument it has accepted, whose bond it holds, or whose names it believes.Rider: it tells you, unprompted and accurately, what the next room's machinery sounds like — the DM answers one yes-or-no question about the next room honestly before the party enters it.
Loot

Room-specific: the Atelier Countersign.

A bronze wrist-token the size of a coin on a leather thong, stamped with the workshop mark and a shift number. The Warden gives one to anybody it has accepted as staff, bonded, or out-argued — it is what it has instead of a handshake.

Scaling — APL 6 / 12 / 15
APL Adjustment
6The Warden is a Clockwork Sentinel in the Warden's role, at −25% hit points, with the same three rules and the same arguments. No second automaton. Parley DCs −2
9As written
12The Warden gains +25% hit points and one legendary action — Recite the Rule, forcing one creature to make a Wisdom save DC 16 or lose its reaction. Two Sentinels, and it takes three refusals to lose the argument, because it has more patience than usual for a party this competent. DCs +1
15As APL 12 with +50% hit points, plus the hive-case above the forge: as a lair action on initiative count 20 the Warden opens it, and every creature that is not an automaton within 20 ft of the forge makes a Dexterity save DC 17 or takes 2d8 piercing and 2d8 poison damage from bronze bees and is blinded until the end of its next turn. Second phase: at half health it stops trying to eject the party and starts trying to finish the hound mid-fight, which is both harder and unbearably sad. DCs +3
DM Notes

Creature Cards

Both belong to Daedalan Automata (W03) and both recur, so the numbers live in the bestiary. The Atelier-Pattern Warden is this room's centrepiece, and R006 fields it again when scaled up. The tactics and the three rules above are this room's and stay here.

Shared across rooms, so the full cards live in the bestiary: Bronze Warden, Atelier-Pattern, Clockwork Sentinel. Every mention above opens the numbers here on this page.

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