Cycle 6 Adventure Module

The Brass Court of Y'Drahn

A Level 9–11 Political-Fantasy Adventure Module

“A half-built clockwork city has been counting votes for a century. The party arrives the day the count reaches a quorum.”

Level 9–11 (Tier 3–4 play) Sessions 4–5 Setting The Brass Court of Y'Drahn — a vast half-completed clockwork city in the marshes south of Velton. The Court has been under construction for one hundred and twelve years and the construction is still on schedule; what remains undecided is which of the city’s three founding guilds will be the first to cast a binding vote when the cornerstone is finally laid. The city is run by an absentee architect's council and the pace of work has slowed to the point of ritual.

The party is hired by Y'Drahn's three founding guilds — the Brasswrights, the Coincounters, and the Dredge-Runners — to act as an independent auditor of the cornerstone vote. Each guild has nominated the party as the deciding voice because none of them trust the others to count fairly, and any audit the party produces will be honored by all three. The catch is that the audit only counts if the party completes it before the cornerstone vote at dawn on Day 5; a century of careful preparation will be undone if the party misses the deadline. The party must navigate three rival guildhouses, two weather-bound marsh roads, and a coronation ritual that no living creature has ever witnessed.

Themes — The slow violence of a system that waits. What is decided before the room is full. The audit as the contract, not the verdict.

Session guide

1. The North Approach

The marsh approach — a single-file causeway under low cloud at dawn
Summary

The party arrives at the marshland north of Y'Drahn, escorts the Guild Auditor's courier into the city, and makes first contact with each of the three founding guildhouses.

Synopsis

Y'Drahn is reached by a single-file causeway that runs three miles across the marsh from the high road. The causeway is patrolled by Dredge-Runners — independent freighters who have worked the route since the city's founding and who now operate the only safe transit across it. The party is met at the causeway's northern gate by a Brasswright courier bearing the audit commission; the courier has been riding for six days from the Brasswright hall at Velton and is the first of three similar couriers (one per guild) the party will be introduced to in this session. The city itself is built on a low rise of wind-pressed granite above the marsh; what is visible from the causeway is the brass skeleton of the unfinished Court — three guild-towers, one of them still half-rigged with scaffolding, two of them in different stages of completion. The party is escorted to the temporary Auditor's Lodge by the courier and immediately meets the three guild-liaisons: Brasswright Seneschal Pell, Coincounter Scribe Vash, and Dredge-Runner Foreman Oren. Each liaison offers the party a different starting agenda: Pell wants the audit to begin in the Brasswright tower, Vash wants it to begin in the Coincounter hall, Oren wants it to begin on the causeway. The party chooses the order in which they will tour the three guildhouses, but none of the three will give an opinion on which guild is "correct" — the audit must be independent.

2. The Three Guildhouses

The Brasswright tower — bronze scaffolding on the western face at high noon, no shadow on the upper terrace
Summary

The party tours each of the three guildhouses, learns the Brasswrights' construction rationale, the Coincounters' vote-counting method, and the Dredge-Runners' transit statistics.

Synopsis

The three guild-towers differ in age, in completion, and in the silence of their lobbies. The Brasswrights' tower has been under construction since Day 1; the scaffolding on its western face is intact and the foreman is on his twelfth generation of apprentices. The Coincounters' tower is the most complete: a working Scriptorium of three centuries of projections, each projection a path to a different cornerstone vote. The Dredge-Runners' stage — they have no tower, the causeway is theirs — is the simplest, but the most consequential: the party's audit begins and ends on transit that crosses marsh-wardens' territory. Each guildhouse gives the party a different dossier — and each dossier is consistent with the others as long as the party's audit accepts the guildhouse's framing. The session alternates between the three tours and a contested social beat: how the party will record a vote that is, by design, anonymous.

3. The Audit

The Auditor's Lodge at dawn — three meeting rooms and a low granite courtyard
Summary

The party drafts the audit report, mediates the cornerstone vote, and chooses what to do about the lost projection that surfaced in Session 2.

Synopsis

The Auditor's Lodge has been the audit's home since the city was founded; the room where the party will draft the audit report has been waiting for a century for an independent verdict. The party must agree on a single reading: the audit cannot be split, the cornerstone vote cannot be counted twice, and the anonymous petitioners in Session 2 must either be included or excluded by the audit — there is no middle ground. The audit's decision will be read aloud by Seneschal Pell to the cornerstone crowd at dawn on Day 5, and the crowd's momentum is the only element of the city that has not been waiting for a century.

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