TEXT: Wyrmkeep Dungeons μ1: Oasis of Brass
  AN ADVENTURE FOR CHARACTER LEVELS 3-5
  GM INFORMATION
  This micro-adventure is designed for a group of 3rd to 5th 
  level characters, with a total of 20 to 30 levels. If the party 
  is signiﬁcantly weaker or stronger than that, you may 
  need to adjust the hit points of opponents to compensate.
  Stat blocks for monsters and magic item descriptions are 
  not included in this module. See the 5e SRD or other 
  similar source materials for such information.
  PROLOGUE
  This adventure should be set-up by the player characters 
  discovering a sheet of parchment that appears to be a 
  map to an oasis or well. Notes scribbled on the paper 
  imply that a powerful magic weapon (possibly a 
  shortsword or longsword) was hidden underground at the 
  location near a well. The GM can decide how difﬁcult it is 
  for the party to decipher the directions to the well, and 
  whether they need to consult (and maybe pay) someone 
  to help in that effort. The party should always be able to 
  eventually glean the proper route and travel to the Oasis 
  of Brass. If the GM prefers to have the well not be in a 
  desert, a few changes in wording can alter the location to 
  any isolated place in their game world.
  OASIS
  After a few hours of following a little-used path though the 
  wilderness, the party comes upon an outcropping of 
  prickly bushes surrounding some palm and olive trees. An 
  opening in the ﬂora allows access to the center of the 
  area, where a well made of brownish-red bricks can be 
  seen. Success! Hopefully.
  Examining the bushes closely will reveal some recent 
  disturbances to the undergrowth. A successful DC 11 
  Tracking (Survival) check will narrow down the 
  disturbances to passage of some kind of giant insect or 
  arachnid. Figs grow on the trees and are safe for 
  consumption. The well’s water is potable.
  1. WELL
  The bricks that form the wall of the well appear old and 
  weathered. You guess this oasis has been in use for a 
  long time. A wooden structure around the well supports a 
  pulley to ease lowering buckets to fetch water. No 
  buckets or ropes are in-place though.
  If a party member looks down the well, read the players 
  the following:
  Water can be seen shimmering some 40 ft. down the well. 
  You notice that that some of the bricks in the west interior 
  wall are displaced outward. They might make good 
  handholds if one wanted to descend into the well.
  Anyone without a negative dexterity bonus can easily use 
  the protruding bricks to descend about 30 ft. down. A 
  single brick made of a black material can be seen just 
  below that point. If pressed, a secret door will open in the 
  wall, allowing access to a corridor. 
  2. CORRIDOR
  The corridor is made of the same kind of brick as the well. 
  It is 10 ft. wide, 60 ft. long, and has a 10 ft. high ceiling. 
  There is a wooden door with metal bindings at the far 
  end. About 30 ft. down each side wall there appear to be 
  piles of brick rubble and sand (so four in total). Finally, 
  there are glints of metal on the walls between the rubble 
  piles.
  The rubble piles are where sections of the brick wall have 
  been breached. Irregular holes exist in the walls at those 
  points ﬁlled with sand. Digging at the beaches will alert 10 
  Giant Centipedes that will quickly dig through the sand 
  at all the holes and assault the party! The centipedes can 
  crawl along the walls and ceiling, giving them surprising 
  access to characters in rear ranks!
  If the party considers taking a short (or long) rest after the 
  monsters are defeated, mention that distant sounds of 
  other underground creatures can be heard and delay is 
  unwise; i.e., dissuade the party from taking a rest for a 
  proper challenge.
  The “glints of metal” are two 15” by 6” brass plaques 
  embedded in the wall. On each is engraved a word in 
  Common, “Fire” and “Promise.” A small stud at the top-
  right corner of each plaque can be pressed to release the 
  plaque from the wall. There used to be six such plaques, 
  but the four where the holes are have been taken by the 
  centipedes and placed in their nests.
  The door is locked and requires a DC 12 Lock Picking 
  check to open. 
  
  3. CENTIPEDE NEST
  The tunnels that lead to these nests are only 5 ft. high, 
  so medium-sized or larger characters will need to crawl.
  The tunnel dead ends at a nest of sorts, composed of 
  plant matter, bone fragments, and a kind of greenish 
  ooze. It’s a bed that only a bug could ﬁnd comfortable.
  Each nest has shiny items stashed-away by centipedes. 
  The ﬁrst nest searched has the ﬁrst set of treasure, etc.
  Nest 1: 25 cp, 15 sp, 5 gp, a Potion of Healing, and one 
  brass plaque (“Sun”).
  Nest 2: 50 gp gem, 5 pp, and two brass plaques (“Glove” 
  and “Footsteps”).
  Nest 3: 20 sp, 10 gp, a silver-plated dagger, and one 
  brass plaque (“Needle”).
  4. TREASURE CHAMBER
  The door opens into a 40 ft. diameter cylindrical chamber 
  with a 25 ft. high ceiling. At three equidistant points 
  around the outside walls are sets of stairs, all with 8 
  steps. At the center of the room is a 6 ft. diameter, circular 
  pit. There are no other obvious exits.
  Standing at the top of each ﬂight of stairs is a brass 
  statue of a bald man in a blacksmith’s skirt with an 
  outstretched left arm, palm up, a representation of ﬂames 
  rising from the hand. To the side in their right hands they 
  hold a large hammer.
  Different sets of text are written on the rise of the 2nd to 
  7th steps of each stairs. On the top of the 1st and 4th 
  steps are 15” by 6” indentations. The size of these 
  indentations seem familiar.
  The pit is 10 ft. deep and ﬁlled with a translucent, 
  yellowish mist, but otherwise appears empty.
  The text on the stairs is in Common and composed of six 
  riddles. The correct answer to each appears on one of the 
  brass plaques in the Corridor (2) or Centipede Nests 
  (3). Here are the six riddles and answers.
  Northeast stairs, bottom steps: “What is broken when it's 
  not held?” Promise.
  Northeast stairs, top steps: "The more you take, the more 
  you leave behind. What are they?” Footsteps.
  West stairs, bottom steps: “What goes round and in the 
  house, but never touches the house?” Sun.
  West stairs, top steps: “Feed me and I will live, give me 
  water and I will die. What am I?” Fire.
  Southeast stairs, bottom steps: “What has a single eye, 
  but cannot see?” Needle.
  Southeast stairs, top steps: “What has neither ﬂesh, bone 
  nor nail yet has 4 ﬁngers and a thumb?” Glove.
  When the ﬁrst correct plaque to a riddle is placed in the 
  indentation below the associated text, the pit will begin to 
  glow. At the bottom can now be seen the translucent 
  image of a longsword. The weapon is not solid (yet). 
  Each additional correct placement of a plaque will cause 
  the weapon to rise 2 ft. up the pit and appear more solid.
  Once the ﬁnal plaque is placed correctly, the three 
  statues will animate and say in unison, “Excellent! You 
  have proven yourself to have wisdom, but are you 
  strong enough to earn the right to wield the Sword of 
  Tarik!” Immediately after their speech, they will transform 
  into 3 Azer (a kind of ﬁre elemental) and attack.
  Simultaneously, the blade of the longsword will disappear, 
  and the hilt will drop to the bottom of the pit, now clear of 
  mist. Jumping into the pit — DC 12 Acrobatics check to 
  avoid 3 (1d6) bludgeoning damage — and grabbing the 
  hilt will cause the wielder to become attuned to this Sun 
  Blade, assuming the person attune to another item and is 
  proﬁcient in shortswords or longswords, and immediately 
  gain knowledge of how to activate the weapon’s powers. 
  Neat! (This “auto-attunement” is a one time thing, BTW.)
  When an azer drops to 0 HP, it will melt into a puddle of 
  brass. Resting at the center of the slag will be a 500 gp 
  ruby. The gem can be pried out without much difﬁculty. 
  When the last azer is slagged, the Sun Blade’s scabbard 
  will materialize on the plaque that reads “Sun”.
  CREDITS
  Author: Joe Pearce
  Artist: Brian Brittle
  Cartography/Layout: Joe Pearce
  Proofreader: Mark Taormino
  Wyrmkeep Dungeons, Oasis of Brass, the Wyrm in a Keep logo, and 
  The Wyrmkeep Entertainment Co. are trademarks of The Wyrmkeep 
  Entertainment Co. Portions of the work are licensed under the Open 
  Game License 1.0a. Email your inquires and comments to 
  techsupport@wyrmkeep.com. Additional methods of contacting us can 
  be found on our website.
  © 2019 The Wyrmkeep Entertainment Co. • Version 1
  WEUA-001 • wyrmkeep.com/rpg 
  �2
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Wyrmkeep/Wyrmkeep Dungeons - μ1 Oasis of Brass [5E].pdf