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credits

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Authors: Interior Art:

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Casey Christofferson and Scott Greene Brian Leblanc, Peter Bergting, Jeremy McHugh, James
Stowe, and UDON Studios (featuring Chris Stevens)
Additional Materials By:
Clark Peterson, Erica Balsley, Kathy Christofferson, cover art:
Charles Arthur Ford III, Skeeter Green, Chris Jones, Jer- Peter Bradley
emiah Lasch, Patrick Lawinger, Nate Mcphail, Anthony
Pryor, Robert Schwalb, Brenden Simpson, Rachel Tayler, Playtesters:
Robert Mull, Kevin Walker, and Matthew Wolph. Brooke Delano, Mark Davis, Greg Hamilton, Josh Martin, Kim Mar-
tin, Jeff Smith. Unit One: Brooke Delano, Mark Davis, Greg Hamilton,
Josh Martin, Kim Martin, Jeff Smith. Unit Two: Kathy Christofferson,
Developers:

Producer:
Bill Webb
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Scott Greene and Casey Christofferson
Clint Bennett, Shane Shirley, Karl and Steve Meyer. Unit 3: James
Beauchesne, Neil Dawson, Jeremy Hardin, Roger (Ard Leader of Our
People) Pierson, Darren Walters, and Adam Wellman.

Dedication: This book is dedicated to David C. Sutherland III. For


the illustrations and artwork that fueled our imaginations for the last
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25 years, this book is for you, DCS III.
Editors:
Scott Greene and Casey Christofferson Special Thanks:
To Tracey and Meghan, Ainsley and Kathy, Joshua Woodruff, the
Content Editors: alluring Scheherazade and the thorough works of Burton and Lang.
Scott Greene and Casey Christofferson Dave Sutherland III (for the original DMG cover), Ray Harryhausen,
Frank Frazetta and Dave Trampier for their visual inspiration. To all
the parents and spouses, friends and children who sacrificed time with
Art Direction and design:
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us and listened to us go on and on about our fables, fantasies, and wild


Mike Chaney ambitions in pursuit of high adventure. This book is for you. To all of
those who said it couldn’t be done, guess what? Whoomp here it is.

This product requires the use of the Dungeons and Dragons® Player’s Handbook, published by Wizards of the Coast®.
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This product utilizes updated material from the v.3.5 revision.

©2007 Necromancer Games, Inc. All rights reserved. Reproduction without the written permission of
the publisher is expressly forbidden. Necromancer Games, Necromancer Games, Inc. and the Necromancer
Games logo and Tome of Horrors are trademarks of Necromancer Games, Inc. All characters, names, places,
items, art and text herein are copyrighted by Necromancer Games, Inc. “D20 System” and the D20 System logo
are trademarks owned by Wizards of the Coast and are used under the terms of the D20 Trademark License.
Dungeons and Dragons® and Wizards of the Coast® are trademarks of Wizards of the Coast, and are used in
accordance with the Open Game License contained in the Legal Appendix. The mention of or reference to
any company or product in these pages is not a challenge to the trademark or copyright concerned.
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements
are fiction and intended for entertainment purposes only. Reader discretion is advised.
Check out Necromancer Games online at
http://www.necromancergames.com
Necromancer Visit the Sword and Sorcery Studio online at
Games http://www.swordsorcery.com
Third Edition Rules, PRINTED IN CHINA.
First Edition Feel

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table of contents
Book I: The City of Brass
Chapter 1: Introduction 3

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Chapter 2: History of the City of Brass 8
Chapter 3: The Plane of Molten Skies 12
Chapter 4: The Bazaar of Beggars 40

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Chapter 5: City of Brass Overview 49
Chapter 6: The Upper City 54
Chapter 7: The Middle City 72
Chapter 8: The Lower City 90
Chapter 9: The Sultan’s Palace 105

Book II: Tales of Brass: 1001 Efreeti Nights


Chapter 10: Prologue
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Chapter 11: The Path of the Prophet
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135
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Chapter 12: The Shining Pyramid 145
Chapter 13: The Minaret of Screams 152
Chapter 14: The Great Repository 160
Chapter 15: The City of the Dead Sultana 175
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Chapter 16: The Circus of Pain 185


Chapter 17: The KhizAnah 199
Chapter 18: The Ziggurat of Flame 210
Chapter 19: The Pagoda of Devils 223
Chapter 20: Tower of the Grand Vizier 232
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Appendices
Appendix 1: NPCs 241
Appendix 2: New Monsters 302
Appendix 3: Battle Slaves 395
Appendix 4: New Spells 400
Appendix 5: New Feats and Magic Items 403
Appendix 6: New Prestige Classes/Classes 410
Appendix 7: 101 Story Seeds 418
Appendix 8: OGL 429
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Chapter 1 : The City
of Brass: A City of
Splendor, City of Evil

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City of Brass. The name conjures visions of magnificence The City of Brass is all of these things and so much
and splendor, of mystery and timelessness. A place of wonder, more. Born with a single word as home to all Efreet,
a fable, an enigma, a magical fortress adrift in a sea of flame the City of Brass floats forever on the border of the
under a sky of fire, a fantasy and so much more. Home to the Plane of Elemental Fire and the Plane of Molten Skies,
Satrapy, final resting place of the Sultana, high kingdom of which alone is the sole dominion of the fabled cities
the Efreet, treasury to all the races of Genie, this is a place cruel Sultan.
born of the dreams of the very Gods of creation. This is a A bazaar at the crossroads of the universe, the City of
city unlike any found in the universe, with impossibly tall Brass has long been rumored amongst mortal folk to be
minarets, and impossibly impregnable walls guarded by the a repository of relics both fantastic and foul. Here is a

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leering Demon Gates. Behind those gates…high adventure
awaits those brave enough to test their mettle against the
diabolical wit of the treacherous Efreet.
place where your greatest dreams and worst nightmares
may be granted you with a Wish if the price is right: The
City of Brass.
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the city of brass: A city of splendors, city of evil

adventure could last many weeks or months of campaign


Why the City of Brass? time or be resolved in a single evening.
Extensive encounter tables were developed with the idea
You are reading this, you are saying to yourself, yes, this is that “anything could happen” in mind. Imagine being a
all quite fantastic, but why on earth would I use something Midwesterner who was suddenly transported to Katmandu
like this in my campaign? What is in it for me as the Judge, or finds themselves lost and penniless in the slums of Buenos
Referee, or DM? This sourcebook offers much in the way Aires, and you have a small idea of that “anything could hap-
of a richly detailed campaign setting. Although it stands pen” attitude that permeates the City of Brass. Almost every
as a campaign setting for PCs of levels 10+ it may be used seemingly random event that befalls the PCs as they explore
as a starting campaign setting for PCs of lower level or for

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the City of Brass has the potential to further them along on
DMs interested in running something strikingly different their quest, or lead them on prodigious side quests that could
than a standard swords and sorcery campaign. Perhaps your easily fill a lifetime of high level campaigning.
PCs have a need or desire for something that cannot be No two visits to the City of Brass are the same. Like all
found anywhere in their home plane, or the universe that good campaign settings there is no “fixed” conclusion for

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they are familiar with. The City of Brass makes a logical the adventures that take place here, merely more adventure
storehouse for such an item or materials to create their seeds leading to even greater glories, or horrific death. The
own relics and magical artifacts. great white wizard is NOT likely to come to the rescue of
There is magic here, possibly greater and stronger magic the PCs should they get into a jam—although someone
than has been offered in most campaign settings you may find, might—if the PCs have made the right contacts or greased
but it need not be the crux of any campaign run in the City of the right palms. It is of course preferred that the PCs ac-
Brass. The City of Brass works equally well for low(er) magic tions guide their path to glory or destruction.
campaigns settings where the theme is centered on a more Even relatively low level PCs may find themselves trapped
sublime approach to magical power and its prevalence in the in the City of Brass or the Plane of Molten Skies. Perhaps they
universe. Indeed, the City of Brass may serve as the only conduit

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of magical powers to a low magic campaign setting. The Cities
secrets and mysteries could possibly be the wellspring from
which other magic has somehow fallen into the PCs world,
and thus rightly be a place sought by adventurers for its many
arrived as victims of a Wish gone awry, or incurred the wrath
of an angered Genie or powerful wizard. Possibly they have
been sent on a quest by their representative temple or wizard
guild to seek an item locked within the Cities many extensive
vaults. Quite possibly an entire campaign could be based on
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treasures and vast areas of knowledge in of ancient eldritch the PCs being born into servitude in the City of Brass and
secrets and forbidden arcane lore. Weapons great and terrible, their purpose is to escape slavery and seek the home plane of
spells arcane and evil, items of wondrous power, and armor their parents—or seek to reclaim their birthright from their
of legend are available here within the extensive souks and Efreet masters.
bazaars, if they can be haggled from their owners, that is. Many areas of the City of Brass are detailed in broad general-
Riches beyond imagining lie dormant within the izations. This is done with a pure purposeful intent and respect
vaults of the efreet, locked away from the greedy eyes of for the product and for the source material of the Arabian
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the masses behind a curtain of smoke and fire for untold Nights it is drawn from. A broad brush to paint with assures
centuries… until now. that you are allowed to run your own version of the City of
A wealth of information is detailed within these pages. Brass as your campaign setting dictates, and not to structure
New monsters, new prestige classes, new magic spells and the source material in such a way as to straightjacket you into
items are of course found within these pages. So too are running the material strictly as it is written here. A number
ways to incorporate a use for the City of Brass into any of monsters and NPCs is given for each major location in
campaign setting, be it a traditional dungeon crawl, or a the City and a framework to build encounters upon. Other
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futuristic campaign setting in a low magic universe. The areas are left to the DM to fill in their own vision of the City
City’s dozens of detailed shops, locations, and areas of of Brass. The City of Brass is a City of wondrous magic and
intrigue and adventure may fill an entire campaign setting unsolved mysteries. Its story, ancient and rich in the retelling,
all in themselves and are not limited to the exceptionally belongs to everyone.
high level PCs to play their last great adventure out…or Other areas such as the Sultans Palce are drawn in
the beginning of their next. greater detail; owing to their fantastic nature, they deserve
The City of Brass is a campaign setting that seeks to a more thorough accounting. For these, their rooms, their
capture a sense of immediacy, wonder, and excitement with defenders, and their treasures, as well as general maps are
every twist and turn. When used as a “drop in” city for a all laid out and ready to use by a DM on the fly, or as part
high level campaign there is no limit to the places that of a well planned gaming session.
the PCs actions may take them. A few simple rolls of the
dice and a quick summary of the text could catapult the
PCs along on their next great adventure. With very little
Ways to Use this Book
pre-prep time adventurers could be off on a brand new There are many different ways you can use this book.
grand epic in an alien city of power and magic. This great Below are just a few suggestions.

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City of Brass

such as the burning dervish and flame-spawned to populate


As an Ongoing Campaign campaigns are of course present as well as new rules for the
development and enhancement of the efreet for potential
The City of Brass includes introductory adventures and
use as PCs by your hearty adventurers looking for something
story-hooks to get the PCs to the City and optional goals
“a little different” from a player character.
to achieve to complete their quest. These introductory
adventures are scaled for levels 10+ with objectives scaled
to fit the needs of the DM. Completing the PC’s quest New Magic
may result in the PCs eventual return to their home plane,
with the option for return forays into the Plane of Molten Numerous new spells and magical items, including

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Skies and the City of Brass. NPC contacts and alliances powerful relics await adventurers brave enough to wrest
may be forged giving the DM a ready-made excuse to their secret power from their possessors. New alchemical
bring the PCs back again and again. concoctions, spells, magical craft materials and items offer
new challenges for PCs to overcome.

As a Break from the Normal

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NPCs
Campaign The City of Brass as has been said before offers nu-
The various shops and locations within the City of Brass merous unique NPCs. These NPCs come complete with
offer high level PCs a nice break and series of diversions rich back-stories, motivations and enough role play
from their standard ongoing campaign. An efreeti bottle notes to drop them into any adventure. Their ties to
or magical portal in their standard dungeon may transport the City of Brass are obvious but need not be restricted
them to the Plane of Molten Skies, forcing them to find to the City itself. Many NPCs could easily be used as
a way back home. Perhaps the PCs have found a hidden story hooks to get PCs into the City or as villains or

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portal directly to the City itself, thereby giving them a place
to explore and spend their money, or more importantly a
place for the DM to rob the PCs blind, relieving them of
some of their more annoying possessions.
allies in different campaigns with little preparation on
the part of the DM.

For Player Characters


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The City of Brass offers limitless potential for adventure
As an Epic Level Campaign for PCs. Listed below are but a few examples.
Many of the denizens of the City of Brass are extremely
powerful. Simply storming into the Hall of the Sultan As a Base of Operations
and demanding his head on a platter is likely to incur
ridicule and lusty laughter from the Sultan’s Court. Epic The PCs may find through their adventures in the City
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Level PCs are sure to find the City of Brass an adequate of Brass that they have come into possession of some
place to wet their appetites for high adventure. A DM property that they may use as a base of operations for
who finds difficulty developing campaigns that challenge forays into the other planes of the Multiverse, or to have
such powerful PCs need look no further than the Grand continuing adventures within the Plane of Molten Sky
Vizier for an idea of the sorts of nemesis that await their and the City of Brass. Perhaps the PCs completed some
hardened adventurers. quest on behalf of the Sultan of Efreet and were rewarded
with a citadel in the Plane of Molten Sky. Perhaps the PCs
gambled extensively in a gaming house or the Cirque of
Scaleable Adventure
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Pain and won a fortified house in one of the cities various


Although the City of Brass is geared towards a higher foreign quarters.
level of adventure than many DMs may be accustomed to
running, everything within the City of Brass is scaleable to Magical Research
meet the needs of any campaign setting. A reduction of Hit
Dice for a powerful monster here, a reduction of level there Powerful wizards, clerics, druids and the like may seek
is all that is needed to enjoy the atmosphere of adventure the wealth of knowledge in artifacts and tomes that
and excitement that the City of Brass provides. lay hidden within the many structures of the City of
Brass. Complete quests may be developed around the
Monsters acquisition of ancient lore or the study of mysterious
artifacts. Of course the PCs must find a diplomatic or
The City of Brass includes dozens of brand new monsters nefarious means of acquiring such knowledge, perhaps
that may be used in any campaign setting. New creatures even seeking an audience with the Sultan of Efreet
himself.

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the city of brass: A city of splendors, city of evil

Prestige Classes Determining the Location


and Alternative Classes of the Flask and Idol
New prestige classes and alternative classes can fill out To determine the location of the Flask of Sulymon or
any setting and help breath new life into a stale campaign. the Carnelian Idol roll 1d20 on the table below. Note,
The City of Brass offers up such new prestige classes as the the Flask cannot be located within the City of Brass.
Order of Devils, and new classes such as the alchemist. If such a location is rolled, reroll the result or select a
location outside the City.
A Plane of Opportunities

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1d20 Location
1. Lost Tomb of Y’Cart (Area 5-1, Plane of
Both the City of Brass and its adjoining Plane of Mol- Molten Skies)
ten Skies offer many opportunities for exploration and 2. Pits of the Crystal Queen (Area 5-3, Plane
discovery. The Plane of Molten Skies is an extensive of Molten Skies)

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wilderness setting that should appease any fan of wilder- 3. Caves of the GlassWyrms (Area 5-4, Plane
of Molten Skies)
ness adventure. Rangers and druids may find a new home
4. The Shattered Peak (Area 7, Plane of
traversing the trackless wastes of the Plane of Molten Molten Skies)
Skies; rogues may find rich bazaars, hidden treasures and 5. Citadel of the Fire Thane (Area 11, Plane
wealthy nobles of the City of Brass to be inviting targets of Molten Skies)
for their underworld activities. Monks may seek enlight- 6. Xigla Xaltaz, Fortress of the Xill (Area 13,
enment or redemption in challenges physical challenges Plane of Molten Skies)
against the Order of Devils. Bards may find wealth and 7. The Spire of Hazrad the Mad (Area 15,
prestige of their own as performers and story tellers in the Plane of Molten Skies)

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ancient capitol of the genie races, possibly even catching
the ear of the Sultan’s Court, earning a position in the
Orchestra of Ashen Thunder. Paladins may no doubt find
much that is evil to crusade against, as the City of Brass is
frequently a cruel place ruled by wicked folk, and peopled
8.

9.

10.
Wyrthil’s Lair (Area 16, Plane of Molten
Skies)
Hall of the Vulcan Lords (Area 20, Plane
of Molten Skies)
Caverns of Abdul-Shihab (Area 22, Plane
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of Molten Skies)
by oppressed slaves. 11. Fortress of the Seekers of the Ebony
Moon (Area 26, Plane of Molten Skies)
The Flask of Sulymon and The 12. The Oasis of Mukphat the Blind (Area 31,
Plane of Molten Skies)
Carnelian Idol 13. Shining Pyramid of Set (Area 5, the Upper
City)
Two powerful artifacts could play an important role in 14. Pagoda of Devils (Area 6, the Upper
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City)
your campaign if you desire: the Flask of Sulymon and
15. The KhizAnah (Area 26, the Upper
the Carnelian Idol. City)
16. The Minaret of Screams (Area 32, the
The Flask of Sulymon Upper City)
17. Tower of the Grand Vizier (Area 40, the
Currently the Sultan of Efreet is scouring the Upper City)
universe for the magical flask a trusted troupe of his 18. City of the Dead Sultana (Area 42, the
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burning dervishes was tasked with returning. It is Upper City)


believed by many that the flask contains the body 19. Palace of the Great Sultan (Area 43, the
Upper City)
and soul of the Prophet Sulymon. Sulymon it is said
20. Tomb of Ashur Ban (Area 7, the Lower
founded the City of Brass itself. It is believed that City, the Underbasin)
the Usurper sought to prove his dominion once and
for all to any doubters by producing Sulymon in the
flesh. No doubt he has other diabolical schemes in The Carnelian Idol
mind. However due to the powers of the God Anu-
mon, the flask and any details as to its whereabouts Like the Flask of Sulymon, the Carnelian Idol is a
remains clouded in mystery. mysterious magical item which has been lost in the ever-
Fallen into the wrong (or perhaps right hands depend- shifting terrain of the Plane of Molten Skies as a great
ing on who you ask) the flask and its holy contents could curse bound Dahish into a pillar of obsidian. This curse
prove the Sultan’s undoing, or grant him a station amongst may only be broken through the device of the Carnelian
the thrones of the Greater Gods. Idol itself. Having passed through many hands for centu-
ries unknown the idol was somehow lost in the Plane of

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