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[Settings] 2018 Frog God Games

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Published by Sanguinetti, 2022-06-22 03:31:51

City of Brass

[Settings] 2018 Frog God Games

57. Inferno: An explosion at the Agony Forge of the Ziggurat of Fire dance. If the targets don’t dance, or are too slow on the uptake, he fires the
sends a wall of fire expanding out into the City at a terrifying speed. The staff at them, casting irresistible dance.
blast rolls through the entire Lower City, stopping at the brass walls of the
City basin. 69. Sniper: An extremely pissed off arcane archer takes to the rooftops,
whence she covertly fires enchanted arrows at random passersby.
58. Stampede: A slaver caravan pulled by brass bulls gets inadvertently Of course, this includes our itinerant adventurers. This goes on until
caught in a wizard’s ice storm spell. The bulls go crazy and stampede, running somebody works up the wherewithal to put a stop to her. Noman al-
madly through the Lower City streets. The adventurers happen to be on one of Ajadi’s Irregulars are not skilled enough to do it, so he offers a sizeable
the streets they run down. Shopkeepers seal their doors and windows as soon reward for the woman’s head.
as they hear the stampede (this isn’t the first time it has happened).
70. Dog Meat: A pack of wild dogs inadvertently ate a forgetful
59. The Ecstatics: The adventurers turn a street corner and find wizard’s garbage. Normally, this wouldn’t be such a problem, but in this
themselves in the midst of a very large religious procession for a specific particular instance, the wizard threw away stale bread he had enchanted
holiday in which the faithful participants flagellate themselves with barbed with experimental magic. The dogs were subsequently transformed into
whips or slice their own flesh with razor-sharp blades. The adventurers are hellhounds. They stalk the adventurers for many hours before finally
suddenly confronted with a group of men and women who take offense at ambushing them in a dead-end alley.
the “infidels” defiling the procession with their presence. They intend to
take it out of the characters’ hides. 71. Looking For Love In All The Wrong Places: A brass basilisk
crawls out of the sewers desperately seeking its “master”. Those who
60. Monsterfest: A ten-story tall, bipedal, electricity-spitting lizard cross its path inevitably get turned to brass after making eye contact with
at one end of the street, a fourteen-story tall, three-headed, fire-breathing it. The basilisk’s master hires the adventurers to go after the creature to put
dragon at the other end, and the adventurers in the middle. You do the math. it down once and for all.

Souk Dhimmi (Middle City) 72. Take That, Brat: While waiting for water at one of the souk’s many
public wells, an ogre mercenary loses patience with a woman’s young but
61. Al-Ajadi’s Irregulars: While the party presses through a crowded obnoxious child. He throws the kid into the well then storms off without
market, a young human boy bolts through the crowd and between the his water. The woman panics. The adventurers can either save the child
characters. Within moments, mercenaries who work for Noman al-Ajadi or go after the ogre.
show up and stop them. The mercenary-sorcerer holds up a scrying stone
and accuses one of the characters of stealing something of value. The The Bazaar of Arcana
penalty for theft in Souk Dhimmi is execution.
(Middle City)
62. Tiger, Tiger: A half-celestial dire tiger escapes from his captors,
a pair of hunters who want to sell the recently captured predator to the 73. Wild Magic: As the adventurers make their way through the Bazaar,
Circus of Pain. The tiger goes on a rampage just as the adventurers exit a low rumbling builds from the direction of a nearby shop. The rumbling
their favorite tavern. As soon as the tiger catches a whiff of them, he turns reaches a climax as smoke begins to seep from the open windows. Within
on them, for they smell just like the men who captured him in the first seconds, the shop explodes in a wintry blast of magic gone wrong. All within
place and he does not like that all. 50 feet of the shop are pelted with ice and bitter winds. Within 1d4 rounds, a
group of 4 fire giants and an efreeti bey arrive to investigate the atrocity. They
63. Stoned Ghost: There are a few places in the souk where criminals find the culprit quite dead in what is left of his shop, but the investigation
are punished by being stoned to death. At one such stoning wall, a continues for quite some time, and the characters are questioned extensively.
discontent ghost harasses passersby. The ghost, a barbarian warrior called
Gorgon, seethes with hatred for the locals because of what they did to him; 74. Framed: While in the Bazaar, one random character who has a
moreover, he was truly innocent of the crime of which they accused him. backpack displayed in plain sight is “accidentally” bumped into by a
When the adventurers come within 10 feet of the wall, he materializes out small, paranoid looking human. Have the character make a DC 18 Wisdom
of it, screams insanely, and promptly attacks them. (Perception) check to notice that the man dropped an amulet into the bag.
The amulet is a powerful magical item belonging to a balor. Within 6d10
64. Hello, Sailor: Mercantile airships from far off cities arrive in the minutes, the balor, who is attuned to the amulet, comes looking for his
night, docking with the souk along its outside wall. Hundreds of sailors stolen property.
are in town on furlough. Succubi whores that normally reside in the
abandoned sewer system in the City come out to ply their trade, using their 75. Nimble Fingers: The adventurers find themselves a victim of theft.
infernal abilities to procure customers whether they want to be procured The thief attempts to remove any single item from a random character’s
or not. One such succubus targets the adventurers, likely the one with the belt. Should the thief succeed, he melts away into the crowd and goes
highest Charisma or the most evident wealth. about his business. If the character spots the theft in progress, the thief
bolts through the crowd, proving to be very adept at moving and hiding
65. Hot to Trot: A powerful enemy wizard dispels the enchantment that amidst the massive numbers. The thief will not answer any questions, and
keeps Souk Dhimmi’s iron from melting in the heat of the plane. As he has no other material possessions if caught.
flies off on his ornately woven carpet, cackling madly, the affected street
turns to molten liquid, possibly injuring or killing those in the area. The 76. Patrol: Three burning dervish wizards1 for a routine check for
characters can chase the wizard, help rescue or tend to trapped and injured contraband magic items stop the adventurers. Any character that possesses
victims, or help mend and repair the street. a cold-based magical item that is rare or rarer is immediately apprehended
and detained for questioning.
66. Duck and Cover: An outgoing mercantile airship explodes violently
hundreds of feet above the souk, the victim of competitive sabotage. For 77. Enslaved: The adventurers become the target of a mass dominate
three rounds following the explosion, heavy pieces of marble statuary fall person effect by a powerful arch-mage who takes them to her lab where
from the sky. Hours later, reward notices are posted offering a substantial she places a geas spell on each member of the party. The quest they must
sum of brass money to anyone who can arrest Zoodle the Dastardly, a undertake is to retrieve a tooth and two vials of blood from a great red
halfling rogue and professional saboteur-for-hire. wyrm. The closest wyrm of this sort happens to be the commander of the
bastion forces in the Palace of the Sultan.
67. Your Money or Your Unlife: A gang of vampire rogues has
recently infiltrated the souk. They specialize in extortion and racketeering, 78. Duped: The adventurers are offered a powerful potion by a con
threatening to the turn the souk’s merchants into undead if they don’t meet artist claiming that his potion will hide the characters from the eyes of
their exorbitant demands. Adventurers are either hired by the merchant’s the Sultan’s meddlesome Secret Police. The con artist says that the potion
guild or are targeted by the vampires. works for a period of four days, and costs a mere 3,000 bp. The potion,
of course, does absolutely nothing, other than taste bad. Each potion is,
68. Dance, Maggot: As the adventurers walk down the street, or however, the subject of a Nystal’s magic aura spell that causes the potions
perhaps while they are inside their favorite watering hole, a drunken to radiate a magical aura.
wizard throws a tantrum because someone didn’t show him the proper
respect. He screams his indignation at the top of his lungs. During this fit 79. Robbery: As the characters make their way through the Bazaar,
of pique, he points a silver staff at random people, commanding them to they notice a stern looking human man dressed in chain mail armor,

550

resting both hands on a drawn sword whose tip is resting on the ground. 90. Adventurers: A party of evil adventurers brings riches to the
He has taken up a firm stance near the door of the Flame on the Wall. The Sultan of Efreet1. They wish to offer their services to him in exchange
man does not answer any questions, but he does block the door against for permission to visit the Repository Annex and the Palace of Wonders.
entry by any party other than the Sultan’s Secret Police. The DM should feel free to drop in any evil character party of levels and
abilities fairly equally matching those of the characters.
The man’s friends have the proprietor detained and his fire giant guard
snoozing soundly while they rob him blind. There is a chance each round 91. Pilgrims: A group of humanoid pilgrims who have taken to
the giant wakes up, attacking everyone in sight but the proprietor. If worshipping the Sultan of Efreet1 as their God of Fire have come to bask
rescued, the proprietor offers the characters a reward. in his presence. Little do the pilgrims know, the Sultan intends to give
them to one of his court as a gift.
80. Flawed Circle: A commotion is heard a short distance away, followed
by a thunderous crash. The door of a nearby wizard’s tower explodes 92. Fire Giants and a Triumph of Salamander Prisoners: A group
outward as the enormous body of a Nalfeshnee tears its way through. The of ten fire giants hauls a trio of salamander nobles1 bound in an iron cage
demon immediately causes all sorts of havoc until slain or banished. before the Sultan of Efreet1 for punishment.

The Terrace of Petitioners 93. Assassin: Idag of the Knife, a famous half fiend assassin, wears
the guise of a janni noble bringing gifts to the Sultan of Efreet1. Idag
(Upper City) appears as a janni noble with four fire giant mercenaries, bearing a
platform containing a Gargantuan dragonne in a golden cage. In truth, the
Any number of creatures may be encountered while amongst the fire giants are actually frost giant barbarians of a secret berserker suicide
petitioners who await their call to visit the Palace of the Sultan and offer cult. The dragonne and its cage are actually a frost worm. Idag has no idea
tribute. The strange assortment of creatures and dignitaries from the vast that he was secretly hired by the Grand Vizier in an attempt to destroy the
multitude of planes that await their summons upon the terrace offer the Sultan and place himself atop the Throne of Brass.
GM numerous resources with which to fuel their campaign. Set encounters
may be placed here by the GM or taken from the list below. 94. A Merchants Dispute: An efreeti merchant and a lesser efreeti
noble are having a dispute over the sale of a huge vorpal falchion.
81. Horned Devil Ambassador: A horned devil and his 1d4+1 bearded Details are sketchy as to the matter of the conflict, the noble claiming
devil bodyguards await audience with the Sultan, regarding the recovery that the falchion was not as big as the one he ordered, and the merchant
of a lost object coveted by both the Sultan and Lucifer. claiming that it is indeed made to the measurement and specifications
agreed on. Now the noble is refusing to pay. They seek the Sultan’s
82. Khada the Arch Mage: Khada is seeking entry to the Palace of judgment as to whether or not size really does matter. The pair readily
Wonders, and has been thrice denied. He may be willing to barter with pleads their case to any who listen. If the characters solve the dispute for
characters to get him entry to the Palace of Wonders by any means them, they gain a 20% discount at the merchant’s shop, and an elemental
necessary. gem from the noble.

83. Musical Entourage: Hasafi, a well-known half-elven bard and his 95. Bilsaab the Hunter: Bilsaab, a human ranger, makes fortunes off
entourage of performers have just arrived to perform for the Sultan. Hasafi the Great Sultan. More of a bounty hunter than anything else, Bilsaab finds
hopes to gain the Sultan as a new patron. and captures comely females of any race or background from outsiders to
mortals for the Sultan’s harem. Currently he has a beautiful Ghael named
84. Priest of Set: An envoy from the Pyramid of Set brings news and Ursala trapped within an iron flask. If freed by the characters, Ursala
information given him by the dread lord himself. Agents have information readily joins the characters in battle against her former captor(s).
that a special flask that the Sultan desires is located within the Ash Grinder
Arcology. Knowing how much the Sultan is willing to pay for the flask, he 96. Volcano Giants: A trio of volcano giants bears their tribute of a
hires characters to go and find out if the story is true, and if so, to return pallet of oilshark skins to the Sultan as part of their yearly pilgrimage.
it to him.
97. Gorlik the Unclean: A dwarven lich bears an item he claims is the
85. Janni Merchant Prince: The Mahab al Jann has over 50,000 bp worth brain crystal of the juggernaut of Kil Kath Kesh. He seeks to trade the
of treasure and one hundred slaves he is offering to the Sultan in exchange for crystal for a magical rod located in the Palace of Wonders. The crystal is in
efreeti muscle in overcoming a trade dispute on his home plane. fact a fake. It seemingly animates the juggernaut, which works normally
for 1d4+1 minutes, before going berserk. Although the juggernaut itself is
86. Gloobleblub the Aboleth: Gloobleblub is in a specially designed almost completely indestructible, the only way to shut it off is to somehow
temperature control water tank, born by dozens of dominated human remove the false brain crystal.
slaves. He seeks audience with the Sultan concerning the locating of
several artifacts of power that the Sultan desires. The artifacts rest beneath 98. Haggis the Night Hag: This twisted beast is given wide berth by
the seas of Gloobleblub’s home plane, in the hands of a sahaugin king. evil and chaotic beings that stand in the line waiting to see the Sultan of
The characters may be recruited to recover the items. Efreet1. Haggis comes to the Sultan to demand satisfaction in the matter
of the execution of a rogue and murderer from the basin. It seems Haggis
87. Palathenes the Kolyrat: Palathenes wears the guise of a wealthy was in the midst of draining the poor fool prior to his capture. His soul,
merchant of some unknown giant race. He travels alone and without any she claims, should rightly be hers, and she wants it now!
obvious treasure, but carries what appears to be a writ of passage rolled in
his left hand. Palethenes has heard that the Sultan of Efreet1 is a notorious 99. Rezzalli the Corrector: Paid by the Great Sultan indirectly through
deal breaker, and seeks to force the Sultan into keeping his bargains. the House of Bayt Al Sikkin, a female doppelganger is petitioning for an
audience to make a very public assassination on a high-ranking efreeti
88. Half-Dragon Senator: A half-dragon senator from a far off world noble of a rival house. She plans to make it appear as if the attack is on the
of reptilian and draconic beings seeks to barter for the release of the gold Great Sultan, killing her target as collateral damage. What she is unaware
dragons kept in the Sultan’s stables. The dragons of his home world rarely of is the Great Sultan plans to double-cross her should the attempt be
mate anymore, and he has been sent to seek dragons from other planes fumbled or extremely messy in nature–alleviating any involvement by the
and other worlds to help repopulate the stock. He offers four adult blue Great Sultan in this plot.
dragons, raised specifically for the purpose of drawing the Sultan’s fabled
chariot in exchange for the golden ones. If the Sultan denies him, the 100. Two-Faced Janni: Fatoosh, a strong, well-kept janni looks to sell
senator seeks the aid of foolhardy adventurers to steal the gold dragons information to the Great Sultan or Grand Vizier about a planned djinni
from the Sultan, in exchange for 20,000 bp. threat of valued interest of the Brass Throne. This janni is a double agent,
attempting to pass off information that if followed leads efreet forces into
89. Burning Dervish Secret Police: A squad of burning dervish Secret a combined djinni and janni ambush.
Police keeps a watchful eye on the petitioners. They are disguised as
pilgrims, requiring opposed Perception and Deception checks to identify 101. A God’s Request: A demigod or lesser deity awaits an audience
them for what they truly are. Should the characters look like they are up to with the Sultan. The deific being in question desires to move ahead in the
something they shake them down and demand to search their belongings. divine ranks and seeks the Sultan’s aid in making it happen.
Should the characters refuse, the dervishes attack.

551

Legal Appendix

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552

Upon his Brazen Throne, the Sultan awaits!

The City of Brass, legendary capital of the efreeti empire and jewel of the genie nations sits upon a
multi-dimensional vortex at the edge of the Elemental Plane of Fire. From here the Sultan sends his

mighty armies across the cosmos, bringing fire and destruction to the known planes.
Now the kingdoms of the Lost Lands are in his sights and the Sultan has unleashed the
Cult of the Burning One. Brave heroes must rise to the challenge and do the unthinkable:
Take the battle to the City of Brass itself and end the Sultan’s threat once and for all!

• 552 pages of plot, story seeds, plane hopping, and epic dungeon crawling adventure!
New monsters, magic, and spells.

• Defeat the threat of the Cult of the Burning One over five intertwined adventures that cross the
Lost Lands and lead to the City of Brass itself.

• Five new villages, towns, and cities including the Fabled City of Brass. All mapped in full color.
• Adventure in multiple planes of existence including the Elemental Planes of Air and Fire and the Wild.
• Detailed description of the various factions, cults, and secret societies hidden within the City of Brass,

offering countless hours of role play and intrigue.
• Fifteen self-contained adventure locations and multi-level dungeons within the City of Brass.

First released by Necromancer Games in 2007, City of Brass is fully reimagined and expanded for
Fifth Edition! City of Brass returns as a fully realized adventure campaign designed for levels 1–20.
Lushly illustrated throughout by some of the finest artists working today, this extra-dimensional

role-playing game setting supplement takes characters from the familiar confines of
the Lost Lands to the Plane of Molten Skies and beyond!

Frog God
Games


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