TEXT: ADVENTURE PATH    PART 5 OF 6
  •
  Adventure by Greg A. Vaughan
  New Fiction by Elaine Cunningham
  The 
  Impossible
  Eye
  The 
  Impossible
  Eye
  Legacy of Fire
  Legacy of Fire
  ®
  
  moke and ash and cinders flew from the 
  forests charred by the Firebleeder, fires 
  that scorched soil into dust. Vast deserts 
  grew from lush forest in mere days. The 
  smoke turned noon to twilight.
  Heroes rose to the challenge and set 
  forth to conquer the fire wyrm, but their 
  silk banners burned away and their steel 
  swords were reduced to slag. After 
  countless armies fell to the beast’s wrath, 
  a hundred arcanists and masters of ancient magical bloodlines 
  swore an oath as the Legion of Wands and set forth to test 
  their magic against the nightmare. The Firebleeder’s first blast 
  cut their numbers in half, sweeping the weakest away. This 
  bought the others time to bring their magic to the fore; freezing 
  storms, hails of icy spears, rains of hissing water, and thunderous 
  lightning transfixed the wyrm as bolts of force broke upon it in a 
  furious storm.
  Magma spewed from the Firebleeder’s wounds, each injury 
  gushing like the eruption of a furious volcano, but the wizards 
  stood strong. Infuriated and confused, the fire wyrm summoned 
  a blast of flame to melt the mountains and boil the seas. Yet 
  as the abomination readied to unleash its final wrath, the 
  wizards spoke as one, shouting a single word of arcane might 
  that silenced all for a thousand miles, ringing off the clouds. 
  And breaking the silence, a great cracking sounded as the 
  Firebleeder’s volcanic blood cooled to stone and the beast 
  crashed to earth.
  The Firebleeder fell, impaling itself upon a mountain made 
  pale by the bones of the thousands of heroes that died that day, 
  its hide shattering to cinders. A hundred lights glowed over 
  its corpse by night, and of the Legion of Wands, only a dozen 
  survived to rejoice in their victory and mourn their comrades.
  Yet what none saw was that, at dawn, the corpse twitched and 
  stirred. An ember remained in the Firebleeder’s breast.
  
  ADVENTURE PATH PART 5 of 6
  The 
  Impossible
  Eye
  Legacy of Fire
  Legacy of Fire
  ®
  
  ®
  “The Impossible Eye” is a Pathfinder Adventure Path scenario designed for four 11th-level characters. By the end of this adventure, characters should reach 13th level. This adventure is compliant with 
  the Open Game License (OGL) and is suitable for use with the 3.5 edition of the world’s most popular fantasy roleplaying game. The OGL can be found on page 92 of this product.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, 
  registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress.
  Open Content: Except for material designated as Product Identity (see above), the contents of this Paizo Publishing game product are Open Game Content, as defined in the Open Gaming 
  License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. To learn more 
  about the Open Game License and the d20 System License, please visit wizards.com/d20.
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  credits
  Editor-in-Chief • James Jacobs
  Art Director • Sarah E. Robinson
  Managing Editor • F. Wesley Schneider
  Editors • Christopher Carey and James L. Sutter
  Editorial Assistance • Jason Bulmahn, Alison McKenzie, 
  Sean K Reynolds, and Vic Wertz
  Editorial Interns • David Eitelbach and Hank Woon
  Managing Art Director • James Davis
  Publisher • Erik Mona
  Cover Artist
  Jesper Ejsing
  Cartographer
  Rob Lazzaretti
  Contributing Artists
  Peter Bergting, David Bircham, Jason Engle, Jeff Carlisle, 
  Kelly Harris, Tyler Walpole, and Kevin Yan
  Contributing Authors
  Wolfgang Baur, Elaine Cunningham, Adam Daigle, Edward J. Reed, Sean K Reynolds, and Greg A. Vaughan
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeff Alvarez
  Events Manager • Joshua J. Frost
  Corporate Accountant • Dave Erickson
  Sales Manager • Christopher Self
  Technical Director • Vic Wertz
  Special Thanks
  The Paizo Customer Service and Warehouse Teams
  
   
  Foreword 
  4
  The Impossible Eye 
  6
  by Greg A. Vaughan
  The City of Brass 
  54
  by Wolfgang Baur
  Rovagug 
  60
  by Sean K Reynolds
  Set Piece: Beyond the Chain of Fire 
  68
  by Edward J. Reed
  Pathfinder’s Journal: Dark Tapestry 5 of 6 
  74
  by Elaine Cunningham
  Bestiary	
  80 
  by Adam Daigle and Greg A. Vaughan
  Pregenerated Characters 
  90
  Preview 
  92 
   
  table of contents
  
  Legacy of Fire
  Legacy of Fire
  4
  A
  Legendary
  dventure Paths don’t usually start out with the 
  phrase “Once upon a time,” but if any of them thus 
  far could, it’d be Legacy of Fire. It’s little secret 
  that this time around we’re taking a lot of inspiration from 
  Arabic folklore and literature, but drawing upon such 
  roots was never an agenda item, nor does this mark the 
  beginning of a world tour of Adventure Paths steeped in 
  the tales of real-world myth. As literate as we’d both like 
  to think ourselves, at no point did either James or I point 
  at the other and exclaim, “‘The Husband and the Parrot’ 
  from One Thousand and One Nights! Lets do an Adventure 
  Path based on that!” The main reason being that neither 
  of us have read that story, but also because neither of us 
  were raised on the folklore of the Middle East. Thus, these 
  legends were hardly high on the list of potential sources 
  to inspire half a year of our lives’ work, especially when 
  we’re already so familiar with the European mythology, 
  Arthurian legend, and Western fantasy films that pervade 
  so much of fantasy writing and roleplaying. No slight 
  meant to those cultures or their stories, but we tend to 
  steer Pathfinder toward what we know. 
  Fortunately, though, a not-so-unlikely touchstone 
  brought us to the path we’ve now ventured so far along: 
  Sinbad—or, at least, the Sinbad of Ray Harryhausen. 
  From these adventures—the sword fights, the special 
  effects, the famous stop-motion monsters—it’s not hard 
  to imagine the appeal of a land where genies do battle, 
  ancient treasures hide the secrets of magical worlds, giant 
  and terrible monstrosities rampage, and storytellers weave 
  tales exotic and strange. These films alone could easily 
  launch an entire campaign worth of adventures, but what 
  about the actual stories off of which these interpretations 
  were based? Surely Kerwin Mathews’s adventures on 
  the Island of Colossa are a far stretch from the folklore 
  of Egypt, Iran, Iraq, Saudia Arabia, and the settings of 
  countless other Arabic tales, but if just two or three films 
  could inspire such fertile ideas, what might a measure 
  of actual research reveal? The results were intimidating, 
  obvious, and wonderfully fascinating.
  The past months have involved a great deal of study, 
  more than one trip to library, and the purchase of several 
  books in the hopes of learning more about and doing 
  
  foreword
  foreword
  5
  F. Wesley Schneider
  Managing Editor
  wes@paizo.com
  some measure of justice to the stories of ancient Arabia, 
  Persia, and the modern Middle East. While some of our 
  discoveries merely provided a deeper understanding 
  of creatures and stories that have long persisted in the 
  Western consciousness—like the origins of the word 
  “genie” (see Pathfinder Adventure Path volume #21, page 
  50)—others were wholly new discoveries that we plan to 
  embrace for a long time to come: the new fiendish race, the 
  div; the shaitan earth genies; and better understandings 
  of numerous cultures and religions. As much as possible, 
  where we’ve had the room and where such asides feel 
  natural, we’ve tried to pepper the results of our research 
  through the past several volumes, like the backstory on 
  divs in volume #19, the origins of the buraq in volume 
  #20, and the meaning of tophet in volume #21. Other 
  elements never made it into print beyond brief mentions 
  and suggestions, like the parallels between Shazathared’s 
  tales and the accounts of the storyteller Scheherazade 
  from the One Thousand and One Nights; the West African 
  and Middle Eastern origins of the miengu, edimmu, 
  hadhayosh, and other creatures; and the parallels 
  between tales of King Solomon and our genie-binding 
  magics. Having the chance to look into these tales and 
  discover characters and creatures with histories just as 
  storied as any Perseus or Jörmungandr has been as much 
  of a thrill as discovering Greek mythology for the first 
  time, and I’d wholly suggest every fantasy lover who reads 
  this track down a copy of One Thousand and One Nights for 
  their personal collections.
  While Legacy of Fire has proven incredibly educational 
  to work on, along with all of the tales and connections our 
  investigations revealed, an interesting notion slowly came 
  to the fore. While the myths and stories we’d been reading 
  could easily consume a lifetime of study and were filled with 
  wonderful adventures and fearful beasts, their fascinating 
  qualities weren’t exclusive to centuries past. The films 
  that encouraged us to look deeper, the Westernized tales 
  that had trickled into our common knowledge, and the 
  countless games and stories set in mysterious and exotic 
  versions of pseudo-Arabia also held their own value. These 
  myths of myths, while not authentic in the same manner as 
  direct translations of Middle Eastern legends, had appealed 
  to and inspired us for years, becoming the stuff of legend 
  by their own rights. Sinbad fighting the living skeleton, 
  the escape from the two-headed roc, and the dragon and 
  cyclops going at it are all golden moments in the memories 
  of fantasy lovers, but even beyond this, games like Prince of 
  Persia, Disney’s Aladdin series, and past RPG forays into this 
  territory, like the fantastic Al’Qadim campaign setting, stand 
  out as works inspired by Middle Eastern myth which have, 
  in turn, become worthy sources of inspiration themselves. 
  Thus, we find creatures like the two-headed rukh in volume 
  #21, the Harryhausen-inspired hydra on the cover of #22, 
  and various takes on exotic marketplaces, evil viziers, and 
  storied treasures throughout the Adventure Path.
  It was Greg Vaughan who brought us back from some of 
  our far-afield wanderings, though. Greg draws incredible 
  maps—just look at “Spires of Xin-Shalast” in volume #6 
  and “Skeletons of Scarwall” in volume #11 if you need 
  proof of that—so when he handed over the plans for Bayt 
  al-Bazan, we were hit with the expected wave of excitement. 
  Then, of course, he took it to the next level, explaining 
  that several locations were inspired by the art gracing the 
  covers of venerable first edition books, most notably the 
  gleaming spires on the back cover of the original DMG, 
  which he had taken for the City of Brass. This image had 
  never stuck me as a depiction of that famed metropolis, 
  but upon taking a closer look it’s now hard to see it as 
  anything else. The rising minarets, glistening cupulas, 
  and steep-sided pyramid—these destinations that have 
  quietly lingered under the right hands of hundreds of 
  thousands of gamers for 30 years, Greg brings to life with 
  all the awesome presence and legendary deadliness they’ve 
  so long deserved. So, in its way, as a work inspired by a 
  classic fantasy roleplaying setting, which is in turn based 
  upon the City of Brass from A Thousand and One Nights, the 
  “The Impossible Eye” enjoys perhaps the most renowned 
  pedigree of any adventure printed in these pages thus far. 
  And that’s exactly as we like it.
  We come up with adventures, we’ve helped create and 
  detail a vast world to set them in, and we’ve populated it 
  with hundreds of races, but really, anyone can do that. 
  It’s the background of this world and the tradition of 
  the adventures therein that I enjoy and strongly feel 
  makes Golarion such an intriguing setting—and I know 
  that feeling is shared by my co-creators and Pathfinder’s 
  authors. It’s one thing to describe some character or 
  beast and say it’s cool—and perhaps it is—but there 
  will always be strength that comes to imaginings with 
  roots, those ideas tested by centuries, shared by millions 
  and remembered fondly. Whether it’s to the spawn of 
  modern folklore, like the chupacabra in volume #19; the 
  creations of fantasy and science fiction’s most respected 
  authors, like A. E. Van Vogt’s coeurl in volume #22; or 
  reinterpretations of myths from the ancient past, we’ll 
  always keep looking back for inspiration. And with 5,000-
  some years of legends, history, and literature back there, 
  we shouldn’t run out any time soon.
  
  Legacy of Fire
  Legacy of Fire
  6
  The Impossible Eye
  uilt upon a foundation of fire and wishcraft, the storied City of 
  Brass is reputed to be one of the most ancient settlements in 
  existence. The mightiest of the genie cities of the Elemental 
  Planes, the City of Brass has long lured explorers, spellcasters, 
  priests, mystics, and more to its brazen domes and gleaming 
  spires. Despite its infamy, the City of Brass is far from a safe 
  harbor, for its caretakers and architects are the cruelest and 
  most spiteful of genie-kind. The efreet rule the City of Brass, 
  and nothing passes within its walls without their influence. Yet little raises the wrath of 
  the burning keepers of the city more than treachery from within, and when an efreeti 
  crosses the laws of this realm, the grand sultan’s justice can be terrible indeed.
  Legacy of Fire: chapter 5
  Legacy of Fire: chapter 5
  
  the impossible eye
  the impossible eye
  7
  Adventure BAckground
  Al-hassan was an efreeti of no small repute, yet for most of 
  his existence he lived in the shadow of a greater genie—his 
  brother, Jhavhul. His brother was always there to steal his 
  glory and build upon his ideas, so when Jhavhul abandoned 
  the City of Brass, Al-hassan seized the chance to step 
  up and become a prince in his own right. Yet Al-hassan 
  quickly found that even with Jhavhul gone, the other efreet 
  continued to think of him as “Jhavhul’s brother.” Al-hassan 
  grew more and more frustrated, and when he heard that 
  his brother had been enslaved on the Material Plane by a 
  mage-priest named Ezer Hazzebaim, he cheered.
  Al-hassan spared no expense tracking Ezer down, 
  eventually finding the mage-priest licking his wounds 
  and sulking in a fortified hideaway. After an initially rocky 
  reception, Al-hassan managed to secure an audience with 
  him, eager to learn if he’d found an ally. Al-hassan and 
  Hazzebaim reached an accord wherein the efreeti would 
  “share” wishes with the wizard-priest. For every two wishes 
  he granted Ezer, the mystic would wish for something Al-
  hassan desired—ironically a similar arrangement that 
  Jhavhul himself would soon arrange with his cult in the 
  House of the Beast back on the Material Plane. With the 
  aid of his own incestuous wishing, Al-hassan hoped to 
  advance far in the Sultan’s Court, and so the two returned 
  to the City of Brass as allies.
  Yet unknown to the arrogant and ambitious efreeti, his 
  “ally” Ezer was anything but—in allying with this man, 
  Al-hassan had unknowingly placed his beloved City of 
  Brass in great danger. Ezer Hazzebaim is a member of the 
  nephilim, a race of outsiders native to the Material Plane. 
  Unlike the majority of his kind, Ezer felt his mortal “half” 
  was limiting him, holding him back from achieving true 
  greatness. He had long sought a way to shed his mortal 
  half, to become a creature more suited to serve his chosen 
  patron—Rovagug. What better method was there to 
  achieve this end than to absorb the residual power from 
  the grave of one of the Rough Beast’s own spawn? Ezer 
  had hoped to use his enslaved efreeti’s wishes to achieve 
  this goal, but ironically, his defeat and flight from the 
  Material Plane may have saved him. In the months after 
  he fled that fight, he further researched his plan and came 
  to the conclusion that, had Jhavhul not ruined everything, 
  and had he attempted to transfuse a portion of Xotani’s 
  essence into his own body to become a “true child of the 
  Great Beyond” (essentially shedding his native subtype), 
  the attempt would almost certainly have backfired. The 
  spawn of Rovagug are tremendous creatures, difficult 
  to kill, and once dead, difficult to keep that way. Ezer’s 
  additional research suggested that instead of infusing him 
  with Xotani’s essence, his plan would have used his own 
  life to spark a sudden resurrection in the Firebleeder’s old 
  bones, snuffing Ezer out in the process.
  Yet this discovery has only strengthened Ezer’s desire 
  to shed his mortal chains. Abandoning Xotani, he turned 
  his research instead to finding a place in the Great Beyond 
  where he could simply suffuse himself with raw power and 
  transcend his limitations. Again and again, his research led 
  him to the same result—an ancient and powerful artifact 
  called the Codex of Infinite Planes. Yet before he could seek 
  this legendary tome, Ezer knew he had to prepare himself. 
  The wards on the artifact were mighty, yet there existed 
  methods to safely study the codex. One such method was 
  said to be with the aid of a powerful magic item—the 
  fabled Impossible Eye, reputedly one of many treasures kept 
  by the grand vizier of the City of Brass.
  So when Al-hassan approached Ezer, the nephilim 
  played his cards masterfully. He secured from the efreeti 
  a new supply of wishes, a fair amount of treasure, and 
  perhaps best of all, a safe place to forge his plans to steal 
  the Impossible Eye. Ezer had no wish to enrage a figure so 
  prominent and powerful as the grand vizier, but in Al-
  hassan he had a convenient proxy. Ezer swayed Al-hassan 
  into seeking to gain the Impossible Eye, thinking it to be 
  for his own benefit. Ezer eventually led a covert team of 
  mercenaries and rebellious efreet into the tower while the 
  grand vizier was otherwise occupied at court. Yet word of 
  Jhavhul’s disappearance had spread beyond the Plane of 
  Fire, and those who had grudges against the efreeti saw 
  this as their chance to act.
  While Al-hassan magically monitored Ezer’s assault 
  from Bayt al-Bazan, he was surprised by a raid of marids 
  intent on recovering a princess of their race that Jhavhul 
  had captured ages ago—the princess Shazathared, who 
  had languished as one of Bayt al-Bazan’s prisoners for 
  centuries. Overwhelmed by the marids’ assault, Al-hassan 
  was slain in a tremendous battle that claimed the lives of 
  the raiders as well. Without Al-hassan’s magical support 
  suppressing the grand vizier’s contingencies, the grand 
  vizier suddenly became alerted to the assault on his tower 
  and teleported back to his residence. Ezer, the Impossible 
  Eye in his grasp, knew that his time was short. Rather than 
  lingering to examine the protective wards overlaid upon 
  the artifact before transporting it to a carefully prepared 
  safehold, he snatched the Impossible Eye and fled back to his 
  sanctuary at Bayt al-Bazan, abandoning his minions to be 
  cut down by the grand vizier’s guards.
  As his magical mirror slipped through his grasp, the 
  grand vizier lashed out with his long-prepared magical 
  contingencies, reaching out through the mirror across 
  the length of the City of Brass. The power of his furious 
  magic exploded from the mirror and reacted strangely 
  with the potent magical wards that both Al-hassan and 
  Ezer had placed throughout Bayt al-Bazan. Ezer himself 
  
  Legacy of Fire
  Legacy of Fire
  8
  was drawn into the Impossible Eye and trapped, while 
  everything and everyone else in Jhavhul’s palace suffered 
  a different fate. The grand vizier’s rage engulfed Bayt 
  al-Bazan in a powerful curse, using the Impossible Eye 
  to create a reflection of the palace and trapping those 
  inside, turning Bayt al-Bazan into a prison—and a trap. 
  From the outside, the palace seemed unchanged, but any 
  who entered the building would immediately be trapped 
  within, unable to escape.
  After his wrath was spent, the grand vizier calmed 
  and considered. In his fury to lash out at Ezer and the 
  inhabitants of the palace, he realized he had effectively 
  imprisoned his own treasure. In time, of course, the grand 
  vizier could unweave his curse and retrieve his property, 
  but he realized that, in Bayt al-Bazan, the Impossible Eye 
  was more secure than ever. The Grand Vizier chose to leave 
  the palace as a perpetual trap—a warning to all those in 
  the City of Brass of what they could expect to suffer for 
  attempting to steal from his treasuries.
  And so Bayt al-Bazan has stood abandoned and 
  unclaimed for centuries, protected by the forbidding curse 
  of the grand vizier. Inside, its unfortunately immortal 
  denizens have descended into factions, each controlling 
  a portion of the palace, most awaiting salvation when the 
  True Master, Jhavhul, returns to set them free.
  Yet Jhavhul is no fool. When he escaped from Kakishon, 
  he knew that he had been missing for centuries, and knew 
  not what surprises awaited him back in Bayt al-Bazan. 
  Instead of risking his own safety, he instead discharged 
  several of his efreeti agents to the City of Brass to secure his 
  long-vacated holdings and gather reinforcements, sending 
  with them the Scroll of Kakishon to be placed in storage in the 
  palace treasury in preparation for his final transformation 
  into a creature worthy of Ymeri’s love. Upon entering 
  his long-abandoned citadel, however, Jhavhul’s servants 
  became imprisoned within as well. Their arrival alerted 
  the grand vizier to stirrings in his old snare. In response 
  he sent a draconic ally to investigate and ensure that none 
  had escaped. Meanwhile, within the cursed citadel, factions 
  long resigned to an awkward peace have begun to waken in 
  response to the unanticipated intrusion.
  Adventure Summary
  This adventure begins as the PCs escape Kakishon only 
  to find themselves emerging from the map-portal within 
  the treasury of Bayt al-Bazan, where it was deposited by 
  Jhavhul’s retainers. The PCs must navigate a veritable 
  maze of palace chambers and corridors to find a way to 
  escape the cursed citadel, but opportunity awaits within 
  as well. In order to lift the curse and escape the palace, 
  the PCs must set right an ancient theft by defeating the 
  one who stole the Impossible Eye so long ago, proving to 
  the grand vizier that the age of punishment upon Bayt al-
  Bazan can come to a close.
  PArt one: Into the FIre
  However the PCs escape from Kakishon, whether with the 
  aid of the proteans and their entropy pools or by means 
  of the more dangerous Earth Seed, they emerge in the 
  same place—area 1A in the treasury of Jhavhul’s palace of 
  Bayt al-Bazan. As detailed under The Vizier’s Curse, the 
  PCs soon find it impossible to leave Bayt al-Bazan using 
  teleportation effects—but the longer they stay and explore 
  the palace, the more clues they can find about how to 
  successfully defeat Jhavhul in the final adventure.
  Note that the PCs may be bringing allies with them 
  from Kakishon, be they NPCs that traveled with them into 
  the realm, such as Rayhan, from “The Jackal’s Price,” or 
  Dilix, the shaitan from “The End of Eternity,” who might 
  be seeking revenge against Jhavhul. If you feel that the PCs 
  have enough help, you can use the malfunctioning Scroll 
  of Kakishon to “thin the ranks” of NPCs who have outlived 
  their usefulness by having them appear elsewhere in 
  Bayt al-Bazan, but if the PCs have developed emotional 
  attachments to any of the NPCs they’ve been traveling 
  with, you should certainly keep them together.
  Bayt al-Bazan
  Bayt al-Bazan is an ancient noble house of the City of 
  Brass. Once one of the more influential houses in the 
  service of the grand sultan of the efreet, its ruling prince 
  one of the grand sultan’s powerful pashas, Bayt al-Bazan 
  has fallen on hard times in recent centuries. Its line of 
  mighty pashas ended when the reigning pasha was first 
  imprisoned and then slain at the hands of a mortal wizard 
  after overreaching in an attempt to gain control of a realm 
  in the Material Plane. After that humiliating defeat, Bayt 
  al-Bazan lost a great deal of its influence in the court of 
  Advancement Track
  Characters should be 11th level when they begin “The 
  Impossible Eye.” This adventure features an extensive 
  number of encounters—a party of four that takes out the 
  entire palace might earn enough experience to advance 
  all the way to 14th level, but defeating every encounter in 
  Bayt al-Bazan is certainly not required (nor expected) for 
  success. The encounters on the third level of the palace 
  and above are generally more difficult, so PCs should be at 
  least 12th level before they begin fighting fire giants and 
  the Keepers of the Haunted Palace. In any event, the PCs 
  should be well into 13th level by the adventure’s end.
  
  the impossible eye
  the impossible eye
  9
  the grand sultan. The house’s remaining inhabitants 
  managed to retain their noble titles among the efreet, but 
  they no longer held the distinction of being among the elite 
  pashas of the court. Forced into ignominy, the house and 
  its fortunes continued to decline until the reign of its last 
  prince, Jhavhul al-Marisah al-Agriva al-Barizob al-Bazan. 
  Jhavhul was raised on tales of al-Bazan’s past glories and 
  both longed for a return to those heady days of power and 
  grew embittered at the perceived slights and betrayals his 
  house had received from their fellow efreet. Thus, Prince 
  Jhavhul elected to bring al-Bazan back to its former height 
  of glory and beyond—but not through kowtowing to the 
  efreeti grand sultan, or by any other regular means within 
  the City of Brass. Rather, he became obsessed with an 
  elemental monarch—Ymeri, Queen of the Inferno—and 
  his obsession led him, not to power, but to enslavement 
  and imprisonment in Kakishon.
  In Jhavhul’s long absence, Bayt al-Bazan has languished, 
  first under the inadequate rule of his lesser brother, and 
  after his death, under the grand vizier’s curse. The palace 
  is shunned and avoided by the denizens of the City of 
  Brass in much the same way an old house reputed to be 
  haunted becomes anathema to residents of a mortal town, 
  and those who have succumbed to curiosity and entered 
  the palace never emerged.
  Features of Bayt al-Bazan
  Bayt al-Bazan is a massive efreeti citadel in the Noble 
  District of the fabled City of Brass on the Elemental 
  Plane of Fire. The palace is constructed entirely of living 
  brass and abuts the great brass wall that encircles the 
  city, overlooking the surrounding Sea of Fire. Its highest 
  dome rises 250 feet above the surrounding streets, and 
  it includes a sublevel that lies below its foundations. 
  Each level is 50 feet high with 40-foot ceilings and 10 
  feet of living brass separating one floor from the next, 
  providing an extremely open and airy atmosphere for the 
  Large-sized efreet who called it home. The living brass 
  walls vary in thickness from a foot to many tens of feet, as 
  indicated on the maps. Doors are of living brass 6 inches 
  thick, and have a handle on each side. Unless otherwise 
  noted, all doors have locks, though most of the keys have 
  long since been lost. Opening a locked door or locking 
  one without benefit of the key requires a DC 30 Open 
  Lock check (Break DC 30 to open).
  Almost every room has one or more wall-mounted 
  lamps fed by pipes nested within the walls that channel 
  fire from the surrounding plane. The lamps provide 
  bright illumination in every room unless otherwise noted. 
  If extinguished, the lamp automatically relights 1 round 
  later. A destroyed lamp leaves a hole in the wall that gouts 
  flame into the 10-foot square surrounding it—creatures 
  that enter this square take 6d6 points of fire damage per 
  round (Reflex DC 20 halves). These jets of fire persist until 
  the living brass can seal the hole and rebuild the lamp (this 
  takes 1 minute). Windows and arrow slits likewise allow 
  in the outside illumination of the burning skies above the 
  city, but these can be closed from within by locking iron 
  shutters that are equal in strength to iron doors.
  The City of Brass, as the home of the efreet, lies 
  appropriately enough on the Plane of Fire. As such, it is a 
  less-than-hospitable environment to creatures not native 
  to the plane. However, the City of Brass is also a city of 
  great interplanar trade, and the grand sultan has a vested 
  interest in making the city habitable for the merchants 
  and traders that visit. To this end, by his royal decree, 
  the temperature within the bounds of the city (including 
  within Jhavhul’s citadel) remains at a fairly constant 101º F, 
  despite what conditions may exist at the time outside the 
  city walls. Make sure to familiarize yourself with the rules 
  for severe and extreme heat on page 303 of the DMG before 
  running this adventure.  As a result of these prevailing 
  conditions, most visitors invest in magics such as endure 
  elements, fire resistance, or items with minor curative powers 
  to alleviate the nonlethal damage taken. Creatures with 
  Living Brass
  Living brass is a composition unique to the City of Brass 
  and used extensively in its construction. Living brass is 
  harvested from the souls of mortals lost to the wiles of 
  devious efreet, who twisted the wishes commanded from 
  them to entrap the very eternal essence of their erstwhile 
  masters. This practice has long vexed Pharasma, goddess 
  of death, yet there is little she can do to stop the harvesting 
  of such souls, since they have earned their fate through 
  their own free will and poor choices. Captured souls are 
  carried to the City of Brass, where they are forged into 
  great brass plates that are used in construction of buildings 
  and the vast galleys that ply the Sea of Fire. Souls that are 
  transformed into living brass are thought to suffer one of 
  the worst agonies throughout the planes of existence. This 
  soul-infused metal, however, has many special properties 
  and is highly prized by the efreet.
   Living brass has hardness 15, 30 hp per inch of thickness, 
  a Break DC of 35 + 10 per additional inch of thickness, and 
  Climb DC 30. Living brass is impervious to fire damage 
  or heat of any sort. Other energy attacks deal only half 
  the damage they normally deal against objects when used 
  against living brass. Living brass repairs itself at a rate of 
  1 hit point per minute until it has resumed the shape into 
  which it was originally forged. Due to its uniquely created 
  nature, living brass can have other distinct qualities as well. 
  Such qualities are described separately when they occur.
  
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  immunity to fire are, of course, immune to these effects. 
  In addition, all spells and spell-like abilities with the fire 
  descriptor are both maximized and enlarged when cast on 
  the Plane of Fire, and those that use or create water are 
  impeded, and require a Spellcraft check (DC 20 + the level 
  of the spell) to be successfully cast. Additional details on 
  the Plane of Fire can be found on page 156 of the DMG.
  The Vizier’s Curse
  Any living or sentient nonliving creature that physically 
  enters the bounds of Bayt al-Bazan falls prey to the Vizier’s 
  Curse. This magical effect is the unique result of the 
  combination and interactions of the spell wardings of the 
  grand vizier, the wish-bolstered magical defenses of Ezer 
  Hazzebaim, and the mystical energies of the Impossible Eye. 
  The sage Ezer Hazzebaim was affected in a singular way 
  by the curse, and has become trapped within the Impossible 
  Eye, but all other victims of the curse share similar fates—
  they find that they are unable to leave the boundaries of 
  the al-Bazan estate.
  The boundaries of this effect extend along the very 
  outer edge of the citadel itself and across its main gate to a 
  point 50 feet above the citadel’s highest dome and into the 
  ground 50 feet below its sublevel. Anyone crossing these 
  boundaries finds that they can act normally for 1d4 rounds 
  after leaving, but after that time period they suddenly 
  find themselves teleported back inside the citadel at the 
  exact point where they left—dimensional anchor and similar 
  effects notwithstanding. Leaping from a turret or minaret 
  is no salvation—except perhaps through death—because 
  1d4 rounds after hitting the ground they reappear back 
  at the origin point of their jump, and the same goes for 
  flying. Teleportation magic and effects like blink or phase 
  door that rely upon the ethereal function normally as long 
  as the traveler does not leave the palace grounds—you can 
  teleport into Bayt al-Bazan, but not out.
  The means to break this curse and escape the palace are 
  described in “Concluding the Adventure.”
  Through a Glass Darkly
  In an ironic twist of fate, Ezer Hazzebaim became 
  entrapped within the Impossible Eye during the very 
  act of trying to steal it. He has languished in a strange 
  null-space within the mirror for centuries now, only 
  barely retaining his sanity by focusing on the ultimate 
  completion of his goals. In his enforced solitude, he has 
  gained some mastery over the scrying potential of the 
  artifact that holds him, and as a result has learned a great 
  deal of the goings-on within Bayt al-Bazan by peering out 
  through reflective surfaces within the palace. He swiftly 
  becomes aware of the PCs’ emergence from Kakishon into 
  the citadel, and sees them as potential pawns in his bid 
  to escape the mirror. Ezer can appear as an image in the 
  Impossible Eye and other reflective surfaces throughout 
  the palace for short periods of time.
  These images can appear at any location with a reflective 
  surface (usually, but not necessarily, a polished brass wall or 
  ceiling). He keeps these manifestations as brief and archaic 
  as possible to keep Sense Motive attempts from detecting 
  any ulterior motive on his part, seeking to guide the PCs 
  toward the palace heights to free him from his prison but 
  leaving the actual deduction of how and why to do this up 
  to them. When Ezer manifests in this way, the reflective 
  surface wavers for a moment, and then the viewer’s own 
  reflection changes to that of a wild-eyed Garundi man 
  with long white hair, a manifestation visible to anyone 
  else who peers into the mirrored surface. Ezer speaks only 
  briefly and does not reply to questions. A DC 30 Knowledge 
  (the planes) check is enough to note subtle indications in 
  the shape of his form and in the tone of his voice that he 
  is more than human, likely some sort of outsider with 
  a human appearance. After each pronouncement, the 
  reflection wavers and then fades away.
  Several sample manifestions are listed below, each 
  designed to give the PCs a clue concerning how to handle 
  one of the many problems they’re destined to face during 
  the adventure. Use them as you wish to aid the PCs when 
  Managing Player Frustrations
  Ezer’s 
  manifestations 
  serve 
  two 
  purposes—they 
  inadvertently lead the PCs toward the means of escaping 
  the palace, but they should also help to arouse their 
  curiosity about the place they find themselves in. When 
  the PCs first enter Bayt al-Bazan, they may soon grow 
  frustrated that they’ve merely exchanged one prison for 
  another. If your PCs are growing frustrated in this way, 
  you can use visions sent by Ezer to not only spur them on 
  toward escape, but to drop hints that they are in the lair 
  of Jhavhul himself, and that if they are eager to face him 
  when they finally do make it back to the Material Plane, 
  they should take advantage of their environs to learn as 
  much as they can about the efreeti warlord.
  The next (and final) adventure in Legacy of Fire describes 
  what Jhavhul has been up to on the Material Plane, and the 
  previous adventure has a short sidebar describing what he 
  was up to while the PCs were trapped in Kakishon. If the 
  PCs use magic like commune or divination to try to learn 
  more about what’s going on back home in their absence, 
  you should use the results of the spell to encourage the 
  PCs to be quick about finding a way home but at the same 
  time to take advantage of their location to research Jhavhul 
  and perhaps find allies, information, and tools they’ll need 
  to face him in the last adventure.
  
  the impossible eye
  the impossible eye
  1111
  they get stumped by an area, or when you feel that they 
  need guidance. Obviously, situations that the PCs resolve 
  on their own do not need additional aid from Ezer.
  A general overview of the situation: “This palace is 
  accursed—an inescapable trap devised by the grand 
  vizier of the sultan’s court. I have not the time to tell 
  my tale, though a tale worth telling it is, but I too am 
  a victim of this eternal prison and grow weary of its 
  confines. We will speak again. If you would be free, then 
  heed my words well, for we may each hold the key to the 
  other’s escape.”
  Introducing the Impossible Eye: “An eye of brass was 
  forged of old to grace the grand sultan’s court. This eye 
  could pierce the veils of secrecy, distance, and time with 
  its impossible gaze to bring the grand vizier of the grand 
  sultan tidings for his master’s ear. This Impossible Eye is 
  that which binds us even now, but it was stolen and now 
  lies within these very walls, the cause of our imprisonment 
  and the means of our escape.”
  Operating the barge in areas A2 and A4: “The secret of 
  the brass ship is in the divine fire that guides its way. Light 
  the prow or the waiting post with the flame that cannot be 
  quenched.”
  How to defeat Bagoas in area D18: “The chief eunuch 
  of old sits upon a throne that is not his own, but his old 
  master’s covetousness has taken hold of his soul. If his 
  claim upon his master’s holdings can be disproved, he is 
  without his immortal anchor and can be slain.”
  What is needed to locate the Impossible Eye: “The Eye 
  is sequestered behind souls of brass. The orb of fire can 
  repeal their eternal sentence and free their ward.”
  Recovering the crystal orb in area E7b: “A fiery orb from 
  days of old lies suspended betwixt brass and sky, yet hidden 
  from mortal eye. It is the key to your quest. In ancient 
  adoration did this fiery heart lie, and only by heart’s blood 
  of the true believer can the way be opened.”
  The location of the Impossible Eye in area F2: “Seek the 
  Impossible Eye between city and sea, where portals of brass 
  guard respite prized. Look above the gilded cataracts.”
  Where to find holy water in area C7: “As the Impossible 
  Eye holds the secret of my escape, so do I hold the secret to 
  yours. However, waters blessed of the gods themselves are 
  necessary for success. Such a substance is illegal in the city 
  but has been known to be kept as contraband in the troves 
  of certain unscrupulous groups.”
  How to release Ezer from the Impossible Eye in area F2: 
  “At last the prize is found. Give the glass ablutions in a 
  dozen and one sacred draughts. While it is still wet, one 
  must place his palms against the pane and wish for the 
  imprisoned to be released. Then shall I be freed to remove 
  us from this accursed place. But hurry, the window of 
  opportunity closes quickly; the eyes of the grand vizier 
  search you out even now.”
  PArt two: dungeons oF FIre
  This level on which the PCs enter the citadel is located 
  beneath the structure’s very foundations, and consists 
  primarily of the palace’s extensive treasury. When 
  Jhavhul’s servants came to the palace, they used the basin 
  at area C15 to deposit the Scroll of Kakishon in the treasury, 
  only thereafter discovering the unfortunate fact that they 
  could not escape. When the PCs emerge from the Scroll 
  of Kakishon, they do so into area A1a. Their transport 
  out of Kakishon is similar to their arrival—a long flight 
  upward this time through a raging vortex of wind and fire. 
  When they emerge, though, they find themselves in a very 
  different place than the one from which they entered.
  The Scroll of Kakishon, unfortunately, does not survive 
  this final journey. As the last PC emerges from that realm, 
  the damage caused to the scroll by so many forced entries 
  and exits, beginning with Jhavhul’s imprisonment so 
  long ago, finally finishes the job. The scroll writhes and 
  smokes after the PCs arrive, crackling and burning as it 
  consumes itself from within. In moments, nothing is left 
  but ash. If the PCs managed to secure Kakishon’s salvation 
  at the end of the previous adventure, the demiplane 
  merges with the multiverse, becoming a true demiplane 
  adrift in the deep Ethereal. Denizens of Kakishon can 
  now come and go as they please with magic like plane shift, 
  but the Scroll of Kakishon is forever ruined as a route into 
  the mystic paradise.
  A1. Hazneh (EL varies)
  The walls of this high-ceilinged room are made of of shining 
  brass. Arched passageways obscured by curtains of orange fire 
  lead out in the center of each wall—above each arch, a large 
  rune is inscribed, each different from the others. An oppressive 
  heat covers the room like a blanket, something more than what 
  could be provided by the four curtains of flame. A jumble of 
  open chests, overturned amphorae, and and scattered mounds 
  of coins and gems lie scattered on the floor against the walls. 
  A single phrase in florid script is inscribed along the domed 
  ceiling above in runes similar to those that mark the arches, 
  under which is a stylized rune that resembles an animal.
  The PCs have appeared in the hazneh, or treasury, of Bayt 
  al-Bazan. As can be quickly ascertained, most of the house’s 
  treasury has been emptied—squandered by Jhavhul during 
  his quest for Ymeri’s favor and by his younger brother in the 
  days following Jhavhul’s vanishing—though some small 
  remnant remains in each of the eight chambers.
  The runes on the ceiling and above the archways are 
  numbers in Ignan. Those above the doors are the numerals 
  1 through 4. The ceiling inscription simply states, “Half or 
  
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  3
  1
  3
  4
  2
  1
  1
  3
  3
  4
  4
  2
  2
  2
  2
  3
  3
  1
  4
  4
  2
  4
  3
  2
  1
  2
  1
  4
  4
  3
  1
  1
  Bayt al-Bazan
  Lower level
  one square = 10 feet 
  N 
  A3
  A9
  A8
  A7
  A5
  A6
  A1h
  A1f
  A1g
  A1e
  A1a
  A2
  A1d
  A1c
  A1b
  A10
  A4
  3
  1
  3
  4
  2
  1
  1
  3
  3
  4
  4
  2
  2
  2
  2
  3
  3
  1
  4
  4
  2
  4
  3
  2
  1
  2
  1
  4
  4
  3
  1
  1
  Bayt al-Bazan
  Lower level
  one square = 10 feet
  N
  A3
  A9
  A8
  A7
  A5
  A6
  A1h
  A1f
  A1g
  A1e
  A1a
  A2
  A1d
  A1c
  A1b
  A10
  A4
  
  the impossible eye
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  Triple plus One.” The map denotes the positions of which 
  number is above which archway from room to room, but 
  the ceiling inscription in each room remains the same. 
  The numbers and riddle in each room are all parts of the 
  key to successfully navigating the treasury of al-Bazan. 
  Each room has a different animal rune carved into its 
  ceiling, as detailed at the end of this encounter area.
  The walls of fire in the archways are very real, but if 
  the archways are passed through in the correct order, the 
  fire deals no damage to the explorer. If an inappropriate 
  archway is passed through, the character takes 10d6 points 
  of damage (half of which is fire and half of which is untyped 
  raw magical energy damage that cannot be reduced by fire 
  resistance or fire immunity)—a DC 22 Reflex save halves 
  the damage done.
  The solution to the puzzle is to choose any positive 
  whole number—if it’s even, divide it by 2. For odd 
  numbers,  multiply by 3 and the add 1. Repeat the process 
  with the resulting number, and no matter what number 
  is originally chosen, the result eventually becomes a 
  repeating sequence of the numbers 4, 2, and 1, these 
  numbers indicating not only which archways to take and 
  in what order, but that archways bearing the numeral 
  3 should always be avoided. To avoid taking damage, a 
  creature must ensure that the first portal it passes through 
  bears the number 4. The next portal must be marked with 
  a 2, the next a 1, and then the next a 4 again, repeating that 
  procedure infinitely. Additionally, a creature that steps 
  through an appropriate archway need not emerge into the 
  room that is physically on the other side of the archway—
  he can step out of the curtain of fire into any room in the 
  hazneh, emerging from the curtain with the same number 
  as the one he passed through. In order to do this, though, 
  the character must picture in his mind the creature carved 
  into the destination room’s ceiling, otherwise he merely 
  steps through into the room that is physically on the other 
  side of the fire wall.
  Archways marked with a 3 are always poor choices. In 
  addition to causing damage upon passing through them, 
  anyone who steps through one of these archways must 
  make a DC 22 Will save to resist being teleported into 
  area A2 directly above the magma vortex (see that area for 
  details on what happens to such victims).
  The origins of this particular puzzle are steeped in 
  arcane history—the science of mathematics being an 
  integral part of many arcane practices. With a DC 20 
  Knowledge (arcana) check, someone who studies the 
  short phrase on the ceiling of one of these rooms and the 
  numbering on the wall realizes that there’s a mathematical 
  clue hidden in the numbers, and that one of the key parts 
  of discovering that clue must be that only even numbers 
  can be halved into whole numbers, indicating that odd 
  numbers must be multiplied by 3 and then increased by 1. 
  A DC 30 Knowledge check is enough to offer the solution, 
  indicating the repeating order of 4–2–1 and the exclusion 
  of the number 3.
  Creatures: Any time a creature enters one of these 
  chambers by means other than one of the fire curtain 
  portals (such as via the map-portal from the Scroll 
  of Kakishon), four brass men—humanoid constructs 
  composed entirely of brass and adorned with intricate 
  runes and symbols—immediately step out of each curtain 
  of fire to attack all occupants of the room. They pursue 
  such intruders throughout the lower level and take no 
  damage from passing through any of the flame curtains. 
  Four more brass men appear each time another vault 
  room is entered in any way other than passing through 
  a fire curtain, and there is no limit to the number that 
  can appear.
  Brass Man (4) 
   
  CR 7
  Tome of Horrors II 20
  N Large construct (extraplanar, fire)
  Init +0; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
  DefenSe
  AC 23, touch 9, flat-footed 23
  (+14 natural, –1 size)
  Moldspeaker Visions
  If one of the PCs is the Moldspeaker or carries the weapon 
  Tempest (see Pathfinder Adventure Path volume #19), his 
  unique association with the genie races allows him to 
  immediately realize that he and his allies are in a structure 
  somewhere in the City of Brass, and at some point soon 
  thereafter (likely as soon as the brass men are defeated) 
  realizes that structure is Bayt al-Bazan—Jhavhul’s Palace. 
  The PC then feels a strong urge to explore the palace, 
  knowing instinctively that clues on how to defeat Jhavhul 
  lie within this building, once the efreeti’s home and palace. 
  More importantly, his link to geniekind allows him to 
  sense that a powerful marid is trapped somewhere within 
  the palace as well—if the character has read The Songs of 
  Shazathared, perhaps from a copy purchased in Katapesh, 
  he realizes that this presence is the long-lost marid princess 
  herself, after flashing back to a memory of a legend that 
  stated she was taken prisoner by an efreeti warlord. By 
  concentrating whenever he comes to a junction or choice 
  in path while exploring the palace, the Moldspeaker 
  can feel which of the two routes more directly leads to 
  wherever Shazathared might be imprisoned (although he 
  doesn’t receive any special insight into the traps and perils 
  that lie in wait along that route), and knows that if she can 
  be contacted, she might become a powerful ally.
  
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  1414
  perpetually burning flame with no visible fuel source. 
  This perpetual flame deals 2d6 points of fire damage 
  per round of contact and ignites flammable objects as 
  normal, but it can also be physically carried as if it were a 
  solid object. It cannot be extinguished and serves as the 
  key to the brass barge (see areas A2 and A4). The flame 
  itself can be wielded as a melee weapon or a thrown 
  weapon (range increment 20 feet), and while damage 
  caused by it is not increased by Strength, attacks made 
  with the flame are touch attacks. The perpetual flame is 
  worth 8,000 gp.
  A1d (Salamander): A large harp constructed of ivory and 
  copper sits in the northwest corner, its post in the 
  shape of a veiled maiden. This harp of charming weighs 
  20 pounds.
  A1e (Dragon): A brass lamp standing 3 feet high sits in the 
  middle of this room. A large ruby has been cemented in 
  place over its lid and traces of lead can be seen around 
  its spout. This vessel is worth 1,000 gp, but holds much 
  more value to Jhavhul, as it once served as the prison of 
  his glorious ancestor, the last pasha of Bayt al-Bazan.
  A1f (Snake): A quiver of 20 +1 frost arrows.
  A1g (Jackal): No additional treasure.
  A2. Terminal Landing
  A low brass landing with a short plinth standing at its northern 
  edge extends along one wall of this large chamber that is 
  otherwise filled with a bubbling pool of bright red molten 
  lava. A wide tunnel extends to the north, from which the lava 
  issues in a languid flow. A single lancet archway extends from 
  the landing to the east but is backed by a curtain of crackling 
  flame. Most menacing of all the chamber’s features, however, is 
  the wide swirling vortex of lava that occupies its western wing, 
  pulling the liquid rock in an inexorable whirlpool of infernal 
  heat and death.
  This landing stands at the terminus of the burning 
  canal and marks the end of the brass barge’s journey from 
  area A4. The brass barge is not currently here, but can be 
  called—arriving in 10 minutes—if the perpetual flame at 
  area A1c is placed upon the brass plinth. See area A4 for 
  details on the brass barge.
  Magma fills this chamber to a depth of 30 feet. 
  Touching the magma deals 2d6 points of fire damage per 
  round (20d6 for full immersion) and continues to deal 
  half that damage for 1d3 rounds after exposure ceases 
  (DMG 304). Attempts to swim or float on the magma by 
  means other than the brass barge are drawn toward the 
  whirlpool at the rate of 10 feet per round. Once caught 
  in the whirlpool, an object is pulled into a vast drainage 
  system of magma-filled pipes beneath the City of Brass 
  that serves as its sewers.
  hp 85 (10d10+30)
  fort +3, Ref +3, Will +3
  DR 10/adamantine; Immune construct immunities, fire, immunity 
  to magic
  Weakness vulnerability to cold
  OffenSe
  Spd 30 ft.
  Melee mwk greatsword +13/+8 (3d6+9/19–20) or
  2 slams +12 (2d8+6)
  Space 10 ft.; Reach 10 ft.
  Special Attack spit molten brass
  TACTICS
  During Combat A brass man spits molten brass on the first round 
  of combat, then moves to attack the closest foe, spitting brass 
  again as often as he is able.
  Morale A brass man fights until destroyed.
  STATISTICS
  Str 23, Dex 10, Con —, Int —, Wis 11, Cha 1
  Base Atk +7; Grp +17
  Gear masterwork greatsword
  SpeCIAl ABIlITIeS
  Immunity to Magic (ex) A brass man is immune to any spell 
  or spell-like ability that allows spell resistance. In addition, 
  certain spells and effects function differently against the 
  creature. A magical attack that deals electricity damage 
  slows a brass man (as the slow spell) for 3 rounds, with 
  no saving throw. A magical attack that deals fire damage 
  breaks any slow effect on the brass man and heals 1 point 
  of damage for each 3 points of damage the attack would 
  otherwise deal. If the amount of healing would cause the 
  brass man to exceed its full normal hit points, it gains any 
  excess as temporary hit points. A brass man gets no saving 
  throw against fire effects.
  Spit Molten Brass (Su) 30-foot line, once every 1d4 rounds (no 
  more than 5 times per day), damage 6d6 fire, Reflex DC 15 half. 
  The save DC is Constitution-based.
  Vulnerability to Cold (ex) A brass man takes 150% damage from cold.
  Treasure: As mentioned, Jhavhul spent most of his 
  treasures long ago in his quest to gain Ymeri’s favor, 
  and his brother Al-hassan squandered the majority 
  of what he left behind. Some valuables still remain, 
  however, scattered against the corners of each room. 
  Each of the eight rooms contains 20d6 sp, 8d10 gp, and 
  2d6 gems worth 1d4×100 gp apiece. In addition, some 
  of the vaults hold additional treasure—these items, as 
  well as the animal inscribed in the room’s ceiling, are 
  listed below.
  A1a (Lizard): This is where the PCs appear. The ashes of the 
  Scroll of Kakishon lie on the floor in the center of the room.
  A1b (Vulture): No additional treasure.
  A1c (Scorpion): A small niche in the wall holds a 
  
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  1515
  A3. Burning Canal
  A curving tunnel of scorched brass rises to a height of twenty 
  feet over a sluggishly flowing river of magma.
  The magma of the canal is 30 feet deep and flows to 
  the southwest at a speed of 10 feet per round (see area A2 
  for details). Due to the enclosed nature of the canal, even 
  creatures not in contact with the magma take 1d6 points of 
  fire damage per round while in the tunnel. This damage 
  is negated for any creature riding aboard the brass barge 
  (see area A4). The eastern end of the canal is completely 
  blocked by a massive flow of molten magma cascading like 
  a waterfall from area A4.
  A4. Catch Basin
  Most of this huge chamber is filled with a lake of molten rock, 
  save for a landing with an ascending stair in the southeast 
  corner. The ceiling soars high overhead, to a height of a 
  hundred feet—from this height plummets a massive cascade 
  of magma. The roar caused by this flume of molten rock is 
  deafening and vibrates the very walls of the chamber, throwing 
  off thousands of globs of lava that careen about the room like 
  burning hailstones. 
  The magma cataract falls from area B7 above. The 
  effects of the lava pool itself are described in area A2. 
  Anyone in the room is subject to an “attack” by a flying 
  glob of lava (+8 ranged touch, 2d6 fire followed by 1d6 fire 
  each round for 1d3 rounds). Anyone actually attempting 
  to pass through the magma fall is subjected not only to 
  immersion damage but also the weight of metric tons 
  of molten rock crashing down upon them (20d6 points 
  of damage, no save) which forces them to the bottom of 
  the 30-foot-deep pool and pins them there until they are 
  carried by the current into area A3 1d10 rounds later or 
  can burrow (automatic success) or swim (with a DC 30 
  Swim check) to safety.
  If it hasn’t already been called to area A2, a large barge 
  woven from thousands of cords of coiled brass filaments 
  floats serenely next to the landing to the south of the 
  infernal cascade. The brass barge has a high prow at 
  each end and an open-sided shelter in the center. 
  Rowing benches line its deck, but there are no oars and 
  no tiller. Atop each prow is a small concavity. Anyone 
  on board the brass barge is immune to the effects of the 
  magma bombardment. If a perpetual flame is placed in 
  the northern prow basin, the barge begins floating of 
  its own volition toward area A2 at a speed of 20 feet per 
  round, ignoring all currents, until coming to a smooth 
  stop at the landing there. Its route causes the magma 
  cascade to momentarily part (allowing its safe passage) 
  and protects its occupants from the heat damage of area 
  A3. If the perpetual flame is placed in the opposite prow 
  basin, the brass barge returns to its position here.
  A5. Trapped Corridor (EL 1)
  This nondescript brass corridor bears a hidden pit trap 
  that drops into area A6. Climbing the slippery chute back 
  up to area A5 takes a DC 35 Climb check.
  pit Trap 
   
  CR 1
  Type mechanical; Search DC 25; Disable Device DC 20
  effeCTS
  Trigger location; Reset automatic
  effect trap drops anyone on it into a chute that deposits falling 
  creatures into area A6; Reflex DC 20 avoids
  A6. Magnetic Cylinder (EL 10)
  A brass chute empties gently into a cylindrical room with walls 
  of highly polished silvery metal. At the center of the chamber is 
  a tall spindle formed from the same material.
  Trap: This entire chamber is composed of a highly 
  polished alloy of ferrous metals and forms a giant Halbach 
  cylinder with its magnetic force pulling toward the outer 
  wall. Anyone entering the chamber finds that items of 
  ferrous metal are immediately drawn toward the nearest 
  wall. Any such item weighing 5 lbs. or more is capable of 
  pulling its possessor across the smooth-polished floor 
  unless they are able to anchor themselves in some way or 
  make the appropriate Strength check each round (DC 15 + 
  2 for every additional 5 lbs. [or fraction thereof] the metal 
  object weighs). All metal gear carried by a PC is considered 
  a cumulative total for this Strength check. A character 
  that slides into the room from the brass slide does not 
  have the opportunity to make this Strength check to avoid 
  becoming pulled to the wall, as his momentum carries 
  him directly into the wall.
  One round after the first PC enters the round, a 
  curving section of wall rises into place across the entry 
  slide (on initiative rank 0), closing off the chamber in a 
  complete cylinder. An instant later, the entire room spins 
  counterclockwise around the spindle. Even those not 
  magnetically attracted to the wall must make a DC 20 Reflex 
  save each round to avoid being pushed to them by centrifugal 
  force unless flying or anchored in place in some way. The 
  DC of the Strength check to pull metal items loose for those 
  adjacent to the outer wall while it is spinning is increased by 
  5. In addition, all attempts at spellcasting require a DC 20 + 
  spell level Concentration check to successfully cast and all 
  attack rolls suffer a –20 circumstance penalty.
  The room continues spinning until the trap is 
  disabled, the way to the slide is somehow opened (treat 
  
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  as an iron wall), or there are no more living creatures 
  in the chamber. In theory it can spin for ages, ceasing 
  only once its victims have died of thirst. Once one of 
  these conditions is met, the room ceases spinning and 
  the wall to the slide opens again. The trap can only be 
  disabled from the central spindle (which does not spin 
  with the rest of the room), so a PC must make his way to 
  it in order to attempt to do so. A successful Search check 
  must be made on the spindle before an attempt can be 
  made to disable it.
  Spinning Cylinder Trap 
   
  CR 10
  Type mechanical; Search DC 25; Disable Device DC 25
  effeCTS
  Trigger location; Reset automatic
  effect magnetic walls, spinning chamber (see above)
  A7. Dome of Life
  The walls and domed ceiling of this room have been coated 
  with plaster and inlaid with frescos, now badly damaged with 
  time. The subject matter of the frescoes is still apparent as 
  scenes from ordinary mortal life in some arid land. They depict 
  shepherding, husbandry, agriculture along the banks of a 
  muddy river, and other mundane tasks, all beneath a cloudless 
  cerulean sky. Broken chunks of a vaguely man-shaped ceramic 
  litter the floor; both the shards and the floor bear the brownish 
  stains of dried blood. Two cord-wrapped bundles of coarse 
  cloth lie near the north wall.
  Areas A7–A9 existed before the construction of the citadel 
  and were incorporated into its overall construction as part 
  of the dungeon. Who or what constructed these chambers 
  is unknown, but they have long served as a reliquary for the 
  storage of ancient holy relics and artifacts.
  A8. Dome of Death (EL 9)
  The frescoed walls of this chamber show a desolate landscape 
  with a large pyramid in the distance. A long procession of torch-
  bearing priests makes its way toward this pyramid holding 
  aloft a bier bearing an ornate sarcophagus. The flat apex of the 
  pyramid bears a roaring fire to which the procession climbs. 
  The dome above is painted to depict a starry night sky with a 
  gibbous moon. The chamber itself appears to have been used 
  recently as some sort of a camp, with a number of bedrolls and 
  stacks of provisions and equipment.
  This room has been taken over and used as a camp 
  by a band of mercenaries that has come to plunder the 
  treasures of Bayt al-Bazan.
  Creatures: Currently camped in here are five azer 
  mamluks. They are all alert and awake, diligently 
  watching the eastern archway. They take a defensive 
  stance ringing the western entrance if they hear intruders 
  in area A7. They do not fight unless threatened, warning 
  the PCs to go away (in Ignan) unless the PCs succeed in 
  changing their attitude from hostile to friendly with a 
  Diplomacy or Intimidate check (Intimidate checks gain 
  a +5 bonus due to their conditioning). If battle is joined, 
  they call an alarm to their captain in area A9, who arrives 
  in 2 rounds.
  If friendly contact is established, the azers are 
  defeated, or their captain, Grovth, is slain, the following 
  information can be gained from any azer survivors. These 
  azers are soldier-slaves belonging to an efreeti named 
  Sammadar, who purchased them months ago from a fire 
  mephit theocracy in the City of Brass. Originally there 
  were two dozen azers. Sammadar and his henchman 
  Grovth found a way into this efreeti palace, entering 
  via the long network of lava-filled sewage tunnels and 
  emerging into the vortex in area A2 using an ingenious 
  combination of freedom of movement and other magic 
  that they’ve since used up. Several azers were lost in the 
  treasury in battles against brass men, and many more in 
  a fight against the clay golems in area A7. Now, only seven 
  azers remain.
  The battle against the golems was a week ago—since 
  then, Sammadar climbed the stairs to the east but Grovth 
  and the azers were separated from their master when 
  a horrific beast attacked them. Now they wait for their 
  master to return, and with each hour that passes, grow 
  more convinced that he has abandoned them—only 
  Grovth’s unending loyalty and the threat of his terrifying 
  death gaze keep the azers from trying to escape. They know 
  only that their master wanted to secure a great treasure in 
  the chambers above—a treasure so great that he ignored 
  the contents of the treasury on their way here. The azers 
  have heard their master call this treasure “The Jewel of the 
  Padishah,” but have no idea that what Sammadar sought 
  was the marid Shazathared.
  Azer Mamluks (4) 
   
  CR 5
  Male azer warrior 4 (MM 21)
  LN Medium outsider (fire)
  Init +1; Senses darkvision 60 ft.; Listen +6, Spot +6
  DefenSe
  AC 23, touch 11, flat-footed 22
  (+4 armor, +1 Dex, +6 natural, +2 shield)
  hp 36 (6d8+6)
  fort +8, Ref +5, Will +5
  Immune fire; SR 17
  Weakness vulnerability to cold
  OffenSe
  Spd 20 ft.
  Melee mwk warhammer +10/+5 (1d8+2/×3 plus 1 fire)
  
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  grovth
  Ranged shortspear +7 (1d6+2 plus 1 fire)
  Special Attacks heat
  TACTICS
  During Combat The mamluks throw shortspears and then close 
  to attack with warhammers.
  Morale The azers fight as long as their captain lives. If he is slain, 
  they surrender if given the opportunity.
  STATISTICS
  Str 14, Dex 13, Con 13, Int 12, Wis 12, Cha 9
  Base Atk +6; Grp +8
  feats Cleave, Power Attack, Weapon Focus (warhammer)
  Skills Appraise +6, Climb +6, Craft (blacksmith) +6, Craft 
  (weaponsmithing) +6, Hide +1, Intimidate +3, Jump +0, Listen 
  +6, Search +6, Spot +6
  languages Common, Ignan
  Gear scale mail, masterwork heavy steel shield, masterwork 
  warhammer, 3 shortspears
  A9. Dome of Passage (EL 10)
  The walls of this chamber bear frescoes of a dismal river running 
  through a cavern. A boat made of reeds and loaded with treasures 
  floats down this subterranean channel bearing the same 
  sarcophagus as pictured in the previous chamber. All manner of 
  spirits, only faintly seen, look upon the funeral barge from behind 
  stalagmites and from the frothing current itself. In the distance, 
  the river flows through an opening that glows with light.
  This chamber’s frescoes depict the passage to the 
  afterlife from some unknown culture lost to antiquity.
  Creatures: Currently occupying this chamber are the 
  remaining three of Sammadar’s azer mamluks and their 
  strange captain, a bodak called Grovth. Grovth and the 
  azers watch the eastern archway waiting for the return of 
  the master and trying to figure out some way past the beast 
  in area A10. They have already lost four of their number to 
  its pincers and do not relish the thought of facing it again. 
  More intelligent than others of his kind (Int 12), Grovth 
  is Sammadar’s unusual henchman and the captain of his 
  mamluk slaves. He is careful to not use his death gaze 
  against his allies, but will tear back the veil as a free action 
  to use it if alone or hard pressed. Grovth bears immunity to 
  fire as a result of several wishes granted by Sammadar. The 
  bodak is completely loyal to Sammadar, and as long as he 
  exists, his azer inferiors won’t think of surrendering.
  Grovth 
   
  CR 8
  Bodak (MM 28)
  hp 58
  Immune fire
  Azer Mamluks (3) 
   
  CR 5
  hp 36 each (see page 16)
  A10. Pit of the Guardian (EL 13)
  Brass steps rise in a forlorn spiral into darkness overhead. 
  The center of the spiral is an open pit whose depths are lost 
  in shadow. Suspicious brown stains and bits of battered armor 
  and equipment warn of danger ahead. Strangely, a cool breeze 
  carries the smell of death from the central pit’s depths.
  The stairs lead up 100 feet to the first level of the palace, 
  to area B1.
  Creature: The central pit is 100 feet deep and cloaked 
  in a permanent deeper darkness spell (CL 20th). Inhabiting 
  the depths of the pit is the get of Iblis, an eldritch 
  monstrosity acquired by a pasha of Bayt al-Bazan in the 
  distant past and kept in this pit to serve as a guardian to 
  the chambers above.
  
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  Get of Iblis 
   
  CR 13
  hp 187 (see page 86)
  TACTICS
  During Combat The get of Iblis attacks creatures with an 
  elemental subtype before any others, prefering genies.
  Morale The get of Iblis fights until destroyed if a genie or creature 
  with an elemental subtype is present—otherwise, it retreats to 
  its lair if reduced below 40 hp.
  Treasure: Over the centuries, the get of Iblis has 
  managed to accumulate a small hoard of treasure at the 
  bottom of its pit. This stash consists of 1,038 gp, a pocket 
  flask containing a potion of tongues, a ring of minor fire 
  resistance, and a rope of climbing among the shattered bones 
  and equipment of its past victims.
  PArt three: the Jewel oF the PAdIshAh
  The first level is sparsely populated and made up of several 
  unconnected areas accessible from the levels below and 
  above. Its primary feature is the citadel’s main gate but also 
  houses the dungeons, crypts, reliquaries, and access to the 
  city’s drainage canals. For the most part, this level serves 
  as little more than an accessway between the dungeon and 
  the upper floors, yet should the players manage to reach 
  area B6, they find perhaps their greatest ally in the entire 
  palace as a reward.
  B1. Reliquary
  A passage with a vaulted ceiling leads westward. Three domed 
  alcoves extend from either side, each holding pedestals that 
  display open and empty treasure coffers. A large, red-skinned, 
  obviously dead humanoid with obsidian horns and jutting tusks 
  hangs upside down from the ceiling between the westernmost 
  alcoves, suspended from its heels by iron chains.
  These chambers once held relics sacred to the Bayt al-
  Bazan, along with items of power stolen from other owners 
  that the efreeti pashas felt required better protection than 
  simply the vaults. Nothing proved so sacred as to prevent 
  Jhavhul from using the treasures here in furtherance of 
  his quest to gain the favor of Ymeri, and all of the alcoves 
  are now empty as a result—she took his gifts yet spurned 
  him all the same. Today, this wing serves as the abode 
  of the Shahdokt Brethren fire elementals in their own 
  personal exile.
  The dead, hanging efreeti is Sammadar, who in his 
  search for the fabled treasure of Bayt al-Bazan found only 
  his death. Two of the alcoves hide secret doors—each can 
  be discovered with a DC 30 Search check. The door leading 
  into area B3 has a cleverly hidden one-way window that 
  allows those in area B3 to observe area B1 but not the other 
  way around—from area B1, the window is covered by a 
  small illusory wall (CL 20th).
  B2. Sealed Guardroom
  This chamber is bare, save for a few sitting rugs on the floor 
  and the slumped, mummified form of a long-dead humanoid 
  wearing shreds of decayed leather armor and silk scarves. It 
  clutches a thin silver wand in one hand.
  Once a guardroom for these ancient chambers, this 
  area has been abandoned and forgotten for untold years. 
  The mummified creature is a long-dead azer guard who 
  foolishly tried to stand in Jhavhul’s way when the efreeti 
  came to the reliquary to rob it. Despite the suspicious 
  setup of the room, there are no traps or guardians here.
  Treasure: The wand the azer bears is a wand of magic 
  missile (CL 7th, 17 charges).
  B3. Guardroom (EL 10)
  The walls of this chamber are bare. A strangely shaped alcove 
  opens to the south.
  This chamber served as a guardroom for the reliquary.
  Creatures: A group of six Large fire elementals stands 
  guard in here, alert and watchful through the one-way 
  window that looks into area B1. Once they move to attack, 
  they roar in alarm—their leader and his minions in area 
  B4 surge to join the battle 1d3 rounds later.
  large fire elementals (6) 
   
  CR 5
  hp 60 each (MM 99)
  B4. Reredos of Khofu (EL 12)
  The floors of this dimly lit chamber are marred by scorch marks and 
  smears of smoke and ash. Light is provided by an ornate brazier 
  that burns in a small side room, standing before a tall tripartite 
  reredos of cast bronze. The wings of the reredos exhibit images 
  of burning warriors engaged in battle with beings composed of 
  whirlwinds or water. The large central portion, however, bears an 
  engraving of an ornate fountain in exquisite detail.
  This chamber served as a small shrine and central 
  watch room for the ancient guardians of the reliquary. The 
  fire elementals of the Shahdokt Brethren use this room 
  as their communal chamber. The ornate bronze partition 
  that stands behind the brazier is called the reredos of 
  Khofu after an obscure figure of ancient Plane of Fire lore. 
  This panel can be activated with a password in Ignan (or 
  a DC 20 Use Magic Device check) to provide an image as a 
  
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  Bayt al-Bazan
  First level
  one square = 10 feet
  N
  B10
  B9
  B15
  B18
  B16
  B11
  B17
  B2
  B1
  B5
  B3
  B4
  B6
  B8
  B7
  B13
  B14
  B12
  a
  Bayt al-Bazan
  First level
  one square = 10 feet
  N
  S
  B10
  B9
  B15
  B18
  B16
  B11
  B17
  B2
  B1
  B5
  B3
  B4
  B6
  B8
  B7
  B13
  B14
  B12
  a
  S
  S
  
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  20
  resistance, a Large +1 cold iron dagger, a 5-foot-by-10-foot 
  carpet of flying, a bag of holding (type II) that holds a spell 
  component pouch, 240 platinum pieces, and an extra 
  set of equipment for azer mamluks—a suit of scale 
  mail, a masterwork heavy steel shield, a masterwork 
  warhammer, and 3 shortspears.
  B6. Shazathared’s Prison
  The tinkling sound of falling water and a cool spray of refreshing 
  mist are surprising features of this chamber. At its center stands 
  a large fountain, its basin composed of fire-glazed porcelain 
  inset with lapis lazuli and its central font constructed of marble 
  of the purest white. A jet of cool water gushes into the air and 
  falls back into the basin where it slowly drains away, causing the 
  gas lamps to flicker in the moisture-laden air.
  The fountain in this room is an extreme oddity in 
  the City of Brass, where water is scarcer than jewels. 
  Originally infused with magic to continually pour fine 
  lamp oil for use in efreeti religious services, the fountain 
  was stripped of its contents by Jhavhul before having 
  powerful magic woven into it for use in a more sinister 
  purpose. For Jhavhul had captured a rare thing—a 
  marid princess named Shazathared, known throughout 
  the Inner Sphere as one of the greatest storytellers of 
  genie-kind. Jhavhul spent long hours here, listening 
  to Shazathared’s tales, having promised her freedom 
  once she told him 10,000 tales he’d never heard before. 
  Unfortunately for Shazathared, Jhavhul left the Plane 
  of Fire long before she finished her obligation, and ever 
  since, she has languished here with only insane fire 
  elementals to keep her company.
  When the escaped elemental slaves found this room, 
  they were amazed at the fountain within. Entering 
  the chamber, with its moisture-laden atmosphere, 
  was painful to them, but when the fountain began 
  to telepathically communicate with them they were 
  truly awestruck and began to worship it as a strange 
  and powerful goddess. Only Zithic the Elder ever 
  enters here to commune with the divine fountain, and 
  Shazathared has been unable to explain to the relatively 
  stupid elementals the means for releasing her from her 
  imprisonment.
  The fountain itself is technically an artifact, although 
  its only true power is to keep the water within and the 
  air in this room cool and moist. The fountain traps 
  Shazathared with a binding spell (CL 20th) using the 
  hedged prison variant, preventing Shazathared from 
  leaving the confines of the fountain until the terms of 
  her service are up (she still has 2,012 tales to tell Jhavhul, 
  unfortunately) or she is otherwise released from the 
  effect. The water of the pool is pure and refreshing, and 
  clairvoyance spell to show the contents of any chamber in 
  the reliquary (areas B1–B6) in the form of engraved bronze 
  images. The reredos’s magic is keyed to this wing of the 
  palace—it ceases to function if taken out of the reliquary.
  Creatures: Most of the Shahdokt Brethren dwell here—
  two Huge, four Medium, and seven Small fire elementals 
  led by a towering elder fire elemental who looks like 
  a dragon made of flames. This is Zithic the Elder, an 
  elemental driven mad by the Vizier’s Curse and who now 
  idolizes the imprisoned marid in area B6. Any perceived 
  threat to the marid (including the intrusion of anyone into 
  the reliquary) is met with swift and decisive attacks.
  Zithic 
   
  CR 11
  Elder Fire Elemental (MM 99)
  hp 204
  Huge fire elementals (2) 
   
  CR 7
  hp 136 each (MM 99)
  Medium fire elementals (4) 
   
  CR 3
  hp 26 each (MM 99)
  Small fire elementals (7) 
   
  CR 1
  hp 9 each (MM 99)
  B5. Chamber of Supplication
  This chamber is dark, save for a single flickering lamp on the 
  north wall. All of the room’s other lamps have gone out. A 
  scattering of debris covers the floor—it looks like pieces of 
  equipment, weapons, and assorted odds and ends including 
  a large, rolled-up carpet. The brass walls are decorated with 
  imprints of humanoids wreathed in flame, sitting upon prayer 
  mats and bowing toward the exit to the west.
  This antechamber was originally used by those seeking 
  to view the holiest of artifacts once stored in area B6, and 
  after Jhavhul imprisoned her within, to speak with the 
  marid princess Shazathared. The Shahdokt Bretheren 
  now use it as a trap, scattering several items of treasure 
  about to lure intruders inside so that they may strike 
  them with surprise from behind, thereby cutting off their 
  escape route to the east. Most of the items scattered about 
  the room are mundane pieces of equipment and furniture 
  left behind when Jhavhul stripped the relics from these 
  chambers, but several of them are of value.
  Treasure: A few valuables here were left behind by 
  Jhavhul, but the bulk of the treasure once belonged to 
  Sammadar. These items include a gold urn encrusted 
  with sapphires worth 2,500 gp that holds the ashes of an 
  ancient efreeti pasha, a half-melted crown of adamantine 
  worth 500 gp, a cloak of resistance +2, a minor ring of cold 
  
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  2121
  aside from replenishing itself as water is taken from 
  within, is not otherwise magical.
  Creature: Shazathared is a descendant of a line of long-
  deposed marid padishahs. She was abducted by Jhavhul 
  and imprisoned here to entertain him, and perhaps 
  someday to be ransomed to the marids, but when Jhavhul 
  grew infatuated with Ymeri, he began to lose interest in 
  Shazathared.
  When the PCs enter this chamber, Shazathared 
  immediately rises from the waters of the pool to greet 
  them. Since she does not know who the PCs are, she does 
  not immediately say who or what she is, but she does 
  speak to them, asking the PCs who they are and why they 
  are here. Shazathared is desperate to find allies, but her 
  wary nature results in an initial attitude of unfriendly. 
  If the PCs possess a copy of the Songs of Shazathared, the 
  marid can sense her words in near proximity, and her 
  initial reaction to the PCs is automatically friendly. If 
  the PCs can make her friendly, she relates the following 
  to them.
  “I am glad you have come, children of the Mortal Realms. Long 
  have I languished in this place. I am a daughter of a line of rulers 
  long gone from the Realm of Water. I am Shazathared. Many of 
  your lifetimes ago was I tricked and abducted by the efreeti prince 
  who would now be consort to Ymeri, Queen of the Inferno. Jhavhul 
  was his name, and he called upon mighty magic of the ancients to 
  imprison me within this fountain. He wanted me first to entertain 
  him, but as his lust for Ymeri grew, his interest in me waned until, 
  finally, he ceased his visits to me altogether. I know not what 
  occurred, but Jhavhul has not returned in these many centuries, 
  and I long for the companionship of my kin.
  “While I know little of this palace of brass, I do know that 
  somewhere within it lies a source of immeasurable power—a 
  potent artifact hidden somewhere in the palace above our heads 
  whose theft has brought down the curse that traps us all here. What 
  it is I cannot say, other than that its presence feels like a malignant, 
  choking algae on the surface of a spring pool. Find this source and 
  either destroy it or have it taken from this place, and I feel that the 
  curse upon this realm will be lifted. And with it, my prison shall be 
  weakened. Free me, and you shall be richly rewarded and gain the 
  eternal friendship of the Marid Court.”
  Shazathared has little further information to give but 
  does suggest that the PCs use this chamber to retreat to 
  if they need to rest and recover. You can use Shazathared 
  to fill the PCs in on more of the Legacy of Fire backstory, 
  particularly the tale of Jhavhul’s obsession with Ymeri. 
  Shazathared agrees to cast any of her spells or spell-like 
  abilities on the PCs as they wish in order to aid them in 
  their quest. After Ezer Hazzebaim has been slain, the 
  Impossible Eye returned to the grand vizier, and the curse 
  lifted from Bayt al-Bazan, the fetters on Shazathared’s 
  
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  prison will weaken significantly, so that she may be freed 
  and can then aid the PCs with plane shift in returning to 
  the Material Plane.
  If the PCs can make Shazathared helpful rather than 
  merely friendly, she gives them the information above 
  and, in addition, grants the PC with the highest Charisma 
  her yearly wish. If a PC wishes to free Shazathared from 
  her prison, she smiles sweetly but informs them that her 
  magic is not powerful enough to undo the fountain’s 
  binding—as an artifact, the fountain’s magic is even 
  impervious to antimagic—at least, until the Vizier’s Curse 
  is lifted.
  Shazathared 
   
  CR 16
  Female noble marid bard 10 (Tome of Horrors III 81)
  CG Large outsider (extraplanar, water)
  Init +10; Senses darkvision 60 ft.; Listen +21, 
  Spot +21
  DefenSe
  AC 21, touch 15, flat-footed 15
  (+6 Dex, +6 natural, –1 size)
  hp 152 (25 HD; 15d8+10d6+50)
  fort +14, Ref +22, Will +19
  OffenSe
  Spd 20 ft., swim 60 ft.
  Melee 2 slams +21 (1d8+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bardic music 
  (countersong, fascinate, 
  inspire competence, inspire 
  courage +2, inspire greatness, 
  suggestion), change shape, 
  water’s fury, water mastery, 
  vortex
  Spell-like Abilities (CL 20th)
  At will—create water, detect evil, 
  detect good, detect magic, 
  invisibility, plane shift (marid 
  and up to eight creatures, to 
  Elemental, Astral, or Material 
  Planes only), purify food and 
  drink (liquids only), quench (DC 
  20), water walk
  5/day—control water, gaseous form, 
  obscuring mist, water breathing 
  (other creatures only)
  3/day—quickened cone of cold 
  (DC 22), ice storm, quickened 
  quench (DC 20), see invisibility
  1/day—elemental swarm (water 
  elementals only), 
  permanent image (DC 
  23), persistent image 
  (DC 22)
  1/year—wish (to non-genies only)
  Spells Known (CL 10th)
  4th (1/day)—dimension door, modify memory (DC 21)
  3rd (4/day)—confusion (DC 20), displacement, glibness, haste
  2nd (5/day)—cure moderate wounds, detect thoughts (DC 19), 
  mirror image, suggestion (DC 19)
  1st (5/day)—cure light wounds, grease (DC 18), identify, obscure object
  0 (3/day)—dancing lights, ghost sound (DC 17), mage hand, 
  mending, message, prestidigitation
  TACTICS
  During Combat Shazathared uses cone of cold, confusion, and 
  her water’s fury against foes at range, and can use her vortex 
  against foes that actually enter the fountain to do battle with 
  her in melee.
  Morale Shazathared has no option to flee or surrender—if a 
  battle begins, she fights to the death. Of course, her death 
  while imprisoned in this artifact consigns her to a tragic 
  fate—she returns in 24 hours as a ghost bound to the 
  fountain.
  STATISTICS
  Str 20, Dex 22, Con 14, Int 17, Wis 17, Cha 24
  Base Atk +17; Grp +26
  feats Ability Focus (water’s fury), Combat 
  Expertise, Combat Reflexes, Dodge, 
  Improved Initiative, Mobility, Quicken 
  Spell-Like Ability (cone of cold, quench), 
  Spring Attack, Whirlwind Attack
  Skills Concentration +30, Diplomacy 
  +27, Escape Artist +24, Knowledge 
  (history) +26, Knowledge (religion) 
  +17, Knowledge (the planes) +26, 
  Listen +21, Move Silently +24, Perform 
  (dance) +35, Perform (oratory) +35, 
  Sense Motive +21, Spellcraft +21, Spot 
  +21, Swim +31
  languages Aquan, Auran, 
  Common, Ignan; telepathy 100 ft.
  SQ bardic knowledge +15
  SpeCIAl ABIlITIeS
  Change Shape (Su) A marid can use this 
  ability to assume the shape of any Small, 
  Medium, or Large humanoid or giant.
  Water’s fury (Su) As a standard action, a marid 
  can release a jet of water to unerringly strike 
  any target within 60 feet. This blast of water 
  deals 1d6 points of damage and blinds the 
  target for 1d6 rounds (Reflex 
  DC 21 halves damage 
  and negates blindness). 
  The save DC is 
  Constitution-based.
  Water Mastery (ex) A 
  shazathared
  
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  marid gains a +1 competence bonus on attack and damage 
  rolls if both it and its opponent are touching water. If 
  either is touching the ground, the marid takes a –4 penalty 
  on attack and damage rolls.
  Vortex (Su) A marid can transform itself into a whirlpool once 
  every 10 minutes. This ability functions in the same way as a 
  Large water elemental’s (MM 101). A DC 21 Reflex save avoids 
  or resists the vortex—this save DC is Constitution-based.
  B7. Magmafall (EL 7)
  A roar fills this chamber. To the northwest, a ledge looks out over 
  a sheer drop into a pit, which plunges a hundred feet to a lake of 
  bubbling magma. To the north, a river of magma flows into the 
  room, cascading over the edge and down into the pit.
  The drainage canal (area B8) empties into the catch 
  basin (area A4) below by way of this chamber. The 
  ledge has no rail and drops 50 feet into the lava pool 
  in that chamber. Anyone peering down can make out 
  the form of the brass barge to the south with a DC 24 
  Spot check.
  Creatures: A 20-foot-square alcove to the east holds 
  a cruel guardian—a mighty juggernaut of living brass 
  intended to prevent intruders from accessing the treasury 
  below. The juggernaut looks something like a huge lion 
  from the shoulders down, but its head is a short cone of 
  brass, widening to a 20-foot-diameter head. When the 
  juggernaut is backed into the alcove, it can wedge its 
  bronze disc into the wall, creating a nearly seamless fit. 
  A DC 25 Spot or Search check notices the strange circle 
  of bronze on the wall before the juggernaut thunders 
  out of its alcove to try to bull rush intruders off the ledge 
  and into the lava in area A8 100 feet below. 
  Brass Juggernaut 
   
  CR 7
  Gargantuan animated object (MM 14)
  hp 148
  Defensive Abilities hardness 15
  Spd 30 ft.
  Special Attacks trample 2d8+10 (Ref DC 25 half)
  B8. Drainage Canal
  A river of magma flows into this domed chamber from the 
  northeast before exiting to the southwest. The roar of a 
  cataract can be heard from that direction. A ledge runs along 
  the eastern edge of the magma pool a couple of feet above 
  the level of the molten rock. A grill of thick, scorched brass 
  bars extends from the north side of the pool all the way to 
  the ceiling, blocking passage into the tunnel beyond. Swirling 
  through the air from the surface of the magma to the ceiling 
  above are dozens of burning motes.
  One of the city’s magma drainage canals has been 
  diverted and enters the foundations of Bayt al-Bazan 
  here. Access to the tunnel is blocked by a grill of close-
  set living brass bars (hardness 15, hp 180, Break DC 45) 
  that have been enspelled to be completely resistant to 
  heat. Anyone managing to penetrate beyond these bars 
  finds himself in a network of similar lava-filled tunnels 
  extending for miles in seemingly random directions 
  throughout the city.
  A secret door (DC 30 Search check to discover) is set near 
  the ceiling on the west side of the pool. The tunnel beyond 
  leads to area C10.
  B9. Mare Gate
  A wide gateway opens in the wall, its arch forty feet wide 
  by fifty feet high. Beyond, a staircase of brass ascends into 
  the citadel’s interior. Darkened defensive loops look out like 
  forbidding eyes and line the walls of the entry stair as well. 
  Cast into the very brass surrounding the gate are images of 
  warhorses with manes of flame and hooves of burning embers. 
  Some rear in combat and some pull war chariots manned by 
  efreeti soldiers.
  The main gate of Bayt al-Bazan opens onto one of the 
  boulevards of the Noble District of the City of Brass. 
  The street outside is largely deserted, as none dare to 
  approach and risk the curse that befalls those who enter 
  the palace confines.
  B10. Western Barbican
  This position is unmanned and holds little more than a 
  layer of sooty dust. The stairs lead up to area C22.
  B11. Eastern Barbican
  The brass ceiling of these casement chambers seems to bow 
  under the great weight of the fortress above. Stairs punctuated 
  by landings, complete with firing ports, look out over the 
  citadel’s entry.
  Largely abandoned by the Guardians of the Forbidden 
  Gate, these chambers now hold only dust and a few crates 
  of bronze crossbow bolts sized for Large crossbows. The 
  eastern door bears a large brass lock (Open Lock DC 30), 
  but the key has long been lost.
  B12. Dungeon of Flame
  This octagonal room rises to a domed apex high overhead. 
  Roaring flames burn in sconces throughout the chamber. 
  Doors of different sizes—some composed of close-fitting brass 
  bars, others formed from riveted brass plates, but all bearing 
  
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  heavy locks—stand closed on each wall of the chamber. All of 
  the doors and bars glow red with heat.
  These chambers served as the prison for Bayt al-
  Bazan. All of the doors are composed of living brass and 
  are locked (Open Lock DC 40). They open either onto 
  large holding chambers with numerous sets of shackles 
  mounted on the walls or onto narrow corridors lined by 
  individual cells. The doors and walls of all these cells are 
  kept constantly heated so that they deal 1d6 points of fire 
  damage per round of contact.
  B12a: This chamber is locked like the others, but the 
  walls do not glow with heat. Within are supplies formerly 
  used by the citadel’s turnkey. These include extra manacles 
  of iron sized for creatures size Small to Huge, various 
  torture implements, some scorched basic provisions 
  (no longer palatable), and a cot of red-tinged leather for 
  especially long torture sessions. A DC 14 Search check 
  turns up the keys to all the cells.
  Treasure: Among the torture devices stored here is a 
  wand made of unmelting ice—this is a wand of quench (21 
  charges).
  B13. Hama Shrine
  The landing at the bottom of the stair opens into an alcove as 
  the passage turns west. The back of the alcove is incised with 
  the image of a burning phoenix bursting into flight.
  This shrine is dedicated to the hama, or spirits, of the 
  deceased efreet interred in area B14, as it is symbolically 
  released back into the Plane of Fire. The stairs lead up to 
  the secret door at area C16.
  B14. Noble Tombs (EL 11)
  This long hallway has a lancet-arched ceiling—the hall itself 
  extends into darkness and gives off an air of abandonment and 
  disuse. Even the brass walls seem dull and dead. Heavy doors 
  spaced every twenty feet stand closed on either side.
  Herein were interred the rulers of Bayt al-Bazan 
  since the house first settled in the City of Brass an age 
  ago. Each door is composed of living brass and sealed 
  with molten copper. The exception is the northernmost 
  door on the east wall, which is not sealed and opens 
  easily. In the center of each door is a brass plaque 
  written in Ignan that gives a name and honorific 
  (such as Zuleimar the Magnificent and Abussad the 
  Profound) as well as a set of dates procured from an 
  obscure Elemental calendar that shows the reign of the 
  interred individual. The last room is empty, and its 
  plaque is blank; it was intended for Jhavhul.
  Creatures: If any of the sepulchers are disturbed, the 
  remnants of the fallen prince entombed within manifest 
  as a dread wraith that immediately attacks until all 
  intruders have left the chamber.
  Dread Wraith 
   
  CR 11
  hp 104 (MM 258)
  B15. Hall of Debauchery
  The walls of this hall have been covered in frescoes showing 
  fire genies in various scenes of debauchery. At the end of the 
  hallway stands the shiny brass statue of a rotund four-armed 
  efreeti with a sated smile upon its face.
  This portion of the citadel once served as lounges for 
  the guest wing above, and is used in much the same way 
  today by the members of the Flickering Candle. The stairs 
  lead up to area C1.
  B16. Lady Fate’s Favor (EL 11)
  The walls of this chamber have been frescoed with scenes of 
  treasure hoards and jeweled palaces, while the domed ceiling 
  bears the image of a female efreeti with four arms keeping watch 
  over all. Numerous tables have been set up around the room and 
  bear all manner of cards, placards, and instruments of chance.
  Creatures: This chamber is a gambling den equipped with 
  numerous games of chance. It hosts an around-the-clock 
  raucous gathering of the off-duty members of the Flickering 
  Candle, who spend their time bragging and drinking wine. 
  They make so much noise that they do not hear any alarms 
  unless they come from the hallway directly outside their 
  door. Currently occupying the chamber are three efreet and 
  three terrified kobold croupiers (who are currently fatigued 
  from heat exposure and cower to avoid combat). If captured, 
  the kobolds willingly talk, but beyond the layout of the lower 
  three levels of the guest wing, they know little of use.
  efreet (3) 
   
  CR 8
  hp 65 each (MM 115)
  Kobolds (3) 
   
  CR 1/4
  hp 4 each (2 points nonlethal damage) (MM 161)
  B17. Maqha (EL 11)
  The walls of this chamber are highly polished and show infinite 
  reflections of the chamber. A low, round table sits in the middle 
  of the room, atop which stands a large, ornate brass pipe with 
  a glass, water-filled bowl at its base, from which several hoses 
  with mouthpieces emanate. Next to it sits a silver coffee service. 
  
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  Numerous cushions have been placed around this table. The air 
  is heavy with fumes that make eyes water and burn.
  This chamber is the citadel’s maqha (or coffeehouse) 
  and still serves that purpose for the Flickering Candle. 
  The hookah on the table is currently burning a mix of 
  charcoal, spice, and tobacco that the efreet call khanishar, 
  redolent of exotic spices native to the Plane of Fire. As a 
  result, any creature entering the chamber that does not 
  have the fire subtype must make a DC 15 Fortitude save or 
  become sickened for as long as it remains in the chamber. 
  Resistance or immunity to fire does not prevent this, 
  though immunity to poison does.
  Creatures: Currently enjoying the hookah are six 
  fire mephits and five azer slaves, all minions of the 
  Flickering Candle. When intruders enter, the mephits 
  use this cover to spread out and attack with breath 
  weapons followed by scorching rays and heat metal. If the 
  PCs seem resistant to fire, the mephits and azers resort 
  to melee attacks.
  fire Mephits (6) 
   
  CR 3
  hp 13 each (MM 182)
  Azer Mamluks (5) 
   
  CR 5
  hp 36 each (see page 16)
  Treasure: The hookah is worth 350 gp, while the silver 
  coffee service is worth 150 gp.
  B18. Bursar’s Cellar
  The door to this room is locked. The key is carried by the 
  Bursar in area C5.
  This room has been stacked with brass-sealed amphorae, 
  chained together in groups, and large, fragrant sacks. Many 
  shattered amphora shards have been pushed into the corners.
  Treasure: The well-stocked wine cellar of Bayt al-Bazan 
  has found new appreciation from the current inhabitants, 
  and its reserves are swiftly becoming exhausted. There 
  are a total of 165 amphorae remaining that each hold 40 
  gallons of wine. There are 83 20-pound sacks, of which 13 
  hold charcoal, 29 hold roasted coffee beans, and 41 hold 
  khanishar tobacco. Though bulky to transport, if sold 
  these contents could command as much as 8,000 gp in a 
  planar marketplace.
  PArt Four: FAIth In the FlAme
  The second level serves as the primary living quarters, 
  stores, and religious center for the citadel’s garrison. 
  The soldiers’ shrine is now the lair of a tribe of 
  xenophobic lizardfolk. The level also contains the 
  lower f loors of the guest wing, now inhabited by the 
  members of a guild of thieves and assassins called the 
  Flickering Candle.
  C1. Lower Terrace
  An open-air balcony protrudes from the side of the palace, 
  overlooking a great city plaza some thirty feet below. The view 
  from the balcony is of an impossibly immense city of towering 
  spires and lava-filled canals.
  This terrace is covered by the base of the minaret above, 
  supported by thick brass columns. Stairs descend to area 
  B15 below.
  C2. Salon (EL 2)
  Short couches and divans line the walls of this chamber, while 
  multiple rough pallets cover the floors.
  Creatures: Currently occupying this chamber are three 
  kobold slaves that are too injured to perform their duties. 
  They lie listlessly on the rough pallets, with only meager 
  bowls of meal and half-evaporated cups of water provided 
  by the other kobold slaves.
  If confronted, they tell what they know of the Flickering 
  Candle, including details of areas B15–B18 below and 
  D12–D15 above. They will not accompany the PCs under 
  any circumstances, so afraid are they of their masters’ 
  ire. If Kabaness (see area C3) hears the kobolds talking or 
  fighting and comes in the room, he immediately attempts 
  to kill all of the craven creatures before turning his 
  attention on the PCs.
  Kobolds (3) 
   
  CR 1/4
  hp 4 each (currently at 0) (MM 161)
  C3. Slavemaster’s Quarters (EL 11)
  This chamber is simply furnished with an assortment of whips, 
  tongs, and various torture implements hung from the walls.
  Creature: The Flickering Candle employs a barbed devil 
  named Kabaness as its slavemaster. The devil enjoys his 
  job, and sees to the kobold slaves and any other captives 
  taken by the guild. He swiftly investigates any strange or 
  suspicious noises he hears in area C2.
  Kabaness 
   
  CR 11
  Barbed devil (MM 51)
  hp 126
  
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  S 
  S 
  S 
  down 
  to 
  B9
  S 
  S 
  S 
  down 
  to 
  B9
  Bayt al-Bazan 
  Second level 
  one square = 10 feet 
  N
  Bayt al-Bazan 
  Second level 
  one square = 10 feet 
  N
  S 
  S 
  C24
  C22
  C23
  C21
  C11
  C21
  C21
  C13
  C14
  C13
  C12
  C20
  C19
  C16
  C10
  C1
  C3
  C4
  C5
  C2
  C6
  C7
  C8
  C17
  C18
  C9
  C24
  C22
  C23
  C21
  C11
  C21
  C21
  C13
  C14
  C13
  C12
  C20
  C19
  C16
  C10
  C1
  C3
  C4
  C5
  C2
  C6
  C7
  C8
  C17
  C18
  C9
  C15
  C15
  
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  Treasure: A chest under the bed holds 225 sp, 32 gp, and 
  a key to the lock in area C4.
  C4. Prison Cell (EL 4)
  The east side of this room is separated by a wall of closely set bars 
  of brass. A stoutly locked door stands at the southern end.
  Newly acquired slaves were once locked in here 
  until the house slavemaster could break them to 
  their new duties. The Flickering Candle now 
  uses the cell to house victims of its 
  kidnappings and extortion scams. 
  Members of the guild still at large in 
  the City of Brass periodically bring 
  new victims here for safekeeping 
  until a ransom is paid. The guild 
  is aware that these prisoners are 
  unable to leave due to the 
  citadel’s curse, but don’t 
  bother 
  to 
  inform 
  their 
  marks of such until after the 
  ransom is paid, knowing that 
  there’s little these marks can do 
  to retaliate unless they want to 
  enter the palace and become trapped 
  as well. Without the key (kept in area 
  C3), the lock to this cage can be opened 
  with a DC 30 Open Lock check.
  Creatures: Only one prisoner languishes 
  within the cell currently—Iavesk, a despondent 
  djinni who had been captured by the Flickering Candle 
  not long before they entered Bayt al-Bazan, robbed of 
  his wits by a feeblemind spell. The Flickering Candle had 
  been considering ransoming Iavesk back to his kin on 
  the Plane of Air —now that they’re trapped, his captors 
  have left the genie to languish here, where his wailing 
  and sobbing take up all of his hours, even though he lacks 
  the wits to understand the source of his sadness.
  If the PCs can cure Iavesk of his feebleminded condition, 
  the djinni immediately recovers his composure and wits, 
  bows deeply to the PCs, and promises to serve the one who 
  cured him for a year and a day in return for the kindness. 
  While the djinni knows nothing about Bayt al-Bazan, he 
  can certainly be a great boon for PCs who need a source of 
  food or other materials, as the genie can create whatever 
  tools they need once he’s regained his mind, and once the 
  Vizier’s Curse is lifted, his plane shift ability can give the 
  PCs a route back to the Material Plane.
  Iavesk 
   
  CR 5
  Djinni (MM 114)
  hp 45
  Ad Hoc XP Award: Award the PCs experience for a CR 
  8 creature if they manage to heal Iavesk and retain him 
  as an ally.
  C5. Surgery (EL 10)
  A large brass table occupies the center of this room next to 
  an equally large chair. Racks on the walls hold a number 
  of shears, knives, pliers, and assorted other brass 
  instruments of a sinister nature. Tables against the 
  north wall hold a complete alchemy lab 
  where numerous alembics simmer 
  over brass burners.
  Creature: This chamber 
  originally served as the 
  operating theater for Bayt 
  al-Bazan’s resident barber 
  and surgeon, but now it 
  serves as the laboratory of 
  a noble salamander known 
  only as the Bursar, who serves 
  as accountant and alchemist 
  to Grandfather Musalla. He 
  immediately attacks intruders in 
  eerie silence; even if badly injured he 
  utters no sound and actually smiles 
  quite genuinely if slain. He carries the 
  key to area B18.
  The Bursar 
   
  CR 10
  Noble salamander (MM 219)
  hp 112
  C6. Guardroom (EL 7)
  Based on the composite bows and quivers hanging next to its 
  arrowslits, this chamber must be a guardroom. Against the east 
  wall are four brass cages, no more than three feet high, covered 
  by dark linen shrouds.
  Beneath the shrouds are simple brass cages, two of 
  which are empty.
  Creatures: The remaining two cages each hold a pair of 
  pyrolisks—hideous creatures who combine the shapes of 
  a lizard and a rooster, similar to a cockatrice. Smoke and 
  tiny tendrils of flame rise from the creatures’ feathers, for 
  unlike a typical cockatrice, a pyrolisk’s gaze causes any who 
  meet it to spontaneously burst into searing flames. The 
  pyrolisks cannot leave their cages without help, but their 
  gaze attack functions fine through the bars of the cages. 
  The efreet are fond of fighting these dangerous birds 
  against each other for sport.
  iavesk
  
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  Conflagration Gaze (Su) A creature within 30 feet that meets 
  a pyrolisk’s gaze bursts into flames, taking 4d8 points of 
  damage (Fort DC 12 half). The flames immediately burn out, 
  so there is no continuing damage or effect. A creature that 
  successfully saves cannot be affected again by that pyrolisk’s 
  gaze for 24 hours. The save DC is Constitution-based.
  pyrotechnics (Su) Once per round, a pyrolisk can use pyrotechnics 
  as the spell (CL 4th) but only the fireworks version of the spell 
  (Will DC 12 negates). The save DC is Constitution-based.
  C7. Smugglers’ Trove
  Stacked at the end of this corridor where the walls widen out 
  into a room is a collection of crates, boxes, and barrels. They 
  appear to have been recently placed here.
  Treasure: The items stored here include all sorts of 
  valuable goods such as art objects and jewels (worth a 
  combined total of 4,500 gp), as well as items illegal in 
  the City of Brass, including 15 flasks of holy water and 
  a decanter of endless water. The Flickering Candle, which 
  had hoped to use the abandoned palace as a place to hide 
  its contraband, stashed these objects here soon after they 
  arrived in Bayt al-Bazan.
  C8. Trapped Chamber (EL 10)
  Four alcoves branch off the walls of this otherwise empty chamber.
  The secret doors that allow entrance into this room can 
  be located with DC 35 Search checks.
  Traps: As soon as anyone moves beyond one of the 
  alcoves to enter the central portion of the room, a trap 
  is triggered. The only safe way to travel across the room 
  is by using teleportation to travel directly to another 
  alcove. One round after anyone enters the main chamber, 
  the living brass ceiling sags and melts, and molten brass 
  rains throughout the room. This is a special function 
  of the living brass here and cannot be dispelled. The 
  rain continues as long as anyone remains in the room. 
  These drops of molten brass deal both fire damage as 
  well as negative energy damage from the portions of 
  mortal souls imprisoned within them. They disappear 
  an instant after they land, and the ceiling produces an 
  endless supply of them. The trap resets as soon as every 
  creature leaves the room.
  Molten Brass Trap 
   
  CR 10
  Type mechanical; Search DC 25; Disable Device DC 29
  effeCTS
  Trigger proximity; Reset automatic
  effect molten brass infused with negative energy rains from the 
  ceiling (8d6 fire damage and 1 negative level per round, DC 15 
  pyrolisks (4) 
   
  CR 4
  Tome of Horrors Revised 299
  NE Small magical beast
  Init +3; Senses darkvision 60 ft., low-light vision; Listen +6, Spot +7
  DefenSe
  AC 14, touch 14, flat-footed 11
  (+3 Dex, +1 size)
  hp 22 (4d10)
  fort +4, Ref +7, Will +4
  Immune fire
  OffenSe
  Spd 20 ft., fly 60 ft. (poor)
  Melee bite +8 (1d4–2)
  Special Attacks conflagration gaze, pyrotechnics
  TACTICS
  During Combat Pyrolisks open with their pyrotechnics and then 
  use their gaze attack on any who are not blinded.
  Morale The pyrolisks fight to the death.
  STATISTICS
  Str 6, Dex 17, Con 11, Int 4, Wis 13, Cha 9
  Base Atk +4; Grp –2
  feats Alertness, Iron Will, Weapon Finesse
  Skills Listen +6, Spot +7
  SpeCIAl ABIlITIeS
  pyrolisk
  
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  Fort to remove); Reflex DC 20 halves fire damage and negates 
  negative level; multiple targets (all targets in the room); onset 
  delay 1 round
  C9. Oracle’s Chamber
  This oddly shaped chamber is dominated at its center by a large 
  stone statue of a crouching lion with dragon-like wings and 
  a jackal’s head. A bloodstained stone cup nestles between its 
  front paws. The face has been partially broken off, leaving a 
  network of jagged cracks throughout the head and neck.
  This sphinx statue was once a powerful magical entity 
  with oracular powers, and was originally housed in area 
  B6. One of the prior efreeti pashas smashed the statue in a 
  fit of pique after a particularly unfavorable prediction, and 
  it lost all mystical abilities thereafter.
  C10. Sewer Drain
  A dim red glow emanates from a grate in the ceiling high 
  overhead, while the floor slopes toward a ten-foot-wide chute 
  built into the northeast corner and surrounded by odd bits 
  of debris.
  The grate in the ceiling can be opened with a DC 25 
  Strength check and opens into the outer court (area D2). 
  Garbage and debris are routinely dumped into this room, 
  which serves as a collection point where servants can then 
  empty the refuse into the chute for disposal. The chute is 
  extremely smooth brass and requires a DC 40 Climb check 
  to safely descend—failure indicates a climber slides down 
  the chute into area B8 in a single round, crashing through 
  the secret door at the base of the slide (which swings shut 
  immediately thereafter).
  C11. Slave Quarters 
  This large, dark chamber possesses multiple deep alcoves, each 
  nondescript with the bits of only a few rough furnishings and 
  rude bedding strewn about.
  This chamber once housed the slaves that served Bayt 
  al-Bazan. When the house fell, those that were unable to 
  escape were ultimately slain and devoured by the citadel’s 
  denizens. The stairs lead up to area D5.
  C12. Guarded Passage (EL 8)
  A wall composed of crudely shaped lumps of rough, black stone 
  blocks the corridor ahead to the height of twenty feet. Beyond 
  the wall looms an immese siege engine that looks like a ballista 
  made of brass.
  
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  The iron longbows they wield are composite bows (+2 Str) 
  that serve to transfer their heat damage to arrows shot 
  from the bows.
  fire Cult lizardfolk (4) 
   
  CR 4
  Fire-infused lizardfolk ranger 2 (MM 169, Advanced Bestiary 111)
  N Medium humanoid (fire, reptilian)
  Init +1; Senses Listen +0, Spot –2
  DefenSe
  AC 23, touch 14, flat-footed 23
  (+4 armor, +3 deflection, +1 Dex, +5 natural)
  hp 26 each (4d8+8); fire healing
  fort +5, Ref +9, Will –2
  Defensive Abilities elemental body; Immune fire
  Weakness vulnerability to cold
  OffenSe
  Spd 30 ft., firewalk
  Melee mwk heavy mace +6 (1d8 plus 1d6 fire) and
  claws +3 (1d4 plus 1d6 fire) and
  bite +3 (1d4 plus 1d6 fire)
  Ranged mwk iron longbow +8 (1d8+2/×3 plus 1d6 fire)
  Special Attacks breath weapon, heat, favored enemy (fire 
  outsider +2)
  TACTICS
  Before Combat The lizardfolk drink their potions of shield of faith 
  as soon as they notice anyone approaching from the north 
  or east. Two operate the ballista, while the other two use 
  longbows against attackers. They use their breath weapon on 
  the first round of melee combat.
  Morale These lizardfolk fight to the death.
  STATISTICS
  Str 14, Dex 17, Con 14, Int 10, Wis 6, Cha 12
  Base Atk +3; Grp +4
  feats Multiattack, Quick Draw, Rapid Shot, Track, Weapon Focus 
  (longbow)
  Skills Balance +11, Jump +10, Listen +4, Spot +4, Survival +4, Swim +12
  languages Draconic, Ignan 
  SQ elemental body, hold breath, wild empathy +3
  Combat Gear potion of cure moderate wounds, potion of 
  shield of faith +3; Other Gear masterwork chain shirt, 
  masterwork heavy mace, masterwork iron longbow (+2 Str)
  SpeCIAl ABIlITIeS
  Breath Weapon (Su) 30-ft. cone once every 1d4 rounds, 
  damage 2d6 fire, Reflex DC 13 half.
  elemental Body (ex) A fire cult lizardfolk has a 25% chance 
  to ignore the effects of poison, paralysis, sleep, stunning, or 
  additional damage caused by sneak attacks and critical hits.
  fire Healing (ex) A fire cult lizardfolk heals 1 hit point for 
  each full round it is in contact with fire. When struck by a 
  magical fire effect, it heals a point of damage per 10 points 
  of damage the fire effect would have otherwise dealt.
  firewalk (Su) A fire cult lizardfolk can climb an object on fire as 
  though it had a 40-foot climb speed. It can fly at a speed of 40 
  This intersection marks the edge of the territory claimed 
  by the Cult of the Incarnate Flame. A wall composed of 
  cooled magma raised from area B8 partially blocks the 
  corridors from the west and north—the wall can be scaled 
  with a DC 10 Climb check. The lizardfolk of the fire cult 
  have constructed a 15-foot-high platform behind it that is 
  accessed by a brass ladder. Mounted on the platform is a 
  masterwork brass ballista that the lizardfolk discovered 
  in the lower armory. While this cunning ballista requires 
  two Medium creatures to aim the device and operate the 
  windlass, the process of reloading is mostly automatic, 
  similar to the technology of a repeating crossbow. It can 
  fire at a rate of once per round, up to 12 times before its 
  magazine is exhausted and must be reloaded by hand (this 
  process takes a full minute).
  Creatures: Manning this guard post are four fire cult 
  lizardfolk—deep red creatures with smoking breath 
  and glowing eyes native to the Plane of Fire. They attack 
  anyone they see. If someone manages to reach the top 
  of the wall, the lizardfolk bray a warning that brings 
  reinforcements from both areas marked C13 in 3 rounds. 
  Fire cult Lizardfolk
  
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  feet with perfect maneuverability so long as it’s in contact with 
  fire. It can walk on top of fire as if walking on air with an air 
  walk spell.
  Heat (Su) A fire-infused lizardfolk’s natural attacks and metallic 
  weapon melee attacks (as well as attacks made with iron bows) 
  deal an extra 1d6 points of fire damage.
  C13. Meditation Cells (EL 7 each)
  This simple room is crudely decorated with fetishistic designs 
  of a huge burning demon. Rough prayer mats made of tattooed 
  leather line the floor.
  Creatures: Each of these chambers contains three 
  meditating fire cult lizardfolk. While offering prayers to 
  Flauros, the Burning Maw (identifiable as the demon lord 
  of fire with a DC 25 Knowledge [the planes] check). They 
  listen for any alarms from area C12 and call an alarm 
  themselves if they encounter the PCs.
  fire Cult lizardfolk (3) 
   
  CR 4
  hp 26 each (see page 30)
  C14. Larder
  A number of crude wire cages have been set in this room, within 
  which flutter several small, burning creatures. A portion of the 
  floor has been cleared to create an open space, now stained with 
  old blood, around which are scattered a number of butchering 
  tools. Stacked near these are the dismembered remains of 
  some large, recently butchered red-skinned creature.
  The fire cult uses this as their larder, storing the 
  elemental fire bats, rats, and other vermin that wander 
  into the palace via the sewage tunnel in area B8 only to 
  be caught by lizardfolk hunters. The recently butchered 
  remains on the floor are easily identifiable as an 
  efreeti—one of Jhavhul’s servants that returned to Bayt 
  al-Bazan after he was freed from Kakishon.
  C15. Soldiers’ Shrine (EL 11)
  This massive chamber is dominated by a huge statue of an 
  efreeti seated in the lotus position upon a dais. The statue 
  holds a six-foot-high basin filled with roaring flames in its lap. 
  This pyre gives the statue’s snarling visage an eerie red glow 
  and causes the flickering light to glint malignly off the jewels 
  mounted in its eye sockets. Tall brass braziers flank the statue, 
  and several crates and chests have been stacked in the western 
  half of the room.
  At one time, the servants of Bayt al-Bazan were devout 
  followers of the cult that worshiped the grand sultan of the 
  efreet as a deity, one of the major religions of the City of 
  Brass. The house’s main mosque was built into the palace, 
  but this temple was provided for the use of the citadel’s 
  garrison. The idol is a stylized image of the efreeti grand 
  sultan, and both its basin and the braziers continually burn 
  with magical flames that cannot be extinguished. Though 
  these flames are hot and damage creatures normally, any 
  object thrown into the basin is unharmed and instantly 
  teleports to area A1a while giving the appearance of having 
  been consumed in the flames. In this way, the prince of 
  the house could discreetly collect in his own treasury the 
  sacrifices made by the garrison to the grand sultan.
  Behind the huge idol is a secret door that can be located 
  with a DC 30 Search check.
  Creatures: Since the efreet managed to make their 
  way into this room recently, the fire cult lizardfolk 
  make sure this chamber is guarded at all times by five 
  of their number, along with a pet pyrohydra that sees 
  the lizardfolk as part of its family. They do not respond 
  to alarms elsewhere, but sounds of battle quickly draw 
  their leader Bassadoum from area C20 in 1d4 rounds.
  fire Cult lizardfolk (5) 
   
  CR 4
  hp 26 each (see page 30)
  eight-Headed pyrohydra 
   
  CR 9
  hp 87 (MM 157)
  Treasure: The crates and boxes hold general supplies 
  and equipment scavenged by the lizardfolk from the 
  surrounding rooms. Some are spare parts for the ballista, 
  and several hold more bronze bolts for that weapon, 
  which the lizardfolk use as javelins. There are also a 
  dozen more masterwork chain shirts (some still bearing 
  bloodstains), seven masterwork heavy maces, and four 
  masterwork iron longbows.
  The idol’s eyes are massive rubies, each worth 10,000 gp. 
  Once, a potent magical trap protected them from looting, 
  but with the reconsecration of this altar to Flauros, the 
  trap has faded.
  Lodged in the hydra’s gut is a single greater bracer of archery; 
  its mate is hidden in the creature’s nest in area C17.
  C16. Hidden Entrance (EL 8)
  This nondescript hallway hides a secret door that can be 
  found with a DC 30 Search check—the fire cult lizardfolk 
  have not yet discovered it. Beyond, a flight of stairs leads 
  down to area B13.
  C17. Hydra Pen
  This filthy chamber is cluttered with bones, mounds of rubble, 
  broken furniture, and other garbage, most of which has been 
  
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  empty flasks held potions already used that have not yet 
  yielded results.
  C20. Vestry (EL 11)
  Hooks mounted on the wall hold giant red robes decorated 
  with flame motifs. Some also hold bronze masks that resemble 
  ferocious efreet. Many of robes have been removed from their 
  hooks and piled onto the floor to make a large sleeping pallet.
  This vestry has been taken over by the chief and prophet 
  of the lizardfolk’s Cult of the Incarnate Flame. A secret 
  door on the west wall is easily located from this side with 
  a DC 15 Search check.
  Creature: Dwelling in here is the fire cult’s prophet 
  and chieftain, a delusional mutant lizardfolk (known 
  as a babbler) named Bassadoum. Bassadoum resembles 
  a cross between a lizardfolk and a predatory dinosaur, 
  with scales of flaming orange. He prefers to move about 
  on all fours but rises bipedally to attack. He wears one of 
  the cult’s ceremonial robes, though it fits oddly on his 
  unusually proportioned frame, and has draped himself 
  in all manner of bronze pendants and jewelry. Bassadoum 
  gained control of the fire cult by being the most powerful 
  of the slaves to escape, and has maintained his rule with 
  a religious fervor and devotion to Flauros, whose image 
  haunts his dreams. His latest pronouncement is that he 
  should create a new babbler from one of the lizardfolk 
  eggs, since he has been unable to sire an heir himself. He 
  is insane but remains lucid most of the time.
  Bassadoum 
   
  CR 12
  Male fire-infused advanced babbler cleric of Flauros 9 (Tome of 
  Horrors Revised 26, Advanced Bestiary 111)
  CE Large magical beast (fire, reptilian)
  Init +7; Senses darkvision 60 ft., low-light vision, scent; Listen 
  +20, Spot +20
  DefenSe
  AC 21, touch 14, flat-footed 18
  (+2 armor, +2 deflection, +3 Dex, +5 natural, –1 size)
  hp 142 (19d8+57); fire healing
  fort +16, Ref +13, Will +16
  Defensive Abilities elemental body; Immune fire; SR 21
  Weakness vulnerability to cold
  OffenSe
  Spd 40 ft., bipedal 20 ft., firewalk
  Melee 2 claws +22 (1d8+8 plus 1d6 fire) and
  bite +20 (1d8+4 plus 1d6 fire)
  Space 10 ft.; Reach 5 ft.
  Special Attacks breath weapon, heat, rebuke undead 4/day (+1, 
  2d6+10), sneak attack +2d6
  Spells prepared (CL 5th)
  5th—quickened divine favor, fire shield, spell resistance
  heaped up in a circular nest in the room’s center. A cloying 
  reptilian stink lingers in the air.
  Treasure: A DC 25 Search check of the nest uncovers a 
  skeletal arm that sill wears a blue crystalline greater bracer 
  of archery—its lost mate now lingering in the hydra’s belly.
  C18. Common Room (EL 10)
  Mattresses composed of hides and rough fibers are scattered 
  about the floor, and bits of furniture cobbled together from 
  whatever odds and ends were available add to the décor. Steel 
  spikes driven into seams in the brass walls support fetishes 
  and crude emblems, which are further enhanced by charcoal 
  drawings and handprints rendered in rough dyes.
  Creatures: Occupying this chamber are eight fire cult 
  lizardfolk. They fight to the death to protect the temple, 
  responding to an alarm in area C15 in 1d4+3 rounds.
  fire Cult lizardfolk (8) 
   
  CR 4
  hp 26 each (see page 30)
  C19. Hatchery (EL 6)
  The air in here is hotter than elsewhere, and humid. The cloying 
  stench of compost and unwashed bodies makes it even less 
  pleasant. The floor is mostly covered in a layer of black, granular 
  soil containing odd shards of metal and debris. Several brown 
  ovoids emerge from the soil in the center of the chamber. Across 
  the room, one such ovoid is partially buried beneath a wire stand, 
  which holds a metal flask upended above it. A thin filament of 
  brass extends from the flask’s stopper to the top of the ovoid.
  The lizardfolk have converted this room into a hatchery 
  by creating a compost floor from garbage and wastes 
  gathered from elsewhere in the palace. Eleven leathery 
  eggs are currently incubating in the center of the room. 
  One large egg that has been selected by Bassadoum to 
  become the next chief of the tribe is being drip-irrigated 
  with a potion of heroism in hopes of mutating the embryo 
  within into a second babbler. 
  Creatures: Two fire cult lizardfolk fanatically guard this 
  chamber and fight to the death to prevent any of the eggs 
  from being damaged.
  fire Cult lizardfolk (2) 
   
  CR 4
  hp 26 each (see page 30)
  Treasure: Were one so inclined, the eggs could be sold 
  in the City of Brass for 25 gp each. The potion of heroism 
  is still mostly full, and a DC 15 Search check reveals 
  two more stored behind the irrigation stand. Two other 
  
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  4th—chaos hammer (DC 21), cure critical wounds, poison (DC 21), 
  tongues
  3rd—blindness/deafness (DC 20), cure serious wounds, dispel 
  magic, magic circle against law, magic vestment, searing light
  2nd—bear’s endurance, bull’s strength, cure moderate wounds (2), 
  hold person (DC 19), produce flameD, resist energy
  1st—bless, burning handsD (DC 18), command (DC 18), cure light 
  wounds (2), protection from good, sanctuary (DC 18)
  0—create water, cure minor wounds (3), guidance, mending
  D domain spell; Domains chaos, fire
  TACTICS
  Before Combat Bassadoum casts magic vestment on his cloak and 
  clothes at the start of each day, and before combat casts bear’s 
  endurance, bull’s strength, fire shield, spell resistance, and tongues.
  During Combat Bassadoum casts quickened divine favor and chaos 
  hammer on the first round of combat. If in area C15, he prefers to 
  fight from the idol’s basin and support the battle with spells. 
  Morale Bassadoum fights to the death.
  Base Stats AC 19, touch 14, flat-footed 16; hp 104; fort +14; Melee 2 
  claws +20 (1d8+6 plus 1d6 fire) and bite +18 (1d8+3 plus 1d6 fire); 
  Str 22, Con 12; Skills Concentration +19, Jump +12, Swim +8
  STATISTICS
  Str 26, Dex 16, Con 16, Int 10, Wis 24, Cha 12
  Base Atk +16; Grp +26
  feats Brew Potion, Improved Initiative, Improved Critical 
  (claw), Improved Natural Attack (claw), Lightning Reflexes, 
  Multiattack, Quicken Spell
  Skills Balance +7, Concentration +21, Hide +3 (+7 when slithering 
  on belly), Jump +14, Listen +20, Spot +20, Swim +10
  languages Draconic, Ignan; tongues
  SQ spontaneous casting (inflict spells)
  Gear periapt of Wisdom +4, ring of protection +2, bronze jewelry 
  worth 285 gp
  SpeCIAl ABIlITIeS
  Breath Weapon (Su) 30-ft. cone, damage 9d6 fire, Reflex DC 16 half.
  fire Infused For rules on Bassadoum’ s abilities gained from 
  the fire-infused template (Elemental Body, Fire Healing, 
  Firewalk, and Heat), see the Fire Cult Lizardfolk stats on 
  page 29.
  C21. Abandoned Barracks
  Both of these rooms once served as the lower barracks 
  for the citadel’s garrison, and more recently as 
  additional territory for the fire cult. After many of 
  their number were lost to battles against the fire 
  giants of the Guardians of the Forbidden Gate, the fire 
  cult abandoned both of these rooms. Both have been 
  stripped of anything of value.
  C22. East Gatehouse (EL 10)
  Once a large bifurcated guardroom with arrow slits to the 
  west and south, these chambers are now largely devoid of 
  furnishings. A broad stair descends to the west, looking out 
  onto the citadel’s entry, and arrow slits and a door open onto 
  the entry where it turns to the east. Dual stairs climb to the 
  floor above from the center of the room.
  Anyone looking out the southern arrow slits can  
  see the pyrohydra chained in area C23. The south  
  door is locked (the key is carried by the fire giant guard 
  on duty).
  Creatures: A fire giant and two hell hounds guard this 
  chamber. The giant tends to doze in the eastern portion 
  while one hound keeps an eye on the eastern door and 
  the other watches through the arrow slits to the south. If 
  alerted to intruders, the giant takes 2 rounds to awake and 
  ready himself for combat.
  fire Giant 
   
  CR 10
  hp 142 each (MM 121)
  Hell Hounds (2) 
   
  CR 3
  hp 22 each (MM 152)
  C23. First Gate (EL 10)
  A tall gate composed of brass bars blocks the entry stairway 
  here. The great steps continue to rise beyond it. A gatehouse 
  stands to the north with a reinforced door and arrow slits 
  opening out onto the stairs. A herculean iron spike has been 
  driven into the steps east of the gate, and a massive chain 
  attached to it runs to a shackle on the leg of a nine-headed 
  reptile of horrific proportions. 
  The locked gate can be opened or battered as any other 
  living brass door in the citadel, or the key in the possession 
  of the guard at area C22 can be used. The stairway leads up 
  to area D1.
  Creature: Shackled in place and guarding this 
  stairway is a nine-headed pyrohydra—once the mate 
  of the pyrohydra in area C15. It is trained to attack to 
  defend itself or when anything not accompanied by a 
  fire giant comes through the gate or descends from area 
  D1 above. PCs entering from area C22 cause it 1 round 
  of hesitation before it decides to attack. The pyrohydra 
  cannot move beyond the stairs at this area unless 
  released from its shackles.
  nine-Headed pyrohydra 
   
  CR 10
  hp 97 (MM 157)
  C24. West Gatehouse (EL 8)
  The trapdoor in the ceiling of this chamber is blocked 
  from above, requiring a DC 30 Strength check to open it 
  from below.
  
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  The sconces in this chamber are out, so that the many arrow 
  slits provide the only light. A single giant-sized pallet has been 
  arranged near the south wall.
  The gate guard no longer uses this room as a watch post.
  Creature: The chamber is currently serving as the 
  cell for a fire giant named Gilbans who has fallen into 
  disfavor with the Guardians of the Forbidden Gate 
  after he attempted to secure an alliance with the Cult of  
  the Incarnate Flame. Both of his legs have been broken, 
  and he is slowly starving to death. Wounded and exhausted 
  due to his deprivation, he can no longer walk but does 
  defend himself to the best of his ability. His weapons and 
  armor have been taken, but he has gathered several old 
  pieces of furniture to throw as improvised rocks. His CR 
  is reduced due to his current state and lack of equipment. 
  If befriended and given aid, he not only gladly describes 
  areas D2–D10 and E9–E11, but will even accompany 
  the PCs if they promise him a chance to avenge his 
  humiliation by cracking a few giants’ skulls.
  Gilbans 
   
  CR 10
  Exhausted fire giant
  hp 142 (currently 88; MM 121)
  PArt FIve: Into the hAunted PAlAce
  This is the main level of the citadel and holds its primary 
  courtyard as well as the entrance to the palace. The bulk 
  of the Guardians of the Forbidden Gate are quartered here 
  and the main rooms of the Flickering Candle are on this 
  level of the guest wing. The lower halls of the haunted 
  palace occupy the southern half.
  D1. Upper Stair
  A flight of stairs leads up to an open courtyard. The ceiling fifty 
  feet above is riddled with five-foot-wide holes that open into 
  another chamber.
  These stairs lead down to area C23.
  Development: If the guard in area E8 is alerted to the 
  PCs, he throws the crate of flamebrother salamanders 
  through the murder holes at the PCs as if it were a boulder. 
  The crate breaks open and spills out the salamanders 
  (who take 5d6 damage in the fall), and they attack in a 
  hateful frenzy while the guard above throws down rocks.
  D2. Outer Court (EL 12)
  The frightful screams and bellows of what sounds like an 
  enraged bull echo through this vast courtyard. In the center of 
  
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  the court stands a fifty-foot-tall ziggurat, atop which looms a 
  statue of a bull. Smoke issues from the statue’s open mouth, as 
  does the eerie bellowing. Beyond the ziggurat stands the huge 
  domed palace that surmounts the citadel, its double domes 
  glinting beneath a roiling molten sky.
  This outer court sits at the heart of the citadel. A 
  drainage grate set in the floor of the courtyard leads down 
  to area C10—it can be lifted with a DC 25 Strength check.
  The brazen statue is a magical device honoring the 
  sacred apis (bull) from ancient genie mythology. The 
  statue is hollow and was created as a torture and execution 
  device for a particularly cruel pasha. A hatch on the bull’s 
  side allows access to the interior of the hollow statue—
  this hatch can only be opened from the outside. Once 
  a creature is placed within its interior, magical flames 
  spring to life to burn with a slow, torturous cruelty. The 
  creature inside takes 3d6 fire damage and 3d6 divine 
  damage each round (similar to a flame strike spell), no 
  save. The magical fire cannot reduce a creature to lower 
  than 1 hit point, although the pain caused by the burning 
  continues to mount. Special sound tubes in the bull’s head 
  amplify the screams of the afflicted like the bellows of an 
  enraged and living bull. A creature inside the bull can 
  attempt to break out through the locked door by making 
  a DC 30 Strength check, or by doing enough damage to 
  break out (hardness 15; hp 90; immune to fire damage). 
  The bull is affixed to the platform and cannot be removed 
  without destroying it.
  Creatures: Two fire giants have placed an efreeti named 
  Vezzaresh within the bull and are enjoying the sounds of 
  his encroaching madness. Vezzaresh was one of the two 
  retainers sent by Jhavhul and was captured shortly after 
  escaping the lizardfolk in area C15. When the PCs first enter 
  this area, Vezzaresh is down to 1 hit point and a Wisdom 
  score of 2—if freed, he attacks his rescuers in a blind fury of 
  pain and fear, using only his slam attacks and ignoring his 
  spell-like abilities. Even if cured of his damage, Vezzaresh 
  remains hostile, driven by a need to murder anyone who 
  knows about the shame he suffered in the sacred apis.
  fire Giants (2) 
   
  CR 10
  hp 142 each (MM 121)
  efreeti 
   
  CR 8
  hp 65 each (MM 115)
  D3. Hammam
  The air in this bathhouse is acrid with stinging fumes. In the 
  center of the chamber roils a pool of yellowish liquid. A fine 
  network of cracks covers the walls, floor, and ceiling. Large 
  windows provide a spectacular view of the city, but these do 
  little to freshen the air. Curtains partially block dressing alcoves 
  to the east.
  This hammam served as the bathhouse for the guests 
  and residents of the citadel. The pool is 5 feet deep and 
  filled with a somewhat toxic pool of liquid living brass. 
  Immersion in the liquid living brass is as deadly as lava 
  (20d6 fire damage per round, plus half damage for 1d3 
  rounds thereafter), but worse, the stuff gives off foul gasses 
  scented of ammonia. Any breathing creature without the 
  fire subtype who bathes in the pool or remains in the 
  chamber for more than 3 rounds must make a DC 15 Fort 
  save (+1 to the DC for each previous check) or take 1 point 
  of Con damage from the chemical-laden air, with a new 
  save required once every minute to follow. The dressing 
  rooms hold only linen towels and hooks for clothing.
  D4. Makhzen Barracks (EL 12)
  This huge chamber is relatively empty, save for a few enormous 
  bunks pushed against the walls in the eastern portion of the 
  room. Several banks of murder holes decorate the floor to the 
  west and south.
  This room once served as the barracks for Bayt al-
  Bazan’s makhzen (cavalry). It is now largely abandoned, 
  with very few bunks remaining. The murder holes look 
  down onto areas B9 and C23. A stack of heavy boxes and 
  crates hides a trapdoor leading to area C24 (DC 25 Search 
  check to find the trapdoor without first moving aside these 
  boxes and crates).
  Creatures: Only two fire giants stand guard in here, 
  though they camp with their compatriots in area D5 
  when off duty. If one is killed, the other flees there to 
  gather reinforcements.
  fire Giants (2) 
   
  CR 10
  hp 142 each (MM 121)
  D5. Makhzen Stables (EL 13)
  This dark chamber is of cavernous proportions, its vaulted 
  ceiling held aloft by huge supporting columns. The stench 
  of beasts remains strong, though whatever was once stabled 
  here is long gone. The gutted remains of a few battered war 
  chariots are pushed against the walls. Campfires of burning 
  coals can be seen toward the rear of the chamber.
  This once served as the stables for the infamous palace 
  cavalry. The fire giants made it their primary camp in 
  order to gain some distance from their crazed commander 
  in area E10. Beyond the fires and sleeping pallets are rows 
  of crates holding foodstuffs and other mundane supplies.
  
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  Bayt al-Bazan 
  Third level 
  one square = 10 feet 
  N 
  down 
  to C23
  D4
  D23a
  D24a
  D24
  D19
  D17a
  D17
  D16
  D15
  D14
  D13
  D12
  D11
  D20
  D23b
  D23
  D21
  D22
  D10
  D9
  D9
  D8
  D7
  D6
  D5
  D1
  D3
  D2
  Bayt al-Bazan 
  Third level 
  one square = 10 feet 
  N 
  D4
  down 
  to C23
  F 
  D23a
  D18
  D24a
  D24
  D19
  D17a
  D17
  D16
  D15
  D14
  D13
  D12
  D11
  D20
  D23b
  D23
  D21
  D22
  D10
  D9
  D9
  D8
  D7
  D6
  D5
  D1
  D3
  D2
  
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  Creatures: The number of guardians is reduced from 
  years of attrition so that only 3 fire giants remain in this 
  camp. With them are three hell hounds and six much-
  abused magmins that serve as camp followers and servants, 
  and who flee unless cornered.
  fire Giants (3) 
   
  CR 10
  hp 142 each (MM 121)
  Hell Hounds (3) 
   
  CR 3
  hp 22 each (MM 152)
  Magmins (6) 
   
  CR 3
  hp 11 each (MM 179)
  D6. Master of the Hounds (EL 10)
  This chamber reeks of uncured hides and features rough, rust-
  red furs on the floor, bed, and walls.
  This chamber once served as the quarters of the citadel’s 
  hound trainer.
  Creatures: The current hound trainer is a one-armed fire 
  giant named Tarthar who fights with a whip rather than a 
  greatsword. The furs come from hell hounds that didn’t take 
  to his training. During battle, Tarthar makes trip attacks 
  with his whip and lets loose a piercing whistle as a free action 
  that summons the hell hounds in area D8 in 2 rounds.
  Tarthar 
   
  CR 10
  One-armed fire giant (MM 121)
  hp 142
  Melee whip +20 (1d4+10/nonlethal)
  feats Cleave, Exotic Weapon Proficiency (whip), Great Cleave, 
  Improved Overrun, Iron Will, Power Attack
  D7. Converted Storage (11)
  This storeroom has been emptied of its provender. Now the 
  smell of brimstone mixes with the stench of charred flesh. 
  Fresh bloodstains mar the floor.
  Within the chamber are the remains of three fire giants, 
  killed in a recent surprise raid by the Flickering Candle. 
  D8. Kennels (EL 11)
  These kennels continue to serve the same function as they did 
  during the heyday of the citadel. The door is ajar.
  Creatures: There are currently eight hell hounds and 
  a Nessian warhound residing here, all loyal to the hound 
  master in area D6 and quick to come to the sound of his 
  whistle. Likewise if they are attacked, their howling brings 
  him running in 3 rounds.
  Hell Hounds (8) 
   
  CR 3
  hp 22 each (MM 152)
  nessian Warhound 
   
  CR 9
  hp 114 (MM 152)
  D9. Isolation Cell
  Once used to isolate diseased or recalcitrant hounds, 
  these doors can be barred from the outside. If any PCs are 
  captured, they are locked in here, but otherwise both cells 
  are empty.
  D10. Smithy (EL 10)
  A blast of heat greets the opening of the door. Within is a pair of 
  furnaces outfitted with forges and anvils. Tables hold tools for 
  the working of metal, and bins hold raw materials and charcoal. 
  A single bed composed of clapped-together scraps of metal 
  stands near the door.
  This is a smithy, much as it appears. Included among 
  the many tools and raw materials are a suit of plate armor 
  and three greatswords, all sized for Large creatures.
  Creatures: Always on duty here and working at odd 
  hours of the day is the fire giant smith, a foul-tempered 
  creature named Borzen who uses a red-hot hammer in 
  combat. He immediately attacks any non-fire-giant that 
  enters. If his hammering stops, 1d3 fire giants from area 
  D5 come to investigate in 2d4 rounds, even if Borzen 
  doesn’t raise the alarm.
  Borzen 
   
  CR 10
  Fire giant (MM 121)
  hp 142
  Melee red-hot warhammer +20 (2d6+15/×3 plus 2d6 fire)
  D11. Minaret
  This minaret has a balcony that looks out over the streets of the 
  Noble District below, although the minaret itself is empty.
  From here, the imam of the palace would in times past 
  recite the adhan to call the citizens to salah (prayer). It has 
  not been used since Jhavhul dwelt here.
  D12. Dining Hall (EL 12)
  A battered, fifteen-foot-diameter circular stone table stands in this 
  room, surrounded by several chairs, many of which lie on their 
  sides. The edges of the table are heaped with half-eaten, well-burnt 
  
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  foods, goblets, and hookahs. The central ten feet of the table is 
  clear, surrounded by a three-foot-high railing of brass latticework.
  Once the common room of the guest wing, this chamber 
  is used by the Flickering Candle as their dining hall. The 
  efreet have crafted a makeshift fighting pit in the table’s 
  center, and are fond of fighting pyrolisks against each 
  other for sport.
  Area D12a is an unused, empty coakroom. The stairs at 
  D12b lead up to area E12.
  D13. Guest Entry
  The wall above the west door in this chamber bears a colorful 
  fresco with writing incorporated into the design.
  This served as the entry to the guest house. The fresco 
  is in Ignan and states, “Welcome to the House of al-Bazan. 
  May the grace of flame bring you good fortune.”
  D14. Guest Kitchens (EL 10)
  This simple kitchen is a clatter of pots and pans, with a large, 
  crackling wall of fire along the southern wall.
  The f lames along the south wall are a permanent 
  wall of fire (CL 20th) used as a convenient place to cook 
  food or dispose of trash; this chamber is currently 
  used by the slaves of the Flickering Candle to prepare 
  meals—efreet need not eat to live, but they do enjoy 
  eating for pleasure.
  Creatures: Eight kobold slaves work frenetically in 
  this kitchen, overseen by four salamanders. The kobolds 
  cower if attacked, but the salamanders attempt a fighting 
  retreat to go obtain help.
  Salamanders (4) 
   
  CR 6
  hp 26 each (MM 219)
  Kobolds (8) 
   
  CR 1/4
  hp 4 each (3 points of nonlethal damage; MM 161)
  D15. Restful Chamber
  This was clearly at one time the living quarters of someone 
  important. However, that use seems to have ended long 
  ago, and the contents have been thoroughly looted and 
  destroyed, leaving little more than splintered fragments of 
  furniture and ornaments.
  The majordomo of the guest wing once dwelt here, but 
  the room now serves the Flickering Candle as a place for the 
  efreet to rest and relax when they need somewhere quiet.
  D16. Abandoned Parlor
  This simple parlor seems to have been searched, but sometime 
  long ago, for a thick layer of dust covers everything. A trail of 
  fresh, huge humanoid footprints crosses over the floor from 
  the northern door to the western one.
  This room once housed the master of the citadel’s guest 
  wing. The footprints were left by the sepid div Memrach, 
  who entered Bayt al-Bazan several days ago via D2 and now 
  hides in area D17.
  D17. Memrach’s Chamber (EL 14)
  Both doors to this chamber are barricaded from within 
  by furniture—a DC 25 Strength check is required to force 
  open either door leading into the room.
  The furniture of this once decadant parlor has been pushed 
  unceremoniously against the two doors, leaving only a single 
  oversized divan and a large stack of books in the otherwise 
  empty northern half of the room.
  Area D17a is a balcony overlooking the Noble District; 
  the ground is 100 feet below.
  Creature: The denizen of this chamber is Memrach, 
  a dangerous outsider known as a sepid div. Until 
  recently the leader of a mercenary band that served 
  one of the more powerful efreeti families in the City 
  of Brass, his entire band was wiped out when they 
  tried to murder their employer and rob him of a set of 
  seven huge, flawless rubies. Memrach escaped the ill-
  advised treachery by teleporting onto the roof of Bayt 
  al-Bazan and then clambering down into area D2 and 
  eventually to here, knowing it was one of the few places 
  in the City of Brass his ex-employer would never follow. 
  The sepid now realizes that he’s been trapped here, and  
  has been scouring the chambers of Bayt al-Bazan, 
  avoiding confrontations with its other denizens as he 
  collects books and documents in the hopes of finding a 
  way to escape.
  Memrach 
   
  CR 14
  Sepid div (see page 84)
  hp 200
  TACTICS
  During Combat Memrach opens combat with a rain of debris (if 
  faced with a group) or disintegrate (against a lone target). He 
  then focuses his wrath on divine spellcasters first in order to 
  weaken a group and render it devoid of healing. In melee, he 
  fights with a two-point Power Attack.
  Morale If reduced to below 30 hit points, Memrach teleports to 
  area D3 to recover. He hates losing and eventually tracks down 
  the PCs to seek revenge.
  
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  Treasure: With a DC 30 Search check, a secret niche in the 
  south wall can be revealed—inside is a small brass chest. 
  Within it are three diamonds worth 500 gp each, a flask of 
  dark reaver powder in solution and labeled as “haste,” and 
  a scroll of beaten brass upon which is inscribed the deed to 
  the Bayt al-Bazan citadel and holdings within the City of 
  Brass (see area D18).
  D18. Diwan (EL 12)
  A covered pavilion composed of twisting brass columns inset 
  with ivory and precious stones encloses a cushioned throne at 
  the center of this huge circular audience chamber. Less ornate 
  chairs sit on smaller extensions of the central pavilion to each 
  side, while giant curtains composed of fine brass links cover 
  passageways on either flank, with a third, smaller one to the 
  east. Fire pits shimmer with barely contained heat, and a deep 
  pit is visible beyond the throne.
  Here, the reigning prince of Bayt al-Bazan held court 
  with his chamberlain seated to the left and his favored wife 
  to the right. All creatures within the pavilion are granted 
  immunity to cold and SR 25. The fire pits are each 5 feet 
  deep and are lined with coals taken from the heart of the 
  Plane of Fire so that they stay eternally hot (a creature inside 
  a pit takes 6d6 points of fire damage per round, no save). 
  The larger pit to the rear is 20 feet deep with frictionless 
  walls (cannot be climbed without magic)—an opening in 
  the southeast wall of the pit leads to a ramp to area D24.
  Creatures: Seated upon the central throne is a 
  translucent, clean-shaven dwarf clad in expensive robes, 
  eyes aglow with a hellish light. This is a vengeful spirit 
  known as a darnoc. In life, he was Bagoas, the Qilzar 
  Agha—Chief Eunuch—of Bayt al-Bazan. Serving in 
  the capacity as chamberlain to Jhavhul, Bagoas plotted 
  to depose his prince and assume control of the house 
  but was slain by Imam Shabendeh as the house fell to 
  invaders. Now forever denied peace, the spiteful spirit is 
  relegated to doorkeeper of the haunted palace while the 
  imam holds the true keys to power in the palace above. 
  He enjoys lording over others as much as possible, 
  though, and allows the crazed indigents of the 
  city to enter freely. When the PCs enter, Bagoas 
  commands them to bow before the “Master of the 
  Haunted Palace.” If the PCs wish to appease the 
  darnoc in this manner, all of them must succeed 
  on Bluff checks (or make DC 40 Diplomacy 
  checks if they’re serious about bowing) in order 
  to pass through the room without being harmed. 
  Though Bagoas can be destroyed, he always rejuvenates 
  in this chamber 2d6 minutes later at full hit points and 
  pursues intruders as long as they remain in the palace 
  portion of the citadel. The only way to permanently lay 
  him to rest is to show him the deed to the citadel (see 
  area D17) before slaying him, which reveals the futility 
  of his chances to truly rule, and forces his soul to finally 
  rest when slain. Unlike a normal darnoc, Bagoas is 
  permanently incorporeal and does not create spawn.
  Qilzar Agha Bagoas 
   
  CR 12
  Eunuch dwarf advanced elite darnoc (Tome of Horrors Revised 90)
  CE Medium undead (incorporeal)
  Init +8; Senses darkvision 60 ft.; Listen +23, Spot +23
  Aura frightful presence (30-ft. radius, DC 23)
  DefenSe
  AC 18, touch 18, flat-footed 14
  (+4 deflection, +4 Dex)
  hp 117 (18d12)
  fort +6, Ref +10, Will +13
  Defensive Abilities +2 turn resistance; Immune cold, undead 
  traits; SR 25
  qilzar 
  agha 
  Bagoas
  
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  OffenSe
  Spd fly 30 ft. (perfect)
  Melee incorporeal touch +13 (1d8 plus curse of the grave)
  Special Attacks discord
  TACTICS
  During Combat Bagoas begins combat with his discord ability, 
  which also activates his frightful presence, and then springs 
  forward to use his touch attacks and retreats back to the pavilion.
  Morale Bagoas never flees from combat.
  STATISTICS
  Str —, Dex 19, Con —, Int 15, Wis 14, Cha 18
  Base Atk +9; Grp —
  feats Blind-Fight, Combat Reflexes, Dodge, Improved 
  Initiative, Improved Natural Attack (incorporeal touch), 
  Mobility, Spring Attack
  Skills Hide +25, Intimidate +25, Knowledge (nobility and royalty) 
  +23, Listen +23, Search +23, Spot +23
  languages Common, Dwarven, Ignan
  SQ rejuvenate
  SpeCIAl ABIlITIeS
  Curse of the Grave (Su) Any damage dealt by the darnoc’s 
  incorporeal touch does not heal naturally and resists all 
  magical healing. Before the damage can be healed, the curse 
  must first be broken with a break enchantment or remove curse 
  spell (requiring a DC 20 caster level check for either spell).
  Discord (Sp) Once per day, a darnoc can scribe a symbol in the 
  air. All creatures with an Intelligence of 3 or higher within 60 
  feet who can see the symbol must make a DC 23 Will save or 
  immediately fall into loud bickering and arguing. Meaningful 
  communication is impossible, as is spellcasting with verbal 
  components, but other actions can still be undertaken. Each 
  round, there is a 50% chance that a bickering creature attacks 
  another target of an alignment different than its own different 
  alignment—if there are multiple possible targets in sight, 
  determine the target attacked randomly. Once a darnoc 
  creates this effect, the symbol remains in the air for up to 2 
  hours before fading. It also fades if the darnoc is destroyed, 
  and can be dispelled (CL 18th). This is a mind-affecting effect. 
  The save DC is Charisma-based.
  frightful presence (ex) This ability takes effect automatically 
  whenever the darnoc attacks or charges. Creatures within a 
  30-foot radius with fewer HD than the darnoc become shaken 
  for 4d6 rounds (DC 23 Will negates). If the save is successful, 
  the creature is immune to that darnoc’s frightful presence for 
  24 hours. The save DC is Charisma-based.
  Rejuvenate (Su) Bagoas rejuvenates at full hit points in area D18 
  2d6 rounds after being reduced to 0 hp until presented with 
  the deed to the citadel (see above).
  D19. Mosque (EL 11)
  This carpeted mosque lies beneath a gilt dome. Brass fonts on 
  either side of the entry spit forth streams of burning oil into 
  small basins. Prayer niches open on the wall to the left, and 
  an alcove to the right holds shelves for footwear. A three-step 
  obsidian dais holds a shining brass minbar where the imam 
  would stand to exhort the faithful.
  This mosque served as the religious center of the 
  palace. It is still maintained by Imam Shabendeh, more 
  out of habit than anything. The two fonts spit continuous 
  streams of oil for ritual ablutions that do 1d6 points of fire 
  damage to any who touch them. The side prayer mihrabs 
  are empty of occupants, as is the shoe alcove.
  Creatures: For unknown reasons, the cursed citadel 
  of Bayt al-Bazan has long held a strange allure for those 
  beggars and street dwellers of the city that are considered 
  “touched in the head.” These individuals find their way 
  here and are allowed safe passage by the undead of the 
  haunted palace, who seem to feel a strange affinity with 
  them. Kneeling in silent prayer here are three such efreet 
  who lack the power to grant wishes (perhaps the cause of 
  their madness). All are clad in rags and completely insane, 
  suffering a group delusion of service in the heyday of the 
  palace. The genies bow in a seeming trance, completely 
  ignoring the PCs for 1d4+1 rounds after the PCs enter the 
  mosque, at which point the efreet simultaneously rise from 
  their prayer and attack all intruders in a maniacal fervor.
  Mad efreet (3) 
   
  CR 8
  hp 65 each (MM 115)
  D20. Harem
  This oddly shaped chamber is a study in opulence, from floors 
  of polished mother-of-pearl inlays to diaphanous wall hangings 
  and curtains of the most delicate threadwork. A low balcony lined 
  with cushioned divans and a luxurious bathing pool replete with 
  fountain and crystalline waters complete the chamber’s decor, 
  yet the decadence is tainted by the heavy smell of sulfur.
  Once the palace harem, this chamber is a now a charnel 
  house. The room remains opulent but even a cursory 
  inspection of the 5-foot-deep boiling pool reveals an array 
  of bones piled on its bottom. When the citadel fell and 
  became cursed and Jhavhul’s brother Al-hassan was slain, 
  Bayt al-Bazam’s Imam Shabendeh underwent a horrific 
  transformation from efreeti into one of the cursed black 
  jinn. Overwhelmed with madness, his first act was to 
  execute Al-hassan’s entire harem and gorge himself on the 
  bodies.
  D21. Guardroom
  Simple giant-sized furniture once occupied this room but now 
  lies scattered about in shattered heaps.
  
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  This was the guard chamber for the eunuchs who 
  guarded the harem. These creatures were castrated ogres 
  specially bred and trained for personal loyalty to the prince 
  of the house. When the citadel fell, Imam Shabendeh had 
  them tortured, disfigured, and garroted as threats to his 
  authority. Nothing of interest remains here today.
  D22. Eunuchs’ Quarters (EL 10)
  Simple but comfortable beds with woolen mattresses stuffed 
  with bright orange feathers occupy this chamber.
  Creatures: Four great ghuls now dwell in this chamber, 
  once genie guests of the palace, but now undead 
  victims of Shabendeh’s deadly touch. As great ghuls, 
  these undead genies have decayed skin drawn taut over 
  their skeletal frames and donkey hooves for feet, but 
  at Shabendeh’s insistence, they use their change shape 
  abilities to assume the form of beautiful women and 
  handsome men as his pleasures of the moment demand. 
  They wait here listlessly to attend to Shabendeh’s needs 
  as necessary, and may try to seduce PCs who enter this 
  room, only to revert to their true forms and attack them 
  when their guard is down. 
  Great Ghuls (4) 
   
  CR 6
  CE Medium undead (shapechanger) (Dark Markets, A Guide to 
  Katapesh 62)
  Init +6; Senses darkvision 60 ft.; Listen +12, Spot +11
  DefenSe
  AC 22, touch 12, flat-footed 20
  (+2 Dex, +10 natural)
  hp 55 (8d12+3)
  fort +4, Ref +4, Will +8
  DR 10/cold iron and good; Immune undead traits; Resist fire 10
  OffenSe
  Spd 50 ft., climb 20 ft.
  Melee bite +10 (2d6+6 plus 1d6 fire) and
  2 claws +8 (1d6+3 plus 1d6 fire and bleed)
  Special Attacks cursed claws, heat, rend 2d6+6 (whenever it hits 
  with both claws)
  Spell-like Abilities (CL 11th)
  3/day—greater invisibility (self only)
  TACTICS
  During Combat The ghuls work together in combat, using 
  greater invisibility on the first round of combat and then taking 
  advantage of flanking opportunities as best they can.
  Morale The ghuls pursue foes throughout the palace, but will not 
  chase anyone out to areas D2 or D24.
  STATISTICS
  Str 22, Dex 15, Con —, Int 14, Wis 15, Cha 18
  Base Atk +4; Grp +10
  feats Great Fortitude, Improved Initiative, Multiattack, 
  Toughness, Track
  Skills Bluff +15, Climb +14, Diplomacy +8, Disguise +4 (+6 acting, 
  +16 when shapechanged), Hide +13, Intimidate +6, Listen 
  +12, Move Silently +13, Search +12, Sense Motive +7, Spot +11, 
  Survival +13 (+23 following tracks)
  languages Common, Ignan, Infernal 
  SQ change shape, create spawn, genie-kin
  SpeCIAl ABIlITIeS
  Bleed (ex) Wounds caused by a great ghul’s claws bleed, causing 
  1 point of damage per round until the bleeding is stopped 
  by magical healing or a DC 10 Heal check. This bleed is not 
  cumulative with multiple claw wounds.
  Change Shape (Su) A great ghul can assume the form of a hyena 
  or any humanoid as a standard action and does not detect as 
  undead while in hyena or humanoid form.
  Create Spawn (Su) A humanoid slain by a great ghul becomes a 
  ghoul on the next moonrise; a janni slain becomes a ghul, and 
  a more powerful genie a great ghul. Destroying the body or 
  blessing it prevents this reanimation.
  Cursed Claws (ex) A great ghul’s claws are considered magic cold 
  iron for the purposes of overcoming damage reduction.
  Genie-Kin (ex) A great ghul is considered a genie for all effects 
  related to race.
  Heat (ex) A great ghul deals 1d6 points of additional fire damage 
  on a hit, or each round that it maintains a hold while grappling.
  D23. Sleeping Quarters
  These chambers hold dozens of luxurious beds and are adorned 
  with all manner of fine wall hangings, chandeliers, small art 
  objects, and other décor.
   These three rooms served as the sleeping quarters 
  for the occupants of the harem. Searching through 
  these seemingly heavenly surroundings reveal the 
  dismembered remains of a dozen female humanoid slaves 
  of various mortal races. These were the odalisques—
  harem slaves—that served the harem girls. Shabendeh 
  had them brutally garroted when he assumed control of 
  the palace. The two areas marked D23a are unremarkable 
  privies, while D23b is a sauna filled with thick mist, as if 
  by an obscuring mist spell.
  D24. Menagerie Garden (EL 12)
  This is truly an unexpected sight in this plane of fire and smoke. 
  A bronze deck looks out over a lush garden ten feet below. Rich 
  black soil covers the ground, and from it springs growths of 
  tall grasses, shrubs, and trees, with one massive conifer rising 
  above the others at the garden’s center. A stream meanders 
  lazily between the trunks and the buzz of insects drifts sleepily 
  on the air, creating the illusion of a placid woodland scene—
  except for the fact that sky is filled with burning clouds. 
  
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  Seventy-foot walls enclose this private paradise. Rare 
  plants imported from dozens of Material Plane worlds 
  thrive in this garden, which keeps them healthy and 
  fed. The stream is only 5 feet deep, draining through 
  a catch basin at the northwest end and magically 
  replenished at a rate that keeps it from ever draining. 
  Three animal pens open into the northeast wall,  
  where exotic creatures captured for the prince were once 
  kept on display. The barred doors of these pens have 
  been broken through, and each holds a small font that 
  magically generates 2 gallons of pure water and food every 
  hour (it quickly evaporates over that time if not used). 
  The stairs at area D24a lead up to area E1.
  Creatures: Plants are not the only denizens of this 
  garden—once, many different creatures dwelt here as 
  well, but over the years, most of them have been killed 
  and eaten by the old dire tiger that now rules the garden, 
  the last of its line. A dozen giant dragonflies that dwell 
  in nests at the top of the huge conifer tree are the only 
  other residents of the garden swift enough to have 
  eluded the tiger—both insects and tiger are kept alive by 
  the powerful magic of this room, and barring death by 
  violence, they will live forever.
  The dire tiger is swift to respond to any intrusion in 
  here, attacking foes at once—the dragonflies annoy it, but 
  it’s long since learned to leave them alone. The dragonflies 
  wait until the tiger is distracted with a target before 
  they buzz down to join the fray, attacking those the tiger 
  ignores.  The dire tiger has an ad hoc +1 bonus to its CR to 
  reflect the fact that it has maximum hit points.
  Tough Old Dire Tiger 
   
  CR 9
  hp 176 (MM 65)
  Giant Dragonflies (12) 
   
  CR 4
  Tome of Horrors Revised 169
  N Medium vermin
  Init +2; Senses darkvision 60 ft.; Listen +1, Spot +1
  DefenSe
  AC 17, touch 12, flat-footed 15
  (+2 Dex, +5 natural)
  hp 45 (7d8+14)
  fort +7, Ref +4, Will +3
  Immune mind-affecting effects
  OffenSe
  Spd 20 ft., fly 80 ft. (good)
  Melee bite +8 (1d8+3)
  TACTICS
  Morale A giant dragonfly attacks fearlessly until either it or its 
  prey is dead.
  STATISTICS
  Str 17, Dex 15, Con 14, Int —, Wis 12, Cha 9
  Base Atk +5; Grp +8
  
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  Treasure: A necklace of rare lava pearls (naturally 
  formed obsidian globes) sits in the northwest pool, where 
  it can be discovered with a DC 24 Search check. It is worth 
  2,500 gp. Woven into the dragonfly nest in the large 
  conifer tree is a skeletal hand still clutching a +2 shocking 
  burst short sword.
  PArt sIx: the PAlAce heIghts
  The fourth floor of Bayt al-Bazan is comprised of the 
  roofs of the citadel and gatehouse, and is controlled 
  by the Flickering Candle and the Guardians of the 
  Forbidden Gate. It also includes the upper floor of 
  the palace and the remaining forces of the Keepers of 
  the Haunted Palace—in particular, its leader, Imam 
  Shabendeh, a cursed genie who spends the majority of 
  his time in an unending feast in the great banquet hall.
  E1. Palace Guardroom
  Stairs climb from below into this guardroom. Loopholes look 
  out over a garden and surrounding roof walk, while the room 
  opens into the main palace dome to the north. The walls are 
  adorned with crossed scimitars hung below antique bucklers. 
  Several of the scimitars have been removed, leaving only the 
  wall hooks where they once hung.
  This guardroom controlled access to the upper levels 
  of the palace. The bucklers and scimitars hanging on the 
  walls are normal, though antique of make. The stairs lead 
  down to area D24a.
  E2. Southern Roof Walk (EL 10)
  A portion of the palace roof has been surrounded by a 
  crenellated battlement to create a roof walk here that looks out 
  over the City of Brass.
  The roof walk is 150 feet above the surrounding streets.
  Creatures: Two of the mad efreet that inhabit the haunted 
  palace have found their way here. They have been tasked by 
  Shabendeh to patrol this roof walk, to prevent intruders 
  from entering the palace. They walk upon this platform 
  and scream raggedly at random intervals, creating eerie 
  echoes in the streets below. In their madness they attack 
  anyone who enters. If they hear combat in the garden (area 
  D24), they watch from the parapets at the edge, hurling 
  down insults and mockery to the PCs but not attacking 
  unless they are attacked first.
  Mad efreet (2) 
  CR 8
  hp 65 each (MM 115)
  E3. Quarters of the Qilzar Agha
  This opulent chamber was clearly the quarters of someone 
  of importance of approximately human size. Furniture 
  constructed of brass and fire-blackened wrought iron 
  provides a table with two chairs, a comfortable canopied bed, 
  a wardrobe, and a footlocker.
  This room once served Bagoas, the chief eunuch and 
  chamberlain of the palace (see area D18), as home—none 
  have dwelt here since his death.
  Treasure: The wardrobe contains fine dwarf-sized 
  clothing, and includes elaborate court costumes, jewelry 
  and adornments with a total value of 1,850 gp. Stored 
  within the footlocker is a brass walking cane with a grip 
  shaped like the head of a phoenix. This was the Qilzar 
  Agha’s symbol of office and is a rod of alertness.
  E4. Banquet Hall (EL 13)
  This wide banquet hall contains ornate brass tables, chairs, 
  and chandeliers—and a tremendous feast of rotting food and 
  drink. Massive windows provide a breathtaking view of the Sea 
  of Fire that surrounds the City of Brass.
  It was in this chamber so long ago that the marid raid 
  clashed with the efreet and the current ruler of Bayt al-
  Bazan, Al-hassan, and here that both forces died when 
  Al-hassan’s guard dropped and the Vizier’s Curse took 
  hold of the palace. The marids slew Al-hassan, but when 
  the curse transformed the palace’s high priest, Imam 
  Shabendeh, into a deadly creature known as a black jinni 
  and animated the slaughtered efreet as great ghuls, the 
  surviving marids were swiftly cut down.
  Creatures: Shabendeh, the former imam of the citadel 
  and now a cursed black jinni, spends the majority of his 
  time in this room in a constant debauch of wine and food—
  all of which has been allowed to age to a point where it is 
  sufficiently rotten for his debased tastes. Although he is 
  constantly eating, his cursed state leaves him always hungry 
  and gaunt. The black jinni is attended by four great ghuls 
  who serve him food, massage him, and otherwise see to his 
  needs. He abandons his feast if he realizes that the palace 
  has been invaded, taking his great ghul servants with him 
  to track down and confront the intruders, but since his 
  minions are hesitant to face his wrath with bad news, it’s 
  unlikely that he’ll rise to defend the area unless the PCs do 
  something noticeable (particularly flashy or noisy combats 
  in area D18, for example, might attract Shabendeh’s 
  attention). He sees himself as the sacred guardian of the 
  palace until Jhavhul’s return and fights to the death to expel 
  intruders from the central palace, but has little interest in 
  what goes on in the rest of the citadel.
  
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  Bayt al-Bazan
  Forth level
  one square = 10 feet
  Bayt al-Bazan
  Forth level
  one square = 10 feet
  E11
  E10
  E6a
  E6
  E5a
  E5a
  E7
  E13
  E14
  E12
  E15
  E16
  E8
  E9
  E1
  E2
  E3
  E4
  E5
  E11
  E10
  E6a
  E6
  E5a
  E5a
  E7
  E13
  E14
  E12
  E15
  E16
  E8
  E9
  E1
  E2
  E3
  E4
  E5
  N
  
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  Great Ghuls (4) 
   
  CR 6
  hp 55 each (see page 40)
  Imam Shabendeh 
   
  CR 12
  Black Jinni (see page 82)
  hp 168
  TACTICS
  During Combat Shabendeh begins combat by summoning a 
  dust vortex and attempting to draw his opponents into it to be 
  electrocuted and buried. If they seem too formidable for this 
  to suffice, he flies through the storm and attempts to attack 
  with surprise with his searing touch and diseased taint.
  Morale If Shabendeh is subjected to a dictum 
  or holy word spell and is able to flee, 
  he immediately does so. If he 
  is forced into an opposed 
  Knowledge (religion) check 
  and does not win the check 
  by more than 4, he likewise 
  immediately flees.
  E5. Palace Kitchen
  This immense kitchen is dominated 
  by a massive brass grill set in the 
  center of the floor.
  Both areas labeled  a are huge, 
  well-stocked larders filled with all 
  manner of foodstuffs, wine, and 
  cooking supplies. Each larder bears a magical 
  enhancement that periodically replenishes the 
  supplies of grain, wine, vegetables, spices, and bread, 
  but the efreeti are forced to look to other places to supply 
  the meat their master craves—the majority of such meat 
  comes from hapless mad efreet who wander into the 
  palace, or from other wandering monsters these efreet 
  encounter and catch during a palace patrol.
  E6. Abandoned Guardroom
  The secret door into this room can be found with a DC 30 
  Search. The stairs at area E6a lead up to area F1a.
  E7. Ymeri’s Pyramid (EL 13)
  This huge roof walk extends from the gatehouse to the palace, 
  its eastern face a crenellated battlement overlooking the Sea 
  of Fire far below. To the west, the rooftop looks out over the 
  palace courtyard, while a number of guard shacks, turrets, and 
  garderobes top the walk.
  Yet the most impressive sight here is the one-hundred-foot-tall 
  pyramid of ancient tarnished bronze that stands in the northern 
  half of the rooftop. A wide stair rises to the pyramid’s apex, where 
  a small temple with a double-peaked roof stands. Statues of 
  draconic, four-armed female centaurs stand at each corner of this 
  top platform, keeping an eternal watch over the surrounding area.
  Area E7a is a small outbuilding constructed of thick 
  clay bricks—inside, the stuffy building stores hundreds 
  of shattered amphorae, and the floor is a stinking, sticky 
  morass of dried fire wine. Once the palace’s wine stores, 
  the building’s contents have long since been ruined.
  In the early days of Bayt al-Bazan, the princes of the 
  house were dedicated to the service of the Elemental 
  Queen Ymeri rather than the grand sultan of the 
  efreet. This pyramid was once a shrine to her 
  power, and even though the efreet of 
  Bayt al-Bazan moved on, they kept 
  this temple here out of respect for the 
  powerful demigod.
  It was from this ancient tradition 
  that Jhavhul learned of the Queen 
  of the Inferno and began his own 
  obsessive quest to court her. 
  The inside of the temple 
  (area E7b) is decorated with 
  pictographs and writings 
  in ancient Ignan that 
  relate numerous prayers 
  to Ymeri. A DC 25 Search 
  check reveals a large secret 
  door in the floor, but it can 
  only be opened with an offering of 
  blood spilled upon its surface (or via magic 
  like knock). Anyone who reads the prayers on the 
  walls and makes a DC 25 Knowledge (religion) check 
  realizes this. When opened, the secret door sinks into 
  the floor, creating a spiral stair that descends 50 feet into 
  a small chamber at the pyramid’s heart. A pedestal here 
  holds a head-sized crystal orb of nearly indestructible glass 
  within which appears to burn a raging inferno. This sphere 
  of fire is slightly warm to the touch and contains a sample of 
  Ymeri’s breath, a valuable relic that has lain here forgotten 
  ever since the efreet of Bayt al-Bazan turned away from the 
  Queen of the Inferno’s service. Ymeri’s orb is the key to the 
  hiding place of the Impossible Eye (see area F2).
  Creatures: Two Forbidden Gate patrols, each consisting 
  of a fire giant and a Nessian warhound, walk this area. They 
  seek to contain incursions from the palace, the assassins of 
  the Flickering Candle, and other intruders from the City 
  of Brass itself. Each giant carries a war horn, which he 
  uses if attacked to call for aid from the other patrol, which 
  arrives 1d3+1 rounds later.
  fire Giants (2) 
   
  CR 10
  hp 142 each (MM 121)
  imam shabendeh
  
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  E10. Argbadh’s Quarters (EL 12)
  This guardroom has been converted into the quarters of a very 
  large creature. Bales of wiry wool and flax cover stacks of crates 
  and boxes, creating a huge bed, a tattered tapestry draping 
  over the heap like a blanket. An open-topped crate serves as 
  a footlocker at the foot of the bed. Stacked nearby is a pile of 
  bronze spheres, each the size of a human head.
  The 14 stacked bronze spheres serve as throwing 
  boulders. The crate holds scrolls written in Ignan 
  containing orders and missives from the commanders 
  of the Grand Vizier’s personal guard, ordering one 
  Argbadh Karambagya and his forces to continue to hold 
  the citadel against all comers, though it promises a 
  release from the citadel’s curse at some undetermined 
  date in the future. Several of these messages have been 
  torn apart, as if in anger.
  Creature: The argbadh (captain) of the Guardians of the 
  Forbidden Gate has taken this chamber as his quarters. 
  Argbadh Karambagya is a bronze giant, a spectacular physical 
  specimen who stands 25 feet tall, with hardened skin bearing 
  a sheen of bronze like some pagan god. He eschews the use of 
  armor, trusting in his metallic skin to defend him. His hair 
  is long, dark, and wiry, and his face a wrinkled mass of barely 
  recognizable features, marred by a recent acid attack from 
  Flickering Candle assassins. These scars and acid burns are 
  a pale green, almost as if the bronze giant’s flesh were caked 
  with verdigris.
  Karambagya 
  is 
  demoralized 
  at 
  his 
  perceived 
  abandonment and recent injuries at the hands of the 
  assassins. He believes his position to be untenable and is 
  contemplating mutiny against the grand vizier—thoughts 
  that have all but driven him mad. If the PCs can change his 
  attitude from hostile to friendly, and if they promise to aid 
  him in destroying both the Keepers of the Haunted Palace 
  and the Flickering Candle, Karambagya allows them safe 
  passage through the portions of the citadel that his faction 
  controls. If made helpful, he assigns a fire giant to assist 
  them as well.
  Argbadh Karambagya 
   
  CR 12
  Male elite bronze giant (Tome of Horrors III 84)
  N Huge giant
  Init +6; Senses darkvision 60 ft., low-light vision; Listen +24 Spot +24
  DefenSe
  AC 24, touch 10, flat-footed 22
  (+2 Dex, +14 natural, –2 size)
  hp 216 (16d8+144)
  fort +19, Ref +9, Will +10
  Defensive Abilities rock catching; DR 10/—; Resist fire 20
  OffenSe
  Spd 50 ft.
  nessian Warhounds (2) 
   
  CR 9
  hp 114 each (MM 152)
  E8. Upper Gatehouse (EL 12)
  The floor of the western half of this guard chamber is lined with 
  well over a dozen murder holes. Piled near the murder holes are 
  a number of rocks.
  Creatures: A fire giant is always on duty here, 
  though he’s not particularly attentive. An iron crate 
  near the murder holes is packed with 10 flamebrother 
  salamanders trapped within. If he hears intruders in 
  area D1 below, the giant dumps the crate through the 
  murder holes and then attacks with rocks. Likewise, if 
  this room is invaded, he hurls the crate of salamanders 
  only as a last resort, since once they’re free, they’re just 
  as likely to attack him as intruders.
  fire Giant 
   
  CR 10
  hp 142 (MM 121)
  flamebrother 
  CR 3 
  Salamanders (10)
  hp 26 each (MM 219)
  E9. Ruined Barracks (EL 12)
  Judging by the rows of oversized bunks and ruined furniture here, this 
  abandoned guardroom has not been used in some time—although 
  some of the damage to the furnishings seems to be relatively recent.
  The fire giants of the Forbidden Gate used to bunk here, 
  but have relocated to area D5 since their leader went mad. 
  Stacked in the center of the main chamber are a number 
  of dead, half-eaten magmin (victims of the argbadh’s rage 
  and the warhound’s appetite). The side rooms (marked 
  area E9a) were once armories, but their contents have long 
  since been scavenged.
  Creature: The only creature allowed in here is the 
  argbadh’s favored pet—the only creature the insane giant 
  remains loyal to. This pet is an immense pyrohydra named 
  Embertongues. It sleeps lightly near the door to area E10 
  and growls viciously at any non-fire giant that enters. If the 
  intruder doesn’t immediately leave Embertongues’s sight, 
  the pyrohydra roars and attacks, alerting Karambagya in 
  the next room, who thunders into this chamber in 1d3 
  rounds to join the battle.
  embertongues 
   
  CR 12
  Eleven-headed pyrohydra (MM 157)
  hp 118
  
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  Melee +1 keen longsword +19/+14/+9 (3d6+30/17–20) or
  2 slams +18 (1d8+23)
  Ranged bronze throwing sphere +14 (2d8+13)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rock throwing, sardonic laugh
  TACTICS
  During Combat Karambagya uses his sardonic laugh and hurls 
  bronze shot before charging in for melee with his longsword, 
  attacking with a 5-point power attack.
  Morale Karambagya is disconsolate at his current circumstances 
  and gladly fights to the death.
  STATISTICS
  Str 37, Dex 15, Con 29, Int 10, Wis 16, Cha 10
  Base Atk +12; Grp +33
  feats Awesome Blow, Improved Bull Rush, 
  Improved Initiative, Iron Will, Lightning 
  Reflexes, Power Attack
  Skills Jump +21, Listen +24, Spot +24
  languages Giant, Ignan
  Gear +1 keen longsword, bronze throwing 
  spehres (14), boots of striding and 
  springing
  SpeCIAl ABIlITIeS
  Rock Catching (ex) A bronze giant can 
  catch projectiles once per round by 
  making a Reflex save (DC 15 for Small 
  projectiles, DC 20 for Medium ones, and 
  DC 25 for Large ones).
  Rock Throwing (ex) The range increment for 
  a bronze giant’s thrown rocks is 120 feet. 
  It gains a +1 racial bonus on attack rolls with  
  thrown rocks.
  Sardonic laugh (ex) As a standard action, a bronze giant 
  can unleash a bellowing laugh that strikes fear into the 
  hearts of any creature within 100 feet that hears it (DC 18 
  Will save negates). On a failed save, a creature is shaken 
  as long as it remains within 100 feet of the giant and for 
  2d4 rounds thereafter. Creatures that save are immune 
  to that bronze giant’s laugh for 24 hours. The save DC is 
  Charisma-based.
  Treasure: Within the open chest is all that remains 
  of Karambagya’s wealth—3 diamonds worth 500 gp each 
  and 589 pp.
  E11. Gatetower Roof
  This battlement looks out over the city. Two statues depicting 
  efreeti warriors with scimitars rendered in red-veined marble 
  flank the doors into the gatehouse.
  The doors to area E10 are barred from the inside. The 
  plaza of the City of Brass is 150 feet below this rooftop.
  E12. Upper Terrace (EL 9)
  The stairs lead down from this terrace to area D12b 
  below. The nearby buildings of the upper Guest Wing 
  serve as the chambers of the current leaders of the 
  Flickering Candle.
  E13. Guard Chamber (EL 12)
  Creatures: This empty room is a guard post for Master 
  Matajinn’s personal guard of efreet. The four efreet are 
  alert and watchful—if they hear intruders or engage in a 
  fight, they telepathically alert their master as the battle 
  begins, giving him constant updates on the PCs, 
  their tactics, and any weaknesses, so that if the 
  PCs make it to confront him, he’ll be 
  informed about them.
  efreet (4) CR 8
  hp 65 each (MM 115)
  E14. Master’s Chamber 
  (EL 14)
  This chamber is elaborately 
  decorated with a circular bed 
  covered in cushions and red crushed 
  velvet, a large granite table with six 
  matching chairs, a finely crafted hookah 
  filled with water, and windows curtained 
  with fine links of interwoven copper chain.
  This chamber has been taken over by 
  the master of the Flickering Candle. The 
  furnishings are all sized for a Large creature, though 
  one of the chairs has a stout wooden chest on its seat to 
  accommodate a Medium creature.
  Creature: Occupying this chamber is the elf assassin 
  the Flickering Candle serve. Known to them as Master 
  Matajinn (literally “genie-killer”), the elf bound his life 
  and destiny to one of the City of Brass’s most powerful 
  nobles, an efreeti named Musalla. In return for much-
  enhanced abilities and genie-granted powers, Matajinn 
  must continue to serve as Musalla’s personal killer, and 
  still owes him 380 years of servitude. Matajinn hates 
  Musalla, but is bound by wish magic to serve the noble 
  efreeti as the secret master of the Flickering Candle, 
  a group of efreeti assassins Musalla uses to keep his 
  power. Matajinn actually finds his group’s current 
  “exile” in Bayt al-Bazan much to his liking—while his 
  followers grumble and grow impatient to escape, he has 
  come to realize that here is a place where his own master 
  dare not come to punish him. Matajinn’s current plan is 
  to wait out as many of the 380 years he owes Musalla as 
  he can, only then seeking an escape.
  Karambagya
  
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  Master Matajinn 
   
  CR 14
  Male efreeti-bound elf rogue 5/assassin 7 (Advanced Bestiary 133)
  NE Medium humanoid
  Init +6; Senses darkvision 60 ft., low-light vision; Listen +10, 
  Spot +10
  DefenSe
  AC 25, touch 18, flat-footed 19
  (+7 armor, +2 deflection, +6 Dex)
  hp 80 (12d6+36)
  fort +6, Ref +16, Will +4; +2 against enchantment, +3 against poison
  Defensive Abilities evasion, improved uncanny dodge, trap sense 
  +1; Immune sleep; Resist fire 20
  OffenSe
  Spd 30 ft.
  Melee Zin’Kali +16/+11 (1d6+5/15–20)
  Ranged +1 composite shortbow 
  +15/+10 (1d6+4/×3)
  Special Attacks death attack (DC 
  18), poison use, sneak attack +7d6
  Spell-like Abilities (CL 12th, ranged 
  touch +14)
  At will—detect magic, produce flame, 
  pyrotechnics (DC 11), scorching 
  ray (1 ray)
  3/day—invisibility, wall of fire 
  (DC 13)
  1/day—enlarge person, gaseous 
  form, permanent image (DC 15), 
  reduce person (DC 10)
  Spells Known (CL 7th)
  3rd (2/day)—deep slumber (DC 14), false 
  life, nondetection
  2nd (4/day)—darkness, invisibility, pass without 
  trace, spider climb
  1st (4/day)—feather fall, jump, ghost sound (DC 12), true 
  strike
  TACTICS
  Before Combat At the beginning of each day, Matajinn casts 
  false life on himself. When he detects intruders, he casts 
  invisibility and spider climb and walks to the ceiling above to 
  wait for them.
  During Combat Matajinn prefers to observe a spellcaster long 
  enough to make a death attack. He then makes sniping attacks 
  from the ceiling for as long as possible.
  Morale Matajinn wants to survive long enough to enjoy his 
  freedom again, and flees into Bayt al-Bazan to try to hide if 
  reduced to less than 20 hit points, abandoning his comrades 
  in the Flickering Candle to the PCs. If cornered, though, he 
  fights to the death.
  STATISTICS
  Str 16, Dex 22, Con 14, Int 13, Wis 10, Cha 8
  Base Atk +8; Grp +11
  feats Acrobatic, Combat Reflexes, Improved Critical (rapier), 
  Quick Draw, Weapon Finesse
  Skills Balance +16, Disguise +7, Hide +21, Jump +15, Listen +17, 
  Move Silently +21, Open Lock +16, Spot +17, Tumble +25
  languages Common, Elven, Ignan
  SQ genie-bound, genie empowered, genie magic, trapfinding
  Combat Gear 2 tanglefoot bags, 6 doses of giant wasp poison 
  (Fort DC 14, 1d6 Dex/1d6 Dex); Other Gear +2 mithral shirt, 
  Zin’Kali (+1 genie-bane rapier), +1 composite shortbow (+3 Str 
  bonus) with 20 arrows, gloves of Dexterity +2, cloak of resistance 
  +1, ring of protection +2, masterwork thieves’ tools
  SpeCIAl ABIlITIeS
  Genie-Bound (Su) This ability allows Musalla to keep telepathic 
  track of Matajinn as though via a status spell. As a standard 
  action, Musalla can heal 1d6 points of damage or 1d4 
  points of ability damage through this bond at will.
  Genie empowered (Su) Once every 3 rounds, 
  Matajinn may choose to gain a +10 bonus on 
  any one skill check, double his speed for the 
  round, or gain a +5 bonus on any one saving 
  throw (even on another creature’s turn).
  Genie Magic (Sp) Musalla can choose to 
  strip Matajinn’s spell-like abilities from 
  him as a free action—he can also 
  choose to end or spoil the effects 
  of his spell-like abilities as a free 
  action.
  E15. Guard Chamber  
  (EL 9)
  A bronze brazier full of hot coals stands 
  on an iron tripod in the center of this 
  chamber. Windows look out over the inner 
  courtyard to the east.
  Creatures: Three salamanders loyal to the Flickering 
  Candle stand guard in here. They respond to commotions 
  in areas E12, E14, and E16 in 3 rounds and can easily be 
  lured away from their posts by such diversions.
  Salamanders (3) 
   
  CR 6
  hp 58 each (MM 219)
  E16. Cutthroat’s Chamber (EL 10)
  Multiple doors exit this room in addition to a curtain of brass 
  beads hung over a doorway that leads to a balcony overlooking 
  the courtyard. The room is unadorned save for a dozen severed 
  fire giant heads stacked in its center, and the repugnant stench 
  of scorched flesh fills the chamber.
  Area E16a is a balcony that overlooks the plaza to the 
  west at a height of 150 feet.
  master
  matajinn
  
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  N
  F1a
  F1c
  F1d
  F1b
  F2
  F3
  N
  F1a
  Bayt al-Bazan
  Rooftop
  one square = 10 feet
  Bayt al-Bazan
  Rooftop
  one square = 10 feet
  F1c
  F1d
  F1b
  F2
  F3
  Creature: This room has been taken over by the Heyyab 
  Cutthroat, the commander of the salamanders who serve 
  the Flickering Candle, and second in command after 
  Master Matajinn. The heads are trophies from several 
  recent raids made by the Flickering Candle against the 
  Guardians of the Forbidden Gate.
  The Heyyab Cutthroat is a noble salamander who has 
  passed beyond the boundaries of madness. For years 
  he stalked the Heyyab, one of the city’s poor districts, 
  committing brutal murders upon its hapless residents. 
  His activities were covered up by his twin brother, an 
  enigmatic salamander called the Bursar (see area C5). 
  When his crazed twin slew a consort to one of the sultan’s 
  favored nephews, the Bursar was able to spirit him away 
  from the sultan’s wrath only by seeking sanctuary in 
  Musalla’s band of assassins. The Heyyab Cutthroat is not 
  particularly loyal to Grandfather Musalla or Matajinn, 
  but is unable to escape the citadel and is able to sate his 
  bloody appetites for now. He hides behind the stack of 
  heads and summons a fire elemental when the PCs enter, 
  then uses a wall of fire to try and isolate a single PC on 
  whom he can practice his vile trade.
  The Heyyab Cutthroat 
   
  CR 10
  Noble salamander (MM 219)
  hp 112
  Melee +3 scythe +23/+18/+13 (2d6+12/×4 plus 1d8 fire and poison)
  Combat Gear 4 doses of deathblade (Fort DC 20, 1d6 Con/2d6 
  Con); Other Gear +3 scythe
  PArt seven: the PrInce’s cuPolA
  The fifth level of the citadel is a domed cupola that sits 
  squarely atop the palace’s central dome. It is comprised 
  entirely of the personal quarters of the reigning prince of 
  Bayt al-Bazan—it was here that Jhavhul once lived, and it 
  is here that the Impossible Eye is hidden.
  F1. Vista of Fire
  Part of the cupola’s brass dome is cut away to form grand 
  balconies. The southwest balcony (area F1a) provides 
  a breathtaking vista of the City of Brass spreading out 
  below, almost like a detailed map in miniature. The 
  northeast balcony (area F1b) looks out over the Sea of Fire, 
  an endless burning ocean that leads out into the wilds of 
  the Plane of Fire.
  Area F1c is an abandoned guard chamber, once the 
  home of Jhavhul’s favored bodyguard but now empty. 
  Area F1d is a smoking lounge. The floor of this chamber 
  
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  is covered in coals kept magically hot (3d6 fire per 
  round of contact). Jhavhul would retire here to relax and 
  meditate in luxuriously comfortable surroundings.
  F2. Sitting Room (EL 15)
  This chamber is centered between a set of elegantly etched 
  brass doors and shimmering curtains of gold, platinum, and 
  copper thread woven with patterns that ripple like waterfalls 
  of liquid metal. The walls, floor, and ceiling are of brilliantly 
  polished brass. A single ornate chair sits in each corner of 
  the room, while at the room’s center a patch of air 
  shimmers and wavers as if radiating intense heat.
  Here, personal visitors could await 
  the prince’s attention. The doors both 
  bear arcane locks (CL 20th), but the 
  curtains are not warded.
  The wavering patch of air in 
  the center of the room is the 
  manifestation of a warp 
  in reality, a stretching of 
  planar boundaries that 
  hides an extradimensional space 
  that functions much like that 
  created by a rope trick. This once 
  served as a safe room into which 
  Jhavhul could retreat, or hide his 
  valuables—and more recently as 
  the bolt hole for Ezer Hazzebaim. 
  Ezer was hiding here when the Vizier’s 
  Curse came down, and his proximity to the 
  extradimensional space with the Impossible Eye 
  imprisoned him within.
  The key to opening this extradimensional space is the 
  proximity of a sample of “pure flame” harvested from the 
  heart of the Plane of Fire. Only two such pure flames exist 
  in Bayt al-Bazan now, and one of them is inside with Ezer. 
  The other is Ymeri’s Orb, found in a secret chamber below 
  her pyramid in area E7b. A third option exists as well—if 
  the PCs purchased the curious fire globe called “High 
  Noon Fire Monsoon” from the Katapesh marketplace in 
  “The Jackal’s Price,” the fire within this object is also pure 
  flame, and its proximity can also trigger the opening of 
  the extradimensional space.
  When either orb is brought into this chamber, it 
  immediately grows quite hot (though not hot enough to 
  burn flesh or any object it resides in). The PC carrying 
  the orb can automatically feel the heat radiating from the 
  orb (unless, of course, the orb is being carried in its own 
  extradimensional space, like a bag of holding). By passing 
  the orb through the shimmering patch in the air, the 
  extradimensional bolt hole suddenly ripples and opens, 
  creating a 10-foot-diameter vertical hole in reality and 
  revealing a spherical chamber with walls of polished brass; 
  this chamber is 30 feet in diameter, and its only occupant 
  is the Impossible Eye.
  Creature: As soon as anyone picks up the Impossible Eye 
  or looks into it, Ezer Hazzebaim appears in the reflection 
  and gives his final clue as explained in the “Through 
  a Glass Darkly” section on page 10. If the PCs have not 
  completed all the necessary tasks to free him, they may 
  need to head back down into the citadel and return 
  when they have done so—only now, they can use 
  the Impossible Eye’s potent divination powers 
  to aid them.
  To release Ezer from his trap, the 
  Impossible Eye must first be anointed 
  with holy water. Once this is done, 
  one of the PCs must place both palms 
  against the glass and command the 
  imprisoned being to come forth. 
  Ezer assumes that doing so 
  will draw the PCs into the 
  mirror to replace him, but 
  the days of the PCs being 
  trapped in another’s prison are 
  at an end—instead, all this ritual 
  does is release Ezer Hazzebaim from 
  imprisonment. Showing his true 
  colors, he immediately demands the 
  PCs hand him the Impossible Eye—if 
  they hesitate, he attacks them at once 
  to force the issue. Yet unknown to Ezer, his 
  release from the mirror is noticed, and only 1d4 
  rounds after he is released (or as soon as the PCs seem 
  certain of victory in combat against him), a powerful 
  agent of the grand vizier makes his move, as detailed in 
  “Wrath of Aberzjerax” on page 51.
  ezer Hazzebaim 
   
  CR 15
  Male nephilim
  hp 217 (see page 88)
  F3. Hujurat
  A bed composed of hundreds of overstuffed cushions and 
  richly woven comforters occupies the far wall of this opulent 
  chamber, positioned beneath great bay windows that overlook 
  the city below. A golden censer hangs from the ceiling, giving 
  off a heady scent. An elaborate tea service and hookah rest 
  on a short parquetry table at the foot of the bed. Wardrobes 
  hold exotic noble outfits sized for an elemental giant. Two 
  magnificent tapestries of prodigious size adorn the walls. One 
  depicts an elegant sky citadel in an endless cerulean expanse, 
  falling in flames to a horde of efreet and their fiery minions. 
  ezer 
  Hazzebaim
  
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  The other depicts a powerful efreeti noble leading an army of 
  undead horrors across a barren desert landscape.
  This was the hujurat (personal apartment) of Jhavhul. 
  The tapestries depict the first prince of the House of al-
  Bazan to be named a pasha by the grand sultan after he 
  led a successful raid into the Plane of Air and destroyed 
  a prominent djinni citadel, putting all of its inhabitants 
  to the sword. The other tapestry depicts the last pasha 
  of the house as he made a bid to conquer a portion of 
  a Material Plane world before falling at the hands of 
  a mortal wizard and having his title as pasha stripped 
  from his house by an irate grand sultan. Behind it is a 
  secret door to area F1b that can be discovered with a DC 
  35 Search check.
  There is very little of interest here apart from the 
  remaining items of value that Jhavhul abandoned in the 
  chamber so long ago.
  Wrath of Aberzjerax (EL 15)
  Although the Vizier’s Curse prevents the PCs from 
  escaping Bayt al-Bazan until the curse is lifted (as detailed 
  in “Concluding the Adventure”), the PCs can climb around 
  on the palace’s roofs and outer walls, and can travel short 
  distances from the structure before being pulled back to 
  where they first attempted to escape. Yet still, the grand 
  vizier has posted a dangerous guard here—an adult red 
  dragon named Aberzjerax.
  The sight of the huge dragon flying in lazy circles 
  above the palace or perching atop one of its rooftops is 
  something the denizens of the City of Brass are used to, 
  but to the PCs, their first sight of the dragon should be a 
  shock. Aberzjerax is protected by the Vizier’s Curse—he 
  alone can come and go from Bayt al-Bazan as he wills, so 
  long as he does not enter any of the interior locations—
  and can move about on the rooftops and open courtyards 
  with ease (such as in areas D2, E2, E7, and F1). His purpose 
  is to keep an eye on the place, and once he notices that 
  either Jhavhul has returned or Ezer Hazzebaim is back, 
  he moves swiftly to investigate.
  You can have the PCs catch sight of Aberzjerax perched 
  on a rooftop or flying by at any time they move out of an 
  enclosed area in the palace or look out a window—the 
  dragon may even look back at them, but he certainly won’t 
  attack them unless the PCs attack first. Neither will he 
  deign to speak to the PCs. Use the dragon to present the 
  PCs with an ominous threat from afar whenever they’re 
  outside or attempt to physically leave the palace—only 
  when the PCs release Ezer Hazzebaim does the dragon 
  take action.
  Only 1d4 rounds after Ezer is released from the 
  Impossible Eye (likely during a battle between him and 
  the PCs), Aberzjerax swoops down to land as close to 
  the battle site as possible—if the battle’s taking place in 
  area F2, he lands on F1a. With a roar, the dragon calls 
  out Ezer by name, demanding the nephilim surrender 
  to the grand vizier’s justice and return what was stolen. 
  Ezer, of course, does no such thing, and the dragon 
  attacks him at once, not bothering to worry if the PCs 
  are caught in his breath weapon area, nor focusing 
  any of his attacks on them. If the PCs aid Aberzjerax 
  in capturing or killing Ezer, the dragon regards them 
  curiously. As long as the PCs don’t attack the dragon and 
  (if they still have possession of the artifact) hand over 
  the Impossible Eye when he asks for it, they can avoid a 
  fight with this dangerous foe.
  Aberzjerax 
   
  CR 15
  Male adult red dragon (MM 75)
  CE Huge dragon (fire)
  Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; 
  Listen +29, Spot +29
  Aura frightful presence (180 ft., DC 24)
  DefenSe
  AC 33, touch 8, flat-footed 33
  (+4 armor, +21 natural, –2 size)
  The Impossible eye (Major Artifact)
  Aura overwhelming divination; Cl 21st
  Slot —; price —; Weight 3 lbs.
  DeSCRIpTIOn
  The Impossible Eye grants a number of potent powers of 
  divination. In order to activate any of these powers, the 
  user must look into the mirror and make a DC 20 Will 
  save; failure indicates that the user becomes fascinated 
  by his reflection until an outside force breaks his gaze. 
  Left alone, a fascinated viewer doesn’t eat, drink, move, 
  or sleep, and eventually dies of thirst. If the Will save is 
  successful, the viewer can activate any of the mirror’s 
  powers as a standard action.
  5/day: vision
  3/day: greater prying eyes, greater scrying
  1/day: contact other plane, discern location, foresight
  The Impossible Eye can also be used to read any 
  nonmagical language—any written message reflected 
  in the mirror appears in unmirrored text written in the 
  holder’s native tongue. The mirror can be used to safely 
  peruse the text of the Codex of Infinite Planes in this manner.
  DeSTRuCTIOn
  The Impossible Eye was crafted in a secret foundry somewhere 
  in the Plane of Fire—it may only be destroyed by returning it 
  to this foundry and smashing it against the oven in which its 
  glass was created.
  
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  hp 253 (22d12+110)
  fort +18, Ref +13, Will +17
  DR 10/magic; Immune fire, sleep, paralysis; Resist cold 20; SR 21
  Weakness vulnerability to cold
  OffenSe
  Spd 40 ft., fly 150 ft. (poor)
  Melee bite +31 (2d8+11) and
  2 claws +29 (2d6+5) and
  2 wings +29 (1d8+5) and
  tail slap +29 (2d6+16)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (50-ft. cone; 12d10 fire; Reflex DC 
  26), crush (DC 26; 2d8+16)
  Spell-like Abilities (CL 4th)
  6/day—locate object
  1/day—divination (CL 20th)
  Spells Known (CL 7th; +16 ranged touch)
  3rd (5/day)—clairaudience/clairvoyance, tongues
  2nd (7/day)—detect thoughts (DC 15), see invisibility, 
  whispering wind
  1st (7/day)— comprehend languages, mage armor, magic missile, 
  identify, ray of enfeeblement
  0 (6/day)—arcane mark, detect poison, detect magic, mage hand, 
  message, prestidigitation, read magic
  TACTICS
  Before Combat Aberzjerax always casts mage armor before 
  entering combat.
  During Combat If the PCs attack, Aberzjerax swoops down to 
  either breathe fire at the PCs through open windows or to 
  engage them in melee if they are outside—the dragon won’t 
  pursue foes into the palace interior, but will use his breath 
  weapons and spells against foes who try to take shelter inside 
  and still press the attack.
  Morale Aberzjerax flees to recover from his wounds if brought below 
  40 hit points, returning once he is healed (this usually takes 3d6 
  minutes, as he can demand healing from a number of places in 
  the City of Brass) to seek out the PCs to rejoin the attack.
  STATISTICS
  Str 33, Dex 10, Con 21, Int 16, Wis 19, Cha 16
  Base Atk +18; Grp +31
  feats Cleave, Combat Expertise, Flyby Attack, Hover, Improved 
  Initiative, Multiattack, Power Attack, Wingover
  Skills Concentration +30, Diplomacy +28, Knowledge (local) +28, 
  Knowledge (nobility and royalty) +28, Knowledge (the planes) 
  +28, Listen +29, Search +28, Sense Motive +29, Spot +29
  languages Draconic, Ignan, Infernal
  Gear ring of major cold resistance, ring of invisibility, periapt of 
  wound closure, bejeweled platinum necklace worth 5,000 gp, 3 
  ruby rings worth 500 gp each
  SpeCIAl ABIlITIeS
  Spells As one of the grand vizier’s advisors and spies, 
  Aberzjerax has the ability to use divination as a spell-like 
  ability once per day.
  concludIng the Adventure
  The Vizier’s Curse is a potent effect, one created by a 
  creature of near-godlike power, and thus the PCs have little 
  chance of lifting it. Yet in their actions, they can convince 
  the grand vizier (through his agent, Aberzjerax), to end 
  the curse. By handing over the Impossible Eye, the PCs can 
  purchase not only their own freedom, but freedom for all 
  of those trapped in Bayt al-Bazan.
  After Ezer is defeated, the dragon Aberzjerax demands 
  the Impossible Eye from the PCs, informing them that 
  the artifact is not their property and that it was stolen, 
  long ago, by Jhavhul. If the PCs request (or demand) 
  freedom from the palace in return for handing over 
  the artifact, the dragon nods and informs them that he 
  will present such a request to the grand vizier—but only 
  after the artifact is returned. If the PCs comply, it’s only 
  2d6 minutes before a strange rippling in the air around 
  Bayt al-Bazan appears and then fades, and suddenly the 
  sounds of the surrounding City of Brass magnify and an 
  oppressive spiritual weight that the PCs didn’t even notice 
  is suddenly lifted. The exodus of the rest of the palace’s 
  trapped inhabitants into the streets below is swift, and 
  in less than 10 minutes, all those who wish to leave the 
  palace have done so. For playing their part in lifting the 
  curse, award the PCs an ad hoc experience award of CR 15, 
  as if they had defeated the dragon in combat.
  If the PCs wish to keep the Impossible Eye for themselves, 
  they’ll need to slay Aberzjerax to do so. With the dragon’s 
  death, the grand vizier is shocked and outraged, but does 
  not immediately take a direct hand in punishing the 
  PCs. The grand vizier is wise, and knows that the PCs are 
  likely to oppose Jhavhul if they escape—once both Ezer 
  and Aberzjerax are slain, the grand vizier appears to the 
  PCs in a vision through the surface of the Impossible Eye, 
  informing them that they have outstayed their welcome 
  in the city and have personally insulted the grand vizier 
  by murdering his servant, but that he is magnanimous. 
  He tells the PCs that Jhavhul is destroying their home 
  in Katapesh, and invites them to use the Impossible Eye 
  to confirm that if they wish, and then tells them that, if 
  they abandon the artifact and promise to defeat Jhavhul, 
  he will lift the curse for them, and them only—he’ll 
  even transport them back to the Material Plane. This 
  conclusion does not see the freedom of the other denizens 
  of the palace, and therefore should not award the PCs an 
  ad hoc experience award at all (although they do earn XP 
  for defeating the dragon as normal).
  In any event, once the curse is lifted, the PCs 
  themselves are free to return to Katapesh. Plane shift is 
  likely the easiest route for the PCs—even if they aren’t 
  capable of casting this spell themselves, they should 
  
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  have had a chance to ally with a genie that can. Both 
  Shazathared and Iavesk can use this power to return 
  the PCs to Katapesh, but in the case of Shazathared, 
  the PCs will need to return first to area B6. If the curse 
  over Bayt al-Bazan is lifted, the sudden stripping of 
  powerful magic interacts with the ancient binding that 
  imprisons Shazathared in exactly the way she had hoped 
  it would—it weakens the effect tremendously. Once the 
  curse is lifted, the binding effect can be destroyed with a 
  successful dispel magic against CL 15th. Alternatively, if 
  she hasn’t granted the PCs a wish yet, generous PCs can 
  use that wish to end the effect automatically. Finally, the 
  binding can be ended by simply destroying the fountain 
  itself—the weakening caused by the lifted curse makes 
  the clay fountain subject to magical and physical damage. 
  Shazathared remains unable to hurt the fountain while 
  she’s bound within it, but it should be only a matter of 
  a few minutes of work for a dedicated group of PCs to 
  blast, hack, and smash the fountain apart.
  If you wish to expand the adventure out into the 
  surrounding City of Brass, you are free to do so at this 
  point. The City of Brass is an immense location, and 
  you can use the notes provided later in this volume as 
  inspiration for generating new adventures for your PCs 
  in this legendary location.
  In any event, the final adventure in this campaign, 
  “The Final Wish,” begins whenever the PCs elect to 
  return to Katapesh. Once you begin that adventure, 
  events move swiftly toward the Adventure Path’s climax 
  and the final confrontation wiht Jhavhul.
  Finally, if the PCs possess the deed to the citadel, with 
  a bribe of 20,000 gp the PCs can even get the sultan’s 
  court to acknowledge their right of ownership to the 
  estate. Of course, owning a palace in the City of Brass 
  brings with it a whole host of other problems—not the 
  least of which might be Jhavhul’s eventual return, if the 
  PCs don’t prevent him from absorbing the strength and 
  power of Xotani the Firebleeder!
  
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  The CiTy of Brass
  A
  t the heart of one of the least hospitable realms in 
  all the multiverse, a sphere endlessly consumed 
  in flames beyond the strength of any dim mortal 
  sun, rises an impossible monument of harsh splendor 
  and endless possibilities, a place of cruel tyrants and 
  unspeakable beauties, a trading hub, a war zone, and a 
  trove of wonders beyond dreaming: the mythical City 
  of Brass. The home of the efreet, proud and warlike 
  genies of living fire, this sprawling metropolis defies 
  the flames of reality’s crucible, creating an island that is 
  both paradise and prison for some of the most powerful 
  and incredible beings in the planes. Here they come to 
  revel in decadences beyond mortal imaginings, consort 
  with the greatest of their kind, and barter for the finest 
  riches and magical treasures in all creation. The City of 
  Brass serves as setting for a thousand thousand stories, 
  here is but one…
  a CiTy of Legends
  The City of Brass is known by many names: the efreet call it 
  Fommok Madinah, the “Devouring City,” while the djinn 
  and marid call it the “Black Pit,” and the fiends of Hell 
  call it Almakhzan, “the Shining City.” By any name, the 
  City of Brass is the home and capital city of the efreet, the 
  rulers of the Elemental Plane of Fire as far as their swords 
  and magic allow. It exists as an enormous, shallow basin 
  constructed entirely of glittering brass and suspended in 
  an endless sea of flame. Souls that have been bartered away 
  or captured by the genies infuse the city’s living brass wall, 
  which protects its inhabitants from the plane’s severe fire 
  and heat—at least enough so that mortals merely swelter 
  uncomfortably instead of burst into flames.
  The city is kept habitable for non-natives so that the genies 
  might keep servants and slaves and conduct trade with all 
  the far-flung empires of the planes. This has been successful 
  
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  55
  for them, as visitors come from throughout the multiverse 
  to barter with and seek to outwit the efreet, though few can 
  compete with the fire lords’ shrewd acumen.
  Non-efreet are second-class citizens in the City of Brass, 
  with non-fire creatures ranking even lower. Without a 
  special dispensation, planar travelers and other visitors 
  are limited to the Galley Quarter and Grand Bazaar, for 
  though their kind are looked down upon, the riches they 
  bring are highly coveted. Any who are caught beyond 
  these limits without the proper dispensation or the mark 
  of an efreet noble are stripped bare and sold into slavery. 
  Fortunately, many nobles make a healthy side business 
  of selling notes and marks of passage to interesting, 
  amusing, or properly fawning travelers, usually in return 
  for great sums of wealth or upon the completion of some 
  daring favor. 
  The languages of commerce in the City of Brass are Ignan 
  and Infernal, and only a minority deigns to use Common.
  The City of Brass
  Size metropolis (conventional); AL LE
  GP Limit 100,000 gp; Assets 30,000,000,000 gp
  DEMOGRAPHICS
  Population 6,000,000
  Type mixed (38% efreet, 14% salamanders, 9% azers, 9% fire 
  giants, 8% fire elementals, 6% djinn, 6% fire mephits, 10% other)
  AUTHORITY FIGURES
  Grand Sultan Hakim Khalid Suleiman XXIII, LE male efreeti 
  fighter 18, noble 4; Grand Vizier Abdul-Qawi, LE male efreeti 
  wizard 17; Yndri Ysalaa, The White Mage, NE female efreeti 
  sorcerer 16, noble 3
  The Lords of Brass
  The Grand Sultan Hakim Khalid Suleiman XXIII, the 
  Lord of Flame and Khan of Magma, and the Grand 
  Vizier Abdul-Qawi co-rule the City of Brass in a balance 
  struck centuries ago. While the ancient laws of the city 
  technically place the vizier in an inferior position to 
  the grand sultan, both are noble efreet, nearly equally 
  matched in political sway and popularity. Yet while the 
  grand sultan is a direct-acting tyrant with blatant control 
  over the city’s genie armies, Vizier Abdul-Qawi is a patient 
  and subtle manipulator, master of a spy network spanning 
  the planes, and a powerful wizard who, some say, possesses 
  great knowledge of genie-binding arcana. While the grand 
  sultan and the vizier each once sought to control the 
  City of Brass alone, centuries upon centuries of fruitless 
  scheming and backbiting have resulted in the current 
  stalemate, and each has even learned a measure of respect, 
  even reliance, on his ancient enemy. Neither would admit 
  to this tentative partnership, nor would either overtly seek 
  to disrupt the current balance within the city. The rulers 
  and their emissaries engage in a complex political game 
  of petty victories and public slights, a game each eternally 
  views himself as winning. Outsiders who seek to intrude 
  upon the rulers’ devices are frequently crushed, and the 
  combined strength of the City of Brass’s lords dissuades 
  most other noble efreet from attempting to seize power 
  for themselves. Rumors endlessly attest to greater plots by 
  both rulers, planes-sweeping machinations meant to oust 
  their rival for all time. Little evidence of such convoluted 
  schemes ever arises, though, and most seem to merely 
  spawn from popular imaginings, as such tales make for 
  good, even plausible, stories.
   While the vizier tends to take a cloak and dagger 
  approach to his method of governing, the grand sultan 
  proves a more hands-on ruler. Those who displease him 
  are frequently dismembered in front of an assembled 
  court. The grand sultan claims that “traitors should 
  die publicly to keep others from error.” This results in a 
  largely terrified class of efreet nobles who spend as much 
  time as possible outside the city hunting, wenching, 
  and interfering with mortals rather than inside the city 
  plotting, which is surely what the grand sultan intended.
  The City of Brass is a shining thing, bright as a new platinum ring, gilded and magnificent, 
  a testimony of grand opulence and terrific majesty. The metropolis exists within a sea 
  of flickering fire, a vast expanse of unforgiving and unquenchable hunger that only the 
  efreet lords find congenial. The realm beyond the great walls may burn hot and bright as 
  a terrible forge, but within them one must beware the immense variety of fiery creatures 
  that call the city home, from the powerful efreet to the savage mephits, down to the poor 
  wretches and beasts of fire who slave for their genie masters. The City of Brass sparkles 
  like a gem upon the planes, but those unwary who attempt to make it their own find that it 
  is no mere ruby, but a searing ember. 
  —Faidal al-Bashiri, the Barber of Al-Bashir
  
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  by thick, imposing obsidian walls and is comprised of the 
  Burning Quarter, the Mages’ Quarter, the Commoners’ 
  Quarter, the Slaves’ Quarter, and the Galley Quarter.
  The Burning Quarter 
  This section of the city is an enormous pillar of fire, visible 
  even through the smoky atmosphere of the Plane of Fire 
  for many miles in all directions. The fire elementals of the 
  city call this district home, and any beings not comprised 
  of living flames who enter are quickly immolated. 
  Coruscating walls of various colors, kinds, and opacity 
  contain the terrible firestorm. Although still under 
  the purview of the grand sultan, entering the Burning 
  Quarter without the elementals’ permission is considered 
  a breach of law, as the fire elementals have been promised 
  their autonomy. Rumors and half-remembered histories 
  claim that whenever a slave revolt or coup attempt breaks 
  out in a particular district, the Burning Quarter shifts 
  there, turning all within—guilty or not—into white, 
  powdery ash, incinerating all traces of civilization. The 
  former Burning Quarter then becomes new land on which 
  to build.
  The Common Quarter
  The Common Quarter is home to the City of Brass’s non-
  efreet inhabitants. Although dominated by azers and 
  salamanders, any creature of elemental fire or those able to 
  both weather the intense heat of the Plane of Fire and win 
  the efreet’s respect might reside here. Although less grand 
  than the Noble Quarter with its centuries-old palaces and 
  proud spires, the architecture in the Common Quarter is 
  only slightly less opulent, as any who can afford to live there 
  is, by mortal standards, wealthy beyond compare. Non-efreet 
  residents of the city live, consort, and do business here, 
  taking comfort in having their own district to be masters of 
  and share in their communal resentment of the city’s true 
  lords. Among the dozens of grand locales in the quarter is the 
  decadent Falling Waters steam house, the home of a strange 
  azer cult known as the Eye of the Red Worm (see page 73), 
  the dirigible-shackled tower-library of the dreamer Harun, 
  and the silver-crowned lair of the red dragon Solus—known 
  more commonly as the Red Typhoon.
  The Galley Quarter
  Also known by many residents as simply “The Docks,” the 
  Galley Quarter serves the City of Brass as port and travel 
  hub to the rest of the Elemental Plane of Fire. The various 
  magical vessels, exotic airships, genie-made merchant 
  galleys, and other stranger modes of transport sail in 
  from and out onto the seas of fire, their decks crewed by 
  myriad fiery natives of the plane and exotic visitors from 
  realms beyond. Here they bring all the treasures of the 
  planes, and leave with hulls weighed down with slaves, 
  The CiTy of Brass aT a gLanCe
  Sprawling to expanses beyond any mortal city, hundreds 
  upon hundreds of neighborhoods, urban fiefdoms, and 
  the holdings of fiery nobles divide the City of Brass. The 
  greatest of these, however, are the Great Bazaar and the eight 
  quarters. Among these vast districts, the city boasts some 
  of the grandest architecture in the multiverse, with soaring 
  palaces and grandiose citadels assembled from gold, iron, 
  copper, brass, ivory, marble, and polished sandstone. Many 
  of the city’s occupants perch magnificent jewels atop their 
  structures as a testimony to their wealth and might, causing 
  the cityscape to glitter like a vast treasure trove amid the 
  harsh brilliance of the Elemental Plane of Fire. While the 
  City of Brass changes rulers frequently and entire sections 
  of it are consumed in flames, swept away, and rebuilt with 
  every change of dynasty, its districts remain roughly the 
  same no matter who governs. 
  Beyond its many districts, the City of Brass is divided 
  into two major regions: the Inner Ward and Outer Ward. 
  The Inner Ward is separated into a series of concentric 
  circles by wide canals filled with swift-flowing lava and 
  molten metals. Each circle is a unique district, including 
  the Great Bazaar, the Temple Quarter, and the Noble 
  Quarter. The Outer Ward is partitioned into five sections 
  A History of Brass
  The City of Brass traces its roots back to ancient tales of 
  the Middle and Far East collected in the work called One 
  Thousand and One Nights, which later became known under 
  the title of Arabian Nights. The interpretation presented in 
  this article is but the latest in a long tradition of musings 
  on this incredible and deadly planar city. While this overview 
  presents a Pathfinder-specific lens through which to view 
  the city, it should not be viewed as incompatible with other 
  products. The Limited edition The City of Brass boxed set 
  from Necromancer Games, for example, presents easily 
  the most expansive view of this planar metropolis and was 
  referenced heavily in the creation of this volume. While such 
  products might prove useful to GMs seeking to expand their 
  campaigns in the City of Brass, they should not be considered 
  required reading either for using “The Impossible Eye” or 
  understanding this article. A map is also purposefully absent 
  from this version, allowing GMs to make use of their favorite 
  interpretations, refine the city to their tastes, or keep it beyond 
  their player’s ken as they see fit. If information presented here 
  conflicts with a favored interpretation of the City of Brass, feel 
  free to make changes as you see fit, assured in the fact that 
  this sprawling planar metropolis has boundless space for 
  varied interpretations, thousands of locations and characters, 
  and countless adventures.
  
  the city of brass
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  57
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  ore, freshly imagined weapons, cloths of woven gold and 
  gemstones, exotic beasts, the drugs and spices of the 
  shaitans and djinn, and even more wondrous riches. In 
  addition to traders, here the grand sultan harbors a vast 
  and incredible fleet of war galleys with brass-beaked prows 
  and enchanted sails, ready to sail out upon the flames and 
  into realms beyond at their master’s command.
  Wary or disreputable merchants, chandlers, shipwrights, 
  thieves, and galley slaves are all among those found in the 
  district’s many streets, and six dozen coffeehouses cater 
  to those who conclude their deals just a few paces from 
  the docks. The few efreet who hunt the odd devilfish of 
  the burning seas also bring their catches ashore here, 
  putting them up for sale alongside strange white dolphins, 
  armored sharks, and iron-finned sea serpents.
  The Great Bazaar
  One of the largest and wealthiest trade districts in all the 
  planes, the Great Bazaar—also called the Suq al-Azzmir 
  Marketplace by efreet—specializes in treasures of rich 
  metal, woven magical goods, exotic spices and incenses 
  from throughout the spheres, and elemental magic, 
  though nearly any item one might imagine could be found 
  here. It is also a thriving slave market and a place where 
  anyone can hire a wizard, mercenary company, or even 
  small armies of elemental servitors. The Great Bazaar is 
  the heart of the City of Brass, the single location that drives 
  the trade, wealth, and splendor of the fabulous city.
  The Great Bazaar is also the one place where non-efreet 
  gather in great numbers, from creatures of elemental 
  fire selling wonders of sculpted metal and living brass, 
  to azers and salamanders hawking fiery eagles and 
  enormous black elephants for the hunts of efreet nobles, 
  to visiting devils providing guidance to genies in the 
  art of pact-making and contracts with mortals. These 
  crafty merchants offer everything from minor artifacts 
  to rusty slave shackles, for prices ranging from the souls 
  of legendary heroes to mundane coins and gems. Of it all, 
  barter in magic is the preferred form of payment, though 
  debts of servitude are also quite common. Gold, with its 
  relatively low melting point, is rarely a favored medium 
  of exchange.
  Although the variety of goods in the bazaar is largely 
  eclectic, water is a rare commodity, largely forbidden 
  except for slaves to consume and those with special writs 
  of allowance. Also illegal are any materials that might be 
  used in magic or sorcery against genies (especially material 
  components for freezing magics, all of which are forbidden 
  on pain of immolation or petrification). Wizards and 
  sorcerers are almost always kept under the eyes of the vizier’s 
  watchful spies and informants; efreet are understandably 
  concerned about what masters of the arcane might do with 
  summoning and genie-binding magic.
  The Lower Quarter
  Unmarked on any map and not discussed in front of 
  strangers is the Lower Quarter, that warren of lava tubes 
  and tunnels that crosses beneath the city. Many of these 
  areas are private retreats for the noble efreet, where they spit 
  and roast runaway slaves and torture captured sorcerers 
  who have bound efreet to unwilling service. These hellish 
  halls echo with screams and give the entire Lower Quarter 
  a frightful reputation among the slave castes, who might 
  otherwise be prone to use such dark and empty passages 
  for their own ends.
  grand  
  vizier  
  abdul-qawi
  
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  Many other sections of the Lower Quarter are simply 
  smugglers’ warehouses, packed with all manners of 
  treasure, including gems, mithral, and magic, stored there 
  to evade the grand sultan’s onerous tariffs and the even 
  more onerous bribes demanded by the harbormaster and 
  gate guards. These warehouses are heavily trapped, warded 
  with frost magic, and guarded by constructs or other 
  creatures whose loyalty is at least somewhat dependable.
  Magma chambers and grottos also dot the subterranean 
  quarter, lairs where elder elementals, noble salamanders, 
  and ancient fire worms disport themselves in the heat and 
  burn up most fleshy visitors. These areas typically bubble 
  with lava, with magma flowing in fountains or streams out 
  to or in from the burning sea.
  The Mages’ Quarter
  By far the smallest and yet among the most exclusive 
  quarters of the City of Brass is the Mages’ Quarter, where 
  the most powerful efreet sorcerers practice their arts in 
  binding and enslaving mortals, elementals, and other 
  genies. The quarter itself rests on a small hill, surrounded 
  by powerful magical wards and guardians, making the 
  district difficult to enter. 
  The most famous spellcaster of the Mages’ Quarter is 
  the Grand Vizier Abdul-Qawi, who lives here when not at 
  the palace. Most powerful of all, though, is the White Mage 
  Yndri Ysalaa, a female noble said to live entirely on the 
  blood of slaves and who has a ravenous appetite for mortal 
  lovers. The stories are almost surely overblown, but she is 
  a powerful wizard and evoker, and some believe the White 
  Mage is the one responsible for the magics that shield the 
  quarter from intruders.
  The Noble Quarter
  The wealthiest of the city’s districts, the Noble Quarter is 
  the innermost section of the Inner Ward. The very heart of 
  the district contains the Grand Sultan’s fabulous palace, 
  which climbs higher than any other building in the city, 
  even higher than the city’s outer wall. Even though the 
  Noble Quarter rests at the bottom of the basin-like City 
  of Brass, the efreet lords construct their sanctums to 
  outmatch the height and splendor of the buildings in the 
  Outer Ward. Beneath these towers flow spectacular pools 
  and fountains of raining sulfur and quicksilver as deadly 
  as they are beautiful, while bejeweled palanquins born by 
  small armies of slaves crowd the searing avenues. 
  
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  The Noble Quarter serves as the battleground for the 
  political machinations of noble efreet. Scheming genies 
  flock to the district as courtiers, supplicants, and bravos, all 
  eager to impress the grand sultan or various pashas with 
  their feats of arms, to bribe them with their crass gifts, or to 
  arrange a marriage of one of their daughters to some palace 
  noble or functionary. At the center of these machinations—
  and at the very heart of the city—rises the grand sultan’s 
  palace. In addition to serving as home to the City of Brass’s 
  ruler and housing his treasures and several legions of his 
  invincible army, the palace serves as the seat of the city’s 
  government, with thousands of advisors, ambassadors, 
  clerks, and messengers coming and going on a daily basis. 
  Emissaries of the grand sultan and the grand vizier create 
  the bulk of the palace’s traffic on any given day, as the nearly 
  equally matched rulers keep in regular communication 
  while at the same time both openly and surreptitiously 
  spying on the other’s affairs.
  Elsewhere in the Noble Quarter dwell the efreet pashas, 
  the greatest and most powerful of the efreet, whose families 
  rise and fall over innumerable generations. At the moment, 
  the grand sultan and grand vizier recognize a dozen 
  families, including the Bayt al-Bazaan, the Bayt al-Shamir, 
  the Bayt al-Yonan, and the Exalted Line of Engolas.
  The Temple Quarter
  Although largely irreverent and beholden only unto 
  themselves, the efreet construct majestic and imposing 
  spires, temples, cathedrals, and mosques to deities holding 
  power over flame, burning lords of the upper and lower 
  planes alike,and even blatant pseudo-religious appeals to 
  the vanity of the grand sultan himself. In their efforts to 
  curry the favor of lords both local and divine, the various 
  pashas build and expand upon ever more elaborate 
  temples, filling them with offerings of ancient treasures 
  and powerful artifacts, making each greater than the last 
  with a new one appearing seemingly every week. Amid 
  the houses of worship here hulks the vast temple palace 
  of Ymeri, the Elemental Queen of the Inferno, widely held 
  to be the most powerful being on the Elemental Plane of 
  Fire. Although the grand sultan makes yearly offerings 
  to the great elemental queen and overtures of friendship, 
  consortship, and comfort within his city, Ymeri has little 
  interest in the decadences of such petty creatures as the 
  efreet and has visited the City of Brass no more than thrice 
  in its eons of existence—twice to destroy large portions 
  under the rule of offending former sultans.
  The Slaves’ Quarter 
  The Slaves’ Quarter, also known as the Fools’ District, is a 
  series of long, low buildings where slaves owned by the efreeti 
  elite are fed, housed, and shackled overnight. Merchant 
  houses and nobles who use their labor in their industries 
  own most of the slaves, though some are rented out to the 
  highest bidder. Azer whipmasters patrol the streets of the 
  district, both keeping watch for errant slaves and guiding 
  visitors seeking to buy or rent the services of owned slaves. 
  Although azers comprise one of the largest groups of slaves 
  in the City of Brass, few of the brazen-skinned workers balk 
  at their situation or question the sense in having members 
  of the same race serve as both slaves and slave keepers. Most 
  azers take great pride in the accomplishments of their kind, 
  pointing toward the greatest structures in the city as being 
  azer-built. While slaves not born of the Elemental Plane 
  of Fire face great hardship and usually swift deaths in the 
  ash-choked district, those like the azers who survive longer 
  find their efreet lords quick to reward skill and impressive 
  efforts, with many slaves being quite wealthy by mortal 
  standards. Although slaves are rarely granted their freedom 
  in the City of Brass, the azers and other elemental slaves 
  seem to care little, confident that while the efreet grow fat 
  off petty decadences, their efforts are obvious in the palaces, 
  monuments, war machines, and vessels of the city built by 
  their hands and made peerless throughout the planes by 
  their endless efforts.
  Entertainment in the City of Brass
  The idle efreet nobles and the sycophants who surround 
  the grand sultan and grand vizier demand diversions 
  beyond their wealth and their harems. Thus, the city holds 
  chariot races—often deadly and with heavy wagering—
  in the Archeyan Hippodrome, the center of the City of 
  Brass’s often bloody entertainments. Famed throughout 
  the planes, this oval stadium provides seating for 10,000 
  efreet, and flying space for five times that number. The 
  races include arbitrary obstacles such as spiked hurdles, 
  deadly pools of icy water, and walls of smoke and ash that 
  may cause a chariot to veer off course and crash. In rare 
  instances, bolts of fire or racecourses flooded with burning 
  sulfur increase the events’ danger even further. In one 
  famous and fondly remembered race, the charioteers were 
  informed at the last minute that they would be pursued by 
  ravenous fireworms, which cut across the central field and 
  devoured most of the participants.
   Gladiatorial combat also serves as a popular pastime, 
  whether in traditional combats in the city’s varied coliseums 
  or in amoral, high-stakes matches in private arenas. 
  Creatures are imported and abducted from throughout the 
  planes to feed the city’s endless thirst for competition and 
  bloodshed. Those gladiators who excel in battle might win 
  the favor of powerful efreet and eventually their freedom, 
  while those who fight poorly become nothing more than 
  ignominious stains upon battle pit floors.
  
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  Rovagug
  R
  ovagug (ROH-vah-gug) is hated and feared by 
  all rational beings, whether god or mortal, for 
  it is his will and destiny to usher about the end 
  of the world. Although he slumbers fitfully in the depths, 
  eternally bound in a prison crafted by the gods, should the 
  Rough Beast break free he will tirelessly scour Golarion of 
  life until no god or mortal remains, and when that task is 
  completed he will rend the world asunder. He is absolute 
  destruction manifest; he is the Unmaker.
  Long ago, when Golarion was still young, Rovagug 
  arrived from somewhere beyond the depths of space and 
  time, seeking only to devour. This predicated a great 
  battle, as the young gods sought to defend all they had 
  created, but were endlessly thrown back by the intruding 
  horror. Finally a temporary alliance was forged among 
  the gods and a plot was devised. While wily Calistria 
  and many of the other deities distracted the terror, 
  in the heart of Golarion Torag and Gorum forged an 
  unbreakable prison. Asmodeus, Nethys, and Pharasma 
  laid great spells over the creation, fitting it with locks and 
  wards, drawing upon the power of the planes to assure 
  its potency. With each moment, forgotten gods battled 
  and fell forever, until the work was done. When the sign 
  was given, the great angel Sarenrae challenged Rovagug 
  directly, taunting him with holy fire and making him 
  howl with such rage and anguish that his profane din 
  could be heard across the void. The Dawnflower lured 
  him close to the world, and with her blazing sword, sliced 
  a great rift deep into the land’s heart. Magic of incredible 
  power, born of the efforts of dozens of gods and paid for 
  with the lives of dozens more, lashed out and ensnared 
  the destroyer, drawing him into the god-forged prison. 
  As the potent cell quaked and threatened to buckle under 
  the rage of its furious captive, Asmodeus used his Hell-
  forged key to lock the Rough Beast away for all time. With 
  the prison sealed, Golarion healed its wound as best it 
  could, containing its foul charge within, and the deities 
  knew calm once more. 
  Bound for millennia, the Rough Beast has not forgotten 
  his defeat and has nursed his rage in the knowledge that 
  
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  one day he will break free and feast upon 
  Sarenrae, the fragments of the world, and 
  the cooling flesh of all the other gods. He 
  conserves his strength, sleeping fitfully for 
  centuries at a time, comforted by his horrid 
  dreams of annihilation. While learned folk 
  speak of evil monsters and strange realms far 
  beneath the surface of the world, Rovagug 
  is the cancer at Golarion’s heart, waiting 
  for the inevitable time when he will fully 
  awaken and consume all life.
  The Rough Beast requires no specific ritual 
  to reach him, no heartfelt adoration to unlock 
  a channel to his divine energy. He is indifferent 
  to mortal concerns, goals, or the petty things they do in 
  his name. Rovagug cares not if mortals speak his name in 
  loathing or heap adoration upon him—he wishes only to 
  be set free, and to know that he is not forgotten. Though 
  some of the faithful may believe otherwise, he promises no 
  honored place at his side or immunity from his destruction. 
  The lucky ones will ride in his wake for a time, reveling in 
  the orgy of obliteration; the unlucky will be the first to die, 
  consumed by their god’s terrible hunger.
  There is nothing beneficent about the Rough Beast. 
  There is no peace to balance his wrath, no prosperity to 
  counter his disaster, no creation to offset his destruction. 
  Even in his deepest sleep, when his body is still, his mind 
  races with horrible visions of armageddon that to any sane 
  mortal would be nightmares but to him are like a sensual 
  dream. If Rovagug were free, he would break all within 
  reach, eat everything edible, befoul the inedible, and then 
  move on to repeat the cycle. He has no friends or allies, and 
  finds even his spawn and the monstrous things growing 
  on and in him inconsequential; once he has devoured the 
  world, he will surely turn on these extensions of his own 
  flesh and devour them in a cannibalistic orgy. There is no 
  poetry in his actions, just the driving of his heart, each 
  beat counting down with relentless savor to the world’s 
  inevitable end.
  Few civilized cultures attempt to depict the 
  Rough Beast accurately in art; some merely 
  portray him as a worm-like creature with a 
  great toothy maw. The primitive tribes and 
  mad cultists who worship him make no 
  attempts at high art, satisfied with abstract 
  renderings or simple depictions painted in 
  blood on a wall, banner, or shield. Like a huge, 
  miles-long worm, grasping with countless 
  limbs that stretch along his body and reach 
  from within his mouth, Rovagug’s form 
  is maddening. Various parasitic creatures 
  cling to his skin, some of them slug-like or 
  insectile, and others of maddening, unidentifiable 
  shapes. Similar creatures live in his blood, spilling 
  forth from his wounds, usually no larger than a dog and 
  typically manifesting as a swarm of thousand-legged 
  vermin. These parasites die within minutes of leaving 
  the god’s body, being dependent upon the supernatural 
  quality of his flesh for their own life, but not before 
  voraciously consuming those foolish enough to be caught 
  in the wake of Rovagug’s spilled blood. Because of his 
  imprisonment, Rovagug can almost never manifest an 
  avatar, and must act indirectly in the world through his 
  priests and titanic spawn, which serve as his heralds.
  Rovagug’s followers believe earthquakes and volcanic 
  eruptions are the manifestations of their god’s fitful 
  sleep, and after such events occur cultists usually pray 
  and make sacrifices to wake him, lest he continue to sleep 
  longer than the paltry durations of their mortal lives. 
  His followers assume that storms and toxic gas vents are 
  evidence of his breath coursing up from the dark places 
  in the world. If these things afflict the enemies of the 
  cult, the faithful take it as a sign of his favor, whereas 
  he is clearly displeased if such natural disasters harm 
  his worshipers.
  Priests usually dress in shaggy coats dyed in strange 
  colors—the more unusual the source of the hide, the 
  better. The wearing of hideous animal masks is common, 
  Since humans first learned to walk upright upon two legs and drove forth beasts with spears of sharpened 
  wood, they have feared the darkness of a yawning cave mouth. Around campfires, men of ancient times 
  whispered of a world beneath the world, haunted by chittering creatures of nightmarish form, man-eaters 
  that crawl and slither through the twisting tunnels of the underworld. But this was no mere superstition. 
  The darkness at the center of the world is real, and its name is Ro-va-gug, Worm from Beyond the Void 
  and Harbinger of Apocalypse. He is the reason men fear the darkness as they descend into the earth. 
  This primordial creature  has calved countless horrors from his dripping flesh, and his foul presence seeps 
  upward through the Darklands like a poison wind. Though he remains bound by the will of the gods, how 
  long his prison—our world—can withstand his tireless thrashing, none can tell.
  —from The Chronicles of the Darklands
  
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  and some of these masks are so strange and distorted 
  it is hard to tell what creature the mask is supposed 
  to represent (assuming it is just one animal, or a real 
  creature at all). Priests in particularly successful tribes 
  possess a variety of masks for different purposes, such 
  as blessing the tribe for an upcoming battle, bringing 
  good luck for a hunt, or sacrificing a living creature.
  Rovagug is chaotic evil and his portfolio is wrath, 
  disaster, and destruction. His symbol is a fanged mouth 
  surrounded by spider legs, though individual cults might 
  use slightly different symbols such as a crab with a mouth 
  on its back, a maw surrounded by scorpion stingers, 
  or a crude drawing of a claw encircled by a spiral. His 
  domains are Chaos, Destruction, Evil, War, and Weather. 
  Most of his priests are adepts or clerics, though a small 
  number of druids, witches, and aberrant spellcasters 
  worship him. His best-known title is the Rough Beast, 
  though he has many names used by various tribes and 
  cults, including the Tide of Fangs, the Imprisoned 
  King, and the Worldbreaker. His favored weapon is the 
  greataxe, not through any personal attachment to it—for 
  he doesn’t use weapons—but as a common tool of the orc 
  hordes that sing his praises.
  Most of Rovagug’s worshipers are orcs, who howl 
  prayers to him as they cleave their opponents limb from 
  limb. Few people in civilized lands honor him, as there 
  are easier ways for sane folk to gain magical power—even 
  Zon-Kuthon is thought to be a better choice for amoral 
  devotees seeking easy access to divine magic. Most of 
  his followers in cities are madmen creeping about the 
  doorstep of civilization. Many are psychopaths without 
  the discipline to serve Norgorber as murderers, the 
  technique to practice the aesthetic mutilations of Zon-
  Kuthon, or the sorcerous power that cultists of Urgathoa 
  often possess. Some are pyromaniacs, embracing fire 
  and arson as tools of their terrible god, though others 
  stand naked amid great storms or hurl themselves 
  into volcanoes. Among such misguided cults, Rovagug 
  is seen as a deity of cleansing and enlightenment, 
  destroying the old world to make room for a new one 
  in which the faithful will be made into gods and taught 
  to kill and destroy in strange new ways for the pure 
  pleasure of it. The most obvious of his followers are the 
  prophets of armageddon; often mistaken for the morbid 
  priests of Groetus, they preach and scream at passersby, 
  proclaiming that the world will soon end—though some 
  are wise enough to avoid invoking the Rough Beast’s 
  name in their rants, lest they rouse the ire of the soft, 
  “civilized” people of the cities.
  Sacred 
  rites 
  are 
  simple—sacrificing 
  slaves 
  or 
  prisoners, shouting, foot stomping, breaking valuable 
  items, and perhaps banging the occasional gong. 
  However, these practices are all things invented by 
  mortals—all that is required to contact him is prayer. 
  The acts associated with the prayers and the order in 
  which they are performed are irrelevant, though the 
  god enjoys the feelings of destruction that accompany 
  them. This means that two different orc tribes may have 
  very different ceremonies, evolved over generations 
  and dependent upon their local circumstances and 
  preferences. One tribe may burn offerings or sacrifice 
  them to a volcano in a dance-like procession, another 
  might crush them with clubs while making guttural 
  roars, while others hurl them down upon jagged rocks 
  and emit keening wails.
  Not Just Orcs
  Though some dismiss Rovagug as a god of orcs, he has a 
  significant following among other strange creatures and 
  several human races. 
   Gnolls: While most gnolls worship Lamashtu, several 
  tribes take up arms in the name of the Rough Beast, 
  finding his faith better suits their desires for bloodshed 
  and conquest. Most of the heretical tribes exist in regions 
  close to more civilized races, as the jealous gnolls seek to 
  bring ruin to their weak and arrogant neighbors.
  Kellid: Though only a minor element among the tribes 
  in the Realm of the Mammoth Lords, the Kellid people 
  living in Numeria and near the Worldwound see firsthand 
  the power of chaos as it scars their flesh and mutates their 
  own children. A few berserkers willingly embrace this taint, 
  seeking to use the power to become even more formidable 
  combatants, and Rovagug’s thoughts resonate easily in 
  their clouded minds.
  Ropers: These cruel philosophers of the Darklands see 
  Rovagug as their creator or at least a significant factor 
  the rise of their race—perhaps they were once barnacle-
  like parasites on his flesh, picking at scabs or rival leech-
  creatures, and evolved to their current form after being 
  scraped away as the god fell through the world into his 
  prison. Usually solitary, they welcome the opportunity to 
  instruct a visitor in their personal philosophy of agony or 
  explain some aspect of Rovagug’s religion, usually as they 
  slowly chew away their audience’s limbs.
  Ulfen: Among the fearsome raiders of the Ulfen, 
  there is almost universal reverence for gods of the 
  hunt and battle. A handful of warriors, however, have 
  organized themselves into murderous bands dedicated 
  to Rovagug, the lord of destruction. These self-scarred 
  and painted savages, considered bloodthirsty and 
  insane by even their warlike kin, prowl the frigid coasts 
  of northern Avistan, razing seaside villages and leaving 
  dismembered victims nailed to trees as grisly sacrifices 
  to the Rough Beast.
  
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  Temples, shRines, and holy siTes
  Rovagug has few temples, as his religion is banned in nearly 
  every major city, and any building dedicated to him would 
  be torn down (ironically, this would please his appetite 
  for destruction). This forces his followers to worship him 
  privately, building secret shrines to honor him, often 
  no more than an alcove painted with a fanged mouth or 
  clawed hand surrounded by a spiraling line. Most of his 
  true temples are built in caves, dungeons, or fortresses 
  held by orcs. These orc temples usually have some strange 
  monster—such as a roper, grick, or immature purple 
  worm—at the focus of worship, a proxy for the god, hand-
  fed by the priesthood. Typically the temple contains a large 
  pit, representing the Rough Beast’s prison and containing a 
  bonfire, scuttling vermin, and the remnants of sacrifices.
  The Pit of Gormuz: Located far to the east in Casmaron, 
  this gaping, 20-mile-wide chasm cuts through all three 
  levels of the Darklands, plunging even deeper than Orv 
  into perpetual blackness that none have dared explore. 
  The Spawn of Rovagug emerged from the Pit, and most 
  believe it connects to the Rough Beast’s prison. The Pit 
  is a holy site to the cult, and nearby tribes make annual 
  journeys to it to throw in goods, slaves, and other sacrifices 
  in the hopes of attracting their lord’s attention.
  The Pyramid of Kamaria: Located near the Osirian 
  city of An and dominating its southern skyline, this tomb 
  was built to house the remains of Pharaoh Kamaria the 
  Brazen, the only known pharaoh to worship the Rough 
  Beast. Though its upper levels have long since been looted, 
  the cult of Rovagug still thrives there, and it is the largest 
  above-ground structure dedicated to Rovagug. Even the 
  cultists do not know the extent of the trap-filled lower 
  levels of the tomb, though the pyramid’s central shaft 
  plunges into Nar-Voth in the Darklands. From time to 
  time the deep-dwelling grimlocks climb the shaft to 
  trade with the cultists, who exchange food and slaves for 
  monster pets and strange artifacts.
  a pRiesT’s Role
  Rovagug welcomes all who promise to destroy in his 
  name, whether or not they can cast spells—fortunate, 
  given the slow wits of a typical orc. His “priesthood” is 
  a disorganized mix of clerics, adepts, classless monsters, 
  a few thaumaturges, and even barbarians, fighters, and 
  others who epitomize destruction even though they lack 
  the talent for magic. They rarely keep treasure that bears 
  a creative or constructive purpose; even useful items such 
  as an instant fortress are left as a permanent part of a tribe’s 
  defenses or simply destroyed. They break things they 
  cannot use, even if their neighbors might find it valuable—
  high-level scrolls are used to start bonfires, and other 
  items are sacrificed to the pit or the flame. They would 
  rather see something destroyed than used against them by 
  their enemies, and outnumbered or suicidal priests have 
  been known to break an enemy’s weapons and armor as a 
  last act of defiance.
  Priests see the creation of useful things to be contrary 
  to their god’s will and are no more likely to learn 
  blacksmithing, farming, or carpentry than they are to 
  learn how to write poetry or tan a simple hide into leather. 
  This means the spiritual leaders of a tribe are inadvertently 
  responsible for the slow decline and degradation of their 
  peoples’ welfare, for building and forging are only fit for 
  slaves. This means the tribe’s items are usually in a state of 
  disrepair, and they must rely on raiding others for usable 
  weapons and armor. They teach that finely crafted things 
  are an affront to the Worldbreaker, and would rather see a 
  
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  another that it was only a thousand years ago, and the other 
  that Rovagug freed himself long ago and is waiting for the 
  right time to strike.
  holidays
  Fall is the time of harvesting, and although the month of 
  Rova is named for him (most likely due to the cutting down 
  of wide swaths of cropland, mirroring the destruction he 
  would bring to the entire world), he is in no way a harvest 
  or fertility deity, and common folk do not invoke his name 
  as part of their work. Individual tribes or cults have many 
  unique holidays, deciphered from remnants of old books or 
  fragments of god-inspired dreams; only two are common 
  among many tribes, and some do not acknowledge even 
  these events.
  The Waking: Though the orc race was still confined to 
  the Darklands when the Starstone crashed into Golarion, 
  they resonated on a spiritual level as the force of the 
  impact jostled Rovagug in his prison, rousing him from 
  centuries of hibernation. Overwhelmed by the equivalent 
  of a massive telepathic grunt from the Rough Beast, orc 
  shamans all over Golarion drove their comrades forward 
  against tribal enemies. Though they do not know the exact 
  day, month, or even year that Starfall occurred, the orcs 
  celebrate it annually with the ceremony of the Waking, 
  usually held in early spring (each tribe has a slightly 
  different preference for the holiday, and tribes have been 
  known to war over which is the correct one). The holiday 
  now has superstitious undertones, as if the tribes fear 
  Rovagug will abandon them or go back to sleep if they do 
  not offer the right prayers and sacrifices.
  Lastday: This holiday is based on conjunctions of certain 
  stars, planets, and the sun; in most years it happens in 
  early fall, but every few decades it occurs in another part 
  of the year, with an occasional interval where the event 
  isn’t celebrated at all. The Rough Beast’s followers believe 
  these alignments indicate a weakening of the god’s prison, 
  a swell in his power, or a moment where stellar divination 
  allows them to accurately predict the end of the world.
  aphoRisms
  With no centralized religion, no standard holy book, and 
  a cult consisting mostly of rival tribes that frequently 
  battle each other, there are no common phrases among 
  the faithful. Most oft-repeated sayings among his cults 
  are joyous exclamations at the injury or death of an enemy 
  or wry curses when a necessary item breaks at just the 
  wrong time. Still, several particularly harsh or threatening 
  statements are repeated among Rovagug’s followers.
  The End is Now: Perhaps a more philosophical statement 
  than most worshipers of Rovagug realize, this routinely 
  uttered threat and battle cry finds its roots in the philosophy 
  that, since the Rough Beast’s imprisonment, Golarion has 
  fine suit of mithral chainmail broken into its component 
  links than profane themselves by wearing it—or they ask 
  for Rovagug’s blessing to use the thing so they may become 
  better able to destroy the enemies of the tribe. While such 
  elaborate rituals of asking permission are a farce—for the 
  god doesn’t care what weapons his worshipers use—the 
  priests normally scratch or mar the item in some way so it 
  doesn’t stand out as exceptional.
  Priests evangelize a litany of rage, ruin, and misery upon 
  all in their care. They are not fatalists like the followers of 
  Groetus, dispatching wounded allies at the slightest sign 
  of weakness, knowing that one cannot wage war and rend 
  flesh by allowing one’s own soldiers to fall. They teach 
  that there is honor in destruction, that building things 
  is for those too weak to destroy, and that every act of 
  bloodletting and breaking loosens Rovagug’s chains. His 
  priests make no useful contribution to normal society. At 
  best they are mercenaries, though most are better suited 
  for banditry and raiding. They have little interest in gold, 
  though they like spending it on things that improve their 
  ableness to rend and kill (often turning these weapons on 
  their trade partners).
  Cult leaders are usually strong-willed and physically 
  tough individuals. Among orcs, a tribal leader might 
  nominally be a priest of Rovagug, though in most cases a 
  tribe has the traditional arrangement of a martial leader 
  and a spiritual advisor. Within any cult cell or tribe there 
  is a chain of command based solely on physical power. 
  Challenges are common, and while the victor may spare 
  the contender as a point of humiliation, the loser is more 
  often sacrificed to Rovagug in order to bring favor upon 
  the tribe. If the monstrous proxy of a cult cell or tribe is an 
  intelligent, powerful creature, it may be the power behind 
  the throne, a rival to the chief, or even take over leadership 
  of the group after a successful challenge.
  On a typical day, a priest hunts in the name of his crazed 
  lord, hoping to find some living thing to kill or crafted 
  item to ceremonially destroy. The only things the priests 
  save are tools of destruction. Strangers within their 
  territories are always targets for enslavement or sacrifice. 
  A zealous priest can whip the faithful into a destructive 
  frenzy, ignoring hunger and overwhelming odds to bring 
  glory and freedom to their monstrous god.
  myThs
  Most stories of Rovagug come from the orc tribes, spread 
  by oral tradition and often embellished to include famous 
  tribal leaders. Thus, even among the faithful there are 
  conflicting details, especially as orcs are imprecise 
  with dates and have spent thousands of generations 
  underground without awareness of day, night, or seasons. 
  Ask three different tribal priests about Rovagug’s history 
  and one will tell you he was imprisoned 10,000 years ago, 
  
  rovagug
  rovagug
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  65
  been slowly sickening and dying. While every worshiper of 
  the World Breaker points to his own doubtful evidence of 
  the land’s ongoing death, this declaration often comes to the 
  lips of maniacal savages or mad doomsayers proselytizing 
  the inevitable coming of the end times.
  I Am What Gods Fear: A dramatic exaggeration often 
  used by warriors who serve Rovagug, this boast hearkens 
  toward the divine battles once fought between the deities 
  and the Rough Beast. Many mad priests and savages 
  believe themselves favored by Rovagug, with some of the 
  monstrous deity’s most notorious followers having been 
  quoted as repeating this unlikely but often intimidating 
  shout in the midst of battle.
  RelaTions wiTh oTheR Religions 
  None of the gods responsible for his imprisonment trust 
  Rovagug or wish to see him free; lacking the ability to 
  destroy him, they were forced to accept binding him as 
  the only available solution, and all fear what would happen 
  should he throw off his chains. The younger gods who had 
  no role in his fettering (such as Cayden Cailean, Milani, 
  and even evil deities such as Zyphus) either believe what the 
  older deities told them about Rovagug or decided he was too 
  dangerous after visiting the edge of his prison. Asmodeus 
  has been known to taunt him with his prison key every few 
  centuries, infuriating the Rough Beast and causing him to 
  batter himself against the walls until exhausted.
  Although he reviles those who imprisoned him, his 
  most hated foe is Sarenrae, for among the gods it was she 
  who dared to strike him, and her fiery sword that drove 
  him into his oubliette. He has promised himself that when 
  he is free he will destroy everything between himself and 
  her, tear her apart, feast on her still-living remains, and 
  only then return to his task of sundering the world.
  While Groetus is often described as the God of the End 
  Times, there is no overt animosity between the god and 
  Rovagug—at least, no more than that which Rovagug feels 
  toward every other deity. Some sages speculate the two may 
  not actually be at odds, and that while Rovagug’s purpose 
  is to destroy the physical world, Groetus will feast upon 
  spirits and the energies of the dead. 
  new divine spells
  Adepts, clerics, and druids of Rovagug may prepare baleful 
  polymorph as a 4th-level spell.
  Face of the Devourer 
  School transmutation (polymorph); Level adept 1, cleric 1, druid 1, 
  sorcerer/wizard 1
  CaStinG
  Components V, S
  Casting time 1 standard action
  EFFECt
  
  Legacy of Fire
  Legacy of Fire
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  66
  Range touch
  target creature touched
  Duration 1 minute/level
  Saving throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  DESCRiption
  You transform the target’s face into a hideous shape, such as a 
  half-melted thing with insect legs instead of teeth, seeping pits 
  instead of eyes, and suckered tongues dangling from its mouth. 
  You do not choose what shape the target’s face takes and it is 
  different every time you cast the spell. This transformation does 
  not interfere with the target’s senses or its ability to breathe, 
  though it might prevent it from speaking.
  If the target does not normally have a bite attack, it gains a 
  bite attack as a natural weapon for the duration of the spell; 
  this bite attack deals 1d6 points of damage (scaled upward or 
  downward if the spell’s target is other than Medium size) and 
  the target is proficient with this attack. It may use this bite 
  as its primary attack or in conjunction with its normal attack 
  routine. The target gains a +4 bonus on Intimidate checks.
  Rovagug’s Fury 
  School evocation [earth]; Level adept 2, cleric 2, druid 2, sorcerer/
  wizard 2
  CaStinG
  Components V, S
  Casting time 1 standard action
  EFFECt
  Range 30 ft.
  area cone
  Duration instantaneous
  Saving throw none; Spell Resistance yes
  DESCRiption
  You create a minor earthquake that can trip creatures. Make a 
  single trip attack and use the result against every creature in the 
  area. Those that fail are tripped and fall prone. You do not provoke 
  an attack of opportunity for this trip attack (though you do provoke 
  one for casting the spell as per normal), nor can you knock yourself 
  prone with a bad roll. Unlike a regular trip attack, you may trip any 
  creature touching the ground, regardless of size. Improved Trip 
  does not affect this spell in any way.
  Although the earthquake is small and focused on the floor, 
  at the GM’s discretion, if the area is particularly unstable, the 
  spell might cause items to topple, stones to shake loose from 
  the walls or ceiling, and so on.
  pRiesTs of Rovagug
  As his faith is outlawed in most civilized lands, priests of 
  the Rough Beast are normally found in primitive regions 
  ruled by savages or by those traveling incognito in search 
  of like-minded folk to convert to the faith. The following 
  priests are well known even in human lands.
  Gren Two-Axe (CE male half-orc cleric of Rovagug 3/
  barbarian 4) is a shaman and battle lord for Hundux Half-
  man (chieftain of the Murdered Child tribe and leader of 
  the city of Wyvernsting). A veteran of many wars against 
  humans and rival orc tribes, he lives for battle, and most 
  in his city are afraid of him. He is a cannibal, and makes 
  a point to eat a piece of every creature he kills, even other 
  orcs of his own tribe foolish enough to challenge him. 
  He treats only Hundux as an equal, and the two may be 
  half-brothers, possibly descended from some powerful orc 
  hero or an especially fecund slave. Gren has no interest in 
  guarding caravans or trading peaceful words with other 
  orc tribes; if he is not busy fighting, he is eating, sleeping, 
  or praying to the Rough Beast for the strength to slay many 
  enemies in the next battle.
  Ogtok Worm-Blood (NE male troll druid of Rovagug 
  6) is easily recognized, for dozens of boil-like growths 
  cover his skin, each of them squirming with parasitic 
  worms that feed on his blood and flesh. He believes he 
  hears the will of Rovagug in the shuddering of the earth, 
  the patterns in magma, and the noise of the storm, so he 
  makes pilgrimages to places with frequent earthquakes, 
  volcanic eruptions, and hurricanes or sandstorms to 
  receive instructions from his god. A zealous fire burns in 
  his eyes and he eagerly awaits the day when the Rough Beast 
  is free to unmake the world; his religious fervor attracts all 
  manner of savages to him, forming an entourage of many 
  individuals or wresting an entire orc tribe from a weak 
  leader. Ogtok uses these minions to carve a path to his next 
  “holy” site, caring little how many fall along the way.
  Rovagug’s Nail (CE male human barbarian 10) began 
  his life as Ghievhalt of the Sunder Horn, a tribe of 
  savage raiders and iron mongers in eastern Numeria. 
  Unbeknownst to him, even now, his ramshackle hovel 
  abuts a ruined circle of standings stones, marking the 
  Customized Summon List
  Rovagug’s clerics can use summon monster spells to 
  summon the following creatures in addition to the normal 
  creatures listed in the spells.
  Summon Monster III
  Choker* (CE)
  Summon Monster IV
  Fiendish grick (NE)
  Gibbering mouther* (CE)
  Summon Monster VII
  Emkrah (CE) (see Pathfinder Adventure Path #21)
  * Has the extraplanar subtype.
  
  rovagug
  rovagug
  67
  67
  presence of a Rough Seed of Rovagug below. This grotesque 
  egg-like remnant of the god of disaster inspires those 
  nearby to acts of violence and madness. Slowly, due to his 
  proximity to the Rough Seed, Ghievhalt honed his anger 
  into a berserker fury and now stalks the surrounding 
  heaths and canyons, slaughtering in the name of Rovagug, 
  who he believes has chosen him for some great and bloody 
  plan. Already the warriors of Chesed maintain a bounty for 
  the death of Rovagug’s Nail, accusing him of perversion 
  and the slaughter of a group of Pharasmin sybils. (See the 
  emkrah in Pathfinder Adventure Path volume #21 for more 
  details on Rough Seeds and their effects.)
  planaR allies
  The following creatures are well-known supernatural 
  servitors of Rovagug, suitable for conjuring with planar 
  ally or similar spells. Unlike other deities, Rovagug 
  does not have a single herald. Rather, an entire host of 
  extraordinarily rare but catastrophically destructive 
  beasts known as the Spawn of Rovagug serve as his ruinous 
  emissaries upon Golarion. While these horrors cannot be 
  summoned like the heralds of other deities, the corpses 
  of those slain can be brought back to life and occasionally 
  new monstrosities emerge from the depths. See “The 
  Spawn of Rovagug” in Pathfinder Adventure Path volume #24 
  for more details on these apocalyptic terrors.
  Crawling Hunger: This creature looks like a normal 
  purple worm except for the dozens of clawed, crab-like 
  legs sprouting from between its body segments. These 
  claws give it a climb speed of 20 feet and allow it to walk 
  almost silently on land rather than with its normal 
  dragging, slithering mode of movement. Because the legs 
  reach in all directions, it can pluck creatures off its back 
  or anywhere along its length, passing them forward to its 
  hungry maw. Crawling Hunger can only be appeased with 
  food; anyone calling it for service should have half a dozen 
  animals or other sacrifices of at least Medium size to keep 
  it from immediately devouring its summoner. Gifts of 
  food-creating magic items such as a ring of sustenance or 
  sustaining spoon are reasonable payment—the creature eats 
  them, staving off its ravenous emptiness for a few days 
  before its body digests such items completely.
  Galulab’daa: Even the cult of Rovagug isn’t sure if this 
  monster is just incredibly aggressive or is actually insane. 
  Some say Galulab’daa was an angel—or perhaps a whole 
  host of angels—who stood among Sarenrae’s army and 
  were unfortunately sacrificed when she imprisoned 
  Rovagug, being locked within the world with the godly 
  horror.  Having all the abilities of an advanced gibbering 
  mouther, Galulab’daa seems to be in a constant rage like 
  a barbarian and prone to attack anything near it—even 
  allies—as if under the effects of a confusion spell. Lore about 
  Galulab’daa (passed mostly by word of mouth among priests 
  Holy Text
  Rovagug has no sacred text of his doctrine. Even if he 
  were inclined to codify such things, his chaotic worshipers 
  would have little interest in writing it down, preferring 
  to pass his teachings to others in the form of story and 
  song. Some cults have documentation about the Rough 
  Beast’s goals and how to placate him, but most of it is pure 
  speculation, and his orc followers would rather burn or tear 
  up any book than read it. Noted here are two such “unholy 
  writings” used by sizable cults of the Worldbreaker.
  Cycle of the Beast: Transcribed from the scrawled 
  ravings of the insane prophet Chalmus Col, who has been 
  held for the past 20 years as a resident of Vainbride Asylum 
  in Tamrivena, these rambling passages hark back to myths 
  of Rovagug and his terrible spawn, offering a dubious but 
  impassioned claim that all creation causes destruction 
  and that the tendency of all the multiverse trends toward 
  annihilation. Both worshipers of Rovagug and a small 
  number of  scholars find Col’s observations shockingly 
  insightful, though the madman has not accepted visitors 
  for many years.
  the Red Mark of Xhor: Feared throughout the River 
  Kingdoms as the symbol of the Razorfist orcs, at a distance, 
  this mark looks like little more than a spiraling symbol of 
  Rovagug. At closer inspection, though, the bloody smear 
  bears fine orc symbols, cursing all who view it in the name 
  of Rovagug. While the image itself holds no mystical 
  power, superstitions throughout the region claim that 
  even looking upon the symbol brings bad luck.
  who survived the summoning) recommends dispensing 
  with any attempts to bargain with the creature and to just 
  conjure it into the midst of enemies or immediately compel 
  it with magic. Despite its apparent madness, it recognizes 
  the symbol of Sarenrae and preferentially attacks her 
  followers before any others.
  Yigachek: It’s unclear whether this vaguely arachnid 
  horror is a single individual or a classification of parasites 
  that feast upon the flesh of Rovagug himself while they 
  dwell upon his bulk. This corpse-gray bebilith inflicts 
  mummy rot on anything it bites (as well as injecting the 
  deadly poison typical of its kind). The fluids of its body 
  consist of acid-like liquid chaos that breaks down all 
  mortal matter into dust and harmless slime; any creature 
  caught in its web takes 1 point of acid damage per round, 
  and anything striking it (whether weapon, unarmed 
  strike, or natural attack) takes 1 point of acid damage that 
  bypasses hardness. When summoners pay for its service, 
  Yigachek prefers jewelry, magic items, and quality armor, 
  which it rends with its claws and dissolves in its webbing.
  
  Legacy of Fire
  Legacy of Fire
  68
  68
  Beyond the Chain of Fire
  SET PIECE
  W
  hispers on the simmering streets of the City of 
  Brass hint at a secret way to escape the burning 
  avenues and blazing towers without the aid or 
  knowledge of the metropolis’s efreet masters. Within a 
  strange structure known to many as the Eye of the Red 
  Worm, tight-lipped azers guard a little-known planar 
  portal that allows travelers to tread paths of flame to nearly 
  any realm they wish—for a price. 
  What few know, though, is that the portal is not 
  merely some mystical door or rune-carved archway. It’s 
  a living creature, a strange and ancient fire elemental 
  called Janzir-al-Nar, which means “Chain of Fire” in 
  archaic Ignan. Like a gigantic worm comprised of 
  swirling fire, churning magma, and cinders, Janzir-
  al-Nar once burrowed throughout the Inner Sphere 
  with its searing kin. Though it has since come to linger 
  below the City of Brass, the Chain of Fire still touches 
  many massive conf lagrations upon countless planes 
  and can arise from or transport others through those 
  fires as it pleases. 
  A century ago, opportunistic azers secretly (and 
  illegally) mining amid the foundations of the City of 
  Brass discovered the subterranean magma pool where 
  Janzir-al-Nar basked untroubled, dreaming of worlds of 
  flame. Adopting the primal elemental as their spiritual 
  icon and erecting the Eye of the Red Worm above its 
  magma chamber, the azers have forged a strange sort 
  of understanding with the elemental beast, offering it 
  sacrifices of exotic materials and creatures to consume in 
  exchange for its ability to trod what they call the Paths of 
  Flame. For nearly 100 years now, the azers have utilized 
  the Chain of Fire for their own needs. Recently, however, 
  bad fortune has forced these toll keepers to put Janzir-al-
  Nar’s power to discrete commercial use. The azers now 
  provide confidential planar travel to paying customers 
  who swear secrecy, both to their actions and to Janzir-al-
  Nar’s existence. They take such oaths seriously, hunting 
  down and sacrificing oath breakers.
  “Beyond the Chain of Fire” is a location-based 
  adventure designed for four 12th-level characters. In 
  
  beyond the chain of fire
  Beyond the chain of fire
  69
  69
  addition to working as a stand-alone adventure, this Set 
  Piece thoroughly details a location in the City of Brass, an 
  overview of which is detailed on page 54 of this volume. 
  It might also supplement this month’s Adventure Path 
  installment, “The Impossible Eye,” or any other adventure 
  with connections to the Elemental Plane of Fire.
  In the Adventure PAth
  GMs who wish to add “Beyond the Chain of Fire” into their 
  adventures in the City of Brass should have little problem 
  doing so.  At the end of the “The Impossible Eye,” it is left 
  to the PCs to devise a method to get back to the Material 
  Plane. While casting spells like plane shift or utilizing 
  the powers of befriended genies prove the easiest ways, 
  parties without these options available to them, or GMs 
  who want to give their players time to explore the City 
  of Brass, might make use of this location as a method to 
  return the party to Katapesh. While in the City of Bass, 
  those seeking direct methods back to Katapesh—or even 
  Golarion—might have a difficult time doing so. However, 
  Gather Information checks can direct the PCs toward 
  an unusual planar pathway that might take them exactly 
  where they desire.
  Check
  DC 
  Result
  22 
  In the Common Quarter of the City of Brass stands the 
  Eye of the Red Worm, the home of a secretive cult of 
  azers. Many who enter the domed temple never leave.
  24 
  The azers worship a great fire worm that lairs in the 
  bowels of their temple.  
  28 
  The Eye of the Red Worm hides a secret planar portal, 
  but the azers are obsessed with keeping it a secret. 
  30 
  Although the azers try to keep their portal a secret, 
  many in the City of Brass’s underworld know that they 
  can go to the Eye of the Red Worm should they require 
  a discrete egress from the Elemental Plane of Fire. 
  32 
  The giant elemental worm praised at the Eye of the Red 
  Worm is actually a strange sort of planar portal, one that 
  can lead nearly anywhere the worm’s masters wish.
  34 
  The azers’ chanting causes the fire worm to transport 
  travelers. If the azers don’t chant, the monster 
  consumes travelers instead.
  eye of the red Worm
  The Eye of the Red Worm looks like a strange sort of 
  temple rising from the Common Quarter of the City of 
  Brass. While ostentatious by mortal standards, it hardly 
  stands out amid the splendor of the City of Brass. Those 
  who approach the spire see the following.
  Amid a warren of shorter, haphazard edifices separated by narrow 
  alleys of smoking metal cobbles, a gleaming brass building twists 
  up into a gigantic spire. The intricately wrought walls make the 
  building appear to be constructed entirely of a mammoth chain, 
  piled coil on top of twisted coil. A couple hundred feet up, narrow 
  slots open in the spire’s lustrous sides. Continuous gouts of fire 
  roar out of these vents and spiral around the pinnacle in great 
  arcs. A large double door of black iron hulks at the base of the 
  structure, a small slotted window in the door closed firmly.
  The construction of the Eye of the Red Worm is typical 
  of many buildings in the City of Brass. The walls of the 
  structure are 3-foot thick brass (hardness 10, 540 hp, Break 
  DC 85, Climb DC 15 inside and out), and all its doors are 
  made of 2-inch thick iron (hardness 10, 60 hp, Break DC 
  28) that are always locked and require a DC 35 Open Locks 
  check to open. The vents high on the spire are little more 
  than slots in the wall, allowing flame and smoke to escape 
  but preventing non-magical entrance. 
  No guards stand at the main door to the spire, though 
  anyone who knocks alerts the gruff azer spire guards in 
  area 2, who open the window and demand to know what 
  the visitor wants. If the PCs blatantly state they want to 
  use the azers’ portal, the well-trained guard says he doesn’t 
  know what they’re talking about and slams the window 
  shut refusing, to speak to the same PC again. Those who 
  take a more subtle approach, suggesting that they’d like 
  to discuss a business proposal or travel arrangements, are 
  admitted to speak with the azers’ leader, Anwar Alim.
  I have seen a path few know and fewer would care to tread, a trail of fire, one that links the 
  dimmest candles and bonds star to star. In the night its flames guide our paths, lantern isles 
  traveled by cowards on their timid paths home. But its eternal glow doesn’t stop at their 
  doorsteps nor die with the dawn as the blind suppose. It journeys on and on, into a night 
  where darkness is but an illusion and the day is dim as embers. Yes, I have seen the Chain of 
  Fire, and tonight I will prove my worth, and climb it to join the heroes amid the stars.
  —Gissad the Lamp Lighter, before his immolation
  
  Legacy of Fire
  Legacy of Fire
  70
  70
  hp 63 (2d8+4 plus 6d10+12 plus 1d6+2)
  Fort +10, Ref + 10, Will +7 
  Immune fire; SR 20 
  Weaknesses vulnerable to cold
  OFFENSE
  Spd 20 ft. (base 30 ft.)
  Melee +1 warhammer +14/+9 (1d8+7/x3 plus 1 fire) 
  Ranged +1 short spear +12/+7 (1d6+5 plus 1 fire)
  Special Attacks heat, sneak attack +1d6
  TACTICS
  During Combat Spire guards make use of their ranged weapons 
  and alchemical items at the onset of battle. Afterward, they 
  gang up on one foe at a time, targeting spellcasters first. They 
  make as much noise as they can while they fight, attempting to 
  draw the attention of their allies in other rooms.
  Morale A lone guard flees if reduced below 20 hit points. Guards 
  with allies keep fighting until reduced below 10 hit points. 
  Janzir-al-Nar’s presence inspires all to fight to the death. 
  STATISTICS
  Str 18, Dex 16, Con 15, Int 14, Wis 10, Cha 8
  Base Atk +8; Grp +12 
  Feats Alertness, Blind-Fight, Combat Reflexes, Iron Will, 
  Power Attack, Skill Focus (Sense Motive), Weapon Focus 
  (warhammer), Weapon Specialization (warhammer) 
  Skills Appraise +7, Climb +10, Craft (metalworking) +7, Craft 
  (stonemasonry) +6, Diplomacy +7, Hide +4, Intimidate +5, 
  Jump +4, Listen +7, Search +5, Sense Motive +14, Spot +9 
  Languages Common, Ignan, Infernal, Terran
  SQ trapfinding
  Combat Gear tanglefoot bag, thunderstone (2); Other Gear +1 
  scale mail, +1 heavy shield, +1 warhammer, +1 short spear (2)
  Anwar Alim 
   
   
  CR 9
  Same statistics as spire guard
  hp 63
  2. Shrine (EL 14)
  Crackling heat and the roar of fire fill this vast hall. At its 
  center stand two low platforms; one bears a massive brass 
  gong and a majestic iron brazier to the east, and another to 
  the west supports a colossal, free-standing archway carved 
  from blood-red stone and festooned with black chains. Three 
  smaller, free-standing archways adorn entrances to alcoves 
  sweeping away from the main chamber.
  This chamber serves as the heart of the Eye of the Red 
  Worm. Here the azers offer sacrifices to the primordial 
  elemental Janzir-al-Nar and summon the fiery beast forth 
  to transport those they deem worthy.
  The gong here summons Janzir-al-Nar, which worms 
  its way up from one of the three hidden trapdoors, or 
  worm holes marked “W” on the map—it requires a DC 
  1. Entrance Chamber (EL 11 or 12)
  A tall counter crafted of gleaming bronze divides this oval chamber. 
  The sculpted brass walls continue the spire’s exterior chain motif, 
  making it seem as if the entire chamber were the interior hollow 
  in a mammoth coil of chain. The far wall frames a towering, black 
  door etched with images of fearsome, fiery snakes. 
  This chamber serves as a strange sort of storefront 
  for the azers of the spire. Here they do business, quietly 
  judging who might be reliable and have coin enough to 
  make use of their semi-secret portal, and who might be an 
  agent of the efreet. 
  Creatures: Two azer spire guards stand sentinel here at all 
  times. The leader of the azers, the faux-priest Anwar Alim, 
  also splits his time between this chamber and area 2. If the 
  PCs have been admitted into this chamber, one of the guards 
  goes to fetch Alim, returning with him after several minutes. 
  If the PCs have forced their way inside, there is a 50% chance 
  that Alim is already here and participates in the battle.
  Should the PCs wish to bargain with the azers to return 
  to Golarion, they must convince Alim they are “worthy”—
  which ultimately means wealthy and discrete. Alim’s 
  attitude initially begins as unfriendly, and speaking from 
  a raised floor from behind the counter, Alim demands to 
  know why creatures with hearts empty of fire seek this 
  sacred site. Should the PCs blurt out that they heard the 
  azers have a portal, his attitude changes to hostile and he 
  gives the PCs 1 minute to leave before having the guards 
  aid him in evicting the intruders. Should the PCs take a 
  more subtle route, along with making Charisma-based 
  checks to change Alim’s attitude to friendly, he demands 
  that the PCs vow never to divulge this conversation or 
  anything the spire contains, even if they walk away. He 
  then questions them meticulously to ascertain both their 
  wealth and how desperately they need planar travel. He 
  sets a price of approximately 1,500 gp per traveler, though 
  this might increase to as much as 2,000 if the PCs insult 
  him or seem particularly desperate. Alim favors payment 
  in gems, particularly rubies, and increases any price by 
  10% if the PCs can only pay in coins or other goods.
  Should the PCs upset Alim and leave the Eye of the Red 
  Worm peaceably, they may return the following day and 
  seek to amend their slight with a bribe worth 1,000 gp 
  or more.
  Spire Guards (2) 
   
  CR 9
  Male azer fighter 6/ rogue 1
  N Medium outsider (fire)
  Init +3; Senses darkvision 60 ft.; Listen +7, Spot +9 
  DEFENSE
  AC 27, touch 13, flat-footed 24
  (+5 armor, +3 Dex, +6 natural, +3 shield)
  
  beyond the chain of fire
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  25 Search check to reveal these worm holes, which drop 
  20 feet into the magma pool below in area 3. The fire 
  elemental rises up, huge and terrifying, soon after the 
  gong is rung, and has come to understand that anything 
  left on the platform to the west is for it to consume. 
  Thus it attempts to swallow anything on the platform 
  whole—making an attack that deals no damage if the 
  target is willing to be eaten. Once a would-be traveler 
  is consumed, a key invocation, spoken in archaic Ignan, 
  triggers Janzir-al-Nar’s planar-travel power. If anyone 
  says, “Alik nar al Janzir-al-Nar,” which means, “Add 
  my flame to the Chain of Fire,” just as the elemental 
  swallows a traveler, that traveler emerges from a fire 
  near the destination he wishes on another plane. If the 
  PCs have made a bargain with the azers, Alim and his 
  followers perform this chant for voyagers. If, however, 
  no one speaks the key invocation when Janzir-al-Nar 
  first swallows a would-be traveler, Janzir-al-Nar just 
  eats him, destroying the traveler’s body in its searing 
  interior. The azers claim that their chanting alone 
  induces Janzir-al-Nar to transport travelers. In truth, 
  anyone can speak the key invocation, even the traveler 
  himself. The PCs could learn this secret from magmins 
  living below the shrine, a salamander the azers imprison, 
  or even inscriptions on the shrine’s walls.
  Those who make a DC 22 Spot check notice that upon 
  the chain link walls are brass bas reliefs, inscribed in 
  archaic Ignan, depicting legends from the fire. The 
  northernmost alcove’s walls display Janzir-al-Nar’s 
  legend. A DC 25 Search check reveals inscriptions 
  highlighting the key invocation, “Alik nar al Janzir-al-Nar.” 
  Inscriptions explain that, immediately before Janzir-al-
  Nar swallows a traveler, anyone can speak this invocation 
  to trigger planar travel, transporting the traveler to a 
  sizable flame near the destination he mentally envisions. 
  This effect works similar to the spell plane shift, including 
  its likelihood to deposit travelers some distance from 
  their desired destination.
  A secret door at the rear of the northwestern alcove 
  hides a stairwell leading down to area 3 below. PCs might 
  discover this door with a DC 26 Search check.
  Creatures: Six azer spire guards stand watch here, aiding 
  Alim in his chanting, protecting the shrine from intruders, 
  or doing whatever else their leader requires of them.
  Spire Guards (6) 
   
  CR 9
  hp 63 (see page 70)
  Development: Should the PCs have made a bargain 
  with the azers in area 1, Alim leads them into the shrine, 
  N
  S
  2
  1
  Eye of the 
  Red Worm
  Eye of the 
  Red Worm
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  S
  2
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  one square = 10 feet
  one square = 10 feet
  
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  bellowing “Behold! The Sacred Shrine of Janzir-al-Nar, 
  the Chain of Fire!” Shouting in a voice that echoes through 
  the hall, Alim explains Janzir-al-Nar’s ancient origins 
  and planar travel powers. He names the azers “Servants 
  of the Hallowed Flame.” Their chanting alone, he asserts, 
  triggers Janzir-al-Nar’s planar-travel power and ensures 
  its bite won’t harm travelers. 
  Alim bids the PCs to picture their destination while 
  standing in the arch upon the platform to the west and gazing 
  into the braziers’ flames. He then stands between the archway’s 
  pillars and strikes the gong with his warhammer. A moment 
  after the gong sounds, the lid atop a worm hole flies open with 
  a deafening clang, and the fiery elemental worm’s immense 
  upper body erupts up through the hole. After a moment of 
  considering those on the western platform, it strikes anyone by 
  the archway, swallowing one creature of Large or smaller size 
  whole. At the same time, Alim and his men begin chanting, 
  compelling Janzir-al-Nar to use its chain of fire ability. If no 
  one says the invocation for three rounds, it simply consumes 
  its sacrifices and returns to the deep pool of magma in area 3. 
  Regardless of whether or not the chant is performed and 
  Janzir-al-Nar’s victim is teleported, it looks to all creatures 
  witnessing the event that the would-be traveler was merely 
  consumed. This could prove quite unnerving to those 
  waiting to make use of the living planar pathway. The azers 
  provide little reassurance, as they focus on their chanting, 
  forcing travelers to make a significant leap of faith.
  3. Magma Chamber (EL 13)
  A seething magma pool fills this massive cavern, its semi-liquid 
  surface slowly churning, as if stirred from beneath by titanic 
  forces. The magma’s lurid light dances across the gleaming, 
  glass-like surface of the basalt walls and ceiling. Narrow ledges 
  surround much of the basin, bare inches above the molten slag. 
  Small archipelagos of stepping stones gambol across portions 
  of the pulsing pool.
  This chamber serves as the ancient lair of the elemental 
  Janzir-al-Nar. The blistering temperature here produces 
  severe heat dangers, as detailed on page 303 of the DMG. 
  Circles labeled “W” on the map represent obvious roof 
  tunnels leading up to the worm holes in the shrine floor. 
  When summoned, Janzir-al-Nar surfaces, rises up a tunnel, 
  and bursts into the shrine. The PCs can navigate the foot-wide 
  ledges surrounding the chamber and the paths of scattered 
  rocks jutting from the magma by moving at half speed and 
  making DC 10 Balance checks—see the description of the 
  Balance skill for details on failure and falling. 
  Creatures: Along with Janzir-al-Nar, 12 magmins 
  live amid the magma’s torpid currents. Their initial 
  attitude toward interlopers is indifferent, but they’re 
  curious and mischievous. If the PCs don’t make them 
  friendly, they’ll make a game of shoving PCs off ledges 
  and stepping stones. Gems, music, trickery, and 
  dramatic spellcasting displays delight them, granting 
  +2 circumstance bonuses to Charisma-based checks to 
  influence the tiny creatures.
  The magmins here could prove quite helpful to PCs who 
  seek to make use of Janzir-al-Nar but have alienated the azers 
  above. Should the magmins be made friendly, they prove 
  quite chatty in Ignan. If patiently coaxed, they might reveal 
  that at night, the grumpy azer (Alim) comes here to pray 
  and chronicle the azers’ tribulations to Janzir-al-Nar (which 
  neither surfaces nor listens). The magmins, whom the azers 
  ignore, overhear everything, and thus know the chant the 
  azers bellow.
  Janzir-al-Nar lairs here, typically resting 40 feet below 
  the surface of the magma. It can be summoned to the 
  surface by any loud noise, like a gong. It also comes to 
  investigate should any cold spell be cast into the magma 
  pool. It dislikes strangers in its lair, and attacks any PCs 
  it finds when it rises, biting and attempting to swallow 
  them whole. Unlike its more docile attempts to swallow 
  creatures in area 2, here the elemental attacks to deal 
  damage. Should the PCs know the chant to activate Janzir-
  al-Nar’s chain of fire ability, any creature swallowed whole 
  can recite the chant to plane shift as detailed below. 
  Janzir-al-Nar 
   
  CR 13
  Unique fire-infused purple worm (Advanced Bestiary 111, MM 211)
  N Gargantuan magical beast (fire)
  Init –1; Senses tremorsense 60 ft.; Listen +16, Spot –3
  DEFENSE
  AC 20, touch 5, flat-footed 20
  (–1 Dex, +15 natural, –4 size)
  hp 148 (16d10+96)
  Fort +15, Ref +7, Will +2
  Immune fire
  Weaknesses vulnerable to cold
  OFFENSE
  Spd 20 ft., burrow 20 ft., swim 10 ft.
  Melee bite +24 melee (2d8+11 plus 1d6 fire) and
  sting +19 (2d6+5 plus 1d6 fire plus poison)
  Space 20 ft.; Reach 15 ft.
  Special Attacks heat, improved grab, poison, swallow whole
  TACTICS
  During Combat Janzir-al-Nar is a straightforward combatant, 
  attempting to bite and swallow whole any prey upon the 
  western platform in area 2 or any non-fire creature in 
  its lair. If it is attacked, it rears back and makes use of its 
  breath weapon. It targets one foe at a time, and never seeks 
  to move beyond the shrine or its lair.
  Morale Janzir-al-Nar cannot imagine death and fights until 
  destroyed.
  STATISTICS
  
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  Str 33, Dex 8, Con 23, Int 7, Wis 4, Cha 10
  Base Atk +16; Grp +40
  Feats Awesome Blow, Cleave, Improved Bull Rush, Power Attack, 
  Quick Draw, Weapon Focus (bite), Weapon Focus (sting)
  Skills Listen +16, Swim +19
  SQ chain of fire, fire healing, fire walk
  Languages Ignan
  SpECIAL ABILITIES
  Breath Weapon (Su) 30-foot cone, once every 1d4 
  rounds, damage 8d6 fire, Reflex DC 24. The save DC is 
  Constitution-based.
  Chain of Fire (Sp) At will, Janzir-al-Nar has power to plane shift any 
  creature it has swallowed whole to a general location of the 
  victim’s choice or to the location of the last creature teleported. 
  Creatures teleported in this manner always appear within 5 
  to 500 miles of the location they intended if they are actively 
  thinking of a destination, while those caught off guard by the 
  effect and who are not thinking of a place they wish to be sent 
  are sent to the same location as the last creature teleported. 
  In either case, the victim always appears near a large fire. 
  Multiple creatures headed to the same general location within 
  the same day always appear in the same spot. Those who don’t 
  wish to be teleported can make a DC 15 Will save to resist 
  being teleported. The save DC is Wisdom-based.
  Although Janzir-al-Nar is trained to use this ability when 
  a specific chant is spoken, it can also plane shift swallowed 
  creatures as it pleases.
  Heat (Su) Janzir-al-Nar’s bite and sting attacks deal an extra 
  1d6 points of fire damage.
  Improved Grab (Ex) To use this ability, Janzir-al-Nar must hit a 
  creature with its bite. It can then attempt to start a grapple 
  as a free action without provoking an attack of opportunity. 
  If it wins the grapple check, it establishes a hold and can 
  attempt to swallow the creature.
  poison (Ex) Injury, Fortitude DC 24, initial damage 1d6 Str, 
  secondary damage 2d6 Str. The save DC is Constitution-based.
  Swallow Whole (Ex) Janzir-al-Nar can try to swallow a grabbed 
  creature smaller than itself by making a successful grapple 
  check. Once inside, the creature takes 2d8+12 points of 
  bludgeoning damage plus 2d8 points of fire damage each 
  round. A swallowed creature can cut its way out by dealing 
  25 points of damage to Janzir-al-Nar’s interior (AC 17) with a 
  light slashing or piercing weapon. Once the creature exits, 
  Janzir-al-Nar’s churning body closes the hole. Additional 
  swallowed creatures must cut their own ways out. Janzir-
  al-Nar’s interior can hold 2 Large, 8 Medium, 32 Small, 128 
  Tiny, or 512 Diminutive or smaller opponents.
  ConCludIng the Adventure
  As long as they treat the proprietors of the Eye of the Red 
  Worm fairly and the azers deem them trustworthy, the PCs 
  can make use of the Chain of Fire. They are also welcome 
  to do so again—for a price—should they ever return to 
  the City of Brass. If the azers somehow discover the PCs 
  broke their oaths, however, they hire fiery mercenaries to 
  hunt down them down. Also, if the party wantonly attacks 
  the azers, they find Janzir-al-Nar more difficult to make 
  use of, though it cares little for the actual slaughter and 
  enthusiastically consumes the nearby bodies of its former 
  keepers. Should the Eye of the Red Worm be abandoned and 
  true fire worshipers fail to reclaim the spire, the timeless 
  elemental eventually drifts away, seeking a new magma 
  pool in which to dream its dreams of worlds aflame.
  anwar 
  alim
  
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  Pathfinder’s Journal: dark taPestry, 5 of 6
  I
  t is my opinion that anyone who follows a treasure 
  map is a fool. Any treasure map at all, never mind 
  a map created by a race of half-women who delight 
  in luring seafarers to their destruction. In all my years 
  among adventurers whose heads were filled with more 
  dreams than wisdom, I’ve yet to encounter anyone foolish 
  enough to follow such a map.
  Yet here I stood, map in hand, poised on the starboard 
  rail of the Blue Manatee and preparing to dive into the 
  Inner Sea.
  “Why do you hesitate?”
  I glanced down at the small, blue-clad woman standing 
  on the deck, shifting impatiently from one bare foot to 
  the other. 
  “Another whale’s coming up.” 
  Lapis’s shoulder rose and fell in a heavy sigh. “This is 
  the Sandusky Shoal. There will always be another whale 
  coming.”
  “This one’s too close.” 
  I pointed to a nearby patch of darkening sea. My new 
  “partner’s” eyes widened as the creature’s huge, glossy 
  back broke the surface. Its blowhole opened with a distinct 
  popping sound. A long stream of spray rose into the air, 
  so close that some of the fetid mist drifted over the deck. I 
  hopped down from the rail as my four shipmates—Lapis 
  and three of Gham Banni’s most trusted servants—
  reached for mast or rail to brace for what was to come. 
  A whale can breathe its fill of air in less than two beats 
  of a coward’s heart. My feet had barely touched the deck 
  before its white-fluted tail flipped into the air, tossing a 
  swell of water toward the Manatee.
  The wave started too close and came too quickly 
  to pass harmlessly under the little ship. It slammed 
  against the hull, sending spray arcing over the deck. We 
  held on, feet sliding on the wet wood as the portside rail 
  rolled dangerously close to the sea. The ship righted, but 
  rocked for several stomach-churning minutes before she 
  found her balance. 
  When Mermaids Laugh
  
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  I waited until the Manatee calmed before speaking my 
  piece. “You say there’s a shipwreck here and I’m willing 
  to look, if for no other reason than to prove you wrong. 
  The shoal is a known feeding ground for whales. Ship 
  captains avoid it.”
  “I agreed to help you find the Reliquary of the Drowned 
  God,” Lapis reminded me. “And you agreed to follow my 
  directions.”
  I shook the whaleskin parchment at her. “This is the 
  map of a city. There’s nothing beneath these waves but 
  sand, gravel, eels, and the whales that eat them.” 
  Lapis folded her arms and glared. “The captain of the 
  Starseeker thought otherwise.”
  This new bit of information set me back on my heels. 
  Lapis had not mentioned the name of the sunken ship 
  before now, but it was a name I knew. Gham Banni, 
  my Pathfinder venture-captain and Lapis’s grandsire, 
  has spoken of it when reminiscing about youthful 
  misadventures with his cousin, a man he’d described as 
  having more ambition than conscience. The Starseeker had 
  gone down north of the Swells of Gozreh, and Gham had 
  been the only man to reach shore alive.
  “Tell me.”
  Lapis began to toy with her jewelry, a sure sign that she 
  was busily collecting her thoughts. She absently fingered 
  the large opal pendant hanging over her heart—a pretty 
  thing, if you didn’t know it could swallow monsters. 
  My distaste must have shown on my face, because she 
  snatched her hand away from the opal and began to twist 
  one of her rings, a circlet of gold inlaid with bright blue 
  bits of her namesake stone.
  “The object you seek, the Reliquary of the Drowned 
  God? My grandfather found it years ago. He had it with 
  him on the Starseeker.”
  I took a moment to absorb the implications of this. 
  “But if the Reliquary was lost with the ship, why didn’t he 
  retrieve it? He could have sent Pathfinders here years ago. 
  He could have sent me, for that matter.”
  Lapis shrugged. “My grandfather’s goal was obscuring 
  the Reliquary’s location, not revealing it. Perhaps he 
  considered it well enough where it was.” 
  “Then why are we here?”
  Her gaze met mine, challenge for challenge. “My 
  grandfather did what he thought best under the 
  circumstances he knew. He would expect me to do the 
  same. The Night Heralds are looking for the Reliquary. 
  They will not give up until they find it, or until they are 
  destroyed.” 
  I could fault neither her reasoning nor her goal. 
  Many people in Osirion looked to the stars, but the 
  Night Heralds sought the cold, silent places between—
  the mysterious realm known as the Dark Tapestry. 
  Their purpose was to summon the inhabitants of 
  the void, monstrous creatures that would grant them 
  power and position. It would appear that the Reliquary 
  played some part in this goal. If we wanted to catch 
  the men who’d murdered Gham Banni, we needed the 
  Reliquary to bait the hook.
  Still, an important question remained unanswered. 
  “Why does the map portray a city?”
  “It’s not important.” Lapis raised a hand sharply, 
  halting the retort ready to spring off the edge of my 
  tongue. “It isn’t about the city. Take the map and walk to 
  the other side of the ship. You will understand.”
  At that moment, the notion of putting distance 
  between Lapis and me held great appeal. I stalked across 
  the ship to the portside rail—
  And then I felt it: a faint, insistent tug drawing me back 
  to the starboard side. 
  “The map lures seafarers to this spot,” I realized. 
  No wonder I was willing to dive into the sea to seek a 
  shipwreck I didn’t believe existed. No wonder I’d been 
  so restless on my sea journey from Katapesh, so eager to 
  speed northward on the trip up the River Sphinx. “It’s 
  the magic in the map that matters. What’s written on it is 
  meaningless.”
  “Not entirely.” Lapis took the parchment from me and 
  skimmed her fingers over some of the runes bordering 
  the map. “The language is ancient—only a very few can 
  read it properly—but most scholars would recognize this 
  as ‘Xanchara.’ A city map that mentions a legendary lost 
  city? Who could resist?” 
  Not my former venture-captain, apparently. 
  I reclaimed the map, rolled it, and tucked it into a 
  bag attached to my weapon belt. Additional daggers 
  were strapped to my thighs, but other than weapons 
  I wore only a brief undergarment and the long blue 
  scarf Lapis had lent me to wrap around my chest. For a 
  palace dancer, she was surprisingly circumspect about 
  such matters.
  As I turned to the rail, Lapis reached out and touched 
  my arm. “Wait. There’s something you should know.”
  My eyebrows leaped in feigned surprise. “You’ve 
  been keeping something from me? I’m shocked and 
  disillusioned.”
  She heaved another long-suffering sigh. “There might 
  be a mermaid about. Be careful.” 
  With difficulty, I managed not to laugh in her face. 
  She might as well have warned me that dumping chum 
  into the sea was likely to draw seagulls. We were carrying 
  a mermaid-crafted map. Of course there would be 
  mermaids about.
  I vaulted over the rail and dropped feet-first into 
  the sea. The rush of water against my skin was like a 
  homecoming. My half-elf form dissolved, revealing a 
  creature better suited to the sea.
  
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  I had never taken on shark form before. The 
  transformation proved to be far more difficult than I’d 
  expected. For several moments I clung to the surface, 
  swimming in circles as the thoughts and memories of 
  Channa Ti, half-elf, struggled to forge pathways through 
  that alien, implacable brain. 
  A druid’s animal transformation is seldom as easy 
  as it appears. An animal’s body and brain must act 
  according to its nature yet obey the druid’s will. The 
  druid must embrace the animal but not lose herself to it. 
  It is a delicate balance, a line easily crossed. Once I felt 
  confident that half-elf and shark were on speaking terms, 
  I dived deep. 
  The Sandusky Shoal was an underwater plateau, so 
  the water here was relatively shallow. Other than 
  the occasional strand of seaweed that brushed 
  against my rough hide and the eel burrows 
  that pockmarked the coarse sand of 
  the sea floor, there was nothing 
  to be seen.
  But the shark didn’t need 
  to see. There was blood in 
  the water, and that’s all it 
  needed to know.
  I was swimming 
  toward the taste 
  of blood before 
  I realized the choice had been made. As I rounded a 
  thicket of seaweed, the sodden corpse of the Starseeker 
  came into view. 
  The old ship was surprisingly small. It listed heavily 
  to one side, with the bottom turned toward me. A few 
  strips of tattered sails clung to the mast and riggings, 
  undulating lazily in concert with the seaweed. 
  My approach was slow and cautious. If a mermaid 
  was lying in wait, she would probably hide amid the 
  ship’s wreckage, spear in hand. The smallest nick of 
  one webbed finger would provide enough blood to bait 
  the trap. What a map is to a treasure hunter, a blood 
  trail is to a shark. A canny hunter knows the best bait 
  for any prey. 
  Giving the ship a wide berth, I circled. The far side 
  of the ship had rotted away; there was no place for a 
  mermaid to hide. And the taste of blood—eel blood, 
  perhaps?—was already fading away. 
  Still, there was evidence that a mermaid had lain in 
  wait here once before. I could tell at a glance that no 
  storm had sunk this ship.
  A single plank was missing from the Starseeker’s 
  underside. I found it not far from the ship, a rope woven 
  from sea fibers still attached to one end. The other end 
  was a mass of splinters where it had torn free of the ship. 
  The hull was clinker-built, with overlapping planks. 
  Most likely the mermaid had pried one end of the plank 
  loose, looped the rope around it, and let the momentum 
  of the ship do the rest. I followed the rope for several 
  meters to where it disappeared into the seabed—
  probably tied to a rock formation that time and tides had 
  buried beneath the sand.
  I swam back to the ship and peered into the wreckage. 
  There was only one cabin below deck, and the sea chest in 
  it had been chained to the floor. As I nosed at the chest, 
  skeletal fingers rose from behind it and reached for my 
  snout. 
  Instinct—shark and half-elven both—had me darting 
  out of the hold. But the bony arm floated free, devoid 
  of purpose or intent. No undead guardian this, but a 
  fragment of a drowned crewman whose resting place I’d 
  disturbed. 
  It seemed likely that the Reliquary, if it was still here, 
  would be in that chest. In my shark form, I couldn’t hope 
  to retrieve it.
  I changed back to the form I was born with. Working 
  quickly, I used a dagger to pry the chest’s hinges free 
  of the half-rotted wood and then 
  pushed the lid aside. Inside the chest 
  were the usual treasures of a scholar: 
  books, scrolls, a few garments. Seawater had 
  ruined all of it. The only object worth taking was a small, 
  coffin-shaped box. I ran my fingers over the surface. It 
  “The sea elves have little patience  
  for uninvited guests.”
  
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  was alternately smooth and studded, suggesting an inlay 
  of jewels. This had to be the Reliquary.
  I tugged open my bag. Before I could stow the 
  Reliquary, the map floated out, slowly unfurling in the 
  water. Faint, greenish light rose from it and spilled out 
  into the dark.
  As I snatched the map, I noticed that glow came from 
  the markings tattooed on the whaleskin parchment. This 
  made good sense, ensuring that the map could be read 
  in dark water. But what was written there made no sense 
  whatsoever.
  The city map was gone. In its place was an eerie, 
  angular sketch of a mermaid, her face twisted with 
  malicious glee. The runes hinting of the legendary 
  Xanchara had likewise changed into a script that looked 
  vaguely elven.
  There was no time to explore this mystery. Even in 
  my natural half-elf form I could dive deeper and stay 
  underwater longer than most land-dwellers, but my time 
  was growing short.
  I stuffed the map into my bag and pulled the ties shut. 
  Up through the water I glided, blowing a slow, steady 
  stream of bubbles as I went.
  Strong hands seized my ankles and jerked me back 
  toward the sea floor. 
  The sudden attack surprised me into releasing a 
  burst of air. I quickly recovered and drew a dagger from 
  my thigh sheath. Before I could twist myself down and 
  around, a second attacker captured the wrist of my 
  weapon hand in a crushing grip. 
  The dagger fell from my benumbed hand, and for a 
  moment I stared into the face of the strangest elf I had 
  ever seen. 
  Tattoos swirled across the angles of his stern face and 
  down his torso. His hair was slightly curly, and cut as 
  short as mine. The hand gripping my wrist was large and 
  strong, and the fingers webbed. Gills scored the sides of 
  his neck.
  I knew sea elves existed, but despite my half-elf 
  heritage and my druidic affinity for water, I’d never 
  expected to encounter one. I certainly never expected this 
  overwhelming sense of... recognition? Kinship?
  A low, grinding creak sounded beneath me and 
  suddenly, impossibly, we were sinking below the sea’s 
  floor.
  The light was better here, almost as bright as the near-
  surface. At a gesture from the elf who held my wrist, my 
  other captor released my ankles and swam away. 
  A nearby crash and clatter drew my eyes to a large cage, 
  which was suspended from the underside of the “sea 
  floor” with several familiar-looking, sea-fiber ropes. In 
  the cage was a mermaid, darting from side to side and 
  testing the bars with slams from her powerful tail.
  Some echo of the shark’s brain stirred in the back of 
  my mind, and I remembered the taste of blood in the 
  water. The mermaid must have caught my scent as well, 
  because her frenzy abruptly ceased. The creature’s gaze 
  slid off me and lingered on my elven captor. A wicked 
  smile curved the mermaid’s lips and exploded into silent, 
  malicious laughter. 
  I thought of the altered map, but only in passing. My 
  chest was starting to burn, and the desire to gulp in water 
  was growing too strong to ignore. Desperately I twisted in 
  the sea elf’s grip—
  The sight spread out below me stopped me cold. A 
  new pain enveloped me, but I did not wish it away. Some 
  sights are too beautiful, some longings too poignant, to 
  be experienced with unmixed pleasure. 
  There was a city beneath the Sandusky Shoal, but not 
  the ruins of ancient Xanchara. This was a living, vibrant 
  place. Curving towers appeared to have been grown, 
  not built, and the gardens surrounding them made the 
  courtyards of Osirian palaces look as pale and lifeless as 
  desert sand. Distant, graceful forms moved among these 
  wonders, and glowing sea creatures blinked like jungle 
  fire-bugs, bathing the scene in ever-shifting light. 
  I caught a glimpse, no more, before my vision began to 
  turn narrow and gray. 
  My captor, sensing that I was beaten, relaxed his grip. 
  Lapis’s scarf had come unbound during my struggles. 
  Summoning the last of my strength, I grabbed the scarf 
  and looped it around the sea elf’s neck. A frantic tug 
  pulled it tight, holding his gills shut.
  Now he needed air as badly as I did.
  I’m sure we struggled. All I remembered is rising 
  together through that door, toward the air and light of 
  the surface world. Whatever it is that makes me Channa 
  Ti was fading away, but some distant corner of my mind 
  remembered the crocodile whose form I sometimes 
  borrowed. A crocodile, once it takes hold, is not easily 
  shaken off.
  We broke the surface of the water together. I dragged 
  in several long, ragged breaths before I realized I still had 
  the sea elf in a stranglehold. Somehow I’d worked my way 
  around so that I was pressed tightly against his back, the 
  scarf knotted around his neck.
  “Things are not as they seem,” I said, speaking in the 
  elven tongue. “If I release you, will you hear me out?” 
  For a moment I thought he did not understand. Then 
  it occurred to me that the scarf was too tight to allow 
  speech. I loosened my grip.
  “I will listen,” the sea elf said. 
  His voice was deep and pleasant, surprisingly musical 
  considering his near-strangulation. I released him and 
  back-paddled away. As he turned to face me, a net spun 
  out over the water.
  
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  78
  There was no time to call a warning. The net dropped 
  over the elf. I could hear Lapis direct the men to drag the 
  merman aboard.
  Merman? 
  With a resigned sigh, I began to swim after the 
  struggling sea elf. I wasn’t sure which would be harder to 
  overcome: my apparent betrayal, or Lapis’s insult. 
  I caught the rope Lapis threw me and pulled myself 
  over the rail. The three crewmen had dragged the sea 
  elf aboard, still entangled in the net. They stood guard, 
  whale harpoons in hand. 
  “Cut him loose.” 
  Lapis whirled toward me. “Channa, have you lost your 
  mind?” 
  “I can still tell a sea elf from a mermaid, if that’s what 
  you’re asking.”
  To my surprise, the sea elf’s lips twitched. Apparently 
  he’d picked up a bit of Osiriani. That made things easier.
  I locked gazes with the elf. “A mermaid laid an ambush 
  for me. This sea elf fought the creature. Such treatment is 
  no way to repay him. I’ll only say this one more time: cut 
  him loose.”
  Lapis seethed for a moment before conceding with a 
  nod. One of the crewmembers cut the drawstring ropes 
  and loosened the net. I motioned for the other two to put 
  aside the harpoons. They ignored me. I gave up and took 
  the map from my bag as the elf disentangled himself. 
  As I expected, some of the ink was faded and running. 
  The city map was still faintly visible in the bright 
  daylight, but only as a ghostly image imposed over the 
  leering, mocking face of the mermaid. 
  “You were meant to kill me,” I told the sea elf, speaking 
  in the language of our common ancestors. “The mermaid 
  wanted to watch you do it. And after you’d played her 
  game, you were meant to find this.”
  I handed him the map. His eyes widened. I watched as 
  understanding came, as wrath kindled in his eyes and 
  hardened into cold, bloody vengeance. I understood the 
  feeling well. 
  Finally he glanced up. “You told the human I saved 
  your life.” 
  “I implied it. There’s a difference.”
  He conceded this with a quick flip of one hand. 
  “Mistake me not—if my people are threatened, I will kill 
  without hesitation.” 
  “I offer no threat to your people.” 
  “Then what of this map? What did you think to find?”
  “The people who killed my—” I broke off, trying to find 
  a word in the elven tongue that would serve the concept 
  of venture-captain. None came to mind, so I started again. 
  “I’m seeking the people who killed my chieftain.”
  His face darkened. “If you accuse the sea folk—” 
  “No. Humans killed him to trick me into following 
  that map. I would kill them for that alone. Like you, I 
  don’t take kindly to being used as a weapon.”
  The sea elf glanced at the mocking face on the map and 
  conceded my point with a nod. “And did you find what 
  they wanted you to find?” 
  He meant the city, of course. I reached into the bag and 
  pulled out the Reliquary. 
  It was a surprisingly pretty thing, fashioned from 
  ebony and set with bright chips of lapis lazuli, emerald, 
  and garnet. The elf took the box and lifted the lid. He 
  tipped it so I could see the contents—a bit of carved 
  bone—and raised one eyebrow in silent inquiry.
  “The men who killed my chieftain are priests. They 
  consider this a holy relic, and they place great value on 
  it—higher than the value they place on a good man’s life.”
  “Then I wish you good hunting and swift vengeance.” 
  As the sea elf handed me the box, he leaned in close 
  and said in softer tones, “You did not tell the woman 
  everything you saw.”
  The image of the sea elf city flooded my mind, and 
  for a moment I relived both the beauty and the longing. 
  Something of this must have shown on my face, because 
  the elf’s stern expression eased.
  “Where humans are concerned,” I said softly, “some 
  things are better left unspoken.” 
  “Then we will not meet again.” His gaze flicked over to 
  Lapis and the crew, including them in the question.
  “No,” I promised. “We will not.”
  I stood at the rail long after the sea elf had 
  disappeared beneath the waves, sorting through 
  the day’s events and trying to make sense of the 
  task before me. 
  No easy task, for a mind so clouded with 
  anger as mine.
  Gham Banni had been a great scholar. 
  Thanks to his lifelong study into the lore 
  of lost Xanchara, he knew more of the 
  secrets hidden by Golarion’s seas than any 
  “So much for  
  fabled Xanchara.”
  
  when mermaids laugh
  when mermaids laugh
  79
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  land-dweller I’d ever met. If he was aware of the sea elf 
  city hidden under the Sandusky Shoal, if he knew where 
  the mermaid-crafted map led, then he had found not only 
  the perfect hiding place for the Reliquary, but also the 
  perfect unwitting guardians. 
  In his own way, he was no better than the mermaids. 
  And what of the sea elves? What if that accursed map 
  had brought to this place a force greater than the sea elves 
  could turn aside? 
  For once, Lapis held her tongue and let me think in 
  peace. But she could contain herself for only so long, and 
  after a while she sidled up beside me and reached for the 
  Reliquary. I slapped her hand away and picked up the bit 
  of bone. 
  “Look at this,” I said, turning it this way and that to 
  show her the details. The hollow within was stained with 
  ink. An ebony cap closed one end, and the other had a 
  narrow groove carved into the rim. And the carving was a 
  tiny form of a familiar sigil—a version of the sigil Gham 
  Banni wore on the ring his murderers had stolen.
  “A pen handle,” I concluded, handing the bone to Lapis. 
  “Somehow I would have thought Gham Banni would treat 
  a relic of a dead god with a little more respect.”
  She examined it and shrugged. “I don’t know what to 
  tell you.”
  “Why did the Starseeker go down here?”
  If the quick shift in direction puzzled Lapis, she gave 
  no sign. She gestured to a breaching whale. “As you 
  pointed out, navigating among feeding whales is no easy 
  thing.” 
  “I doubt whales had anything to do with it. If the 
  Starseeker’s crew learned they were following a mermaid-
  crafted map, they would have mutinied.”
  Lapis’s mouth formed a little O of surprise, and she 
  seized the arm of a passing crewman. “Doram, is that 
  true?”
  The man hesitated only a moment. “It is, Lady Banni. 
  Had I known you carried such a map, nothing could have 
  persuaded me to set sail.”
  She absently waved him on his way. “Well, you might 
  be right, Channa. The map belonged to Shaffir Banni, my 
  grandfather’s cousin. My grandfather told me that both 
  he and his cousin survived the shipwreck, but Shaffir 
  died before their lifeboat reached shore.”
  “Usually any man carrying such a map would be killed. 
  Instead, the crew set him adrift, and Gham with him. I 
  think Gham Banni saw the ship go down. I think he knew 
  full well no whale was responsible. And so,” I added, “do 
  you.”
  Lapis threw up her hands. “Alright, yes, Gham saw the 
  mermaid, and yes, he told me it brought the ship down. 
  I knew there might still be a lair hereabouts. But I did 
  warn you. I told you to look out for mermaids.”
  “Yes. Thank you. That was very helpful.”
  She made an angry, sputtering sound and flounced 
  off. I turned back to the sea to hide my smile. By 
  now I’d figured out that Lapis, though adept at side-
  stepping truth and setting up small, deliberate 
  misunderstandings, would not tell an outright lie. She 
  truly did not know that sea elves, not mermaids, had 
  scuttled the Starseeker. 
  I could let her live. 
  A Note On Merfolk
  A reclusive people, most merfolk communities avoid other 
  races—particularly air-breathing ones—being well acquainted 
  with the dangers posed by those not of their kind. Whether 
  facing murder and slavery at the fins of fierce sahuagin 
  raiders, kidnapping by curious sailors from the world above, 
  or rampages by any number of monstrosities roused from 
  their watery abysses, the merfolk have learned how to keep 
  themselves hidden and, thus, safe from intruders. While this 
  makes many prejudiced, even violent, against outsiders, some 
  remain fascinated with other races. Such interests often prove 
  difficult to maintain, though, as the underwater communities 
  of merfolk tend to be so well guarded or hidden from 
  outsiders that few encounters, either violent or friendly, ever 
  occur. Noted here are three storied merfolk communities, told 
  of in the tales of sailors and those few who have explored the 
  depths of the sea.
   Chosovosei: Small by the standards of the world 
  above, but a true merfolk city nonetheless, this trench 
  community lies about 350 miles northwest of Hermea. 
  While the merfolk maintain aloof but peaceful relations 
  with the elves of the Mordant Spire, they live in fear of the 
  krakens of the Endless Eye, to whom they pay outlandish 
  seasonal offerings. 
  Jehyseel of Fire Tide: The merfolk community of Jehyseel 
  lies within a forest of stinging anemones deep within the 
  Obari Ocean. The merfolk are quite adept at dealing with the 
  anemones and can reliably treat their often deadly stings—
  through they rarely do for those not of their kind. The merfolk 
  even possess a great shell trumpet, known as the Ohncov, 
  that causes the plant-like hunters to retract their tendrils, 
  revealing the town below should it be required.
  Stormshoal: A merfolk fortress perched at the edge of 
  the Eye of Abendego, this citadel of coral and colorful stone 
  drifts above the sea bottom, constantly lashed by the stormy 
  waters yet moored in place by the grasping lengths of a 
  field of massive seaweed fronds. The merfolk within live a 
  nearly hermetic life, for the swift-moving and murky waters 
  endlessly churned by the storm make it just as difficult to 
  leave the fortress as it is to enter.
  
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  Bestiary: Creatures of Katapesh
  W
  ondrous beings and timeless terrors rise to 
  menace the mythical City of Brass in this month’s 
  entry of the Bestiary. Although creatures of 
  living flame make the planar metropolis their home, the 
  City of Brass is first and foremost a city of legend. Thus, 
  many of these beasts take their inspirations from the 
  varied religions and myths of the Middle East, threats 
  drawn from the challenges of the greatest heroes of that 
  folklore-rich region. Adam Daigle’s sepid div brings to life 
  the dreaded warlord from the hero Rostam’s seventh labor, 
  wherein he battles the feared chieftain of the divs, the Div-e 
  Sepid (White Demon). Greg Vaughan’s offerings draw from 
  a range of traditions, such as the maladies brought forth 
  by the fearsome black jinn of Arabic legend; the gigantic 
  angel-descended nephilim of Hebrew tales; and the get of 
  Iblis, horrors inspired by the evils of the villain Iblis, the 
  prideful and corruptive antagonist of Islam. Ancient and 
  deadly, with roots among some of the best-known stories 
  in the world, these legendary foes can only be vanquished 
  by those who can claim to be true heroes.
  Wandering Monsters
  The fantastic and deadly palace of Bayt al-Bazan has 
  long stood in infamy amid the spires of the City of 
  Brass. For those locked away within by the curse of the 
  city’s nefarious grand vizier, the glistening minarets 
  and daring architecture are but gilding upon one of 
  the legendary metropolis’s most elaborate prisons. 
  The occupants intentionally imprisoned within have 
  endured centuries of captivity, though so too have 
  unfortunate passersby unjustly caged for their curiosity, 
  and others condemned through misfortune alone. Yet, 
  though prisoners, these denizens of the City of Brass are 
  more than merely desperate survivors—most are ancient 
  beings made no less potent by ages of imprisonment and 
  years of rising fury. The eternal guardians of the deadly 
  citadel also remain, the centuries-old commands of 
  their departed master compelling them still. 
  The random encounter table here presents a variety of 
  creatures that haunt the halls and antechambers of Bayt 
  al-Bazan. Although the table presents a range of powerful 
  
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  and often fiery beasts, the City of Brass is among the 
  strangest and deadliest locales in the elemental planes, 
  and nearly any extraplanar being—good or evil, allied 
  with Jhavhul or not—might have conceivably become 
  trapped in the sprawling palace. With the amount of 
  rampant magic found in the City of Brass, practically any 
  magical creature or creation the GM can imagine could 
  find a home in Bayt al-Bazan.
  In addition to the various random encounters 
  proposed here, GMs should remember that the palace 
  of a noble efreeti is as opulent a location as most can 
  imagine, even one picked over through the ages by 
  imprisoned monsters and other despoilers. Thus, it 
  would make a fantastic home for a variety of unusual 
  magical encounters, such as traps involving high-level 
  magic, vaults locking away cursed treasures or even 
  lesser artifacts, and encounters with dangerous or quirky 
  intelligent magical weapons. Just as with monsters, 
  Bayt al-Bazan affords GMs the perfect opportunity to 
  make use of their favored legendary treasures or deadly 
  traps in a semi-controlled setting and far away from 
  the populations of the Material Plane, where such wild 
  magical events could prove exceptionally destructive.
  The following three types of creatures might now dwell 
  within Bayt al-Bazan, whether at the whims of the city’s 
  efreeti overlords or by their own misadventures.
  Dragon: All manner of fire-loving wyrms can be found 
  in the City of Brass and might come to be trapped in 
  Bayt al-Bazan. A mature adult brass dragon, adult gold 
  dragon, or adult red dragon might carve out a lair amid 
  the palace’s larger chambers.
  Elementals: A variety of elementals might make their 
  homes in Jhavhul’s home. While fire elementals (MM 
  98) are the most common and an elder fire elemental or 
  gang of 1d8 Huge fire elementals might make the most 
  likely threat, earth and air elementals might also linger 
  within. It’s unlikely that water elementals—or any water 
  creatures, aside from the rare marid or mephit—could be 
  found within the walls of Bayt al-Bazan.
  The lion-marked prince fought not to gag on the tyrant-fiend’s breath, its every gasp like a dead wind 
  over a field of corpse flowers. Like a pale eclipse it came, blotting out the sun, the sky, and every hope, 
  raking its devil sword, Akvan the Head Taker, upon the felled temple stones, carving gashes in the 
  sand-scoured rock and unleashing waves of stinging sparks. No gap marred the div’s double armor, the 
  plates of bent metal protecting rocky skin just as thick, steel and hide fused like a turtle with two shells. 
  On and on it came, each step like an earthquake, each fierce blow ringing like a thunderclap, each 
  chortle like the grinding of a millstone crushing innocent bone. And from the cruel furrows of its brow 
  sprouted its pallid crown, four horns by which it dubbed itself lord of the hills and doom to the defiant. 
  But on that day, the fleet-footed prince swore to claim that crown as his own.
  —Shazathared, Crown of the White Fiend
  Random Encounters in Bayt al-Bazan
  d% 
  Encounter 
  Avg. EL 
  Source
  1–4 
  1d6 dorus 
  4 
  Pathfinder #19
  5–7 
  1d4 edimmus 
  5 
  Pathfinder #20
  8–11 
  1d8 imps 
  5 
  MM 56
  12–14 
  1 poisonous kamadan 
  6 
  ToHR 245*
  15–19 
  2d6 azers 
  7 
  MM 21
  20–23 2d4 hell hounds 
  7 
  MM 151
  24–26 1d6 rasts 
  8 
  MM 213
  27–28 
  1d4 lillends 
  9 
  MM 168
  29–34 
  2d8 mephits 
  9 
  see text 
  35–37 
  1 night hag 
  9 
  MM 193
  38–39 
  1 derghodaemon 
  10 
  ToHR 77*
  40–41 1d6 fire nymphs 
  10 
  ToHR 195*
  42–45 
  1d4 noble djinn 
  10 
  MM  114
  46–48 1d6 pairakas 
  10 
  Pathfinder #20
  49–52 
  1d6 shaitans 
  10 
  Pathfinder #18
  53–59 
  Elementals 
  11 
  see text
  60–61 1d6 ogre mages 
  11 
  MM 200
  62–65 
  1d4 vrocks 
  11 
  MM 48
  66–68 1d4 spirit nagas 
  11 
  MM 192
  69–76 1d8 efreet 
  12 
  MM 115
  77–82 
  1d4 noble salamanders 12 
   MM 218
  83–86 1d4 stone golems 
  12 
  MM 136
  87–91 
  1d6 fire giants 
  13 
  MM 121
  92–95 
  1d6 immentesh 
  13 
  Pathfinder #22
  96–97 1 sepid div 
  14 
  Pathfinder #23
  98–99 1 trumpet archon  
  14 
  MM 18
  100 
  1 dragon 
  — 
  see text
  * Tome of Horrors Revised
  Mephits: Numerous mephits have been captured 
  within the halls of Bayt al-Bazan. Fire, magma, and 
  steam mephits (MM 180) form the greatest population, 
  though any type can be trapped within. The palace 
  makes for quite an uncomfortable prison for many 
  mischievous outsiders.
  
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  Black Jinni
  This appears to be a powerful humanoid figure, but it is difficult 
  to make out due to the cloud of obscuring dust that perpetually 
  hangs around it. The faint howl of winds and the smell of the 
  deep desert seems to linger in its presence. It has recognizable 
  features such as arms and legs, but they seem somehow wrong 
  and out of proportion.
  Black Jinni 
   
  CR 12
  Always CE Large outsider (chaotic, evil, extraplanar)
  Init +10; Senses darkvision 60 ft.; Listen +21, Spot +21
  DEFENSE
  AC 27, touch 15, flat-footed 21
  (+6 Dex, +12 natural, –1 size)
  hp 168 (16d8+96)
  Fort +16, Ref +16, Will +12
  Defensive Abilities obscuring cloud; Immune electricity, fire
  Weaknesses vulnerability to recitation
  OFFENSE
  Spd 40 ft., fly 60 ft.
  Melee 2 claws +23 (2d6+8/19–20 plus 1d10 electricity) and
  gore +18 (2d8+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks create spawn, dust vortex, shocking touch
  STATISTICS
  Str 26, Dex 22, Con 22, Int 12, Wis 15, Cha 17
  Base Atk +16; Grp +28
  Feats Combat Reflexes, Dodge, Improved Critical (claw), 
  Improved InitiativeB, Mobility, Power Attack, Spring Attack
  Skills Concentration +25, Hide +21 (+29 in storms or clouds), 
  Intimidate +22, Knowledge (religion) +20, Listen +21, Move 
  Silently +25, Search +20, Spot +21, Tumble +25
  Languages Aquan, Auran, Common, Ignan, Terran
  SQ aligned weapons, stormwalk
  ECOLOGy
  Environment warm deserts
  Organization solitary, pair, or band (3–6)
  Treasure standard
  Advancement 17–28 HD (Large), 29–48 HD (Huge)
  Level Adjustment —
  SPECIAL ABILITIES
  Aligned Weapons (Ex) A black jinni’s natural weapons and any 
  weapon it wields are treated as chaotic-aligned and evil-aligned 
  for the purpose of overcoming damage reduction.
  Create Spawn (Su) A humanoid or genie slain by a black 
  jinni’s searing touch rises 1d4 rounds later as an undead 
  spawn. Humanoids rise as zombies; jann rise as ghuls; 
  and djinn, efreet, shaitans, and marids rise as great 
  ghuls. Ghuls and great ghuls are detailed in Pathfinder 
  Chronicles: Dark Markets, A Guide To Katapesh. Spawn 
  created by a black jinni are under its control.
  Dust Vortex (Su) Once per day, as a full-round action, a 
  black jinni can cause the obscuring cloud that surrounds it to 
  become a vortex of electrically-charged dust. This vortex is 20 
  feet high and radiates to a range of 30 feet, with the black jinni 
  at the vortex’s center. The winds within this area are considered 
  a windstorm, making normal ranged attacks impossible and 
  causing a –4 penalty to siege weapon attacks against creatures 
  in the vortex. Creatures within the vortex are subjected to wind 
  effects as described on page 95 of the DMG—those who are 
  blown back are instead drawn toward the center to a square 
  adjacent to the black jinni. A creature that ends its turn within 
  the dust vortex takes 10d6 points of electricity damage (DC 24 
  Reflex save halves). Once the dust vortex is created, it remains 
  stationary, allowing the black jinni to move around in it or even 
  leave it. The vortex remains in place for 1d6 rounds, or until 
  the black jinni dismisses it as a move action. The save DC is 
  Constitution-based.
  
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  Obscuring Cloud (Ex) A black jinni is continually surrounded by 
  a cloud of obscuring dust and scouring wind. This cloud gives 
  it a +8 racial bonus to its Hide check while within a sandstorm 
  or other area of blowing dust. In addition, a black jinni has 
  concealment (20% miss chance) while the cloud is in effect. Any 
  strong (or stronger) wind can suppress the obscuring cloud as 
  long as the wind persists.
  Shocking Touch (Su) Any creature hit by a black jinni’s claw attack 
  takes an additional 1d10 points of electricity damage—on a 
  critical hit, this additional electricity damage increases to 2d10 
  points of damage and the creature must make a DC 24 Fortitude 
  save or the electricity lingers on his body, inflicting an additional 
  1d10 points of electricity damage each round on the start of 
  the victim’s turn for 1d6 additional rounds. Immersion in any 
  liquid ends this ongoing damage, as does contact with a metal 
  object of at least Medium or larger size that is in contact with the 
  ground. The save DC is Constitution-based.
  Stormwalk (Ex) A black jinni is able to move about in any storm of 
  natural or unnatural origin of hurricane velocity (75–174 mph 
  wind speed) or less without suffering any of its effects.
  Vulnerability to Recitation (Ex) As cursed genies of evil and chaos, 
  black jinn are strangely susceptible to certain recitations of 
  holy tracts belonging to good or lawful deities or philosophies. 
  These include the spells dictum and holy word, but also forceful 
  recitations of nonmagical holy sermonizing. If a cleric or 
  paladin of a lawful or good deity makes a successful opposed 
  Knowledge (religion) check against a black jinni as a standard 
  action, the black jinni must make a DC 20 Fortitude save or be 
  instantly destroyed, leaving behind only a small spot of charred 
  ash. If this save is successful, the black jinni instead takes 5d6 
  points of damage.
  Thought by many, even among the jann, to be myths 
  and dark legends, the black jinn are an accursed and 
  forgotten tribe of genies. Bearers of ill will and bringers 
  of destruction upon both mortals and their own kind, 
  these hateful creatures are possessed by madness and a 
  drive to call down ruin upon any who intrude upon their 
  desolate sanctums. The few black jinn encountered on the 
  Material Plane are thought of as terrors of the deep desert, 
  arriving in sudden sandstorms, brilliant with electrical 
  fury, and disappearing just as quickly to leave behind no 
  trace of lost comrades, or merely leaving corpses, charred 
  or glazed in molten glass. Largely, black jinn are creatures 
  of myth and legend, but a handful of mortals know the 
  terrible truth which few live long enough to tell.
  Although typically surrounded by a cloud of dust, black 
  jinn appear more fiendish than other genies. A cursed 
  creature, they do not constitute a true race of  jann, but 
  rather a bloodline so corrupt as to no longer be considered 
  part of this proud race. A black jinni stands 12 feet tall and 
  can weigh as much 1,200 pounds, its body being mostly 
  comprised of soot, dust, and foul smoke.
  Ecology
  The cursed remnant of some ancient bloodline of 
  genies, black jinn are pariahs among even the other 
  jinn races and have retreated over the years into the 
  deepest, most desolate strongholds of the arid wastes 
  of the Material Plane and the elemental planes. Also 
  known by other names, such as black ghosts or nisnases, 
  black jinn have no part in a natural ecology and tend to 
  destroy any living things that exist in their vicinity. It 
  is postulated that certain genies can become black jinn 
  through utilizing taboo magic, trespassing upon sacred 
  locations, or similarly provoking such misfortune, but 
  such cases are largely undocumented and seem to be 
  exceedingly rare.
  Habitat & Society
  Legends of black jinn are often associated with fabled 
  lost cities hidden for centuries under a sea of desert 
  sands. These legends always speak of the great treasures 
  harbored by such forgotten cities, as well as the certain 
  death that their discovery entails. The legends are 
  largely true, as black jinn seem to favor such locales, 
  enduring ages-long hermitages or self-inf licted exiles 
  in avoidance of other living beings, though they still 
  enjoy the trappings of civilization—especially those 
  in ruin. On occasion, though, a black jinni finds 
  itself overcome by wanderlust for a time and seeks to 
  investigate civilized lands. On these occasions, black 
  jinn sometimes choose mortal targets to shadow and 
  terrorize before finally closing in for the kill—often 
  after engaging in a nocturnal battle of wits wherein 
  the hapless mortal might have a slight chance of saving 
  himself. Alternatively, a black jinni might settle near 
  a community and slowly curse the inhabitants with its 
  lingering presence until all the residents are dead or 
  the jinni is driven off by some hired holy man.
  Black Jinn in Katapesh
  Exceedingly rare, even in realms where other genies 
  flourish, black jinn are almost never spoken of, even in 
  legends, as few live to tell tales of these terrors. In Katapesh, 
  one group of scholars has heard of them, through rumors 
  of one such creature lurking amid the dunes.
  The Isle of Black Palms: Salty surf endlessly slams a 
  rocky island some 80 miles southeast of Katapesh city. 
  There, amid a stand of sturdy but dead palms, rises a 
  strange tower, the lonely minaret of a ruined mosque, at 
  the top of which glimmers a constant but dim flame. Many 
  have sought to investigate the ancient spire, but all ships 
  that draw near are beset by terrible misfortunes—violent 
  sabotages, storms of ash, grisly murders—and none 
  who set foot upon the Isle of Black Palms ever reach the 
  mainland again.
  
  Legacy of Fire
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  84
  84
  div, sepid
  Four curling horns sprout from the giant’s head and an inhuman 
  tongue flicks among sharply filed teeth. Covered with pale, 
  pockmarked, and spiky flesh, this monstrous warrior stands fully 
  twice the height of an average human, its rough hide barely able 
  to contain the monstrous muscles eagerly twitching beneath. It 
  assumes an intimidating stance as it effortlessly hefts a sword 
  large enough to cleave a horse in two.
  Div, Sepid 
   
  CR 14
  Always NE Large outsider (evil, extraplanar)
  Init +9; Senses darkvision 60 ft., see in darkness; Listen +23, 
  Spot +23
  DEFENSE
  AC 32, touch 14, flat-footed 27
  (+5 Dex, +18 natural, –1 size)
  hp 200 (16d8+128)
  Fort +18, Ref +15, Will +16
  Defensive Abilities evasive target; DR 10/cold iron and good; 
  Immune fire, poison; Resist acid 10, electricity 10; SR 22
  OFFENSE
  Spd 40 ft.
  Melee +3 scimitar +26/+21/+16/+11 (1d8+13/15–20) or
  2 claws +22 (1d6+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rain of debris
  Spell-Like Abilities (CL 15th)
  At will—deeper darkness, greater teleport (self plus 50 lbs. of 
  objects), nondetection, speak with dead (DC 19)
  Spells Known (CL 13th)
  6th (5/day)—disintegrate (DC 22), true seeing
  5th (7/day)—baleful polymorph (DC 21), break enchantment, hold 
  monster (DC 21)
  4th (7/day)—animate dead, bestow curse (DC 20), enervation, 
  ice storm
  3rd (7/day)—fireball (DC 19), fly, haste, magic circle against good
  2nd (8/day)—blindness/deafness (DC 18), invisibility, mirror 
  image, scorching ray, touch of idiocy
  1st (8/day)—comprehend languages, expeditious retreat, mage 
  armor, ray of enfeeblement, true strike
  0 (6/day)—dancing lights, daze, detect magic, ghost sound (DC 16), 
  mage hand, mending, open/close, prestidigitation, read magic
  STATISTICS
  Str 25, Dex 20, Con 27, Int 19, Wis 19, Cha 22
  Base Atk +16; Grp +27
  Feats Blind Fight, Improved Critical (scimitar), Improved Initiative, 
  Iron Will, Power Attack, Weapon Focus (scimitar)
  Skills Bluff +25, Concentration +27, Intimidate +27, Knowledge 
  (arcana) +23, Knowledge (religion) +23, Knowledge (the planes) 
  +23, Listen +23, Search +23, Sense Motive +23, Spellcraft +25, 
  Spot +23, Use Magic Device +25 
  Languages Abyssal, Common, Draconic, Infernal; telepathy 100 ft.
  Gear +3 scimitar
  ECOLOGy
  Environment Abaddon
  Organization solitary
  Treasure standard
  Advancement 17–22 HD (Large); 23–30 HD (Huge)
  Level Adjustment —
  SPECIAL ABILITIES
  Aligned Strike (Ex) A sepid’s natural weapons, as well as any 
  weapons it wields, are treated as evil-aligned for purposes of 
  overcoming damage reduction.
  Evasive Target (Su) A sepid is particularly difficult to strike with 
  ranged weapons and spells that require a ranged touch attack. 
  Anytime a sepid would normally be hit by a spell using a ranged 
  touch attack, such as a ray, it can deflect the attack so it takes no 
  damage or effects by making a successful DC 25 Reflex save. The 
  sepid must be aware of the attack and not be flat-footed. This 
  deflection does not consume an action.
  Rain of Debris (Su) Three times per day as a standard action, 
  a sepid can call forth a hail of stones, jagged bits of wood 
  and metal, and similar debris. The debris rains down and 
  
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  85
  pelts all creatures in a 40-foot radius centered on the sepid. 
  Unattended objects and creatures caught in this area take 16d6 
  points of bludgeoning damage (DC 26 Reflex for half). The 
  debris is treated as evil-aligned for purposes of overcoming 
  damage reduction. The save DC is Constitution-based.
  See in Darkness (Su) A sepid can see perfectly in darkness of any 
  kind, even that created by a deeper darkness spell.
  Spells A sepid can cast spells as a 13th-level sorcerer.
  Summon (Sp) A sepid can summon a ghawwas or a shir div once 
  per day with a 40% chance of success. This ability is equivalent 
  to a 4th-level spell.
  Sepid divs look like fiendish, pale-skinned hulks, gigantic 
  warriors capable of rending a man in two with barely 
  an effort. Their skin resembles dull alabaster, typically 
  riddled with armor-like callouses and unevenly placed 
  spines. Atop their heads twist four curved horns, each 
  thick and bent like monstrous meat hooks, sometimes 
  adorned with trophies from past victims. Their large, 
  jaundiced eyes lack irises and contain no pupils, giving 
  them the look of unnatural predators. A mouth full of 
  teeth ground to sharp points grins atop a thick neck 
  of corded muscle and bulging veins. These creatures’ 
  clawed hands often grip giant-sized scimitars, falchions, 
  or other mighty blades, rarely sheathing them or letting 
  their blades go even when in their own lairs. Standing 
  nearly 11 feet tall, sepid divs tower over most humanoids, 
  their rightfully intimidating presence the only warning 
  opponents are likely to receive. 
  Ecology
  Sepid divs exist to confound mortals and spread fear, 
  embodying the strength and terror of monstrous tyrants. 
  They seek out communities with few defenses and demand 
  sacrifices even as they inflict ever greater hardships upon 
  their fearful subjects. To further spread terror, their 
  sorcerous skills can rarely be matched, and they have a 
  penchant for devastating magic.
  Sepid divs have a reputation on Golarion as kidnappers. 
  These creatures scour the deserts, plains, and mountains 
  they call home in search of beautiful women wandering 
  alone or poorly guarded. At first they attempt to parlay 
  with the object of their desires, only resorting to 
  aggressively apprehending them if their words and tricks 
  fail. Back in their lairs, sepid divs dote on their new 
  prizes, offering all manner of luxuries, yet withholding 
  their new wives’ freedom.
  Just as all other divs have some manner of esoteric 
  weakness, sepid divs take a special delight in twisting 
  truth, a tendency that leads to a reliable fault. When 
  dealing with mortals and other lesser creatures, sepid 
  divs always do the opposite of what they say. If a sepid 
  div offers someone a choice between two terrible 
  options—such as between death by boiling and death by 
  falling from a great height—the div does the opposite 
  of its victim’s choice. This can sometimes be used 
  against the divs, as a sepid tricked into acknowledging 
  his intent to kill a character is then forced to spare the 
  victim’s life.
  Habitat & Society
  On their native plane of Abaddon, sepid divs live in the 
  crumbling palaces, ash-choked fortresses, and ooze-
  slick towers that sparsely dot the bleak surface of the 
  plane. On Golarion, these fiends make their homes in 
  deep caves beneath towering mountains, the ruins of 
  fortresses—the more notorious or haunted, the better—
  and other dark places near enough where mortals dwell, 
  but far enough removed to provide them some manner 
  of privacy and safety. Among other divs, sepids act as 
  bullies and warlords, physically and magically enforcing 
  obedience and maintaining control over their normally 
  solitary brethren. They frequently ally themselves with 
  the more powerful denizens who rule the wastes of 
  Abaddon, serving as generals of armies or barons for 
  their ruinous realms.
  The Tale of Fulad-zereh
  The sepid div Fulad-zereh features prominently in an 
  ancient tale told throughout the Empire of Kelesh, Qadira, 
  northern Garund, and even several realms beyond. While 
  each country has its own variations, all claim the monster 
  and the hero that confronted him once trod alongside their 
  fathers’ fathers or took part in epics even longer past.
  Ages ago, a sepid div named Fulad-zereh made its home 
  in a dark cave surrounded by leering mountains. In this 
  land, men’s hearts grew wicked under his control, and they 
  traveled into the lands of their neighbors to plunder grain, 
  capture cattle, and seize other wealth. One of these lands 
  despoiled by Fulad-zerah’s men sent forth an army to lay the 
  fiend-king low and banish him from their country. Fulad-
  zereh ruined the army by calling down a hail of debris, 
  captured its commanders and holy warriors, and blinded 
  them. Soon after, a great hero traveled to the cave, fighting 
  through waves of powerful warriors, great lions, and strange 
  beasts until he finally came to the lair of Fulad-zereh. The 
  div, impressed with this hero’s might and persistence, 
  immediately leapt to attack, and the two wrestled and 
  slashed at each other with their swords until rivers of 
  sweat and blood ran thick around them. Eventually, the 
  hero severed the div’s head, defeating him in fair combat. 
  The hero used the heart and organs of the div in a brew to 
  restore the captured army’s sight and led them to freedom.
  
  Legacy of Fire
  Legacy of Fire
  86
  86
  get of iBlis
  Unspeakable pallid flesh twitches and quivers across the grotesque 
  bulk of this vaguely insectile monstrosity. Behind a ravening maw 
  of needle-sharp teeth twists a bulbous, eyeless head covered in 
  a veined membrane. Beyond this amorphous mass coils a long, 
  segmented body bearing dozens of scuttling legs covered in 
  chitinous armor and ending in a pincer-like double stinger. The 
  foremost legs are oversized and folded back like those of a mantis, 
  but with jagged, metallic growths along its clawed edges.
  Get of Iblis 
   
  CR 13
  Always CE Gargantuan aberration (aquatic)
  Init +5; Senses blindsight 30 ft., darkvision 60 ft., genie sense 100 
  ft.; Listen +15, Spot +15
  DEFENSE
  AC 26, touch 11, flat-footed 21
  (+5 Dex, +15 natural, –4 size)
  hp 187 (15d8+120); regeneration 10 (acid, sonic)
  Fort +13, Ref +10, Will +15
  Immune fire; SR 22
  OFFENSE
  Spd 40 ft., climb 40 ft., swim 40 ft.
  Melee bite +20 (2d8+13 plus devour elemental) and
  2 claws +18 (1d10+6) and
  sting +18 (1d12+6 plus poison)
  Space 20 ft.; Reach 20 ft.
  Special Attacks penetrating strike
  STATISTICS
  Str 36, Dex 20, Con 26, Int 3, Wis 22, Cha 10
  Base Atk +11; Grp +36
  Feats Awesome Blow, Cleave, Combat Reflexes, 
  Improved Bull Rush, Multiattack, Power Attack
  Skills Climb +21, Listen +15, Spot +15, Swim +21
  Languages Aquan, Auran, Ignan, Terran  
  (choose one)
  ECOLOGy
  Environment any
  Organization solitary
  Treasure none
  Advancement 16–24 HD (Gargantuan), 25–32 HD (Colossal)
  Level Adjustment —
  SPECIAL ABILITIES
  Amphibious (Ex) The get of Iblis can survive equally well in or out 
  of water.
  Devour Elemental (Su) This ability functions against any 
  creature that has one or more of the elemental subtypes of 
  air, earth, fire, or water. Any such creature that suffers bite 
  damage from a get of Iblis gains one negative level. A get of 
  Iblis can critically hit a creature with one of these subtypes 
  with its bite attack even if the target creature is normally 
  immune to or resistant to additional damage from critical 
  hits—this represents the get of Iblis’s ability to gnaw apart 
  such creatures and consume portions of their body with 
  shocking alacrity.
  Genie Sense (Ex) The get of Iblis can pinpoint genies within 100 
  feet, just as if it possessed the blindsense ability to that range.
  Penetrating Strike (Ex) The get of Iblis’s natural weapons are 
  embedded with growths of adamantine—these attacks bypass 
  DR/adamantine.
  Poison (Su) Injury, Fortitude DC 25, initial damage 2d6 Str, 
  secondary damage 2d6 Str. The save DC is Constitution-based. 
  If the initial saving throw is failed, the target is also affected by 
  dimensional anchor (CL 15th) for 2d6 rounds.
  The get of Iblis (known to some as “Iblis’s begotten” or 
  the “brood of Iblis”) are massive, multi-legged worm-
  like creatures with vicious claws of adamantine and 
  the ability to devour the very essence of genies and 
  elemental creatures. Appearing much like monstrously 
  huge parasites or insectile beings sculpted from the most 
  
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  unfit of living flesh, these things know only sleep and 
  unrestrained hunger, proving endlessly ravenous for the 
  lives of genie-kind. These revolting creatures’ armored 
  bodies grow as long as 60 feet and weigh as much as 
  100,000 pounds. They have no known natural limit to 
  their life spans unless they meet a violent end.
  Ecology
  The get of Iblis spend most of their time in hibernation, 
  slumbering for periods that can span thousands of 
  years. Since their near-extinction at the hands of the 
  genies, they seem to have lost their rampant natural 
  instinct to compulsively hunt down and destroy the 
  genie races, though if a genie is encountered, they seem 
  to remember something of these impulses and relish in 
  their destruction. However, the urge usually passes after 
  the immediate genies are dealt with, and these spawn of 
  Iblis are satisfied to return to their slumbers. Once every 
  20 years or so a get of Iblis awakes from its slumber and 
  strikes out by night to seek prey, feasting and rampaging 
  for a single evening before returning to sleep, seemingly 
  lying in wait for their father’s profane summons.
  Habitat & Society
  No one knows exactly to what corners of the multiverse 
  the get of Iblis have fled, but they are rarely heard of 
  and even more rarely encountered. When seen, the get 
  of Iblis are typically solitary, and usually out on brief 
  and surreptitious hunts after long hibernation before 
  returning to sleep. On rare occasions, get of Iblis have 
  been found and captured for use as arena beasts in the 
  most malevolent of planar venues, or even as hunting 
  hounds by powerful fiends with their own reasons for 
  wishing to see genies and their ilk destroyed. Divs 
  particularly delight in the discovery and ensnarement 
  of Iblis’s spawn, taking special pleasure in making use 
  of these fearsome beasts, especially as no love is lost 
  between these fiends and their jinn ancestors. The divs’ 
  focus on the get of Iblis has led to some small interest 
  in the creatures throughout the plane of Abaddon and 
  among wider daemonkind. The beasts have even sparked 
  the profane imagination of Apollyon, the Horseman of 
  Pestilence, who regularly sends hunting parties of potent 
  daemons to seek out these revolting menaces and drag 
  them back to the bowels of the Plaguemere, where already 
  at least a dozen lurk. Whether the Horseman merely 
  delights in the terrifying and parasitic appearance of 
  the beasts or if he has some greater plot involving the 
  hungry, elemental horrors remains unclear.
  Origins of the Begotten
  In the earliest of ages, there was Iblis. Iblis was either 
  god or monster, angel or demon, or perhaps a little of 
  each. At one time, long before the advent of the mortal 
  races, he commanded the fealty of much of genie-kind 
  and ruled over them with a fist of iron. It is thought by 
  some that it was perhaps in this time that the City of 
  Brass was first constructed, as a monument to his might 
  and power from whence he could rule over all the jinn. 
  But in time the genies threw off his yoke of tyranny and 
  became free to pursue their own natures and agendas. 
  Vengeful Iblis did not relinquish his power quietly, and 
  he searched far and wide for the means to bring about 
  the destruction of all genies for what he perceived as the 
  ultimate betrayal. To this end, he traveled to strange 
  realms and trafficked with beings beyond imagination. 
  Some of these he brought together in a harem of horrors, 
  imprisoning terrifying and unnatural consorts to beget 
  him vile children, embodiments of his barely restrained 
  hatred, physical creatures as terrible as his wrath. 
  Strongest of these get of Iblis were gigantic, worm-like 
  creatures bred specifically to stalk and bring about the 
  destruction of the genie races.
  When the get of Iblis first appeared and began 
  to hunt Iblis’s erstwhile servants, the genies found 
  themselves unprepared and ill-equipped to deal with 
  such natural-born predators of their kind. However, 
  at a grand convention of all the genie races, chaired by 
  the mighty padishah of the marids and held within the 
  planar nexus of the City of Brass, an accord was reached 
  between the ordinarily warring genie races that, for 1 
  week, all differences would be set aside to hunt down 
  and destroy the cursed spawn of their old master. This 
  is said to have been the first and last alliance between 
  djinn and efreet, marids and shaitans, but it performed 
  its task marvelously, creating a fierce and swift planes-
  wide counter-hunt against Iblis’s terrible spawn. 
  Although the battles were costly and many genies fell, 
  in the end the majority of the get of Iblis were wiped out 
  across the sphere. Iblis disappeared into hiding—not 
  to be seen in all the eons since—and his few surviving 
  children retreated, finding hidden lairs at the darkest 
  corners of the multiverse. Judging their work to be done, 
  the alliance broke and the genie races went back to their 
  own concerns, never to know accord again, secure in 
  their knowledge that the vile get of Iblis no longer posed 
  a threat to their existence.
  The genies were largely right. The get of Iblis were 
  devastated and the survivors scattered. However, 
  occasionally one of these foul aberrations surfaces and 
  invariably wreaks much havoc among the genie races 
  before finally being put down again. The genies sleep 
  secure in the knowledge of their victory, but some few 
  take the time to ponder what fate may hold for them 
  should errant and ever-hating Iblis ever rise from his 
  mysterious refuge again.
  
  Legacy of Fire
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  nephiliM
  This tall figure is a born warrior. A giant of a man, his massive 
  frame is muscular, with a head and beard of dark curls beneath 
  his iron helm. He clutches a bronze-headed javelin in his mighty 
  fist, and a large, sweeping sword hangs at his belt. The strength 
  of the mountains seems to rest in his mighty thews, and the ages 
  of time lie in his deep-set eyes.
  Nephilim 
   
  CR 8
  Usually N Large outsider (native)
  Init +1; Senses darkvision 60 ft.; Listen +14, Spot +14
  DEFENSE
  AC 23, touch 10, flat-footed 22
  (+4 armor, +1 Dex, +7 natural, +2 shield, –1 size)
  hp 102 (12d8+48)
  Fort +14, Ref +9, Will +7
  DR 15/magic; Resist cold 10, fire 10; SR 19
  OFFENSE
  Spd 30 ft. in scale mail (40 ft. base)
  Melee +2 longsword +20/+15/+10 (2d6+9/19–20) or
  2 slams +20 (1d4+7)
  Ranged mwk spear +13 (2d6+7/×3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks crushing blow, mortal challenge
  STATISTICS
  Str 25, Dex 12, Con 18, Int 14, Wis 9, Cha 16
  Base Atk +12; Grp +23
  Feats Athletic, Cleave, EnduranceB, Great Cleave, Great 
  FortitudeB, Improved Sunder, Power Attack
  Skills Climb +19, Craft +17, Handle Animal +18, Intimidate +18, 
  Jump +17, Knowledge (history) +17, Listen +14, Spot +14, 
  Survival +14, Swim +14
  Languages Celestial, Common, Giant 
  Gear masterwork scale mail, heavy steel shield, +2 
  longsword, masterwork spear
  ECOLOGy
  Environment warm hills
  Organization solitary, pair, or tribe (3–8)
  Treasure standard
  Advancement by character class; Favored 
  Class fighter
  Level Adjustment +5
  SPECIAL ABILITIES
  Crushing Blow (Ex) When a nephilim makes a successful critical 
  hit on a melee attack, the target must make a DC 23 Fortitude 
  save or take an additional 3d6 points of damage and be 
  staggered for 1 round from the unearthly power of the blow. 
  The save DC is Strength-based.
  Mortal Challenge (Su) At will as a standard action, a nephilim can 
  roar out a battle challenge. Any humanoid, giant, or monstrous 
  humanoid of fewer Hit Dice than the nephilim within 100 
  feet must make a DC 19 Will save or become frightened for 
  2d6 rounds. A creature that fails this saving throw takes a –2 
  penalty on all future saves against mortal challenges made by 
  that nephilim for the next 24 hours. A creature that succeeds is 
  immune to that nephilim’s mortal challenge for 24 hours. This 
  is a mind-affecting fear effect. The save DC is Charisma-based.
  The nephilim are the misbegotten offspring of unions 
  between the earliest humans and certain primordial deities 
  and semi-divine demigods. These unions were forbidden 
  and the offspring cursed by both men and gods, as they 
  span the sacred lines between the mortal and immortal 
  realms, though the giant children proved hardy and 
  capable of survival on their own, living even into modern 
  times. Nephilim typically stand 11 feet tall and weigh 
  approximately 1,100 pounds, being gigantic humanoids of 
  great physical prowess and possessing unnaturally noble 
  bearings. Their immortal ancestry makes them extremely 
  long lived, reaching ages of up to 600 years.
  
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  Ecology
  Nephilim are extremely hardy and can survive on a 
  typical human’s diet (though they will consume much 
  more when such provender is available). There have 
  been noted cases of nephilim breeding with humans in 
  the rare circumstances when they live among them. On 
  these occasions, these half-nephilim offspring bear all 
  the racial traits of their human parents but are invariably 
  large, powerful, and long-lived if they do not meet 
  premature ends during the contests of arms that these 
  natural-born warriors invariably face.
  Habitat & Society
  Over the countless years since those early days of their 
  existence, most nephilim have been wiped out by various 
  pogroms instituted by both their mortal neighbors and 
  the gods themselves. Nevertheless, a stubborn remnant 
  has hung on and, if not exactly multiplied, at least held 
  steady in their numbers over the ages. The source of the 
  early animosity is largely forgotten, though most mortal 
  races are mildly intimidated or even outright hostile 
  when encountering nephilim, for reasons unknown 
  even to them. The nephilim are accustomed to this and 
  tend to withdraw from mortal society, clinging to the 
  wild and abandoned places of the world. On occasion, 
  some local ruler will ally with a tribe of nephilim in 
  order to add giants seemingly built for war to the ranks 
  of their defenders.
  Advanced Nephilim
  Many nephilim are born with incredible fates and bear 
  prominent destinies. One such individual is presented 
  here, with tactics applying to this month’s adventure, “The 
  Impossible Eye.”
  Ezer Hazzebaim 
   
  CR 15
  Male nephilim wizard 3/cleric (Rovagug) 3/mystic theurge 7
  CE Large outsider (native)
  Init +3; Senses darkvision 60 ft.; Listen +19, Spot +19
  DEFENSE
  AC 25, touch 14, flat-footed 23
  (+4 armor, +3 deflection, +2 Dex, +7 natural, –1 size)
  hp 217 (25 HD; 15d8+10d4+125)
  Fort +21, Ref +14, Will +25
  DR 15/magic; Resist cold 10, fire 10; SR 19
  OFFENSE
  Spd 70 ft., fly 90 ft. (good)
  Melee +1 cold iron greataxe +30/+25/+20/+15 (3d6+11/×3) or
  2 slams +29 (1d4+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks crushing blow (DC 23), mortal challenge (DC 
  18), rebuke undead 5/day (+2, 2d6+5), smite 1/day (+4 attack, 
  +3 damage)
  Wizard Spells Prepared (CL 10th, +23 ranged touch)
  5th—feeblemind (DC 19), quickened magic missile
  4th—dimension door, maximized magic missile, scrying (DC 18), 
  solid fog
  3rd—dispel magic, fly, major image (DC 17), vampiric touch
  2nd—fox’s cunning, hideous laughter (DC 16), protection from 
  arrows, scorching ray, spectral hand
  1st—burning hands (DC 15), ray of enfeeblement, shield, true 
  strike (2)
  0—acid splash, daze (DC 14), disrupt undead, mending
  Cleric Spells Prepared (CL 10th, +23 ranged touch)
  5th—quickened divine favor, flame strikeD (DC 19), slay living 
  (DC 19)
  4th—cure critical wounds, divine powerD, freedom of movement, 
  poison (DC 18), spell immunity
  3rd—contagionD (DC 17), cure serious wounds, dispel magic, 
  searing light, wind wall
  2nd—augury, cure moderate wounds, death knell (DC 16), hold 
  person (DC 16), resist energy, spiritual weaponD
  1st—cure light wounds (2), deathwatch, doom (DC 15), inflict light 
  woundsD (DC 15), sanctuary (DC 15)
  0—create water, cure minor wounds, guidance, resistance (2), virtue
  D Domain spell; Domains Destruction, War
  TACTICS
  Before Combat Ezer casts fox’s cunning, shield, and fly. 
  During Combat Ezer is unlikely to have the luxury of casting 
  any preparatory spells before the PCs confront him, so when 
  combat begins, he does his best to cast defensive spells as he 
  can, with shield and freedom of movement being the first two he 
  casts. If an enemy is overwhelming him, he casts solid fog, then 
  dimension doors to a nearby room to take his time with spell 
  preparation before moving back to where he left the combat to 
  attack foes as they emerge from the fog.
  Morale If reduced to less than 30 hit points, Ezer attempts to flee.
  STATISTICS
  Str 24, Dex 14, Con 20, Int 18, Wis 19, Cha 14
  Base Atk +22; Grp +36
  Feats Cleave, Combat Casting, Craft Wondrous Item, Endurance, 
  Great Cleave, Great Fortitude, Improved Initiative, Iron Will, 
  Maximize Spell, Power Attack, Quicken Spell, Scribe Scroll, 
  Weapon Focus (greataxe), Weapon Focus (slam)
  Skills Climb +22, Concentration +33, Craft +19, Decipher Script 
  +15, Handle Animal +17, Intimidate +17, Jump +22, Knowledge 
  (arcana) +29, Knowledge (history) +22, Knowledge (religion) +32, 
  Listen +19, Spellcraft +19, Spot +19, Survival +19, Swim +22
  Languages Celestial, Common, Giant, Ignan, Infernal
  SQ spontaneous casting (inflict spells), summon familiar 
  (currently none)
  Combat Gear wand of magic missile (CL 9th, 43 charges); Other 
  Gear bracers of armor +4, +1 cold iron greataxe, periapt of wisdom 
  +4, ring of protection +3, handy haversack, silver holy symbol, 
  spellbook (contains all prepared spells plus 3d6 additional spells 
  of levels 1st–5th)
  
  Legacy of Fire
  Legacy of Fire
  90
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  Kyra
  Valeros
  abilities
  abilities
  Female Human CleriC 11
  str
  defense
  HP 75
  AC 22
  touch 10, flat-footed 22
  Fort +10, Ref +3  
  Will +15
  Special Attacks greater 
  turning 1/day, turn 
  undead 8/day
  offense
  Melee +2 holy scimitar +12/+7 
  (1d6+3/18–20)
  Base Atk +8; Grp +9
  Spells Prepared (CL 11th)
  6th—blade barrier, healD
  5th—flame strike (DC 19)D, 
  summon monster V (2), true seeing
  4th—air walk, divine power, 
  freedom of movement, fire shieldD
  3rd—daylight, dispel magic (2), 
  remove disease, searing lightD
  2nd—aid, bull’s strength, cure mod. 
  woundsD, hold person (DC 16), resist 
  energy (2)
  1st—command (DC 15), endure 
  elementsD (3), divine favor (2), 
  sanctuary (DC 15), shield of faith
  0—detect magic (3), light (3)
  D domain spell (healing, sun)
  skills
  Concentration 
  +16
  Heal 
  +19
  Knowledge (religion) 
  +14
  feats
  Combat Casting, Extra 
  Turning, Iron Will, Martial 
  Weapon Proficiency 
  (scimitar), Weapon Focus 
  (scimitar)
  Combat Gear holy water (3), potion of lesser restoration (3), wand of cure moderate wounds (42 
  charges); Other Gear +2 chainmail, +3 heavy steel shield, +2 holy scimitar, cloak of resistance 
  +1, periapt of Wisdom +4, ring of protection +1, backpack, rations (6), gold holy symbol (with 
  continual flame) worth 300 gp, rations (4), 30 pp
  align NG 
  init –1 
  speed 20 ft.
  dex
  con
  int
  wis
  cha
  13
  8
  14
  10
  21
  12
  Kyra was one of the few survivors of a brutal raid on her hometown, and on the smoking ruins of her 
  village she swore her life and sword arm to Sarenrae. Possessed of a fierce will, pride in her faith, and skill 
  with the scimitar, Kyra has traveled far since her trial by fire. She lost her family and home that fateful 
  day, yet where another might be consumed by anger and a thirst for revenge, Kyra has found peace in 
  the Dawnflower. 
  deity: Sarenrae   
  Homeland: Qadira
  male Human FigHter 11
  str
  defense
  HP 76
  AC 24
  touch 14, flat-footed 21
  Fort +9, Ref +7,  
  Will +3
  offense
  Melee +2 frost longsword 
  +19/+14/+9 (1d8+8/17–20 plus 
  1d6 cold)
  Dual Wielding +2 frost longsword 
  +17/+12/+7 (1d8+8/17–20 plus 1d6 
  cold) and
  +1 short sword +15/+10 (1d6+3/19–20)
  Ranged +1 composite longbow +15 
  (1d8+4/×3)
  Base Atk +11; Grp +15
  skills
  Climb 
  +17
  Intimidate 
  +14
  Ride 
  +16
  Swim  
  +12
  feats
  Combat Expertise, Greater 
  Weapon Focus (longsword), 
  Improved Critical 
  (longsword), Improved 
  Initiative, Improved Two-
  Weapon Fighting, Power 
  Attack, Two-Weapon 
  Defense, Two-Weapon 
  Fighting, Weapon Focus 
  (longsword), Weapon Focus 
  (short sword), Weapon 
  Specialization (longsword)
  Combat Gear elixir of fire breath, potion of cure serious wounds (3), potion of resist energy (fire) 20; Other 
  Gear +2 mithral breastplate, +2 frost longsword, +1 short sword, +1 composite longbow (+3 Str) with 20 
  arrows, +1 undead slaying arrow, silver dagger, amulet of natural armor +2, belt of giant’s strength +4, 
  cloak of resistance +1, ring of protection +1, backpack, lucky tankard, rations (6), silk rope, 52 pp
  align NG 
  init +7 
  speed 30 ft.
  dex
  con
  int
  wis
  cha
  18
  17
  12
  13
  8
  10
  Born a farmer’s son in the quiet Andoren countryside, Valeros spent his youth dreaming of adventure and 
  exploring the world. For the past several years, he’s been a mercenary with the Band of the Mauler, a guard for 
  the Aspis Consortium, a freelance bounty hunter, and hired muscle for a dozen different employers. Gone is his 
  youthful naivete, replaced by scars and the resolve of a veteran warrior. While noble at heart, Valeros hides this 
  beneath a jaded, sometimes crass demeanor, often claiming that there’s no better way to end a day’s adventuring 
  than with “an evening of hard drinking and a night of soft company.”
  deity: Cayden Cailean   
  Homeland: Andoran
  
  pre-generated characters
  pre-generated characters
  9191
  Merisiel
  ezren
  abilities
  abilities
  Female elF rogue 11
  str
  defense
  HP 52
  AC 24
  touch 17, flat-footed 18
  Fort +4, Ref +13,  
  Will +4; +2 against 
  enchantment
  Special Qualities low-
  light vision, trapfinding; 
  Defense evasion, trap 
  sense +3, improved 
  uncanny dodge; 
  Immune sleep
  offense
  Melee +1 keen rapier +15/+10 
  (1d6+2/15–20)
  Ranged dagger +14 (1d4+1/19–20)
  Base Atk +8; Grp +9
  Special Attacks opportunist, sneak 
  attack +6d6
  skills
  Disable Device 
  +16
  Hide 
  +25
  Listen 
  +17
  Jump 
  +8
  Move Silently 
  +25
  Search 
  +15
  Spot 
  +17
  Tumble 
  +20
  feats
  Dodge, Mobility, Spring 
  Attack, Weapon Finesse
  Combat Gear potion of cure moderate wounds (2), potion of invisibility (2); Other Gear +2 shadow 
  silent moves studded leather armor, +1 keen rapier, daggers (14), amulet of natural armor +1, bag 
  of holding (type II), dusty rose prism ioun stone, gloves of Dexterity +4, ring of jumping, ring of 
  protection +2, masterwork thieves’ tools, polished jade worth 50 gp, 25 gp
  align CN 
  init +6 
  speed 30 ft.
  dex
  con
  int
  wis
  cha
  12
  23
  12
  8
  13
  10
  Merisiel’s life experiences have taught her to enjoy things to their fullest as they occur, since it’s impossible 
  to tell when the good times might end. Never the sharpest knife in the drawer, Merisiel makes up for this 
  by carrying at least a dozen of them on her person. She hasn’t met a problem yet that can’t, in one way or 
  another, be solved with things that slice. While she’s always on the move and working on her latest batch 
  of plots for easy money, in the end it comes down to being faster than everyone else—either on her feet, 
  or with her beloved blades. She wouldn’t have it any other way.
  deity: Calistria   
  Homeland: Varisia
  male Human Wizard 11
  str
  defense
  HP 40
  AC 15
  touch 11, flat-footed 15
  Fort +8, Ref +4,  
  Will +11
  offense
  Melee cane +5 (1d6)
  Ranged light crossbow +4 
  (1d8/19–20)
  Base Atk +5; Grp +5
  Spells Prepared (CL 11th)
  6th—chain lightning (DC 22), greater 
  dispel magic
  5th—cone of cold (DC 21; 2), teleport
  4th—dimension door, ice storm (2), 
  stoneskin
  3rd—dispel magic (2), displacement, 
  fly, fireball (DC 19)
  2nd—bear’s endurance, invisibility, 
  scorching ray (2), web (DC 18; 2)
  1st—charm person (DC 17), endure 
  elements, magic missile (3), shield
  0—detect magic (2), light (2)
  skills
  Appraise 
  +20
  Concentration 
  +15
  Knowledge (arcana) 
  +20
  Knowledge (geography) +20
  Knowledge (history) 
  +20
  Knowledge (the planes) +12
  Spellcraft  
  +22
  feats
  Combat Casting, Empower 
  Spell, Great Fortitude, 
  Greater Spell Penetration, 
  Improved Initiative, Quicken 
  Spell, Scribe Scroll, Spell 
  Penetration
  familiar
  Sneak (weasel, MM 282)
  Combat Gear potion of cure serious wounds (2), scroll of dispel magic, wand of lightning bolt (CL 6th, 
  30 charges); Other Gear cane (as club), dagger, light crossbow with 20 bolts, bracers of armor +4, 
  cloak of resistance +2, headband of intellect +4, ring of protection +2, backpack, rations (6), scroll case, 
  spellbook, spell component pouch, diamond dust (250 gp),  100 gp pearls (2), 35 gp
  align NG 
  init +3 speed 30 ft.
  dex
  con
  int
  wis
  cha
  11
  9
  12
  22
  15
  9
  Born to a successful spice merchant in one of Absalom’s more affluent districts, Ezren’s childhood 
  was pleasantly safe. This changed when his father was charged with heresy. Ezren spent much of 
  his adult life attempting to prove his father’s innocence, only to discover his father was guilty. The 
  revelation shook Ezren’s faith in family and church to the core and he abandoned both, setting out 
  into the world to find a new life. Ezren fell naturally into the ways of wizardry, and swiftly became a 
  gifted spellcaster.
  deity: Atheist   
  Homeland: Absalom
  
  Legacy of Fire
  Legacy of Fire
  92
  92
  Next Month in
  TM
  The Final Wish
  by Rob McCreary
  Much has changed in Katapesh, with the hordes of the 
  efreeti warlord Jhavhul having claimed the region around 
  Kelmarane. The peaceful town has become an encampment 
  for a monstrous army as their general seeks to resurrect a 
  living holocaust. Can the PCs hope to free the community 
  and discover the centuries-old plot of a mad genie before 
  his obsession consumes all of Katapesh in flame? Find out 
  in the climax of the Legacy of Fire Adventure Path!
  The spaWn oF Rovagug
  by Clinton Boomer
  Tremble at the coming of the spawn of Rovagug, the 
  titanic and monstrous brood of the god of destruction. 
  Learn of the ancient devastations of mythic beasts like 
  the Tarrasque, Xotani the Firebleeder, and the Monarch 
  Worm, and of the heroic sacrifices that put an end to these 
  kings of monster-kind. Yet quake with the knowledge that 
  these horrors might arise again, bringing devastation to 
  engulf the world anew.
  WishcRaFT
  by Wolfgang Baur
  Discover the magic of the jann, spells to control and 
  reshape the balance of the elements. Learn of the genies’ 
  power over reality, the magic of their potent wishes, and 
  how they craft all creation to suit their whims.
  and MoRe!
  See if Channa Ti can withstand the wrath of an ancient 
  god in the final entry of Elaine Cunningham’s “Dark 
  Tapestry,” and face three terrible new dragons in a high-
  level rampage through the Bestiary.
  subscRibe To paThFindeR 
  advenTuRe paTh!
  The Legacy of Fire Adventure Path concludes next month! 
  Venture to paizo.com/pathfinder and subscribe today 
  to have each Pathfinder Adventure Path, Pathfinder 
  Chronicles, Pathfinder Companion, Pathfinder Module, and 
  GameMastery product delivered to your door! Plus, check out 
  the Legacy of Fire Pathfinder Companion, available now! 
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip 
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  Pathfinder Adventure Path volume #23: The Impossible Eye. Copyright 2009, Paizo Publishing, LLC; Author: Greg A. Vaughan.
  Advanced Bestiary. Copyright 2004, Green Ronin Publishing, LLC; Author: Matthew Sernett.
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  ury and flame exploded from the 
  genie. “Damn these insolent slaves!” 
  screamed the efreeti. “Flaying them 
  is worthless! They do not moan 
  convincingly! They submit to the whip 
  with the same ox-like stupidity they 
  bring to every task!”
  “What do you wish us to do?” asked the 
  salamander. “Bring salt?”
  “No, it is useless. Kill this one.”
  “Yes, pasha,” said the salamander, sharpening a knife. The 
  human’s death was quick. The strange breed of slaves had little 
  to recommend it to a torturer; they were oblivious to their fate 
  under duress, always staring into the distance and accepting 
  any humiliation meekly. It was enough to make the burning 
  lords of the City of Brass seek out something more lively.
  “Can you find me a real servant?” asked the efreeti. “There 
  must be visitors under the sultan’s hand somewhere.”
  “The guards are scouring the city for intruders. There 
  is word again that travelers seek your head along with 
  your treasures—as they always do. These pretended to be 
  merchants, but none have seen them since they left the Suq 
  al-Azzmir Marketplace.”
  “They sound to be amusingly brazen fools. Keep searching! I 
  don’t want excuses. I want them screaming for forgiveness and 
  betraying their accomplices.”
  “Three lesser nobles were found dead near the Palace,” 
  offered the salamander.
  “Alert the guards. And bring these trespassers to me alive.” 
  The efreeti turned his attention to reheating his iron pokers and 
  a set of cunningly forged knives.
  Behind him, the dungeon door slammed open, and four 
  scorched but determined-looking mortals stood with sword and 
  wand at the ready.
  “Pasha,” said the salamander. “I have found new slaves for you.”
  
  paizo.com/pathfinder
  Printed in China. PZO9023
  world of fire and wonder awaits! The path of the planes is fickle, and the PCs’ 
  road home proves far more difficult than any had anticipated. Emerging 
  from the pleasure plane of Kakishon reveals all the wealth and terror 
  of a vast efreeti palace, tightly sealed by ancient magics and situated at the heart 
  of the incredible City of Brass. In this lavish citadel of sculpted flame, the PCs 
  gain a glimpse into the burning obsession of their hidden foe. But will their 
  discoveries be of any help to their imperiled world, hidden away in some distant 
  reality? And can they ever hope to escape a prison that has for untold centuries 
  caged some of the most powerful creatures of a realm of endless flame?
  This volume of Pathfinder Adventure Path includes: 
  ◆  “The Impossible Eye,” an adventure for 11th-level characters, by Greg A. Vaughan.
  ◆  A tour of the City of Brass, the ancient capital of the efreet and most legendary city in all the 
  planes, by Wolfgang Baur.
  ◆   A fearful look into the savage cult of Rovagug, the imprisoned god of wrath, disaster, and 
  destruction, by Sean K Reynolds.
  ◆  The adventures of Pathfinder Channa Ti as she discovers wonders and dangers under the 
  sea in the Pathfinder’s Journal, by New York Times bestselling author Elaine Cunningham.
  ◆  Four new monsters by Adam Daigle and Greg A. Vaughan.
  imprisoned by flame
  imprisoned by flame
  ®
  A
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF19-24 Legacy of Fire/Legacy of Fire - 05 - The Impossible Eye.pdf