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.
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).
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).
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.
hp 60 each (MM 99)
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 Level 4 Use Magic Device check) to provide an image as a 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.
Elder Fire Elemental (MM 99)
hp 204
hp 136 each (MM 99)
hp 26 each (MM 99)
hp 9 each (MM 99)
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 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.
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 aside from replenishing itself as water is taken from within, is not otherwise magical.
Creature: Shazathared is a descendant of a line of longdeposed 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 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.
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 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.
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 Level 5 Perception 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 Level 6 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.
Gargantuan animated object (MM 14)
hp 148
Defensive Abilities hardness 15
Spd 30 ft.
Special Attacks trample 2d8+10 (Ref DC 25 half )
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, Level 10 Break Might) 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 (Level 7 check to discover) is set near the ceiling on the west side of the pool. The tunnel beyond leads to area C10.
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.
This position is unmanned and holds little more than a layer of sooty dust. The stairs lead up to area C22.
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 (Level 7 Lockpicking check), but the key has long been lost.
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 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 (Level 8 Lockpicking check). 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 Level 3 Perception 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).
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.
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.
hp 104 (MM 258)
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.
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.
hp 65 each (MM 115)
hp 4 each (2 points nonlethal damage) (MM 161)
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. 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 Level 3 Might Defense check 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.
hp 13 each (MM 182)
hp 36 each (see page 16)
Treasure: The hookah is worth 350 gp, while the silver coffee service is worth 150 gp.
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.