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.
If one of the PCs is the Moldspeaker or carries the weapon Blizzard 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.
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 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 10 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 Level 5 Speed Defense check 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 Level 5 Intellect Defense check 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 Level 5 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 Level 8 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.
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)
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 perpetually burning flame with no visible fuel source. This perpetual flame deals 3 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.
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 8 points of fire damage per round (20 damage 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.
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 4 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.
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 (Level 4, 8 fire followed by 4 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 (20 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 (Level 8 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.
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.
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
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 (Level 1 check + 1 level of difficulty for every additional 10 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 Level 4 Speed check 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 Might check to pull metal items loose for those adjacent to the outer wall while it is spinning is increased by 1 level. In addition, all attempts at spellcasting require a Level 4 spellcraft check to successfully cast and all attack rolls suffer 4 level of difficulty.
The room continues spinning until the trap is disabled, the way to the slide is somehow opened (treat 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 Perception check must be made on the spindle before an attempt can be made to disable it.
Spinning Cylinder Trap - Level 6
Type mechanical; Search DC 25; Disable Device DC 25
Effects
Trigger location; Reset automatic
Effect magnetic walls, spinning chamber (see above)
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.
The frescoed walls of this chamber show a desolate landscape with a large pyramid in the distance. A long procession of torchbearing 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.
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)
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
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.
Bodak (MM 28)
hp 58
Immune fire
hp 36 each (see page 16)
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.
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.