An Efreet has taken over the city and is enslaving villagers and visitors to the village.
As the bloated red orb of the sun sinks into the west, the moon Rumon rises in the east like a bloody eye. The village of Nar-Rahmil grows silent and all turn in anticipation to the empty platform on the oasis lake. As the sun disappears below the horizon the lake suddenly vaporizes to be replaced with a pool of black oil. The oil bursts into flame and amidst the flames, the brass palace shimmers into existance, growing more solid until its presence is undeniable. Howls of agony erupt from the slave pits as they realize their fate is sealed. Rumon rises full and the brass palace returns. The tribute must be paid.
Introduction
This module takes place at a desert oasis. The module assumes a steampunk setting with arcane magic used alongside mechanical devices such as airships and clockwork constructs. This module makes use of slavery so it may not be suitable for all. Future modules may allow interaction with other sites in the region including Red Keep and Two Rivers. This module was prepared for Pathfinder 2e for 4-6 tenth-level players. The Pathfinder Core Rulebook and Bestiary are required to use this module.
Adventure Summary
The PCs may become lost in the desert and find their way to the village of Nar-Rahmil or they may arrive by air-ship. You may decide to have the players encounter some of the hazards of the Dusty Desert on the way to Nar-Rahmil. Once they reach the village they find it is welcoming to strangers however everyone strictly follows the laws. There are some signs that all may not be well. The players may encounter the clockwork peacekeepers arresting someone for a minor violation and casting them into the slave pits. They may notice the fanatical devotion to the prayer schedule. The peacekeepers may attempt to arrest the players but the PCs should be able to defeat the peacekeepers.
If the PCs reveal how powerful they are, the Sultan will invite them to his palace. The sultan will request the Pcs’ aid in blessing the haunted caves north of the village. This should prove to be only a minor challenge and serves as a delay tactic. When they return the Sultan holds a feast in their honor. During the feast, the Sultan will attempt to drug them with Slumber Wine. The Sultan will have those affected bound and thrown into the slave pits if possible.
On the night of the full moon (Rumon) the Brass Palace will appear in the center of town and the lake will turn to oil and burn with an intense flame. The slaves will be led into the Brass Palace and transported back to The City of Brass. If the players threaten the Sultan he will try to stall and gain sympathy by telling them his story. The sultan would like to be rid of the Efreet but he is afraid of retaliation if the players fail.
To be successful the players will need to enter the Brass Palace, defeat the Efreet and her minions, and free the slaves. It is possible they will be transported to the City of Brass. Their best option at that point is to learn how to manipulate the Brass Palace to return back to the material plane.
If they decide to go exploring on the plane of fire just end the session with. “And they were never heard from again…
The Sultan’s Tale
Thirty years ago Yakdow was traveling across the desert when he became lost during a sand storm. He was nearly dead from thirst when he discovered an oasis with a large lake of sweet water. After he had satisfied his thirst he searched the lake but could find now fish. Instead he found a clay vessel with a strange seal. Yakdow broke the seal and an Efreet sprang forth. Yakdow fell on his face before the terrifying creature, for he had heard stories of Efreeti, but the Efreet demanded that Yakdow be granted his three wishes. Yakdow first wished that he were the sultan of a great city. Suddenly the city of Nar-Rahmil sprang up around him. He found himself wearing a sultan’s turban. Yakdow went out to explore the city but found it empty of people other than himself. For his second wish, he wished the city was full of people. The streets and markets bustled with all sorts of people, but Sultan Yakdow soon discovered that most of the people were bandits, thieves, and assassins. For his final wish, the sultan wished that the criminals would be taken from the city. With the final wish, the Efreet was freed of service. A brass plaque appeared on the sultan’s palace listing the laws of Nar-Rahmil. Each month when Rumon is full a brass palace appears on the platform and the Efreet claims a tribute of slaves.
Hooks
The airship is damaged and needs to be repaired. The party can enjoy the pleasant village as the repairs are completed.
The Brass Palace is rumored to have a great store of gems and magical items.
The Brass Palace is rumored to be a structure which was once part of the legendary City of Brass which some say is an ancient floating city.
Nar-Rahmil
For many years Nar-Rahmil remained a hidden oasis known only to a few desert travelers and there was no city located here. The city came about as the result of a wish by Sultan Yakdow. See The Sultan’s Story. Nar-Rahmil is a beautiful city with a large open-air market, law-abiding citizens, clever artisans, temples, and mansions. It is surprisingly welcoming to visitors, there are no gates to the city. The city militia consists of clockwork soldiers who strictly enforce the laws of the city. There is only one punishment for those who violate the law, they are taken to the slave pits. One unusual feature is the large platform extending into Lake Oas. It seems out of place. On nights when the red moon, Rumon, is full, the Brass Palace appears on the platform and all of the slaves who have been captured are transported back to the City of Brass.
The village is home to about 1500 inhabitants consisting mostly of humans and a few non-humans. Rat folk (ysoki) and cat folk (amurrun) are fairly common.
Notable NPCs
Sultan Yakdow The sultan has been living in fear ever since he released the Efreet (see The Sultan’s Tale). He rules the city in name but the true authority are the clockwork guards who are driven by the laws of Nar-Rahmil. The Efreet controls the clockwork guards.
Qatil Aleaqrab A high-ranking member of the Golden Scorpions assassins guild. At one time the golden scorpions used Nar-Rahmil as a base. Recently members of the Golden Scorpions have been taken as slaves. Qatil wants to discover the secret of the brass palace. Qatil is as confident and cool as she is deadly. Qatil is a catfolk (amurrun) level 10 assassin.Omri and Tirzah te-Yernaan Artificers: Omri and Tirzah te-Yernaan brothers are ratfolk (ysoki) artificers. They are very good at repairing mechanical things but tend to argue with each other over minor details.
Role-playing Omri and Tirza they should argue with each other using complex sounding gibberish. For example:
Omri: “The arcane transducer is definitely out of alignment.”
Tirza: “I couldn’t disagree with you more completely. If it were the arcane transducer that was out of alignment then the arcane potential would be running slightly high and it is clearly low. I suspect the ether valve has jammed.”
Omri: “I am getting a good reading on the capacitance monometer so clearly the ether valve is not jammed.”
Sites of Nar-Rahmil
Refer to the map of Nar-Rahmil for this section.
1. The Market
The road coming into town leads directly to the market. There is no gate, but two 10’ obelisks mark the edge of town. The market is bustling with the activity of people buying and selling while haggling over prices. The market is a rainbow of colors from the brightly colored fruits and fabrics to the tents and awnings. The appetizing smell of spiced grilled food fills the air.
The players will also notice the clockwork soldiers moving about the city. The market is the first place the players will likely see the clockwork soldiers taking someone into custody for a minor offense.
2. Temple of Atha
This temple has a large arched entrance on each of the four sides. You can see a blazing fire burning inside. There are smaller fires burning on each of the four corners of the temple. The top of the temple is a large onion shaped dome. The clerics inside the temple can be saying “The fire burns but it also purifies.”
Everyone in town worships Atha the goddess of fire. Public worship is required three times per day and is strictly enforced by the clockwork soldiers.
3. The Lizard’s Tale Inn
There is an oversized lizard’s tail hanging above the door to this in which seems to twitch back and forth. You hear a storyteller reciting tales accented by laughter and sounds of amazement from the audience. The smell of hot spiced drinks wafts through the air.
Visitors to town are directed to this inn if they intend to spend the night. Visitors are encouraged to take turns telling stories of their adventures for a free drink of the house specialty a mildly narcotic hot drink similar to Turkish coffee. If the players spend the night they are likely to hear the Sultan’s Tale.
“Is this tale true?”
“It is and it isn’t”
4. The Caravans
Caravans from across the desert make camp on the edge of Lake Ohata. Groups of travelers gather around small fires while the lake provides water for the camels and other pack animals.
There are members of the Golden Scorpions assassins guild among the group. Qatil Aleaqrab will attempt to persuade the players to help her locate her missing brother. They are both members of the Golden Scorpions.
5. Artisans
You can smell smoke and burnt metal coming from the shops. There is the sound of hammering and sizzling as glowing metal is quenched in oil.
A variety of artisans have set up shop in the buildings here including a blacksmith, artificers, clockmakers, woodworkers, and others. The players can hire Omri and Tirza to repair the airship.
6. Garrison
This large unadorned complex is houses the hundred or so clockwork soldiers which patrol the city. There is a brass plaque posted on the front of the building listing the current laws of the city.
PCs who get into trouble may be taken here before they are brought to the slave pits.
7. The Sultan’s Palace
This fabulous palace may be glimpsed extending above the walls which surround the estate. There is a well maintained front yard and an elaborate garden on the side. The sultan’s palace is ornately decorated.
Sultan Yakdow and his wife live here. They are cautious and reserved in conversation with the PCs.
8. The Slave Pits
There is a horrible smell and the moans and cries of suffering coming from the pits. Ogres guard the pits.
The PCs may be brought here if they are arrested or knocked out. The slaves are chained to a network of bars throughout the pit. The players may use STR to break out of the chains. Walls of the pit are steep and the path leading out of the pit is baracaded with heavy iron doors. The players may attempt to climb out of the pit with a DC 20 climb check for 60’. Success 5’, critical success 10’, critical failure fall for 1d6 damage for 10’ of falling. A rope will make it DC 15 (simple DC)
9. The Haunted Caves
High on the cliffs above the sultan’s palace a group of caves may be glimpsed. They send a chill over you as you look at them.
The caves are a haunted place and home to the ghuls. Ghuls are relatives of the more familiar ghouls. They are more dangerous and closely related to genie kind.
10. The Brass Palace
One of the more unusual features of the village is the large platform which extends out into the lake. It is the size of a football field and is located between the Temple of Atha and the
The brass palace will appear on the platform when the moon is full.
The Dusty Desert
The Dusty Desert is located south of the fortified port of Red Keep between the Rift Sea and the kobold canyons. It is bordered by the Brown Hills on the north and west.
Random Encounters 2d6
A party exploring the Dusty Desert may encounter the following:
2 Roll twice and combine the results
3 Djinn
4 Glass sea
6 Slumber sand
7 Kobolds
8 Azer
9 Nomads
10 Sphinx
11 Wemics
12 Behir
Djinn
Glass Sea
The sands of this region have been melted by some means to form a vast plane of glass known as the Glass Sea. Traveling is treacherous. Movement is reduced to half speed and the DC of balance and acrobatics checks are increased by 5. An acrobatics check of 10 is required to run across the glass. If damage is done to the glass it can cause 3d6 damage from the glass spray but a DC 13 reflex save reduces it to half damage.
Slumber Sand
Appearing in patches up to 1d3×100 feet across, slumber sand is deceptively ordinary-looking sand. However, when characters walk or ride over it, the passage of their feet (or their mounts’ feet) kicks up a soporific dust. Those who inhale this dust may fall prey to the effects and fall asleep.
DC 15 Fortitude save or fall asleep for 8 hours - ½ hour for each point of CON bonus (to a minimum of 1 hour). This can be identified with a DC 20 survival check.
Though this substance occurs naturally, alchemists have learned to duplicate its effects, offering vials of slumber sand as a grenade-like weapon which lasts for 1 minute.
A sandstorm could also be carrying slumber sand so it could reach a flying ship.
Kobolds
Azer
An Azer is found wandering in the desert. He has escaped from Nar-Rahmil. He tells the players that they can get their ship repaired there but warns them not to go. The Azer is attempting to find the way to where his uncle works at the brick yard.
Nomads
Sphinx
The sphinx will grant a boon to the PCs if they answer a riddle or tell a good riddle. The sphinx will grow angry if they don’t take the riddle game seriously or if the riddle is too simple. The sphinx will ask the following riddle if the party chooses to be asked a riddle.
“When I come before a storm,
Seek refuge in a cave; (sandstorm)
When I precede a witch,
I’m the snack you crave; (sandwich)
If I stand before a bar,
it is almost an island; (sandbar)
Take me from the beach,
you’re left with rocky dry land.”
The answer is sand of course!
The sphinx may reward the characters with runes or some other magical item.
Wemics
Behir
A behir attacks the party in the deep desert.
The Haunted Caves
The sultan may request that the PCs help him clear the haunted caves in order to get rid of the PCs if they appear weak, or to test them to see if he can trust them to defeat the Efreet.
1. The Climb to the Caves
The caves are located high on the cliffs. There is a rocky path leading partially up the hillside but the final sixty feet is a sheer cliff.
There is a 60’ climb DC 20 to reach the caves. The Pcs could avoid the ledge (2) by climbing at a different location and emerging at the cave entrance (3) in which case the DC is 25 and the distance is 120’
2. The Ledge
At the top of the climb you follow along a narrow ledge which makes movement difficult.
Make a passive perception check to spot the gargoyles mimicking boulders along the cliff. The gargoyles will attempt to pull the Pcs off of the cliff and drop them to the stones below.
Pull/Drag (Skill Feat Athletics)
Target: Creature or Object.
Requirements: Target is a willing or a immobilized creature, a creature grabbed by you or a movable object. You have one hand free and your target is within reach of that hand.
You use all your strength to move yourself and the target.
If the target is a creature, attempt a Athletics Check against its Fortitude DC. If the creature is willing, increase your Degree of success by one step.
If the target is an object of the same height, attempt an Athletics Check against DC 30. For each size larger than you, increase the DC by 5. For each size lower than you, decrease the DC by 5. (Alternative: 10+Bulk of object)
Critical Success: You move the target and yourself 10 Feet in the same direction.
Success: You move the target and yourself 5 Feet in the same direction.
Failure: You don't move the target and yourself.
Critical Failure: You fall prone. If the target was a creature grabbed by you, it is no longer grabbed.
3. The Cave Entrance
You see a hyena standing at the entrance to a small cave. It lets out a chittering laugh before disappearing into the cave entrance. You feel drawn towards the sound.
The hyena is actually a ghul. Each creature in a 60-foot emanation must succeed at a DC 19 Will save or become fascinated, flat-footed, and compelled to move toward the ghul on the creature's turn.
4. The Grave Tunnel
The tunnel is too small for normal sized creatures to stand in. There is an eerie feeling about these tunnels.
Normal sized creatures move at half speed. Small creatures may move at full speed in these tunnels. A DC 25 perception check will notice there are skulls, bones, and skeletons embedded in the walls of the tunnels. This is the Gravehall Trap. There is a crevasse 10’ wide by 30’ deep at the end of this tunnel.
5. The Ghul Caves
A flight of natural stone stairs leads to the entrance to this cave. You hear the chitter of a hyena coming from the room and feel a compulsion to follow it. The cave branches off to the right and left and there seem to be some stairs leading on about 25’ ahead.
There are six ghuls in this cave hiding in the shadows at the back of the cave. They will attack anyone who enters here. The hyena is a ghul. Six more ghuls will be drawn towards the sound of conflict from (6) arriving in three rounds.
6. The Thirsty Cave
This large (30’x50’) cave seems to branch to the right, left, and straight ahead. You feel a violent urge come over you when you enter here.
This cave is subject to the Bloodthirsty Urge hazard. There are also six ghuls in this cave but they may be drawn to cave (5) by the sound of combat. If this is the first cave approached the ghuls from (5) will arrive three rounds after combat begins.
7. The Chimney Cave
This cave is about 20’ wide by 40’ long. There is a depression in the south east corner of the cave. There are eerie sounds coming from it.
The south east corner of the room is a depression, the floor will give way sending a party member through the chute to the room below. DC 20 reflex check.
8. The Cyclone Cave
This large cave is about 40’ x 50’. The northwest corner has a hole in the ceiling, the exit is to the east.
This cave has the Spirit Cyclone hazard.
9. The Centipede Cave
You hear a scraping sound as something seems to be moving across the ceiling.
This cave is the home to a swarm of centipedes. The centipedes will only attack if they are attacked but they will scurry over everything including the party members. It is possible the party will enter this room first.
The Brass Palace
The brass palace is the home of the Efreet from the Sultan’s Tale. Many of the functions of the brass palace are controlled using gems. The four corner towers are related to the four elemental planes.
The day to day operations of the palace are controlled by a group of mephits. Each mephit has its own section based on the nearby tower. Role-playing the mephits: The mephits appear to be very busy and preoccupied with their tasks. They are very short tempered and quick to send a breath weapon at anyone who annoys them, which is pretty much anyone.
1. Entrance
The magnificent structure before you seems to be made entirely from brass with gleaming towers and ornate flame representations decorating it. There is a broad stone stair leading up to the entrance. There are four onion topped towers at the corners of the structure. The two front towers are tallest at about three stories high. The rear towers are two stories high. The center structure consists of a large dome surrounded by four onion topped domes at the corners and a half dome facing the lake.
The entrance to the brass palace is a pair of very large brass double door. If they look closely the party will notice there is a small panel set in the door. Opening the panel reveals a red ruby set in a clasp inside the door. There is a green emerald in a tray next to the doors.The gems are used to activate the doors. Ruby locks the doors and emerald unlocks the doors. The party needs to remove the ruby and place the emerald in its place. All doors in the palace can be manipulated the same way. If the gems are taken away from their doors or away from the palace they will vanish and reappear back at the door they were taken from.
2. The Front Hall
This hall is about thirty feet wide (10 m) and forty feet long (13 m). There are large elaborately decorated double doors in front of you and large single doors to the right and left. There are rubies in each door and emeralds on a tray beside each door.
The players should be able to figure out how to open the doors by now.
3. The Hall of Dust
This semicircular hall is about 80’ in diameter and has a display of different rocks, geodes, minerals, and crystals.
There is a dust mephit here categorizing the different minerals and arranging them.
4. The Tower of Earth
This 50’ diameter three story tower has a spiral staircase at its core. The most amazing crystals and minerals are brilliantly arranged in this tower.
An aerogel located at the top of the tower seems out of place. It appears as a large crystal with a transluscent blue glow and seem to weigh almost nothing. There are three holes cut into its base as if it should be mounted somewhere. The matching base can be found in the Tower of Air. Returning the Aerogel to the Tower of Air will enable the Brass Palace to fly again.
5. The Hall of Control
This room is about 80’ in diameter. There is a mephit busily moving glowing yellow stones around a panel along the west wall.
Each stone in the panel is used to control one of the clockwork soldiers in the city. There is one stone per soldier. These basically act as batteries for the clock work soldiers. When a clockwork soldier’s battery runs down the mephit teleports it here and sends out a fully charged battery. The panel is used to charge the stones. The bright yellow ones are fully charged, the dull ones are nearly empty of charge.
6. The Tower of Air
This 50’ diameter three story tower ...
There is a whirlwind in this tower that threatens to tear any climbers off the spiral staircase that leads to the top of this three story (60’) tower. There is a wind turbine here attached to some wires that are used to power the Hall of control. There is a three pronged bracket that appears as if it could hold a gem. If the Aerogel is correctly fitted into the bracket without damaging it then the Brass Palace will fly again.
7. The Hall of the Efreet
This magnificent hall is about 130’ in diameter. There is a dais at the far western edge of the hall with an Efreet lounging on a bench. There is a semicircle of marble pillars enclosing the room. There are double doors to the north and south and there seems to be a pit behind the dais.
Three salamander bodyguards emerge from behind the pillars. Each bodyguard has two hell hounds on chains. At a signal from the Efreet they will release the hounds and attack the party. The efreet is impressed that the players have figured out how to enter the palace. She tells the players her name is Shabanu Atash (Queen of Fire). Her main goal is to kill the players or enslave them. Shabanu Atash has a contract to provide slaves to the City of Brass which is located on the elemental plane of fire.
“Come in dears, and close the doors please, you are letting in a chill.”
She turns invisible and the acoustics of the hall make it difficult to locate where her voice is coming from.
“Clever of you to figure out how to get in here.”
“Are you so foolish to think I would be unguarded. Release the hounds!”
8. The Slave Pit
There is the sound of moaning and a bad smell coming from the pit. You cannot see into the pit.
The slave pit has magical darkness cast on it. It gives the Efreet pleasure to hear the suffing of the slaves. The slaves will begin being transferred to the palace slave pit shortly after the moon rises. Loading continues until morning. It is likely the party will be present during the loading.
9. The Hall of Steam
This hall is about 80’ in diameter. There are steam baths and luxurious furnishings here. There is a steam mephit taking care of things here.
The Efreet uses this hall as a luxury apartment and bath hall. The steam mephit acts as her lady’s maid.
10. The Tower of Water
The magnificent structure before you is carved from brass with gleaming towers and ornate flame representations decorating it.
The entrance to the brass palace is a pair of very large double doors. There are some gems locate
11. The Hall of Flame
The magnificent structure before you is carved from brass with gleaming towers and ornate flame representations decorating it.
The entrance to the brass palace is a pair of very large double doors. There are some gems locate
12. The Tower of Fire
This 50’ diameter two story tower has a spiral staircase at its core. There are flames blazing from oil lamps and gas nozzles. Lightening
If the party spends more than ten minutes ...