Sample file CREDITS

Author: Brian Hamilton Template: Simple Microsoft Word Template by Laura Hirsbrunner Interior Illustrators: Ivan Aivazovsky, Robert Smith Maps and Map Objects: Inkarnate Stock Art: Pixabay,

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All other original material in this work is copyright 2020 by Brian Hamilton and published under the Community Content Agreement for Dungeon Masters Guild.

1 Marlgate ...... 15 TABLE OF CONTENTS The Plume ...... 15 Pyraculum ...... 15 Credits ...... 1 Rookery ...... 15 Gathering Information ...... 15 Table of Contents...... 2 Travel ...... 15 Introduction ...... 3 Magic...... 15 Story Overview ...... 3 Portals ...... 15 Running the Adventure ...... 3 The Cinder Wastes ...... 16 Adventure Summary ...... 3 The Sea of Fire ...... 16 Memnon ...... 4 Random Encounters ...... 16 Merchants ...... 4 The Great Conflagration ...... 17 Lodging ...... 4 Smoke ...... 17 City Features ...... 4 Travel Distances ...... 17 Locations in the City ...... 4 Random Encounters ...... 17 1. Shattered Bridge ...... 6 Planar Regions ...... 18 2. Theater of All Faiths ...... 6 Core Smoke ...... 18 3. Golden Grove ...... 6 Embers ...... 18 4. The Protector’s House ...... 6 Eternal Haze ...... 18 5. The Black Flagon ...... 6 Gray Way ...... 19 6. The Fine Golden Chain ...... 6 Sea of Stars ...... 19 7. The Brazen Behir ...... 6 Planar Sites ...... 19 8. Tulbusker’s Safe Haven ...... 6 Choking Palace ...... 19 9. Library of Memnon ...... 6 Cinderwood ...... 19 10. Temple of the Brass Gate ...... 7 Hidden City ...... 19 Gathering Information ...... 7 Reinsong’s Ashen Fortress ...... 19 Spies in the City ...... 7 Valley of Blinding Mist...... 23 Ruins of Memnonnar ...... 8 Destroying the Ritual of Return ...... 23 Exploring the Ruins ...... 8 Returning Foes ...... 24 Extreme Heat ...... 9 Conclusion ...... 24 Random Encounters ...... 9 Side Quests ...... 25 Temple of the Brass Gate ...... 9 The Secret of Ellhimar Tower ...... 25 1. Guard Tower ...... 9 Retrieving the Tome ...... 25 2. Camp Site ...... 9 Lore Knowledge ...... 25 3. Excavation Tent ...... 9 Janyra’s Tome ...... 25 4. Excavation Site ...... 9 Erlkazar ...... 25 5. Screening Tent ...... 9 Shalane ...... 25 6. Subterranean Entrance ...... 9 Jareer Hassen ...... 27 Subterranean Caverns ...... 10 Night Attack ...... 27 1. Hallway ...... 10 Ellhimar Tower ...... 27 2. Priest Cells ...... 10 Searching for Janyra’s Tome ...... 27 3. Excavation Site ...... 11 Tower Locations ...... 27 4. Palisade ...... 11 Escaping the Tower ...... 28 5. Order of the Long Death ...... 11 Destroying the Tome ...... 28 Cavern Lake ...... 11 Assassin of the Blue Flame ...... 29 7. Chimney ...... 11 Railza Winespire...... 29 8. Emerald Temple ...... 12 Guests of the Burgess ...... 29 9. Great Brass Gate ...... 12 The Manor ...... 31 The City of Brass ...... 13 Outdoor Games ...... 33 Architecture ...... 13 Tailing NPCs ...... 33 Law and Order ...... 13 Running Encounters...... 33 Citizens ...... 13 Assassination Attempt ...... 33 Trade ...... 13 Conclusion ...... 34 Canal System ...... 13 Appendix: New Magic Items ...... 35 City Districts ...... 13 Janyra’s Rings ...... 35 Arches ...... 13 Janyra’s Tome ...... 35 Ashalarks ...... 13 Appendix: New Monsters ...... 36 Avencina ...... 13 CharSample ...... 13 file Cindersweeps ...... 13 The Foundry ...... 15 The Furnace ...... 15 Iskalat ...... 15 Keffinspires ...... 15

2 Khan and all dao from their pledge to serve the Forgotten INTRODUCTION God and his followers. Finally, Ozhan is searching the coasts of Calimshan for In the year -7800 DR, the mighty genie lord Calim the sunken marid city of Ajhuutal. It is there that Ozhan arrived in the lands of Faerun and founded the city of believes the genie lord, Ajhuu is trapped amid the ruins. Calim on the site of present-day Calimport. For 1,000 Should any of the genies succeed in freeing their lords years, Calim ruled the land with a mighty fist. He defeated from their prisons, it is certain that the lands of Calimshan the dwarves and elves who occupied the area and crushed will fall to their will. It is up to the characters to prevent the uprising led by marid genie lord Ahjuu during the this from happening. Steam Wars, sinking the Marid city of Ahjuutal into the sea. RUNNING THE ADVENTURE Then, in -6800 DR, the efreeti Memnon arrived in To run this adventure, you will need the Dungeons & Faerun and established the bordering country of Dragons fifth edition core rulebooks (Player’s Handbook, Memnonnar. For 400 years, Menon and his people built ’s Guide, and ). This their country, laying low in the northern forests. When war adventure makes references to material from part one of finally broke out between Memnonnar and the Calim the Rise of the Genie Lords series, so you may want to pick Empire, it resulted in a 400-year long war. up that adventure as well. Known as the Era of Skyfire, the war involved 22 battles To get started, print out this adventure and read through that devastated the lands and laid waste to the countryside. it at least once to familiarize yourself with the plot, Concerned about the destruction the two genie lords were threats, locations, and major NPCs (particularly their wreaking upon the land, the elven high mage Pharos motivations). trapped the two lords and their allies in an artifact known as the Calimemnon Crystal. For thousands of years, the two genie lords remained trapped within the crystal. Though disembodied, the two genie lords continued their war against one another, thus creating the Calim Desert. Then, in 1385 DR, during the time of the Spellplague, the Calimemnon Crystal cracked, When a creature’s name appears in bold type, that is a releasing the genies. For the next 65 years, the genies visual cue pointing you to its stat block in the Monster renewed their hostilities towards one another during what Manual. The adventure’s text will indicate if a creature’s is now known as the Second Era of Skyfire. Then, in 1450 stat block appears in the appendix. DR, the genie lords mysteriously vanished, sent back to their home planes, thus ending their second era of warfare ADVENTURE SUMMARY and destruction. If you are running this adventure as part of the Rise of the Genie Lords adventure series, the characters know that STORY OVERVIEW the second half of the Ritual of Return’s last known location Nearly half a century after the end of the Second Era of was in the Library of Memnon. Characters with The Lost Skyfire, four genies – Qurushta, Ereshka, Saafiya, and Tome character hook are aware that the scribe Sarikh Ozhan – received visions from their ancient lords that the recently stole the tome. If you are running this as a time has come for their kind to recover the throne of standalone, the characters might learn this information Calimshan and usher in the Third Era of Skyfire. from one of their contacts. Returning to the sites that were once the seats of power After arriving in Memnon, the characters learn that for their lords, each of the genies is attempting to release Sarikh traveled to the Ruins of Memnonnar, in search of their ancient masters. Ereshka has traveled to the Calim the Great Brass Gate. Characters might gain this Desert to the ruins of Dashadjen, where it is rumored that information by going to the Library of Memnon or asking the genie lord, Calim, sealed away a tome containing part around the city. of The Ritual of Return, a powerful conjuration spell capable The characters are not the only ones searching for of freeing him from his home plane. Ereshka then plans to Sarikh and the second half of the Ritual of Return. The procure the second half of the ritual from the city of djinni, Ereshka, has sent a group of mercenaries to Memnon. Once this task is complete, Ereshka will travel to Memnon to search for the scribe and to steal the tome Calimport, where a portal to the Plane of Air exists beneath from him. The adventurers must also look out for Saafiya’s the port city. allies, who will stop at nothing to prevent anyone else Saafiya’s servant, Sarikh, has already procured a tome from retrieving the tome. containing the second half of this ritual and has traveled to If the characters procure the tome, they have one of Memnonnar to find the Great Brass Gate, the original three options. They can return the tome to the Library of portal that allowed Memnon to travel to the Material Memnon, they can keep the tome, or they can try to Plane. Once Sarikh locates the portal, Saafiya hopes to steal destroy it. In Part One, the characters learned they can the other half of the ritual from Ereshka to summon her destroy the tomes by taking them to the Great ancient master, Memnon. Conflagration (see Chapter 4). If you are not planning to Samplerun that adventure, the characters file learn this information Qurushta has journeyed to the city of Kzelter to find the magical contract that binds his lord, the Grand Khan, to from one of their contacts in Memnon. One way to reach the Forgotten God of the yak-folk. Should he succeed in the Great Conflagration is to travel through the Great Brass finding and destroying this contract, it will free the Grand Gate to the City of Brass, where there are several methods for reaching the paraelemental plane (see Chapter 3).

3 View of Constantinople by Moonlight by Ivan Aivazovsky

purchase in Memnon at fair market value. Characters may MEMNON be able to find merchants who are willing to make items worth more than 300 gp. However, they take 1d4 weeks to The adventure begins in Memnon, with the characters complete. searching for the second half of the Ritual of Return, which the scribe, Sarikh, stole from the city library. LODGING Founded by the genie lord, Memnon and his Army of As a popular trading port, lodging for foreigners is in Fire, the city of Memnon is all that remains of the former high demand. characters can expect to pay 1d4+1 times the city of Memnonnar that once stretched from the normal price for lodging listed in the Player’s Handbook. Sulduskoon River to the River Agis. Following the end of the Era of Skyfire, the northern parts of the city were destroyed by the High Shanatar dwarves and the peoples of CITY FEATURES Coramshan when they drove the genies out. Memnon is divided into a series of seven sabbans, each For roughly 6,000 years, humans ruled the city of of which has its own defensive walls. The sabbans are then Memnon. In 1385 DR, during the time of the Spellplague, further divided into 26 drudachs, which have their own control of the city briefly fell briefly to the ancient genie religious sites, businesses, government buildings, and lord, Memnon, until his sudden disappearance in 1450 DR. garrisons. The city of Memnon is primarily a garrison city. The Memnon’s outer walls are a product of the first Era of soldiers who reside here protect the northern borders of Skyfire. Constructed from a magical, shale-like rock, the Calimshan from enemy invasion as well as from the many walls are virtually impervious to heat and ruin, remaining evils buried in the ruins on the northern banks of the River cool to the touch even on the hottest of days. Should a Agis, while its navy protects the coasts. piece become separated from the rest of the wall, it quickly The buildings within the walls of the city are primarily loses its magical properties, becoming little more than brick and tile, constructed from the rich red clay of the common coal. For this reason, mages and artisans alike region. This clay brightens to a deep scarlet when baked, have had difficulty studying and reproducing the walls’ which gives Memnon its nickname, the Scarlet City. properties. In addition to its function as a garrison city, Memnon acts as a fishing port. It is the last Calishite port for traders LOCATIONS IN THE CITY headingSample north and the primary Calishite port for traders The map of Memnon and the filesurrounding region on the traveling south from northern regions. following page depicts several locations that might be of interest to the adventurers while they are exploring the MERCHANTS city. Characters can find virtually any item listed in the

Player’s Handbook worth 300 gp or less available for

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5 1. SHATTERED BRIDGE Although the tavern provides little to no opportunity for privacy, it remains a popular meeting place for traders and During the time of Memnon’s original rule, a massive merchants. stone bridge spanned the River Agis, connecting the northern and southern regions of the city. Following the 6. THE FINE GOLDEN CHAIN First Era of Skyfire, the Calishites destroyed the bridge to prevent the genies and other evil creatures residing in the This high-end club – with its round balconies, flying ruins of Memnonnar from crossing over into the city. The bridges, and stone gargoyles – looks as if it belongs in an shattered remnants of the bridge in the city’s Naval elven glade rather than a desert city. Catering to Sabban are all that is left of this once impressive structure. adventurers and those who wish to hear their tales, the Fine Golden Chain serves exotic spirits and monster meats 2. THEATER OF ALL FAITHS from far off lands. Adventurers seeking work often gather here to demonstrate their skills to the various caravan This ancient stadium and theater is one of the few traders who wish to hire them to protect their goods as structures in the city from the time of the Calim Empire. they travel through the Calim Desert and northern regions. Once merely a theater, it is now used as a joint temple for Adventurers also gather here to recruit others of their ilk clerics and other worshippers of all faiths. into their guilds and adventuring companies. The theater is most often used for large and important In addition to adventurers, there are a host of craftsfolk ceremonies that would otherwise overwhelm the smaller on staff who sell adventuring equipment and make quick temples of the city. Ancient enchantments cast on the repairs of aging items. Various artists also come to write amphitheater cause the stone benches to reverberate and stories, sing songs, and paint portraits of the adventurers’ sparkle with unknown magic whenever its walls resonate heroic deeds. with the sounds of singing. Those singing who are seated on the benches levitate some three feet above their seats 7. THE BRAZEN BEHIR for the duration of the song. This modest inn gets its name from the lifelike statue of 3. GOLDEN GROVE a behir whose arched body forms the front gate. Well-lit, but rather impersonal, this inn serves the caravan traders Though most of the plant life in the city consists of date and other travelers freshly arriving from Calimport along and frond palms, a small garden in the southeastern the Trade Way. The inn provides customers with sabban of the city, dedicated to Sylvanus, contains no communal baths, stables for their animals, storage for fewer than 20 oaks and shadowtops. trade goods, and a wide menu of dishes from foreign lands. The grove was originally planted by Kurush yn Arib el Nayet, a runaway adventurer who traveled to the northern 8. TULBUSKER’S SAFE HAVEN regions of Faerun and found his true calling among the green forests he found there. Returning to his home of Every object in this rundown but obviously once opulent Memnon, he planted the grove, which produced trees with inn appears to have been mended or in need of repair. leaves, acorns, and pinecones of solid gold. Trees planted Despite its shabby appearance, this inn remains a favorite from the seeds and acorns of these trees become normal place for travelers due to its friendly staff, reasonable fees, trees outside the grove but can grow in virtually any soil or and smoky-flavored mushroom stews. In addition to its climate. accommodations for travelers, the inn hosts a separate dining room for the city’s inhabitants who simply want a 4. THE PROTECTOR’S HOUSE hot meal and the comfort of conversation with others. Dedicated, to the gods Valkur, Shaundakul, Selune, and 9. LIBRARY OF MEMNON Ibrandul, this two-story temple is carved from emerald marble from the Vilhon Reach. Originally dedicated to Founded and maintained by the Guild Arcane, this two- Bhaal, the four caryatid columns along the front colonnade story building serves as both library and museum for many of the temple were replaced and now depict the four gods of the city’s most ancient texts and magical artifacts. Its currently worshipped here. edifice mimics the black stone of the city’s outer walls in Inside, the temple is divided into separate shrines for appearance, though it lacks much of its strength and heat each of the gods; the top floor dedicated to Selune, the resistance. main floor dedicated to Valkur and Shaundakul, and the Generally, only senior members of the Guild Arcane are cellars beneath the temple dedicated to Ibrandul. Traders allowed access to the library’s collections. Outsiders must and caravans come to the temple to pray for protection as petition the caleph arcane, an archmage by the name of they travel through Calimshan and surrounding countries. Efraim yr Hajii el Bakran (see Sidebar) and provide a donation of 1,500 gp or other comparable donation to gain 5. THE BLACK FLAGON entry. If the characters do not have the ability to provide such an offering, Efraim is willing to grant them entry in This crowded, low-lit tavern, with its well-worn, exchange for their assistance in recovering an artifact, wooden furniture, is owned by a family of sprites who have known as Janyra’s Tome (see The Secret of Ellhimar adjusted to living in the crowded city. Folk who frequent SampleTower). file the tavern understand that teasing, harming, or mocking a If any of the characters have The Lost Tome character sprite can result in permanent, magical expulsion from the hook, the caleph arcane is willing to grant the characters tavern. and their traveling companions access to the library in order to investigate the theft of the Ritual of Return.

6 SARIKH’S STUDY The Guild Arcane mages have left Sarikh’s study pretty much as it was when he disappeared. Characters who make a successful DC 10 Intelligence (Investigation) check while searching his study determine that the majority of the books, scrolls, and tablets are devoted to researching the country of Memnonnar during the Era of Skyfire. A successful DC 15 Intelligence (Investigation) check further reveals that many of the documents contained here make reference to the Great Brass Gate, the portal through which the genie lord, Memnon, first traveled to the Material Plane (see The Ruins of Memnonnar). If the characters make a successful DC 18 Intelligence (Investigation) check, they also discover a drawer in Sarikh’s desk with a false bottom. The drawer contains a map with a section of the Ruins of Memnonnar circled. This section corresponds to the Temple of the Brass Gate (see city map).

10. TEMPLE OF THE BRASS GATE The Temple of the Brass Gate is described in Chapter 2. GATHERING INFORMATION The people of Memnon are used to foreigners in their SPIES IN THE CITY city as well as their tendency to ask questions. Commoners If the characters ask around about Sarikh or the Ritual of won’t be able to answer questions about topics such as the Return, a DC 15 Charisma (Persuasion) check reveals that a location of an artifact or a particular person. However, if man with a tome matching his description booked passage the characters succeed on a DC 10 Charisma (Persuasion) with a group of smugglers across the River Agis and check, the city people can direct them to the most disappeared into the Ruins of Memnonnar with a crew appropriate location to find such information. If the several weeks ago. characters succeed on a check to gather information about Characters whose Charisma (Persuasion) checks are less the city, roll percentile dice and consult the Memnon than 20 also catch the attention of 1d4 spies. As DM, it is Rumors table to determine what the characters learn. up to you to decide who the spies work for. It could be Ereshka, Sarikh, Saafiya or some person or faction whose motives currently remain obscure. MEMNON RUMORS d100 Rumor d100 Rumor 01-30 If you’re planning to venture into the Ruins of 61-75 The population of Erlkazar has dwindled dramatically Memnonnar, you’ll want to purchase thick shoes and over the last century. Nobody can say exactly why. heavy gloves. The bricks are searing hot. However, it seemed to go south after the king of 31-35 There are two major criminal families in the city. The Llorbauth married the baroness, Saestra. Kahmirs control the assassins, thieves, pirates, 76-80 Keep your wits about you. There’s been a group of smugglers, and illegal slavers. The Pesarkhals control the unsavory looking folk asking around for information Sampleblack market, thugs, enforcers and spies. about a group of adventurers matchingfile your description. 36-60 A circle of standing stones to the southeast marks the 81-00 I’ve heard that a lot of places changed back to the way site where a group of slaves fought back a legion of they were before the Spellplague. I don’t know why the soldiers. same thing didn’t happen in Calimshan.

7 Inside the Main Entrance of the Purana Qila, Delhi, by Robert Smith

30 minutes to search. Whenever the party searches a square, roll percentile dice and consult the Ruins of RUINS OF MEMNONNAR Memnonnar table to see what, if anything, the area contains. The city of Memnonnar once stretched from the banks RUINS OF MEMNONNAR of the River Ith to the River Agis. In the century following the First Era of Skyfire, the Calishites allied with the d100 Treasure dwarves of Shanatar to drive out the genies from the 01-50 None northern districts of the city. 51-55 1d4 gemstones (10 gp each) For a time, the Shanataran dwarves occupied many of the abandoned parts of the city. Then in -5330 DR, after 56-65 1d4 items of copper utensils (15 gp each) the dwarves killed a group of Coramshites looting the 66-70 Potion of healing tomb of a dwarf merchant’s wife, the Murabir (warlord- 71-75 An ivory smoking pipe (25 gp) ruler) of Coramshan led an army to conquer the southern st regions of the High Shanatar. 76-78 Spell scroll (choose a 1 -level spell) Over the course of the next several centuries, the 79-80 A rotting quiver containing 1d8 silvered javelins Calishites built settlements over the ruins. These 81-82 Gem encrusted scimitar (100 gp) settlements were later destroyed in raging wars both from within and without. 83-84 Potion of greater healing Because of this region’s history of occupation, the ruins 85 Wand of the war mage +1 here are a mixture of efreeti, dwarven, and human 86-89 1d6 vials of perfume (5 gp each) construction, with many ruins built right on top of the old. 90-94 Spell scroll (choose a 2nd-level spell) EXPLORING THE RUINS 95-96 A gold ring inlaid with malachite (250 gp) TheSample city ruins are a mixture of desert sand and 97 Ioun stone of protection file crumbling ruins. For purposes of movement, treat the 98 A spyglass (1,000 gp) ruins as difficult terrain. 99 Belt of dwarvenkind Moving at their normal speed, characters can traverse about one square of ruins per minute. If the characters 00 Ring of fire resistance stop to search the ruins, each square takes approximately

8 EXTREME HEAT Beneath the Ruins of Memnonnar are the remains of a malfunctioning, open portal to the Elemental Plane of Fire. Known as the Brass Gate, this portal leaks elemental energy into the ruins, causing the region to radiate with heat. Characters who touch the ruins with exposed skin take 1d10 fire damage each round. Temperatures in the region hover around 120 degrees Fahrenheit. Characters traveling through the region must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving Memnon (see previous chapter). Sarikh is hoping to locate throw. Creatures with resistance or immunity to fire the long-lost Brass Gate beneath the ruins of the temple. damage automatically succeed on the saving throw. Unless noted otherwise, all the NPCs working on the Creatures naturally adapted to hot climates have excavation are fire genasi (see Sidebar). advantage on the saving throw.

RANDOM ENCOUNTERS 1. GUARD TOWER Two thugs stand guard here, keeping a watchful eye out There are many evils buried in the sands of Memnonnar, for bandits and other threats within the desert ruins. as well as dangerous creatures lurking in the ruins above. For each square that the characters traverse, roll percentile dice and consult the Desert Encounters table to determine 2. CAMP SITE the nature of any encounter. The tents here serve as the sleeping quarters for the workers on the site. There are currently six cultists resting DESERT ENCOUNTERS in the campsite as well as an acolyte. d100 Encounter 01-50 None 3. EXCAVATION TENT 51-55 1 giant scorpion A cult fanatic and two acolytes use this tent to examine the items excavated from the ruins. At any given time, 56-70 1 bandit captain and 3d4 bandits there are several magical and mundane artifacts, housed in 71-80 1 gnoll pack lord and 2d4 gnolls the tent. Once these items are examined, they are packed 81-85 1 mummy up and shipped to Saafiya in Memnon. Use the Treasure Hoard: Challenge 0-4 table on p. 136 of the Dungeon 86-90 1 bearded devil Master’s Guide to determine what items are in the tent. 91-92 1 hell hound 93 1 blue dragon wyrmling 4. EXCAVATION SITE 94-95 1 mezzoloth Sarikh summoned several lemures to assist in the 96-97 1 bone naga excavation. These lemures haul loads of dirt from the site. At any given time, there are 3d4 lemures working here. 98 1 helmed horror 99-00 1 fire elemental 5. SCREENING TENT A cult fanatic and two acolytes use this tent to sift through the loads of dirt coming out of the excavation site. TEMPLE OF THE BRASS GATE Any items discovered are sent to Area 3 for examination.

6. SUBTERRANEAN ENTRANCE

Characters who speak Ignan recognize the runes as a During the Era of Skyfire, the efreet genie lord, warning that death awaits all of non-genie blood who Memnon, had a temple constructed above the portal that enter. broughtSample him to the Material Plane. The entrance is protected by afile glyph of warding. Non For the past several weeks, Sarikh (see Appendix), a genies or genasi who try to enter must make a DC 14 disguised fire genasi and scholar from the Library of Dexterity saving throw or take 5d8 fire damage or half as Memnon, has been excavating the site, sending reports much damage on a successful save. Characters can make a back to Saafiya, an efreeti living in the nearby city of DC 14 Intelligence (Investigation) check to notice the glyph. Covering the glyph prevents it from triggering.

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