Dungeon Building: Pillars, Pools, Fountains, Statues and Altars

Certain items are frequently found in dungeons. Not all of them are likely to be found in the same dungeon but more than one of these likely will be. Some of these features may be magical in nature. And most should not be. These dungeon features will make player characters slow down and look around a room. There must be a puzzle, riddle or magical effect. This will be the assumption. Every time. Unless you put some in your game which are merely decorative.

An altar to some evil entity….perhaps a demon prince

These features are:

  • Pillars and Columns
  • Pools
  • Fountains
  • Statues
  • Altars
Fountains are not only found indoors

These types of things are so frequently used as magical “tricks” that players will rarely bypass them easily or quickly. This sort of thing is the stock in trade of the old school game. Exploration was the purpose for much of the role play. So having characters spend a lot of time exploring places where no real treasure or encounter would occur was not considered a bad thing at all.

High ceilings require pillars for support

Pillars and Columns

Medieval (and fantasy) architects and builders do not have the wisdom and knowledge of those in modern times. To safely keep a heavy ceiling overhead columns and pillars were often used in large rooms. In underground places this is even more likely to be so. In addition to the ceiling you might also have tons of earth overhead.

Who or what might be hiding behind one of these columns?

Some pillars and columns will be plain. Others might be quite ornate. Some might even be gilded with gold or silver. Or they might even have precious gems embedded in them.

Pillars can be ornate or plain depending upon the purpose of the room they are used in

Columns are sometimes trapped so that adventurer types might cause a cave in. Or they could be hiding places for important items. Sometimes denizens of the dungeon might string wires between them to trigger alarms or traps.

Pools from the module B1 In search of the Unknown

Pools

Water tends to pool up in places underground such as dungeons and caverns. Leaky roofs may drip water that collects somewhere. Water might just roll down the stairs of a dungeon when it rains and then find a resting place.

Pools might also consist of things other than water. Blood is one possibility in a hostile dungeon or in one where evil residents have a use for it. Acid might be needed in large quantities and left in a pool. Certain creatures might even appear to be a pool and are discovered to be something else.

Pooled water is not always safe to drink. It is likely to have collected other things on it’s way to where it now rests. It might be brackish when found. Or it might seem clear and pure. There might be indicators that is not safe nearby such as bones or skulls of animals. Or there might be no warning at all.

A magic pool

Pools sometimes have magical effects. A pool found in a place where magical energy is all around might have properties that:

  • Heal
  • Poison
  • Raise or lower attributes
  • Are actually not water but wine, acid or an ooze
  • Cause intoxication
  • Cause paralysis
  • Cure diseases or blindness
  • Or one of countless other effects

If the pool has water that is safe to drink then monsters in the dungeon have probably discovered it and are using it as a watering hole. Random encounters around that pool are likely to be much higher than in other places in a dungeon as all life tends to need water.

A fountain in a dungeon

Fountains

Fountains are frequently placed in castles, dungeons and other places. It can be a source of water to drink. It can be there for decorative purposes. It might even have magical properties.

Again. Water is not always safe to drink. After hundreds, or thousands, of years of disuse it is likely that the water in the fountain will have collected many things in it which can make it undrinkable.

Could this fountain be magical?

Fountains are often very artistically made. They are decorative. They often contain statues within them. Sometimes coins will have been thrown into the basin of a fountain.

Like pools the cautious adventurer should look for signs of animals that have drunk from the fountain and then died. Bones or skulls near a fountain should be a warning to the explorer. It could be the water that killed them. Or it could be something else entirely.

Certain creatures sometimes live in fountains in Dungeons and Dragons. The water wierd is a classic example of this. A water elemental is another possibility.

A fountain in the forest. Who made it and why?

Fountains are often magical in nature. The properties of such fountains is pretty much the same as that of pools. Anyone daring enough to drink from such a thing might die painfully from poison or they might be rewarded with some magical boon. Most fountains should not be magical in nature. This will keep the players guessing. If every fountain is magical then they will automatically want to drink from every one without fear of danger. Some fountains should clearly be unsafe to drink from so that a measure of risk is being taken when the decision to drink is made.

Not every fountain has water in it. A fountain of blood might be found in a dungeon rule by some evil power. A fountain of acid might cause harm or death to unwanted guests. A fountain of healing potion might allow for quick healing of the guards who are injured battling invaders. A fountain filled with holy water might allow defenders to repel hordes of the undead.

Death statue at the Tower of London

What is a dungeon without statues?

Statues are a classic element in dungeons since the game began. Statues are used for decoration. They are used to honor heroes and kings. Sometimes statues honor the gods. And some narcissists might just want to see their own image everywhere they go.

Statues might be found on a pedestal or in an alcove. Sometimes they will stand freely in a dungeon room or corridor. They will usually be made of stone. Sometimes they will be carved out of the stone wall. At other times they might even be made from precious material such as obsidian or gemstone.

Another representation of death carved in stone

Statues could be large or small. A statue of a god is likely to be larger than man sized. A statue of a hero is likely to be man sized. And sometimes a statue of an important hero or deity might be smaller than man sized but made from valuable material.

Statues are often magical in published adventures. This is so frequent that players tend to see every statue as a potential stone golem waiting to pounce. Most statues should not be magical at all. Most should be there for decoration.

Statues of the Gods are likely to be encountered in holy places

Statues which are more than just decorative do not have to be used as stone golems or guardians. They might provide clues. They might serve as a piece in a puzzle. They might even talk if the right things occur.

Some statues are more lifelike than others. A statue found in the lair of a medusa or where cockatrices or basilisks abound might not be a statue at all. It might be a warning that something dangerous, and petrifying, is near.

Altars to all kinds of deities might be found in dungeons.

Altars

Some underground places are temples. Some dungeons may have other purposes but might still have a holy area within them. And of course…some villains are totally evil and worship evil deities, devils and demons. Altars of a different kind might be found in their lairs and dungeons.

Some altars are magical. Perhaps too many of them. Most probably should not be. Touching a magical altar of an opposing deity might have serious detrimental effects. Making a proper offering at an altar of a similarly aligned deity might be rewarded. Making an improper offering might be punished.

Some altars are easier to get to than others

Altars are usually illuminated. Sometimes candles or torches will be nearby. Sometimes candles will be lit on the altar itself. If these candles are black perhaps one should avoid touching the altar if they are aligned differently. Sometimes other sources of light may be present such as a burning fire pit or brazier.

Evil altars may be used for ritual sacrifices. Bloodstains on an altar should tip one off that it is not aligned with good. A young virgin lying atop the altar might also give one a clue to it’s evil purposes. Or a priest clad in black robes could also suggest that an altar is not a good one. And unholy symbols etched into an altar or hanging nearby could also indicate that one might be careful around this evil thing.

Some altars are for evil purposes

Altars may be made of different materials. Stone, wood, metal or even precious material such as obsidian or marble could be used to create it. Druids favor stone altars. They would prefer not to kill a tree to make an altar. Good priests would probably prefer white stone such as marble. Evil priests might want their altars to be black. Perhaps obsidian would be the choice of material for this type of priest.

Deities do not like it when adventurers defile altars to them. But doing so is sometimes expected for characters of opposing alignments by their own gods.

The statue of a knight made of iron

These dungeon features are some of the most frequently found in a dungeon

Most dungeons are going to have some of these items. Some may have all of them. Few dungeons will have none of them. But not every feature is going to be found in every dungeon. Dungeons are built for varying purposes. Sometimes it is to hold prisoners. Other times it is to create a safe place underground. The purpose of the dungeon will dictate what features are needed there.

Not all pillars are alike

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Some altars are clearly used for evil

Dungeon Building: Entrances, Stairs, Passages and Secret Doors

In this second installment of my Dungeon Building series I am going to discuss five things which just about every dungeon will have. These include:

Are you sure you want to go in there buddy?
  • Entrances
  • Stairs
  • Doors
  • Passages
  • Secret Doors and Secret Passages
One must know the answer to the riddle to enter the Mines of Moria from this entrance in LOTR

Not every dungeon will have all of these elements. Most will have some or all of them. Dungeons are not uniform. Some will have more of these elements than others will.

Getting into this place is only part of the adventure

Dungeon Entrances

The entry point to a dungeon could be a staircase in the middle of nowhere, a trap door in the floor of some castle or something more exotic. Some possibilities for dungeon entrances that come to mind:

Some places are better off being left alone
  • Trap door in a castle
  • A staircase in a cave
  • A secret door behind a fireplace leading to stairs
  • A hole in the ground under a movable statue
  • A ladder inside of a well leading down
  • And hundreds of other possibilities

Not everyone wants others to know the location of a dungeon entrance. Sometimes the entrance is guarded by magic or is hidden in some way. Sometimes it is just guarded. Often there are multiple entrances into a dungeon. Some may be trapped to prevent unauthorized visitors.

Whoever lives here wants to discourage visitors

Entrances can sometimes be puzzles. A door which will only open when certain words are spoken is common in fantasy literature. The door to Mines of Moria in Lord of the Rings is an example. The door to the cave in Ali Baba and the Forty Thieves is another.

The secret stairs to Mordor look ominous from below

Dungeon Stairs

Entrances into dungeons are often by a staircase. But often more sets of stairs are discovered within a dungeon. Dungeons are not all one level deep. Some are multiple levels deep. Some safe method of going down is usually built into dungeons.

Some stair cases are more dangerous than others

Dungeon stairs are not always safe. After years of disuse they may crumble when weight is put on them. They may already have fallen by the time they are discovered. They might even be trapped. And sometimes those who live in the dungeon may be prepared to guard the stairs. Balconies overlooking stairs can be used to fire missile weapons at those ascending or descending them. And occasionally evil dungeon masters place secret doors beneath stairs in which monsters are lurking to ambush those using the stairs.

There were stairs up and stairs down in the Mines of Moria in LOTR

Stairs may be made from stone or wood. But often they are made of other things. Some possibilities might include:

  • Bone
  • Crystal
  • Metal
  • Bodies
These are the stairs inside of a real castle leading to a dungeon below

Of course…..stairs are not the only ways one could go up or down in a dungeon. Other methods will be discussed in a later article. But what type of stairs will be in a dungeon is something that a dungeon master needs to consider while putting a dungeon together.

Dungeon doors could be made of iron like this one

Dungeon Doors

Not every dungeon will have doors. But most will. There are different types of doors one might find in a dungeon. And there are different materials that such doors could be made from.

They could also be made of wood and be reinforced with iron like this one

Materials that doors could be made from include:

  • Wood
  • Stone
  • Iron
  • Combination of wood and iron
  • Bone fused together
Some dungeon doors are just made of wood

Different types of dungeon doors that one might encounter in a dungeon include:

  • Standard doors
  • Stuck doors
  • Reinforced doors
  • Doors with ornate carvings in them
  • Doors with sliding panels so that one can see into or out of a room
  • Doors with a sliding panel low so that one can feed a prisoner
  • Cell doors
  • Locked Doors
  • Doors barred from within or from the outside
  • Trapped doors
  • Trap doors in the floor or in the ceiling
Double doors might also be found in a dungeon

Not every door is the same. And in a dungeon not every door within it is likely to be the same either. Many will be identical. But there will almost always be some which have specific purposes. Secret doors will be discussed later in this article.

Passages in a dungeon are often long and filled with dangerous crooks and crannies where enemies might be lurking

Dungeon Passages

Dungeons usually have passages and corridors. I suppose it is possible to have a dungeon without such hallways but I would suggest that it would be rare. Passages could be:

Passages will often have other halls leading away from it
  • Trapped
  • Guarded
  • Have ornate carvings or decorations
  • Shifting or sliding
Some passages are carved out of stone

One moving down a dungeon passage would need to take great care. Stones in the floor might be loose or cracked. Any of these loose or cracked stones or tiles might be a trigger for a trap of some sort. These passages will likely be unlit. Passages which have nooks or crannies might easily result in ambushes by lurking monsters.

Is this a dead end? Or is there a door here?

Secret Doors and Secret Passages

Fantasy stories are filled with secret doors and passages. Castles always seemed to have secret ways in and out of them. Rooms in castles seemed to always have secret ways in and out of them as well. Some possible secret door or passages one frequently reads about in fantasy fiction include:

The panel in the center of this photograph pulls out revealing a secret door in a museum
  • Bookcases which slide or move
  • Fireplaces which turn
  • Staircases that lift up when a banister is pulled
  • Doors in a wall which open when a painting is tilted
This book case has a secret door behind it. The scrape on the floor might be a giveaway

Secret doors and passages are not all fantasy. There are many examples that were used in real life in medieval castles and even in modern homes. Anywhere where people have things to hide a secret door or passage might be used.

This passage ends in a dead end. But notice that the stonework is different than the walls on the side.

Villains, of course, have more things to hide than others. They use secret passages as a means to hide their treasures as well as hiding their means of escape should they be found. No one wants to be trapped by their enemies. And dungeons often seem like they have one way in. Rarely is this the case. Intelligent monsters and villains will always have multiple ways out of their lair. They will often have a secret method of getting out that only they or a few very trusted henchmen might know about.

Stairs to a haunted looking house

Not every dungeon is the same

Some dungeons will have some of these elements. Some will have all of them. And some might have only a few. The designer needs to consider how to place these components in order to make the dungeon the formidable place it appears to be.

Notice the one stone with a small square in the middle of it. Is this a trigger for a secret door?

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Stairs into a dungeon are often narrow and steep

Dungeon Building: Air, Light, Food and Water

Creation of dungeons in Dungeons and Dragons is an interesting process. Most of us have never been inside of a real dungeon. Without having visited one it is difficult to assess the components that must be present for people to inhabit such a place. Of course….some creatures do not exactly live….in such places. Some are undead and need none of these basic components that I am about to discuss. But generally speaking….the undead….do not usually build their own dungeons anyway. A Lich might…. of course…. But the average Zombie is just a dungeon dweller and not a dungeon builder.

In order for people (or other beings) to live in a dungeon it needs (or may need) some of these basic components. This is the first in a series of articles on the components of dungeons. I am beginning with the most basic elements. These are:

  • Lighting
  • Air
  • Water sources

These elements are essential for most forms of life. Obviously some might live without one or more of these. But those creatures are probably not dungeon builders either. The people, or beings, that build dungeons probably need some or all of these elements.

Dungeon delvers might want to bring their own light sources

Light in the Dungeon

Illumination is necessary for both the builders and those who might dwell in the dungeon. Obviously many areas would not be lit. If the dungeon is being used for it’s traditional role of housing prisoners then no one cares if the prisoners can see. They might well be left in darkness. The guards, however, would want to be able to see.

Torches come in different forms

So how does one provide light in a dungeon? There are a number of methods for this. Some are magical but most are not. Some non-magical possibilities include:

  • Torches
  • Lanterns
  • Lamps
  • FIrepits and Braziers
The torch holder is called a sconce

Some magical means might also be employed to illuminate underground areas. These might include:

  • Areas with continual light cast upon them (perhaps permanent)
  • Items with continual light cast upon them (perhaps permanent) and placed in areas to provide light
  • Magical lamps or lanterns
  • Some magical gems give off light
Failing to have proper light can have unfortunate consequences for adventurers

And some cave like areas might have natural lighting from phosphorsecent lichen or fungus. Lava might also give light in some cave like areas.

Magical swords sometimes give off light

Many dungeon dwellers may not need light to exist. Infravision, Darkvision and Ultravision are abilities from different editions of Dungeons and Dragons that allow certain creatures the ability to see in places with no light. Some races live in darkness and are so attuned to it that they can see better in darkness than in light. Adventurers visiting such dark places would be well advised to bring their own sources of light. There is no guarantee one will find it in an old dungeon no one has visited in some time.

Torches and braziers illuminate this chamber

When you provide light sources for the dungeon there are some things that you should consider. Torches only stay burning for a limited time. Even lamps run out of oil eventually. And who lights these things? Who checks on them to insure they are still lit? Who maintains them?

An air shaft

Air in the Dungeon

Most dungeon masters, and players alike, give little consideration to air quality in a dungeon. But underground places are often without good sources for air. Places that have been sealed up tight for centuries are going to have a limited supply of breathable air in them. The deeper one goes in such a place the less quality air there will be. How does one live in such a place?

Some possible methods for supplying good air to those living in a dungeon are:

  • Air shafts from the surface
  • Small vents in rooms that provide air from some central source (or which can be used for traps as well)
  • A fan system to push air into the dungeon
  • Some magical means
Another type of air shaft

The undead do not need air. Perhaps slimes and oozes will not. But most other creatures do. A dungeon without air is going to be a very difficult place for any one to live in unless some method of ventilation is provided.

Air shafts are a logical choice. These shafts could give air to multiple levels of a dungeon. A fan system would require a remarkable technology level for a fantasy world. Magic is a likely possibility. Vents in rooms is a must. Even with air shafts air must make it into all of the other rooms on a level if people or beings are going to live there.

Finding water in a dungeon can be a blessing or a curse

Water in a Dungeon

Water is essential for most life forms to exist. There are several possible water sources in a dungeon. Some are intentional and others might not be.

Pools in a dungeon can be helpful or harmful
  • Underground rivers and springs
  • Underground lakes
  • Pools
  • Fountains
  • Wells
  • Leaks from outside
  • Magical sources
  • Rising ground water
  • Aqueducts
Fountains in a dungeon can be decorative and provide fresh water

But just because water is present….that does not make it safe to drink. Stale water which has been sitting around for centuries underground in a dungeon might be toxic to those who would drink from it. And fountain and pool water is notoriously unreliable. It might be magical. It might be poisonous. Or it might be just fine. Who knows.

One needs food to survive in the harsh environments underground

Food sources in a Dungeon

Dungeon explorers would be wise to bring their own rations into a dungeon rather than depend upon finding edible sources of food underground. Iron rations would be even wiser to bring as they will provide important nutrition during the difficult job of exploring underground areas.

Even halflings must find food or bring their own

In a traditional dungeon prisoners, of course, would be fed some kind of nearly inedible gruel. There is no point in wasting good food on criminals or other unsavory types that might try to escape if they are kept strong and healthy. But for the fantasy dungeon in which gold and riches are expected to be found there might be other sources of food available. Some of these sources might include:

Even elves must eat!
  • Animals that make their way into a dungeon might be edible. Rats, rodents or other small mammals might find their way into a dungeon
  • Monsters that live in a dungeon need their own sources of food. They often will raid the surface for such food and bring it below. Successful raiders might even bring back casks of meat, bags of grain or kegs of ale.
  • Monsters, of course, might eat dungeon delvers for food. But some monsters might be equally edible to an adventurer hungry enough to do so. Manticore steaks… Owlbear chops… Minotaur ribs….. tasty fare in the dungeon
  • Magic. Creation of food and water is a low level spell and could provide where no other sources are available
Sometimes too much water can be found underground

These elements are going to be found in a dungeon in varying quantities

Not everyone living in a dungeon cares about such things. But many will. It is likely that one will find some of these things present in a dungeon but it is also likely that one will not find them in high quantity. One needs to take precautions before exploring underground places. Bringing light and water are easily done. But how does one bring their own air supply in a fantasy game? Food and water will run out eventually. One must think about these things both as a dungeon master and as a player.

A magic sword like this one can give off a great deal of light

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One might want to avoid drinking from every fountain that they find underground

Locks in Dungeons and Dragons

My recent article on Thieve’s Tools was widely popular and this led me to think outside the box a bit about what might else might interest people that are building dungeons for their players. A few of the comments were from people with far more expertise about locks and lock picking than I have. But I did some research into Medieval locks and this article will discuss these locks in the context that Dungeons and Dragons locks would likely be similar.

A warded lock example

What did people use locks for in medieval times?

Locks were used for a lot of purpose. Dungeons, of course, were one of them. A medieval dungeon and a fantasy dungeon are, of course, different things. A medieval dungeon was used for housing prisoners (criminals, political prisoners, enemies of the state, etc). And fantasy dungeons tend to house monsters and villains and, yes, sometimes criminals too.

Some known uses for locks in the medieval world are:

  • Dungeons (of course!)
  • Manacles
  • Houses
  • Shops
  • Chastity belts
  • Balls and chains
  • Treasure chests
  • Cages
  • Torture devices (iron maidens, etc)
  • Cell doors
  • City gates
  • Coffins (You won’t want the dead leaving their grave)
  • And probably dozens of things that I have never really considered
What is left of a medieval lock

How long have locks been around?

Locks were mentioned in the Old Testament. They have been around at least that long. The book of Nehemiah mentions that the gates of Jerusalem were locked at barred. The Romans were also known to have used locks. They made padlocks of iron. But even those locks may not have been the first. The Khorsabad palace in Nineveh was found to have a wooden lock. This lock is believed to be nearly 4000 years old. But even that lock may not be the first. It is believed that the ancient Egyptians were creating wooden locks as early as early as 6000 years ago.

Middle age door lock

Types of locks used in medieval times

There were a few types of locks that were widely used during the middle ages. Some of these locks include:

  • Warded locks – This type of lock uses a series of “Wards” or obstructions to prevent the lock from opening until the correct key is inserted. The correct key will have notches or slots that correspond to these wards and allow the key to turn in the lock. These types of locks were used widely in monasteries during the middle ages. The weakness of this type of lock is that a well designed skeleton key can bypass many of these wards and still turn. This type of lock has been around since ancient China and the Roman Empire.
  • Level Tumbler Locks – This type of lock was not available during the middle ages but was designed to improve upon the design and to make skeleton keys unable to open them. These locks  use a set of levers to prevent the bolt from moving in the lock. They were not available until 1778 but I mention them here to show the evolution in lock design.
  • Padlocks – are portable locks that have a shackle that can be placed through an opening in order to prevent access to it. These locks have been around since as early as the Roman era. It is believed that they date back to between 500 BC and 300 AD.
  • Dead bolts – Norman castle doors in the middle ages were known to have this type of lock. This type of lock required the key to be turned a full turn as the key was directly sliding the bolt.
  • Custom locks – By the late medieval years locks became more sophisticated. Locks were cleverly hidden as were the keyholes. The owner of the lock would know where to press in order to reveal the keyhole. A spring would slide a piece of metal away to reveal the keyhole. Sometimes carvings or painting would also conceal the keyhole. These locks would come with only one key that could open it. Sometimes they even placed fake keyholes to confuse lock pickers.
A medieval padlock with keys

What were locks made out of?

Different materials were used over the years to make locks. Obviously the need for security had a lot to do with the development of different metals used in them. Some of these materials used to make locks included:

  • Brass
  • Bronze
  • Silver
  • Wood
  • Iron

Even as early as Roman times iron was being used for some locks. Often they had bronze keys. At first Blacksmiths were the usual maker of locks. Later specialized locksmiths began plying their trade.

A castle door with deadbolt

So how does all of this relate to Dungeons and Dragons?

There are many places in a Dungeons and Dragons campaign where locks are likely to be employed. Most likely the Dungeon Master would want to use iron for the lock to make it the most difficult material to break. Places where such locks would be found might include:

If you are going to use a device like this on your prisoners you do not want them getting out easily
  • Treasure chests – of course this is the number one place. Some chests might be found open or unlocked but most people who own treasure are going to want to keep it safe. Chests are heavy. Sometimes they are banded to protect from cutting into the chest. By the middle ages locks were often stronger than the chests or doors that they protected.
  • Doors – most average people could not have afforded to have a lock put in. Nobles and wealthy people could have and probably would have put locks in. Anyone who owns treasure is likely to lock more than just the chest it is in. They are going to lock the room where it is found. And they are likely to lock the front door to the castle or home.
  • City gates – gates were often locked at night or after curfew. They were opened in the morning. They often contained postings of announcements about new taxes, toll schedules, new laws, etc.
  • Shackles – dungeons often have prisoners. Sometimes they are allowed to roam free in their cells and other times they are chained to a wall or to each other. Or they might be chained to a heavy iron ball to prevent them from moving quickly but allowing them some ability to move.
  • Spell books – why let others pry into your spells? And if the mage is killed…no need for anyone else to be able to read it.
  • Traps – if you want to set a trap or temporarily disarm it a lock is an easy way to do it quickly.
  • Dungeon cells – locks would be used to keep prisoners in their cells or cages.
Wanna really piss off the prisoners in your dungeon? Lock their heads in these. Apparently the man in the iron mask was not the only guy to get his head locked up

Lock use in Dungeons and Dragons have nearly infinite applications

But the types of locks themselves are pretty limited. There could be, of course, magical locks created for your campaign. Or perhaps some king might commission someone to create a new one. Placing locks is intended to prevent, or slow down, would be thieves and protect valuables or to keep access (or freedom) restricted.



A medieval chastity belt. A number of authorities claim that chastity belts were just a myth but some actual examples of the device are still known to exist.

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If you fail to lock your treasures this might happen

B3 Palace of the Silver Princess Review

Palace of the Silver Princess is a module written for use with the Basic Set for Dungeons and Dragons. It was published by TSR in 1981 and was written by Tom Moldvay and Jean Wells.

The adventure is 34 pages long. The inside covers display two map levels.

The land was peaceful and happy. Princess Argenta ruled the valley and the people thrived. Then one day a warrior rode a white dragon over the castle. Things went badly after that. The palace and the kingdom are now in ruins. Rumors abound about a fabulous treasure lost in these ruins.

What I like about Palace of the Silver Princess

Low level adventures from TSR are actually not that common. Most were written for higher level characters. Granted…this is written for Basic. But it is easily usable with AD&D.

The module has built in a few allies that could help the adventurers at key moments in the adventure. This might be needed.

The disaster was caused not by the appearance of this white dragon warrior but by a gem that was discovered. This ruby had magical properties and was previously owned by a powerful evil being known as Arik of the Hundred Eyes. The ruby has caused the troubles in the kingdom and even caused the crops to fail.

The goal of this adventure is not to kill the bad guy. Although killing bad guys is certainly a bonus. Destroying this ruby is the key to this adventure.

A few new creatures are introduced in this adventure. That is always a plus. Some of these were also included in AD&D. But I believe this module introduced them first.

What I do not like about Palace of the Silver Princess

While this is an introductory adventure for players and dungeon masters alike this module tries way to hard to teach the DM how to play. Now I know that B1 In Search of the Unknown and B2 Keep on the Borderlands did a little of that. But this module goes way over the top.

A lot of space is wasted on things that are clearly explained in the Basic guides. Way too much of it is this kind of crap. It is unnecessary.

Would I recommend this adventure to others?

I would recommend it to anyone looking for a different low level adventure to run. The newbie DM crap gets old after a while when you read it. You need to ignore that stuff if you are going to run it.

Would I run Palace of the Silver Princess with my own party?

Probably not. I have no object to the story itself but B2 and B1 are much cleaner. There is far too much introductory DM material in this one for my taste.



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Demogorgon in Dungeons and Dragons

With the Netflix TV series “Stranger Things” the interest in this iconic Dungeons and Dragons creature has risen. The Demogorgon is one of the “Demon Princes” that lead demon kind in the Dungeons and Dragons universe. As this television show was wildly popular in it’s first season it drew a great deal of attention to Dungeons and Dragons. The four boys who are the primary heroes of the series play the game in the first installment of the series. And the Demogorgon makes an appearance in that game. Clearly the boys consider Demogorgon to be the most powerful creature they could face. Later when they discover a dangerous monster in their “real lives” they label this new threat as the Demogorgon.

A representation of the Demogorgon in Stranger Things

A History of the Demogorgon

The actual origins of the Demogorgon begin possibly with Greek Mythology. It is believed that the name, or something quite similar, appeared in Hesiod’s Theogony. This 7th century poem was a geneology of the Greek gods. It is likely that this name came from a misreading of an earlier tome or document used in the creation of this work.

The first actual recorded instance of the name being used was in another work known as Statius‘s Thebaid. He is mentioned in several other works during the middle ages as perhaps being a god. Later writers such as Milton, in Paradise Lost II, mentioned Demogorgon as being a Demon from Hell. Demonologists from the 16th century considered Demogorgon to be the master of fate in Hell. Voltaire mentions him in a 1756 short story known as Plato’s Dream. And even in the Herman Melville book Moby Dick a white whale is referenced as the “heathen crew’s Demogorgon.”

So Demogorgon is most definitely not an invention of Dungeons and Dragons. He has a history far beyond the game. As does Orcus and some of the other nasties in the Monster Manuals.

Don’t make Demogorgon angry….you won’t like him when he is angry……

A History of Demogorgon in Dungeons and Dragons

Demogorgon made his debut in Dungeons and Dragons with the publication of Eldritch Wizardry in 1976. He makes appearances in most of the other editions (not including Basic) over the years. He is a central figure in the 5th Edition module “Out of the Abyss” which was reviewed quite a while ago on this site. In Dungeons and Dragons he is a Prince of Demons. He is a leader in the Abyss.

Unlike Greek, and even Judeo-Christian, mythology Demons live in the Abyss…..not in Hell in Dungeons and Dragons. In fact….there are Nine Hells in Dungeons and Dragons which, more or less, parallels Dante’s Inferno and it’s description of the many layers of Hell.

Demogorgon was one of only two Demon Princes that appeared in the 1976 supplement to Original Dungeons and Dragons. Orcus was the other. Orcus also has mythological roots beyond the game.

Demogorgon from Stranger Things

Demons and Devils Sort of Disappeared in Dungeons and Dragons For a While

With the Satanic panic about Dungeons and Dragons in the early 80s TSR, the company that published Dungeons and Dragons at that time, chose to back away a bit from Demons and Devils. But Demogorgon and friends soon made a come back. They were just too popular as monsters to do away with entirely. In some later editions Demons and Devils do not appear at all. But they are added in supplemental works instead.

Demogorgon and Orcus are enemies

The Appearance of Demogorgon in Dungeons and Dragons

Demogorgon is very tall and has two heads. He is nearly 18 feet in height and has reptilian like skin. He has two monkey like heads. And he has arms which are basically long tentacles. Each of the two heads acts independently. Each is highly intelligent. He has blue-green skin and legs that resemble that of a giant lizard. At least one later edition suggested that the heads were that of hyenas rather than monkeys.

His legs are reptilian and watch out for that tail!

What exactly is a Prince of Demons?

The Abyss in Dungeons and Dragons is a chaotic place. There is no official hierarchy or leadership. Rule is based upon force and power. The strong lead. The weak follow. And so it is with Demogorgon. He is powerful and dangerous. And others follow because he is so powerful that they fear him. Even within the Abyss Demogorgon has many enemies. Not the least of these is the Demon Prince Orcus.

Demogorgon rules the 90th layer of the Abyss. The Abyss in Dungeons and Dragons consists of 666 layers. This particular layer is a sea of briny water with ugly things sticking up out of it. Two of these ugly things are the towers in which he makes his home.

Who Worships Demogorgon in Dungeons and Dragons?

In the game of Dungeons and Dragons even Demon Princes and Arch-Devils have followers and worshipers. Demons in Dungeons and Dragons are Chaotic Evil in alignment. Only those so evil that they are nearly insane are Chaotic Evil in alignment in Dungeons and Dragons. Even Devils are Lawful even if they are evil.

There are human cultists that worship the Demon Prince. As do many demons themselves. But a race of intelligent rays called the Ixitxachitl also worship him. It is likely that the humans (or humanoids) who worship him are insane.

He has many enemies but few who are a real danger to him

Powers of Demogorgon in Dungeons and Dragons

It would be extremely unfortunate for a band of adventurers to meet Demogorgon. It would be even more unfortunate should they try to defeat him in battle. If he fixes the gaze of both of his heads on the same enemies he can hypnotize large numbers of these enemies. The mere sight of him can cause many to just immediately flee in terror.

If he puts his gaze towards different enemies things do not get a lot better. His left head has the power to beguile and his right head can cause temporary insanity in the enemy.

His tentacle arms cause withering disease causing enemies to rot away. His whip like tail could drain the life out of enemies stuck by it.

And if this sort of thing was not enough he had magical powers. All demons in Dungeons and Dragons had such powers. Demogorgon had more than most of the others. Such powers included:

  • Continual Darkness
  • Levitation
  • Charm person
  • Creating illusions
  • Gating in fellow demons
  • Detecting magic
  • Reading magic
  • Causing fear
  • Detecting invisible objects
  • ESP
  • Dispelling magic
  • Clairvoyance
  • Clairaudience
  • Suggestion
  • Water Breathing
  • Wall of ice
  • Polymorphing himself
  • Feeblemind
  • Projecting an image
  • Telekinesis
  • Power word stun
  • Sticks to snakes
  • Symbol

These were his powers from 1st Edition. Later editions pared back a few of these powers but added the ability to shift planes. In any event…he is clearly quite powerful. And he has more than one way to deal with his enemies. In 1st Edition he also had an armor class of -8 which is nearly unhittable without a natural 20 for characters that are not extremely high in level. And he had 200 hit points which more than any other named creature in the 1st Edition Monster Manual (the Tarrasque did not arrive until the Monster Manual II) including Asmodeus (the most powerful Devil in the Monster Manual).

From a player’s perspective Demogorgon probably was the most dangerous foe they could meet. The kids from Stranger things were not wrong about him. He probably would be a near impossible encounter for most player characters unless they were extremely high level and powerful.

Those tentacles can be painful

Demogorgon is someone you do not want to meet in a dark dungeon

Fortunately Demon Princes like Demogorgon do not travel to the Material plane all that often. It is unlikely that one would encounter him in just any dungeon. But even the 1st Edition Dungeon Master Guide suggested Demogorgon, and other Demon Princes, might be met in very deep dungeons of 10 levels or more. They are even listed in the random encounter table as something that could be met in deep dungeons. And those who travel the planes could well encounter him in the Astral plane. So do not feel too safe that you won’t find his two heads staring at you one day during one of your adventures.

Two heads are better than one

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You probably do not want to meet this guy in the dark

JG 680 Tower of Indomitable Circumstance Review

Tower of Indomitable Circumstance is a product from Judges Guild for use with their Universal Role Playing System. It was written by Corey Cole and was published in 1981. The module is 32 pages long. No specific level range is given but the author suggests that it be used with “beginning level” characters.

The tower is an ancient temple. It is now inhabited by a group of priests called the “Order of Math.” Math was a powerful neutral wizard aspiring to be god. He is a 30th level wizard and is currently thousands of years old. He considers himself a demi-god now but has greater ambitions.

The tower has six levels and an underground area to explore.

What I like about the Tower of Indomitable Circumstance

There are a few interesting things about this adventure. It is designed for use with beginning characters or for use as a solo adventure. There are not that many solo adventures out there so that is useful if one is looking for such a thing.

This adventure creates a new creature out of an old one. Or, I suppose, it modifies an existing one. Anyway. Tomb of Horrors had a Demi-Lich. This adventure also has one. But they are not the same. This adventure was written just about the same time that TOH came out so it is possible that JG was unaware of the development of the new monster. This version is actually just a lesser form of Lich whose powers are deteriorating from a failure to use all of the necessary magical spells to become a Lich. Obviously this adventure was written before the Von Richton Guides which detail the process of becoming a Lich in more detail. In this adventure the Lich is a 6th level MU/CL.

As in most JG adventures there are a few magical tricks which are interesting. One such trick is a room filled with statues based upon the seven deadly sins. Each statue represents a different sin. Each statue animates when approached and will make an offer to a player character that might result in an unfortunate result for that character.

What I do not like about Tower of Indomitable Circumstance

Even a 6th level Lich is dangerous for a group of “Beginning Characters.” Perhaps too dangerous. Especially since she is chaotic evil. But there is no real requirement that they fight her so that would be advisable. There is a great deal of low level undead in the tower as well.

Unlike some of the Judges Guild adventures I have reviewed this one uses far too much text to give us history and area descriptions. Honestly it bored me so much I probably skipped over important parts of the story. The adventure is 32 pages but probably could have been a lot fewer.

Would I recommend this adventure to others?

Honestly I would not. This module is rather confusing. It is also far longer than it should be. Part of this is the detailed history and background. Part of this is the inclusion of special rules for solo play. And part of this is that the author just cannot seem to write short area descriptions. Most of the information included is not that necessary or could be broken up into separate paragraphs.

Would I run Tower of Indomitable Circumstance with my own players?

No. This is not the best work I have seen from Judges Guild. I prefer Caverns of Thracia and Dark Tower.



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Who were those spells named after in Dungeons and Dragons?

If you have never played a Greyhawk campaign, like me, then you may have sometimes wondered about the characters behind some of the named spells in the Player’s Handbook. I started the game with Advanced Dungeons and Dragons 1st Edition back in 1979. There were no products yet detailing the World of Greyhawk. Right about the time I was slowing down on playing the game (work, school, etc) the World of Greyhawk folio came out. I ran out and bought a copy immediately. But I found it lacking. It had all of the maps and the political entities in the land. But it did not really go into depth into the personalities or characters or even the villains of Greyhawk. Granted….the Rogues Gallery supplement did do this a little bit. But not all that much. There were many characters left out. And none of the villains were really discussed. This article is intended to give a light history of some of the important named personas that one might wonder about after reading the spell lists in the PHB. Even many of the later editions (including 5th) still have some of these named spells or other ones named after some of these characters.

The World of Greyhawk

In this article I am going to discuss the characters that were specifically named in the 1st Edition Player’s Handbook. These same characters still have spells named after them in just about all of the later editions.

Tenser

Tenser

Tenser was played by Ernest Gygax. This magic users name was an anagram of Ernest. The spells Tenser’s Floating Disc and Tenser’s Transformation were named after this wizard. The character was developed in 1972 and was one of the first characters ever used in the game that would become Dungeons and Dragons. Tenser was used to play test Gary Gygax’s Castle Greyhawk and the campaign developed around it.

Tenser’s Floating Disc

The wizard Tenser was always dressed in blue. He became a member of the Circle of Eight and made his home in the Fortress of Unknown Depths which was a short ride from the Free City of Greyhawk.

Leomund and his secret chest

Leomund

Leomund, aka, Leomund the Red was another wizard and was also a member of the Circle of Eight. He is known for the spells Leomund’s Trap, Leomund’s Tiny Hut and Leomund’s Secret Chest. He was played by Lenard Lakofka who was one of the early players of Dungeons and Dragons.

Adventurers taking advantage of Leomund’s Tiny Hut

The wizard was very different than many of his brethren. Most wizard characters want to blast things with their most powerful spells. Leomund, however, was more interested in coming up with creative spell solutions to adventurer’s problems. And his spells named after him reflect this. Most of these spells, and the ones named after him in later editions, are support spells rather than spells of direct combat action.

Interesting Lenard Lakofka insisted that his character Leomund was never a member of the Circle of Eight. His suggestion was that this was an impostor named Guy Gas.

Otiluke

Oiluke was another magic user and was also a member of the Circle of Eight. He was physically small and weak (even for a wizard). And he was not very wise. He was, however, very intelligent.

While he is known for his spells he is also known for one of his crazy experiments which involved the creation of the Howler Wasp. This abomination was an attempt to crossbreed two species (giant wasps and carnivorous monkeys) but he instead created a species that was out of control. They quickly reproduced and then escaped. This is an example of his lack of wisdom. And it is but one such example. He seems to have done a number of similar experiments without much success.

In 1st Edition he was known for the spell Oiluke’s Freezing Sphere

Bigby

Bigby

Bigby is known for his many “hand” spells. This one was always the one that interested me the most playing 1st Edition. The various hand spells were all high level spells for Advanced Dungeons and Dragons. The first began at 5th level and the highest was at 9th. The spells he is most known for are:

  • Bigby’s Interposing Hand
  • Bigby’s Forceful Hand
  • Bigby’s Grasping Hand
  • Bigby’s Clenched Fist
  • Bigby’s Crushing Hand

The last two spells are very powerful and could easy destroy a high level foe. It is natural that players of 1st edition would be interested in this mage.

Bigby was created by Rob Kuntz. He began as a low level magic user in the Greyhawk Campaign in 1973. He met Gary Gygax character, Mordenkainen, and engaged him in combat. Mordenkainen charmed Bigby and made him his servant. Bigby began life as an evil wizard. And ultimately Mordenkainen convinced him to change his evil ways.

Bigby ultimately became a member of the Circle of Eight. He is known for being very cautious. His favorite phrase during his adventures is said to be ” I think we should be very careful about what we’re about to do .”

All of Bigby’s henchmen had names that rhymed with his. These henchmen included:

  • Rigby, a Cleric
  • Zigby, a Dwarf
  • Nigby, a mage and later apprentice to Mordenkainen
  • Digby, a mage and later apprentice to Mordenkainen
  • Sigby
  • Grigby
Rary betraying the Circle of Eight

Rary

Rary began life as a low level wizard. He was created by Brian Blume to play in Gary Gygax’s Greyhawk Campaign. But Blume was not interested in playing a magic user to high levels. He stopped running this character at 3rd level and never played him again. This character was never high enough in level to cast any of the spells later named after him.

Rary become a member of the Circle of Eight and then, about a decade later, betrayed the circle. He killed Tenser and Otiluke and tried to eliminate the other members of the circle. Bigby was severely wounded in that same magical battle. Rary is often referred to as Rary the Traitor. He was allied with the evil Robilar and both eventually fled when their plan failed.

In 1st Edition he was known for the spell named after him which was Rary’s Mnemonic Enhancer

The wizard Mordenkainen

Mordenkainen

The wizard Mordenkainen was created by Gary Gygax. While Gary was the usual Dungeon Master in his campaign he sometimes allowed others to run the game. When this occurred he used this character to play. Mordenkainen is one of the oldest characters in the game as he was created only a couple of months after Gary began his Greyhawk campaign.

He became the leader of the Circle of Eight. He met and defeated Bigby in spell combat and made him his apprentice. He was one of the most powerful wizards in Greyhawk. It is said that he rose to 20 something levels.

He is known in 1st edition for his spells Mordenkainen’s Faithful Hound and Mordenkainen’s Sword.

A version of Mordenkainen’s stats were provided in the Rogues Gallery for 1st edition but Gary insisted, later, that he never gave Brian Blume his statistics for the character. Where those stats came from in unknown.

Nystul

Nystul was another powerful mage. He too was a member of the Circle of Eight. Unlike the other characters listed in this article the character Nystul was never actually played in the Greyhawk Campaign. Instead some sites have sugested that he is named after a game designer named Mike Nystul. However Mike Nystul did not work for TSR at the time of the publication of the 1st edition PHB which bears a spell with this name. The spell in question is Nystul’s Magic Aura. According to a post by Gary Gygax on the website dragonsfoot.org Nystul was the stage name of a magician named Brad Nystul who suggested the spell to him.

The circle of Eight

These are but some of the interesting characters in the Greyhawk Campaign

I could not possibly go into great depth on this subject in a single article. And there are people out there with far more expertise on this subject than me. I have never played in a Greyhawk Campaign (but I did play once in a Castle Greyhawk game at the NTRPG ). So my knowledge is limited to what I have been able to research on the subject. I hope, however, that this has peaked your interest enough to explore this subject more.

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The evil Robilar

JG 920 Wondrous Relics Review

Wondrous Relics is a product from Judges Guild which details magic items and artifacts for the Dungeon Master to use in their games. These are not the items from the Dungeon Master Guide but new ones to plug into a game. Ostensibly these are for use with the Judges Guild “Universal System” but it is pretty obvious that they would work just fine for Original or Advanced Dungeons and Dragons. It was written by Rudy Kraft and published in 1982. This product is 32 pages long.

What I like about Wondrous Relics

It provides new artifacts and magic items. The lists in the Dungeon Masters Guide are great but new items are always welcome. Every Dungeon Master wants to put unique things in their game and this affords them an opportunity to do so.

What I do not like about Wondrous Relics

There were very few items in this work that I considered actually using in my own games. In fact I think there were perhaps two. And those would take some modification.

The artifacts presented had no drawbacks which makes them worthless to a Dungeon Master. Artifacts that the player can use at will forever are too overpowered and should never be allowed into a game. Artifacts should have a terrible cost for their use or at least the potential for such. Otherwise they are just an instant win button for the player. Judges Guild did not seem to understand this when they put this out.

Would I recommend this product to others?

Probably not. It is worth reading but I would not spend any money on it. There are better options out there.

Would I use this product with my own group?

With the exception of two items the rest of this had little use for me.



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City of Brass in Dungeons and Dragons

The City of Brass in Dungeons and Dragons is located in the hottest area of the Plane of Fire. Those who have been playing Dungeons and Dragons for many years will recognize the iconic cover to the 1st Edition Dungeon Master’s Guide. This depicts a group of adventurers arriving at the gates of the City of Brass and being confronted by the Efreeti Guard Captain who has grown to giant size to intimidate these potential threats to the city. For most people this was the introduction to the idea of a city on the plane of fire. A city ruled by the Efreeti. This city seems to hover over the plane of fire.

I had the pleasure of seeing the original painting of the City of Brass used for the cover of the 1st Edition Dungeon Masters Guide when I attended GenCon 50 a couple of years ago. It was even more amazing in person. It was created by David Sutherland III who also did a number of other iconic works for the game.

The City of Brass floats over the Plane of Fire

Defense of the City of Brass in Dungeons and Dragons

Despite being on the Plane of Fire others do, on occasion, attack this citadel. This might seem surprising. But given the nature of the Efreeti it probably should not be. These beings are universally evil and are quite hated. They have many enemies. And there are untold riches in this city.

Naturally the Efreeti have taken great measures to protect this place from invaders. Some of these defenses include:

  • The ability of the city itself to float away from danger
  • Over 100,000 Efreeti soldiers and 3000 elite soldiers to protect it
  • Manscorpions and other slaves which can be pressed into service
  • Millions of other Efreet who live there and will defend their city if needed
The City of Brass is populated by millions of the Efreeti

History of the City of Brass in Dungeons and Dragons

The City of Brass has been called the oldest city in creation. It is known to contain many portals to the nine hells. Devils come and go from this place on missions for their lords.

Once a powerful archmage named Tzunk tried to lead an invasion of the city with the help of a powerful artifact known as the Codex of Infinite planes but could not overcome the huge numbers of Efreet that protect this place from invasion.

On other occasions a powerful Frost Giant Jarl led raids on the city causing great chaos but not really threatening to conquer it.

The City of Brass has many visitors from the planes. Business is conducted here by all types

Population of the City of Brass in Dungeons and Dragons

The exact figure is unknown. But what is known is that there are millions of Efreeti who live there. Along with the Efreet there are thousands (perhaps hundreds of thousands) of slaves. It is also known that many Devils and other powerful plane travelers visit the city and conduct business with the Efreet.

This is but one of the many maps produced for the City

The Plane of Fire is an Inhospitable Plane for a City

The sea of fire lies beneath the great city. This is a place where only those who can resist the great heat of this plane can survive. The nature of this plane tends to create individuals with evil tempers. It is known that fiery canals cross the City of Brass in many places.

Fiery canals cross the city in many places

The City of Brass is an Important Trading Hub Among the Planes

Many traders from across the planes come to the City of Brass to do business. Slave markets, Bazaars and even Metal Forgers come to this world to ply their trades and sell their products. The city is known for it’s incense and tobacco products. Slave traders do a brisk business here. The many portals to the Nine Hells allow trade in information as well as in slaves.

The Plane of Fire and the City of Brass are dangerous places for the weak

The Ruler of the City of Brass is the Grand Sultan of the Efreet

The Grand Sultan of the Efreet rules this city. He is aided by Six Pashas and many Efreeti Nobles. Law and order is maintained by his elite guard and his guard captain. Laws are strict and curfews are often imposed in times of danger. Slaves are obligated to wear bracelets showing their owner. Those who borrow money in the city often become slaves if they are unable to pay it back.

Attacking the City of Brass is unwise

Adventures in the City of Brass

Over the years there have been a few published (and unpublished adventures) involving the City of Brass for Dungeons and Dragons and a few other role playing games. Some of these include:

The Grand Sultan’s Palace in the City of Brass is an impressive place to visit

The City of Brass in Dungeons and Dragons and the Codex of Infinite Planes

The very first place that the City of Brass was ever discussed in any of the editions of Dungeons and Dragons was on page 156 of the 1st Edition Dungeon Master’s Guide in the artifacts section of the magic items descriptions. Specifically it was in the Codex of Infinite Planes which was mentioned previously in this article.

“…and the two strong slaves lifted it (the Codex) from the back of the Beast. Thereupon I commanded the Brazen Portals to be brought low. The Efreet howled in fear and fled when I caused the page to be read, and the Beast passed into the City of Brass. Now was I, Tzunk, Master of the Plane of Molten Skies. With sure hand I closed Ygrax’ Tome (the Codex), dreading to-“

It is clear from this text that the Codex itself is huge and must be carried by something or someone very strong. The Codex was once used by the powerful Arch Mage Tzunk to try to invade the City of Brass. Presumably it is lost there. Perhaps it is even now located within the city itself.

There are many dangers in the city

The City of Brass in Dungeons and Dragons is a Dangerous Yet Fantastic Place

One of the wonderful things about Dungeons and Dragons, regardless of which edition that you play, is the wonderful and fantastic places that players could visit. Only the imagination of the Dungeon Master could limit where the players might visit. Other planes, castles floating in the sky, cities beneath the sea and the heavens and the hells are within reach of the adventurers daring enough to visit them. The City of Brass is but one of these places. And it is truly amazing.

The Grand Sultan of the Efreet would like to welcome you to his city

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Leaving so soon?