The City of Brass: How are you using it?

** Red Hand of Doom spoilers! **

I am currently moving my campaign to the planes. We started out with some self-written adventures in Kitsunemori, ran Barrow of the Forgotten King, I changed the Weapon of Legacy one finds at the end to suit one of my players, moved into Red Hand of Doom, and at the end of chapter four I agreed with my players that the aspect of Tiamat was going to be upgraded from CR 13 to CR 20-25 and be the campaigns big boss at the end. Plus I had bought the Planes of Law boxed set and City of Brass. So I devised a backstory of how a LG god tricked Tiamat into killing a paladin wielding a magic sword and having it modifyied it in the City of Brass, having it end of on one of the Material Planes such that Tiamat and the sword would end up on the same plane five hundred years later. (Some more details on a Planewalker thread.) The players have have recently arrived in Lunia and figured out part of the story and have several "subquests" available to them right now. One of them being "go to the City of Brass and find the mastersmith that modified the sword for the agent of Tiamat." We have one level 10 character, four level 9 characters, and a dead level 9 character soon to be level 8 in the party...

I'll probably use the "Getting to the City of Brass" adventure mentioned above, some roleplaying at the gates, maybe have the players get caught up in an intrigue, drop some plot hooks, and see whether the players are interested in staying.
 

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jdrakeh said:
Very Cool! Thank you for the links!

De nada. Keep us in the loop what you decide to do with the city :D

jdrakeh said:
As I previously mentioned, I had thought about using it as the setting for a city-based campaign (this seemed like the best way to get my money's worth out of it) but after a weekend of watching "capers" films (e.g., Ocean's 13, Sneakers, etc), I've been thinking that if I pick up a few more city supplements (e.g., Bard's Gate, Freeport, etc) I might be able to string together a nice plane-hopping master thieves campaign. I dunno, something about the tagline "Visit strange new worlds -- and plunder them!" sounds promising.

If you're thinking of such, you may want to pick up The Primal Order: Chessboards - The Planes of Possibilities (published by WotC in the pre-MtG days). It's an all-around wonderful planar supplement already (and nicely expands on the core planar ideas from TPO itself), but the fiction storyline/examples that run through it focus on an MU/Thief type of PC who's a plane-hopping Cudgel (of sorts).
 
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Maldin said:
At some point I'll just have to tie in some of my Codex of the Infinite Planes material, as a location that has been affected by its dread presence. Bwaahahahaaa!!!

I haven't read the boxed set in sufficient detail to see if Tzunk and the Codex make an appearance, Denis, but I haven't heard them mentioned, per se, by anyone, so I imagine they're not there (is anyone able to correct/confirm that?).
 

Grodog, I'd be surprised if it was mentioned in there. I suspect the Codex and Tzunk are not OGL, so NG wouldn't have been able to use it (even if they had wanted to). But in my own campaign history, there is that whole backstory... so I'll be working that material into anything I do with the CoB product.

By the way, grodog... keep an eye for me online. Got a question for ya.

Denis, aka "Maldin"
Maldin's Greyhawk http://melkot.com
 

Nope, it's there, placed, and written up. The Codex is actually in the SRD, believe it or not. It's not part of any plots though, until the DM makes one up.
 



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