[Review] A Fabled City of Brass (3PP 1e AD&D); Into the Great Beyond

[Adventure]
A Fabled City of Brass (2017)

Anthony Huso
Lvl 12+


Now at last, we begin our exploration of the deeper mysteries. As I have hopefully demonstrated, the number of good high-level adventures is small, with the number of plane-hopping adventures even smaller. The combination of rare occurrence in the wild, coupled with a high complexity sets the bar quite high. But in our tortured, co-opted, ignorant OSR, one man still carries the sacred fire.

With Fabled City of Brass, Huso boldly tackles the City of Brass, a location frequently alluded too in old DnD, yet never actually explored in print. In the D20 era, Necromancer Games produced a grand campaign setting and adventure location, more or less faithful to the original source material, which eventually received a conversion to S&W. Huso’s version is explicitly a re-imagining: its origins in Tales of 1001 Nights have been emphasized, its vision of the homebase of the Efreet rejected. Instead we have a desolate city on the edge of the planes of earth and magma, built by a dead race with Efreeti slave labor, home to infinite splendor, delights and horrors beyond imagining.

The principles of the adventure’s design are ingenious and follow the concept of the Planes themselves: Like the Planes, the city is too vast and dangerous to ever fully explore. It requires immense effort to enter the City of Brass, whilst the characters are exploring it they are besieged by a strength-sapping musk, inviting sleep, the inhabitants are so deadly that prolonged exploration will quickly deplete, maim or kill even the hardiest adventurers, and upon their leave of the City of Brass, five years will have passed in the real world, inviting a system shock roll and all sorts of calamities. The draw is riches beyond the dreams of avarice and artifacts and magic items of supra-mundane power, and pre-emptively cataloguing just how much the characters can carry while exploring this haunted place will be the first thing any GM should do before deciding to run it. It puts pressure on high level characters in the best way: You have almost infinite resources, but the price of each delve into the city is so high that there is no time to be lost, and the pressure is intense.

A grand beast of a module. 96 pages, with an appendix containing new creatures, spells, magic items and treasures that is 61 pages long. It is low on preamble, containing a single page of whispered legend, and suggests using a less well known published adventure To the City of Brass by Rob Kuntz for GM’s wanting to devote time to the journey to the city. The ancient statue of a sphinx awaits, and all those who offer a precious jewel suddenly espy, on the horizon, the jet-black line of the City of Brass, suspended above a great sea of flame. After this, it is pure gameable content of a rare, majestic kind.

Behold: The map of maps. The godmap.


This might be my favorite Huso adventure yet. Dream House was great but it was, by design, constricting. Tunnels, wizard-locked doors, traps, natural barriers. A fortress that must be infiltrated and is explored with a single objective in mind. In City of Brass the time pressure is arguably more intense, but in return it is far more open, more in line with oldschool sensibilities. The city is sprawling, divided into zones by grand walls, towers and enchanted bridges over an infinite flaming abyss. It is always possible to pass over such walls, but never cost-free, as the myriad arrow slits in the city will disgorge hails of missiles at all those who attempt to fly above the line of the city. Although there is a history to the city, and the possibility of discovering the cause of its demise, its personages, its enemies (and eventually overcoming much of these dangers) the objective is still going to be the recovery of vast amounts of treasure and magic. This open-ended nature, combined with the verticality and opulent and otherworldly appearance of the city might pose some challenges for the more left-brained GM, and figuring out what areas can be seen from where is going to be something that the GM will have to learn, although the adventure will provide additional crucial hints (e.g. the hoard of the Dragon Al-lahab can be seen from the stairway E-12). Teleporters, swimmable canals, climbable walls, it is hard to overstress how open the city truly is.

What Fabled City of Brass does well is follow in the footsteps of something like S3 and make information a precious resource in its own right. Many of the more consistent threats (such as the omnipresent Brass Men), or the arrows, or the myriad psionic and magic protections that guard the opulent manors and grand palaces of the long-dead Gringlings can be bypassed or disabled, vastly increasing the possibilities of a successful expedition. The difference between a perfect expedition, and an average one is going to be immense, rewarding intelligent and skillful play. The City will punish the incautious and the dithering alike.

As is to be expected, the City throws numerous challenges at the players, using a tasteful stable of thematically appropriate creatures, often with minor modifications, and augmenting these with all new terrors. Mobs of chain-gating stone-throwing devil apes, a phoenix Peacock that is reborn from its own fiery death throes, a golden gorgon whose breath turns men into gold, or the deadly and hypnotic pastel Cobra are but a few of the formidable adversaries that populate the city. Some of the challenges can easily lead to a TPK if tackled incautiously (take, say, Samin Dha’hab), and Huso is not above combining them with the occasional brutal environmental hazard. Yeah fight the monster in a room filled with oil vapor. Yeah fight the dragon in its lair (item saving throws apply). Its great. Its D&D at its finest.

It is interesting to contrast the wildly creative but thematically appropriate bestiary of the City of Brass with the sort of unstructured creative flurry of an artpunk bestiary like Veins of the Earth. Each creature in AFCOB is still thematically pleasing, but you are never under any illusion this is a playing piece, a creature that plays a role in the adventure. Their abilities are seamlessly integrated into the framework of AD&D. You get the idea of a person that is versed in the language of Ad&d, capable of eloquently expressing himself through its mechanics, but not bound only by existing strictures. I do still feel a hint of trepidation when confronted with Huso’s interpretation of the AD&D rules, which allows for the simultaneous employment of attacks, spellike abilities and psionics, all in one round, which makes for phenomenally devastating and intense combats but I have no doubt such a system can be made to work if applied to both players and NPCs. It probably would have been a good idea to mark any hetrodox assumptions regarding D&D in the prelude of the adventure, but as is, no great violence will be done if the suggestions are taken as is, though many of the encounters will be formidable indeed.

Appropriate for an oldschool adventure, there are plenty of things to talk to, ally as well as kill in this perilous realm where everything is just a bit too tempting and beautiful for mortal men, but it does not take the faction play to extremes, staying closer to the Gygaxian standard. Nevertheless, there are plentiful prisoners to free, interplanar visitors to converse and bargain with and even the odd survivor of the lost Elder race to interact with. As is also no more then appropriate, not all is what it seems, and some who seem friendly are in fact treacherous foes.

This epic sense, this sense of dealing with forces that are beyond you, and that dwarf you despite your vast ability, is reinforced in other ways. You can stride into temples and come face to face with planar lords; Asmodeus, Imix, Geryon, to bargain with them at a terrible cost or become a target for their wrath. There are objects and artifacts which can either alter a character, or leave them mutilated or dead. Stone which if gazed upon will imprint a man with an awareness of the infinite vastness of the multiverse and leave a man mad. Artifacts of such beauty that they drive the possessor mad. This is how to do it, the truly epic. Artifacts like the Codex of the Planes or the Jacinth of Inestimable Beauty give the wielder almost god-like power, but every time they are used there is terrible risk of doom. Such powers can be wielded only briefly by mortal hands. The cautious but inquisitive can leave the city just a bit above mortal man, while those gluttinous for power will never leave. The Clock of Flame, if approached, asks you “Darest Thou to waste what remains of this, thy final hour, in pursuit of what no man can hold?” If you say yes, it asks you if you are sure.

This is ultimately what makes Fabled City of Brass so powerful. It is not the strength of any individual entry (although again, there are dozens of interesting new spells and items, the Blade Enigma, a magic bed that makes you immune to a particular element for 8 hours, the psionitech items of the gringlings, the hideously addictive honey of Celestial Bees, the necklace of Quadim which causes an invisible cranky old man to appear on someone’s back, a mirror that makes you waste away, gazing forever in its depths) but their composition, their harmony, the way each piece works towards a greater whole. THIS is gamedesign. THIS is how you do it. Creativity that is bridled and yoked to the golden chariot of DnD, not the inverse!

So too the boundless wealth. It is not hard for a party to fill their bags of holding with 2.000 lbs worth of lavish furnishings to make an imperial court seem like shanty but to get at the truly exquisite riches, discernment and skill is required. But perhaps you will delve too deep. Perhaps you will inadvertently suffer the curse of the invisible mausoleum of the spurned beloved of Caliph Iblis Occam himself!
It is even possible to fill your bags with transplants of outer-planar flora, Abyssal roses, Appels of Samarkand, Golden Dates and Saffron Crocuses, each with their own magical effects. Another example where a bit of exploratory horticulture will drastically impact the chance of a successful expedition.

This is not something you run on a lazy afternoon for a group of half-drunk ruffians because you did not feel like prepping something yourself. But as an open-ended location, existing somewhere on the planes, a fabled place of legend and boundless wealth, it is sublime.

Layout is over-emphasized in the OSR to compensate for the weakness and emptiness of the content but it does deserve some consideration. This is not ultra-terse. Description is divided into Players and GM, providing read-aloud, essential in an adventure of this richness and size. Statt blocks are included in each individual encounter. Locked doors and the position of brass men is helpfully indicated. Nevertheless, only a fool would attempt to run this on the fly. The frequent reprints of the map on its myriad pages make sense in such an open-ended work, but I wonder if it would not be simpler to re-discover pullout map technology and save several rainforests worth of trees and ink that way.

As an example of a planar adventure location, and a high level adventure location done right, in full alignment with oldschool gaming, A Fabled City of Brass is a masterful example of a seamless alloy of pressure, game-design, atmosphere and fantasy projected through the prism of AD&D. Eroticism, death, boundless riches and the secrets of the elders await. Dare you claim them?

Also, if you attempt to damage the walls and structures of the city, a gigantic turban-wearing bare-chested ebony titan will appear to punish interlopers.

*****






















39 thoughts on “[Review] A Fabled City of Brass (3PP 1e AD&D); Into the Great Beyond

  1. “Also, if you attempt to damage the walls and structures of the city, a gigantic turban-wearing bare-chested ebony titan will appear to punish interlopers.”

    As it should. If only such a being existed to punish those attempting to damage the walls and structure of D&D.
    ; )

    I don’t own this particular Huso work, but I probably should get it. This is exactly the right kind of module: a more-or-less stable adventure site that can be slotted into any campaign without disruption, thanks to being on a different plane. It just sits there, waiting for PCs that want to explore it. As I work on re-tooling the Desert of Desolation series for my own campaign world, it strikes me that the thematic elements of AFCOB might be entirely appropriate as a high level temptation for the region.

    Thank you for the (very helpful) review!

    Liked by 1 person

      1. Working from I3, I4, and I5. I do not own the later “supermodule” that combines the three.

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      2. That’s good that you’re not using the compilation. It was a linear trainwreck with bad presentation. Bryce would have a stroke if he tried to review it. Even the reviewer in Dragon magazine noted that it was a wall of text.

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  2. ” a location frequently alluded too in old DnD, yet never actually explored in print.”

    IIRC It actually did get a write up in 2e for the Al-Qadim adventure Secrets of the Lamp. With a map by David C Sutherland III no less.

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      1. I used to own the Hackmaster version. It had a troubled history, and is a huge disappointing mess. Rob Kuntz was contracted to write it (after previously having been contracted to write it for Necromancer Games but fired when that relationship went south, which is why they produced their own version) and delivered a preliminary draft but then disappeared for several months, and when he eventually resurfaced claimed to have written a ton more content but in the meantime KenzerCo had already had one of their own regular freelancers complete his original manuscript (since Rob wasn’t responding to emails or calls) and that’s what they released. So the final product was like 40% Kuntz, 60% the other guy(s), tonally dissonant, incomplete-feeling with minimal actual playable content, and not at all appealing. I was never tempted to use it in play and had no qualms about divesting my copy a few years later.

        Rob is supposedly still sitting on his completed draft and occasionally promises to release it (or at least the portions of it that weren’t included in the KenzerCo book), but ~20 years later has yet to do so. And, honestly, his version may well be worse (and very likely less playable) than what KenzerCo published. It feels like the longer Rob works on things the worse they tend to get as he falls in love with and gets carried away by his “big ideas” that pile on complexity and elaborate backstory and leave the idea of 6 or 7 dudes sitting around a table having fun pretending to be elves having adventures far behind in the dust.

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  3. Thanks for reviewing this Prince, it deserves more attention than it gets in the high-level wasteland that is the OSR. I oscillate between this and Nether House as my favorite Huso module.

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    1. Its the open-endedness that cinches it for me. Even though there are a tonne of ways Nether Prince can unfold, the objective + 7-D chess end battle at the end does not beat the pure explorationy goodness of this one.

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      1. Indeed. This is better on most fronts than Dream House, but I’m a sucker for demons and raiding abyssal strongholds.

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  4. I own this and agree that it is great. I would love to see how you would compare this to the Castle of the Silver Prince, Huso’s latest work. If anything it appears to be significantly larger and more ambitious.

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  5. Thanks for this review. This is his best effort so far, I would say. If you find the time I would be keen to read your take on Palace of the Silver Prince!

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    1. Damn. Jaquays now is a bit looney but did unquestionably great stuff for the hobby. Dare I get rid of my aids charity goal and reconsecrate NAP III to this one instead? How badly do I want to fight aids (and artpunk)? What If I lose my Absolute No-No status? Decisions decisions.

      Liked by 2 people

      1. That would be a delightful gesture. You could split the proceeds between good causes.
        And, to paraphrase Mission Impossible: “Well, if it makes you feel any better, I’ll always think of you as disreputable.”

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  6. Having now read the post: that is a fucking map. This is the sort of high-level content it confuses me people didn’t make more of – actual amazing huge-scale stuff vs railroads where you plod through someone’s novel.

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    1. Well its hard and it takes a lot of time. Making railroads is much easier. Making open-ended areas that challenge characters with the sort of enhanced scouting/mobility powers of high level characters without having them run roughshod over everything is also harder.

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  7. I think 11th+ ‘adventurers’ dashing about with extreme violence are retarded.

    It is like adults turning up at a childrens ball game and ‘winning’ by smashing those kids to pieces.

    As an adult the game is different, and there is a difference between the responsibility of the captain of a company, scaled up which is what PON is promoting, and the general of a division which is a whole new intellectual scenario.

    A general doesn’t go to the gym to improve himself, he goes to his library.

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    1. Does Hercules stay meekly behind enemy lines, waiting for his picked men to deal with the birds of stymphalos? Do the grandees of the Romance of the Three Kingdoms or the Illiad direct their forces from armchairs, protected from the sun by parasol bearers and supping lemonade and taking snuff like Napoleonic Marshalls?

      You will be pleased to note my scenario incorporates and allows for the full use of a compliment of retainers numbering in the 100s, as well as extensive mercenary troops. But…unless the scenario is one of grand strategy (exciting!) there will be threats that are poorly solved by armies. The towers of archmages on remotest crags, the grandest and most ferocious of dragons, the insidious powers of demonic lords. These might be partially countered by large swathes of retainers, but ultimately, can only be dealt with with comparable force.

      The planes are not meant for the thread of mortal armies, although such a thing too, if made possible, would make for an engaging scenario. But the idea of an otherwordly city, haunted by ghosts, laden with such treasures as to dwarf all mortal men, that would be a fitting prize even for conquerors, generals, archmages and master thieves.

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    2. In gaming styles we have the fantasy *present*, which is where most gaming is done, a *history* which is rare, because it needs to be developed but incorporates an understanding of warfare, and *mythology* which is very difficult and requires Tolkien’s degree of sophistication .

      You are trying to shoehorn *mythology* into the *present* for high level play which has godlings acting liked buffed teenagers. You are just tone deaf.

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      1. Ah yes no doubt it requires the intelligence of Einstein, the pen of Shakespeare, the strategic acumen of Alexander and the musical talent of Mozart to even contemplate running a game where you use so much as a single giant.

        Just play the game Kent. Come down from your forlorn peak, and bask in the glory of a game where you have more then 5 hit dice.

        Liked by 2 people

      2. On a more serious note:

        It does make sense, and this is supported at least by Huso’s methodology, that high level characters spend a lot of time in between action on crafting magic items, administering their domains, doing diplomacy, wars etc. The format, that I think he proposes, is one where high level adventures are rare, extremely high-risk, high-reward affairs, where the characters bet it all and have a chance to win big. The more arduous part of reconnaisance, information-gathering, even initial skirmishes might be done by retainers. But the hierarchy of force may easily generate protections that are proof against an almost unlimited amount of lesser men. How many soldiers do you need to pass a door inscribed with a symbol of death? Do you tunnel through the stone? What is to prevent the wizard from sending one of his apprentices, ensorcelled with protection from normal missile and equipped with a wand of fireballs, to deal with these upstarts, no matter how great in number?

        Action should be more rare and more decisive when it does occur. Even old kings or the concults of rome did not cower meekly behind their troops. It will be interesting to see what the Napsters come up with for NAP III.

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  8. I had to pick this up based on the review, and it really is a spectacular adventure with a wonderful sense of imagination. I then went to Huso’s blog, which is likewise fantastic. You might consider taking a page from his book when you try to persuade people here to play The Old Game Itself.

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  9. If you’re curious, Huso’s map illustration work is captured in time-lapse video at https://www.youtube.com/watch?v=L84vEYXgdic and the maps are available in high-resolution for poster-sized printing too.

    Shodreth Dachod, the Gringling lich demigod inhabiting Huso’s astral adventure _Zjelwyin Fall_ fled from the City of Brass, preferring his astral exile to his accursed homeland. He provides another Brass-related source of information in a campaign, if PCs decide to tap his wisdom….

    Allan.

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