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Adventure Title
CCC-ODFC02-02 - Palace of the Efreeti
CCC-ODFC02-02 - Palace of the Efreeti
Session
Date Played
2021-01-22 21:00:00 UTC
2021-01-22 21:00:00 UTC
Levels Gained
1
1
GP +/-
180
180
Downtime +/-
Location Played
DM Name
Cestal
Cestal
DM DCI Number
2320814059
2320814059
Notes
Servant of the Pasha. You have failed the Trial of Strength and Cunning and would have lost your pathetic life were it not for Pasha Razim’s magnanimity and mercy. In exchange, he has marked you as his servant, placing a magical tattoo somewhere on your skin. The tattoo spells out “Servant of Razim” in Ignan, and any efreet can spot the tattoo upon you no matter how you attempt to hide it (magically or otherwise). Efreet who see this mark are likely to treat you with contempt as befits a lowly servant, but they might also leave you alone for fear of angering your master. The tattoo can only be removed with a 9th level remove curse spell or at Pasha Razim’s whim. Favor of House Peytir. You have gained the favor of House Peytir, and with it, the approval of many of the anti-Thayan political factions in Mulmaster. Your Charisma checks to interact with Cloaks as well as Mulmaster nobles who are not aligned with Thay are made with advantage. Efreeti Crown of Wishes. Trinket This beautiful golden crown is covered with diamonds each of which gleams with its own light. The crown resizes to fit the head of any wearer. Contrary to its name, the crown does not actually grant any wishes. Instead, when the person wearing it feels strong emotion of any kind, the crown sprouts harmless, colorful flames from its pinnacle, with the color of the flames based on the wearer’s mood: red for anger, blue for sorrow, green for amusement, and so on.
Servant of the Pasha. You have failed the Trial of Strength and Cunning and would have lost your pathetic life were it not for Pasha Razim’s magnanimity and mercy. In exchange, he has marked you as his servant, placing a magical tattoo somewhere on your skin. The tattoo spells out “Servant of Razim” in Ignan, and any efreet can spot the tattoo upon you no matter how you attempt to hide it (magically or otherwise). Efreet who see this mark are likely to treat you with contempt as befits a lowly servant, but they might also leave you alone for fear of angering your master. The tattoo can only be removed with a 9th level remove curse spell or at Pasha Razim’s whim. Favor of House Peytir. You have gained the favor of House Peytir, and with it, the approval of many of the anti-Thayan political factions in Mulmaster. Your Charisma checks to interact with Cloaks as well as Mulmaster nobles who are not aligned with Thay are made with advantage. Efreeti Crown of Wishes. Trinket This beautiful golden crown is covered with diamonds each of which gleams with its own light. The crown resizes to fit the head of any wearer. Contrary to its name, the crown does not actually grant any wishes. Instead, when the person wearing it feels strong emotion of any kind, the crown sprouts harmless, colorful flames from its pinnacle, with the color of the flames based on the wearer’s mood: red for anger, blue for sorrow, green for amusement, and so on.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Vault of the Efreeti (Portable Hole) | Rare | true | |||
Wondrous item, rare This piece of fine red silk can be folded up into a handkerchief, scarf, or cloak. When studied closely, the folds of silk seem to dance and flicker like fire. A character wearing or carrying this item can speak and understand Ignan. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate them closes. The gate is one-way only and can’t be reopened. |