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Adventure Title
CCC-ODFC02-02 Palace of the Efreeti
Session
1
Date Played
2022-05-15 19:01:00 UTC
Levels Gained
GP +/-
614.66
Downtime +/-
10.0
Location Played
Roll20
DM Name
Christian K.
DM DCI Number
DCI: 9319625128
Notes
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (10)Arikatzi020 - Arinya Moondancer - Halfelf - Moondruide lvl 10 - Emerald Englave (6) Folk2K - Tyla - TCL - Lore Bard6- none (7) C0ldW0lf - Sayhan - TCL - Vengeance Paladin 7 - none (9) Schlauch - Fae'Faroth - Highelf (Sun) - Phantom Rogue (9) - none (7) Maluku Seito - Zelvara - Drow - Genie Pact Warlock 7 (10) Fr3edom - Grant Amerys - Human V. - Fighter 10 --------------------------------------------------------------------------------------------------------------------------------------- -20gp für schiffsüberfahrt gezahlt Razim der Glühende, Pascha des dritten Primas, Schmied der Ketten, erhabener Bewahrer des Grabes von Okhran al-Kabus, Schlächter des Kalifen Naazzin des faulen Wassers, Fluch der Azer, Eroberer von al-Hubam und loyaler Untertan des großen Sultan der Stadt aus Messing. The first to come is the representative of wisdom, who has the prudence to arrive early. The last to come is the representative of wealth, whose time is precious and patience thin. The second representative to arrive is the quietest and humblest one that night, for they have the lowest rank of the entire group. The representative of intellect and the rank 4 representative arrives at nearly the same time, one immediately after the other. One of the representatives is a noble paladin, who is not the only divine spellcaster among the group. Only one of the representatives cannot cast spells, yet they outrank half the representatives here. “There was once a town dominated by four societies: The Society of Strength, the Society of Intellect, the Society of Wisdom, and the Society of Wealth. Each member of a society has a rank from 1 to 5, indicating how influential they are within their own group; the higher their number, the greater their rank. One day, the mayor decides to host a meeting between all four societies. She invites a single representative from each of the four societies to come to her mansion for the conference, and she decides that all four representatives should be of different ranks. Who are the four representatives, and in what order do they arrive? It takes deduction and logic to uncover the truth.” --------------------------------------------------------------------------------------------------------------------------------------- The four societies and their members are as follows: The Society of Strength: 1) Avenger 2) Paladin 3) Soldier 4) Mercenary 5) Myrmidon The Society of Intellect: 1) Transmuter 2) Diviner 3) Enchanter 4) Abjurer 5) Elementalist The Society of Wisdom: 1) Monk 2) Missionary 3) Healer 4) Shepherd 5) Druid The Society of Wealth: 1) Swashbuckler 2) Philanthropist 3) Trader 4) Merchant 5) Guild Member --------------------------------------------------------------------------------------------------------------------------------------- Loot: 1x Potion of Fire Resistance 1x Potion of Heroism --------------------------------------------------------------------------------------------------------------------------------------- Vault of the Efreeti (Portable Hole) Wondrous item, rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. 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. This item is found on Magic Item Table D in the Dungeon Master’s Guide. --------------------------------------------------------------------------------------------------------------------------------------- **Story Award**: Favor of House Peytir By redeeming Ardet 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.

Magic Items

Name Rarity Location Table Result Counts?
Vault of the Efreeti (Portable Hole) Rare CCC-ODFC02-02 Palace of the Efreeti true
Vault of the Efreeti (Portable Hole) Wondrous item, rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. 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. This item is found on Magic Item Table D in the Dungeon Master’s Guide. This piece of fine red silk can be folded up into a handkerchief, scarf, banner, 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.