CCC-ODFC02-02 - Palace of The Efreeti v1.0
CCC-ODFC02-02 - Palace of The Efreeti v1.0
CCC-ODFC02-02 - Palace of The Efreeti v1.0
A young Mulmaster nobleman attempts to revive the Cult of Eternal Flame by seeking out the patronage
of a powerful being. His relatives have hired you to stop his plans and bring him home, even if you must
chase him across the planes and over the Sea of Fire to do so.
Author
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the
Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.
©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK
Before you start play, consider the following:
Welcome to Palace of the Efreeti, part of the D&D
• Read the adventure, taking notes of anything you’d
Adventurers League and the Convention Created
like to highlight or remind yourself of while running,
Content program. This adventure premiered at 1d4Con
such as a way you’d like to portray an NPC or a
2018, a local gaming convention in Martinsburg, West
tactic you’d like to use in combat. Familiarize
Virginia.
yourself with the appendices and handouts.
This adventure is designed for three to seven 5th -
• Gather any resources you’d like to use to aid you in
10 level characters, and optimized for five characters
th
running this adventure – such as notecards, a DM
of 8th level. Characters outside of this level range
screen, miniatures, and battlemaps.
cannot participate in this adventure.
• Ask players to provide you with relevant character
Palace of the Efreeti features NPCs that were first
information, such as name, race, class, and level;
introduced in DDEX2-15 Black Heart of Vengeance and
passive Wisdom (Perception), and anything
there are additional story tie-ins for characters who
specified as notable by the adventure (such as
have played that adventure. However, knowledge of
backgrounds, traits, flaws, other passive skills, etc.)
Black Heart of Vengeance is not necessary to
For Extra Challenge: Suggestions marked this way
understand and enjoy this adventure.
are options for experienced DMs with players who
can handle very difficult encounters. Be careful
using them, especially in a time-limited setting.
This adventure provides suggestions in making • WARNING: Monsters in this adventure use spells
adjustments for smaller or larger groups, characters of from Xanathar’s Guide to Everything. If you do not
higher or lower levels, and characters that are have the book, be ready to swap their prepared
otherwise a bit more powerful than the adventure is spells for appropriate substitutes.
optimized for. You’re not bound to these adjustments;
they’re here for your convenience.
To figure out whether you should consider adjusting
the adventure, add up the total levels of all the You have the most important role – facilitating the
characters and divide the total by the number of enjoyment of the game for the players. You provide the
characters (round an average level of X.5 or greater up, narrative and bring the words on these pages to life.
otherwise round down). This is the group’s APL. To To facilitate this, keep in mind the following:
approximate the party strength for the adventure, You’re Empowered. Make decisions about how the
consult the following table. group interacts with the adventure; adjusting or
improvising is encouraged, so long as you maintain the
DETERMINING PARTY STRENGTH adventure’s spirit. This doesn’t allow you to implement
Party Composition Party Strength house rules or change those of the Adventurers League,
3-4 characters, APL less than Very Weak however; they should be consistent in this regard.
3-4 characters, APL equivalent Weak Challenge Your Players. Gauge the experience level
3-4 characters, APL greater than Average of the players (not the characters), try to feel out (or
5 characters, APL less than Weak ask) what they like in a game, and attempt to deliver
5 characters, APL equivalent Average the experience they’re after. Everyone should have the
5 Characters, APL greater than Strong opportunity to shine.
6-7 characters, APL less than Average Keep the Adventure Moving. When the game starts
6-7 characters, APL equivalent Strong to get bogged down, feel free to provide hints and clues
6-7 characters, APL greater than Very strong to your players so they can attempt to solve puzzles,
Some encounters may include a sidebar that offers engage in combat, and roleplay interactions without
suggestions for certain party strengths. Adjustments getting too frustrated over lack of information. This
other than “ – For Extra Challenge” suggestions are gives players “little victories” for figuring out good
not cumulative. If a particular recommendation is not choices from clues. Watch for stalling - play loses
offered or appropriate for your group, you don’t have to momentum when this happens. At the same time,
make adjustments. make sure players don’t finish too early; provide them
with a full play experience.
CCC-ODFC02-02 Palace of the Efreeti Page 2
Not for resale. Permission granted to print or photocopy this document for personal use only.
NPC SUMMARY
The following NPCs feature prominently in this
“The noble efreet consider toying with one’s opponent adventure.
an art form, and their ability at playing ‘cat-and-mouse’ Blade Cora Peytir (CORE-uh pie-TEER). Female
is remarkable.” – Secrets of the Lamp human, Blade of Mulmaster, hires party to stop Ardet’s
plans and bring him back if possible.
Ardet Peytir (ARE-det pie-TEER). Male human, noble
House Peytir (first seen in DDEX2-15 Black Heart of turned cultist of the Reborn Flame.
Vengeance) is a noble family of Mulmaster that was Captain Zehind (ze-HIND). Male azer captain of the
brought low by the activities of the Cult of Black Earth, Pyreblade, a ship that sails the Sea of Fire.
and then further devastated when Mulmaster was Pasha Razim the Incandescent (ra-ZEEM). Male
undone by the final cultist attack that ruined much of efreeti, one of the six efreet pashas in charge of the
the city. Their family has little left save some efreet on the Prime Material Plane.
beleaguered business holdings, their noble name, and Amira Kessara the Enchanted (kess-SAR-uh). Female
Cora Peytir’s title as one of the twenty-nine Blades of efreeti, daughter of Razim.
Mulmaster. That title is now in jeopardy from their Old Bunderoth (BUN-der-roth). Male dragon turtle.
family’s weak finances and the Thayan-dominated A truly massive creature that swims in the Sea of Fire.
politics of the city.
Compounding their troubles is the fact that Ardet
Peytir, Blade Cora Peytir’s cousin, has fallen in with the
remnants of the Cult of Eternal Flame, which is now This adventure is divided into five parts.
renamed the Cult of Reborn Flame and lead by a Part 1 – A Cloak and a Blade (20 minutes): Blade
mysterious new leader looking to resurrect the cult Cora Peytir gathers the characters in a Mulmaster
from the ashes. Ardet had previously been kidnapped basement and hires them to chase her cousin Ardet
by the Cult of Black Earth during the events of DDEX2- through a portal into the Elemental Plane of Fire.
15 Black Heart of Vengeance. That experience, coupled Part 2 – The Sea of Fire (40 minutes): Once they’re
with his family’s declining fortunes, have instilled in him through the portal, the characters must find their way
a sense of nihilism and a hatred of Mulmaster that across the Sea of Fire, either through their own magic,
made him susceptible to the propaganda of the Reborn or by booking passage with a crafty azer captain.
Flame. Part 3 – The Sunscorched Palace (35 minutes): The
At the Cult’s behest, Ardet led a group of Reborn characters meet with Razim, Kessara, and Ardet. They
Flame cultists through a portal to the Elemental Plane learn that Razim wants the two groups to compete in a
of Fire. There, they seek out the palace of Razim the literal trial by fire, and they behold the power of his
Incandescent, a noble efreeti and one of the six efreet crown of wishes.
pashas who rule the efreet of the Prime Material Plane Part 4 –Trial of Strength and Cunning (80 minutes):
in the name of the Sultan. Pasha Razim holds sway over The competition is on! The characters must navigate a
efreet in the entire Moonsea area and beyond, and logic puzzle where every additional clue causes lava to
Ardet is approaching him in the hopes of forming an pour into the room. If they solve the puzzle, they must
alliance that can reverse the fortunes of the once- defeat the monsters that fall from the ceiling.
powerful cult. Unbeknownst to Ardet, Pasha Razim has Part 5 – Redemption by Flame (65 minutes): The
no intention of allying with such puny and desperate cultists have escaped with the crown of wishes! The
mortals, but he has no qualms about leading them on characters must confront them on the back of a great
for his own twisted amusement. turtle, and finally decide Ardet’s fate.
GENERAL FEATURES
Estimated Duration: 80 minutes
Now that they are rested up and prepared, the The trial chamber has the following general features:
characters must compete in the Trial of Strength and Terrain: The terraces have rough sides that are very
Cunning against Ardet’s cultists to win Razim’s favor. easy to climb, requiring no check. A creature can
carefully jump down to a level that is 10 ft. lower
STORY BEAT without taking damage.
The characters must solve a logic puzzle which causes Light. Magical light shines down from tiny cracks in
the room to fill up with lava as they ask for more clues. the ceiling, covering the room in bright light.
Once they solve the puzzle, they must fight creatures of Lava. As the characters ask for more clues to the
fire inside the lava-strewn chamber of their creation in logic puzzle, the room steadily fills up with lava. The
order to claim the banner of victory. lava here is dulled by magic and not quite as lethal as
the lava found outside the palace. Any creature that
touches lava or ends its turn in lava takes 16 (3d10) fire
Razim floats before you, his presence imposing and damage. That damage can change for weaker parties
majestic even without a crown upon his head. He says (see Adjusting the Encounter below). This lava is also
in a booming voice, “The Trial of Strength and Cunning not as dense as usual, allowing creatures to swim or
shall now begin. Each of these chambers hides a banner wade through it, and it’s transparent enough that
that proclaims your victory. The first group who creatures can see up to 5 ft. through the lava. Any
retrieves their banner and brings it to me shall prove creature completely submerged in lava has resistance to
themselves worthy of my favor. You will need might and cold damage.
ingenuity to even survive this trial, much less find Doors. The doors to the chamber will open if a
victory.” character carrying the banner of victory touches the
Razim claps his hands together, causing a thunderous door. Otherwise, it’s impossible to open those doors
bang, and the two massive metal doors on opposite from inside.
sides of the hallway slam open. “Get in, and look around Magical Protection. The trial chamber is protected
all you like. When you’re ready to start, just press the from teleportation and dimensional travel, preventing
button. And try not to die too quickly.” creatures from teleporting or plane shifting out of the
Ardet stands on the other side of the hallway amid a room, though they can still teleport around the
half-dozen figures in robes and armor. He stares back at chamber. The walls, floors, and ceilings are infused with
your group for a moment, looking uncertain, before gorgon blood, preventing ethereal travel or spells like
turning around and marching into his trial chamber. The passwall. Finally, a powerful ward prevents characters
other cultists march in behind him. from dying in this chamber; see the Ward Against
You step forward into your chamber, and as the last Death sidebar below for details.
of you enter the room, the heavy metal doors slam Temperature. Unlike the rest of the palace, this
closed behind you. The chamber you find yourself in is chamber is not protected by the same charm that keeps
an inverted pyramid, with terraced steps descending non-native creatures cool. As the characters ask for
towards a depressed square at the center of the more clues, the room gradually heats up, causing
chamber. Right above that square is a stone obelisk considerable problems for creatures not suited to the
sticking out of the ceiling with its tip pointing down. heat. See The Air is Also Lava! sidebar below for details.
13 of 15 14 of 15 15 of 15
10 of 15 11 of 15 12 of 15
13 of 15 14 of 15 15 of 15
The Peytir family may be down on their luck, but they are a legitimate
and respected noble family of Mulmaster who contributes to the
stability and prosperity of the city, and whose unwavering opposition
to Thay is commendable. House Peytir has grown very friendly towards
the Lord’s Alliance in recent months, and it is in the faction’s best
interest to maintain Cora Peytir as a friend among the Blades. You
must do whatever you can to convince Ardet Peytir of the error of his
ways and get him to return to his family willingly. Show him that a
noble scion should put his family first, and never act in a scandalous
fashion. If you can redeem Ardet and return him to us safely, that
would only bring House Peytir closer to our Alliance. But if Ardet
refuses to renounce the cult, then there is no reason to bring him back
alive.
We know too little about this new threat that calls itself the Cult of Reborn
Flame. We must rectify this ignorance and head off their plans before the
Thayans find out about the cult and seize upon that threat as yet another way
to discredit our brotherhood. Capture at least one of the cultists and bring
them back for questioning, and make sure none of the other cultists escape
the Plane of Fire alive. Ardet is the exception; kill him or return him as you
see fit, but he can’t be the one we question. Blade Cora Peytir is far too likely
to object to our methods if we interrogate a member of her house in the usual
manner.
There are four rectangular slots indented at the top of this altar. The
front side of the altar bears the following words carved in Common: