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Adventure Title
DDHC-KftGV-13 - Fire and Darkness
Session
Date Played
2024-10-08 19:00:00 UTC
Levels Gained
1
GP +/-
10857
Downtime +/-
10.0
Location Played
Roll20
DM Name
Echo
DM DCI Number
/
Notes
# Loot - 10857GP - Potion of Fire Resistance - Midnight Tears Poison - Rope of Entanglement - Portable Hole full of Fire Wine (Filled into Caskets afterwards) - Brazier of Commanding Fire Elementals - Ring of Telekinesis - Bronze Griffon Figurine of Wondrous Power - Mace of Terror - (Very Rare Golden Vault)

Magic Items

Name Rarity Location Table Result Counts?
Brazier of Commanding Fire Elementals Rare false
Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds.
Ring of Telekinesis Very Rare false
Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Instrument of the Bards (Cli Lyre) Rare false
Wondrous item, rare (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall