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Adventure Title
DDHC-KftGV 13 Fire and Darkness
DDHC-KftGV 13 Fire and Darkness
Session
Date Played
2024-06-29 19:00:00 UTC
2024-06-29 19:00:00 UTC
Levels Gained
GP +/-
3500
3500
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
JinxedBear
JinxedBear
DM DCI Number
Notes
**Endreward: 3500** **=> +3500GP** <br> **Magic Items:** * Brazier of Commanding Fire Elementals <br> **Vault Reward:** * 1x Very Rare Item aus Xanathar, Dungeonmaster, Tasha (keine Atribute verändern): Not Chosen
**Endreward: 3500** **=> +3500GP** <br> **Magic Items:** * Brazier of Commanding Fire Elementals <br> **Vault Reward:** * 1x Very Rare Item aus Xanathar, Dungeonmaster, Tasha (keine Atribute verändern): Not Chosen
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Brazier of Commanding Fire Elementals | Rare | true | |||
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. Losung: Ilkath Keri *** Instrument of the Bards (Cli Lyre) 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 |