Show Log Entry
Adventure Title
KftGV - Fire and Darkness
KftGV - Fire and Darkness
Session
Date Played
2024-11-21 20:00:00 UTC
2024-11-21 20:00:00 UTC
Levels Gained
5
5
GP +/-
11104
11104
Downtime +/-
-30.0
-30.0
Location Played
Private Session
Private Session
DM Name
CatGuySenpai
CatGuySenpai
DM DCI Number
000000000
000000000
Notes
#### **Bought** #### **Sold** #### **Gained** **Midnight Tears Poison** *A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.* **Potion of Fire Resistance** *Potion, uncommon When you drink this potion, you gain resistance to fire damage for 1 hour.* #### **Used** **40 Downtime for 4 Levels**
#### **Bought** #### **Sold** #### **Gained** **Midnight Tears Poison** *A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.* **Potion of Fire Resistance** *Potion, uncommon When you drink this potion, you gain resistance to fire damage for 1 hour.* #### **Used** **40 Downtime for 4 Levels**
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Bronze Griffon Figurine of Wondrous Power | Rare | KftGV - Fire and Darkness | true | ||
Wondrous item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. | |||||
Mace of Terror | Rare | KftGV - Fire and Darkness | true | ||
Weapon (mace), rare (requires attunement) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. | |||||
Ring of Telekinesis | Very Rare | KftGV - Fire and Darkness | true | ||
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. | |||||
Brazier of Commanding Fire Elementals | Rare | KftGV - Fire and Darkness | 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. | |||||
Instrument of the Bards (Cli Lyre) | Rare | KftGV - Fire and Darkness | true | ||
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 | |||||
Silmyria, Song of the Frozen Oath (Frostbrand Shortsword) | Very Rare | KftGV - Fire and Darkness (GV Award) | true | ||
Weapon, very rare (requires attunement) Martial weapon, melee weapon 2 lb. 1d6 Piercing Finesse, Light Mastery: Vex When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song. Flavor. Forged from black starsteel and etched with glowing runes of ancient frost, this blade feels like a breath of winter in the hand. When unsheathed, a gentle elven song rises—at first melancholy like falling snow, then, with each movement, carried by the elegance of dance, growing to a fierce crescendo. The melody is not a mere sound, but a voice from the past that attunes itself to the wearer's heart—gentle in shelter, fierce in a storm. The blade itself radiates icy cold, each cut causing frost to dance over wounds as if winter itself were speaking through them. In the hands of a bladesinger, it seems almost alive—a symphony of steel, ice, and ancient elven magic. |