Show Log Entry

Adventure Title
DDHC-KftGV Fire and Darkness
Session
Date Played
2025-09-01 14:00:00 UTC
Levels Gained
GP +/-
11104
Downtime +/-
10.0
Location Played
Unofficial Roll20 D&D AL Deutschland
DM Name
JinxedBear
DM DCI Number
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**

Magic Items

Name Rarity Location Table Result Counts?
Bronze Griffon Figurine of Wondrous Power Rare DDHC-KftGV Fire and Darkness true
Wondrous Item, Rare A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. 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 allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. 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 its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below. 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 Common DDHC-KftGV Fire and Darkness true
Weapon (Mace), Rare (Requires Attunement) Simple Weapon, Melee Weapon 4 lb. 1d6 Bludgeoning Mastery: Sap This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While 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 make Opportunity Attacks. 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 take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.
Ring of Telekinesis Very Rare DDHC-KftGV Fire and Darkness true
Ring, Very Rare (Requires Attunement) While wearing this ring, you can cast Telekinesis from it.
Brazier of Commanding Fire Elementals Rare DDHC-KftGV Fire and Darkness true
Wondrous Item, Rare While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can't be used this way again until the next dawn.
Instrument of the Bards (Cli Lyre) Rare DDHC-KftGV Fire and Darkness true
Wondrous Item, Rare (Requires Attunement by a Bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. 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 play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre 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.
Blessing of Understanding Unique DDHC-KftGV Fire and Darkness true
Blessing Your Wisdom score increases by 2, up to a maximum of 22.