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Adventure Title
DDHC-KGV-13 - Fire and Darkness
DDHC-KGV-13 - Fire and Darkness
Session
1
1
Date Played
2023-12-16 13:00:00 UTC
2023-12-16 13:00:00 UTC
Levels Gained
GP +/-
2800
2800
Downtime +/-
10.0
10.0
Location Played
Wizards of the Coast, and Baldman Games VDDW Player server discord
Wizards of the Coast, and Baldman Games VDDW Player server discord
DM Name
Jose Jimenez
Jose Jimenez
DM DCI Number
Notes
2800g each -Brazier of commanding Fire -Instrument of the bards Lyre, Cli Lyre -Ring of Telekinesis Dragon Wing Longbow **Chosen Magic item Bloodwell Vial, +3** A magic item of their choice of a specific rarity (Very Rare) as payment. The item is delivered to the characters the next day. This item must be found in the Dungeon Master’s Guide (DMG), Tasha’s Cauldron of Everything (TCE), or Xanathar’s Guide to Everything (XGE) and may not be an item that increases or changes an ability score or grants any number of wishes. These items must also follow all campaign rules for granting magic items for in the D&D Adventurers League Dungeon Masters Guide. The characters can never keep or benefit from the item they were sent to recover, though if the adventure offers a choice of whom to deliver it to, that choice remains.
2800g each -Brazier of commanding Fire -Instrument of the bards Lyre, Cli Lyre -Ring of Telekinesis Dragon Wing Longbow **Chosen Magic item Bloodwell Vial, +3** A magic item of their choice of a specific rarity (Very Rare) as payment. The item is delivered to the characters the next day. This item must be found in the Dungeon Master’s Guide (DMG), Tasha’s Cauldron of Everything (TCE), or Xanathar’s Guide to Everything (XGE) and may not be an item that increases or changes an ability score or grants any number of wishes. These items must also follow all campaign rules for granting magic items for in the D&D Adventurers League Dungeon Masters Guide. The characters can never keep or benefit from the item they were sent to recover, though if the adventure offers a choice of whom to deliver it to, that choice remains.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Brazier of commanding Fire | Rare | DDHC-KGV-11 - 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 Lyre, Cli Lyre | Rare | DDHC-KGV-11 - 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. 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: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, Wind Wall. 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. Notes: bard, Damage, Control, Buff, Utility, Exploration, Combat, Instrument | |||||
Bloodwell Vial, +3 | Very Rare | DDHC-KGV-11 - Fire and Darkness | true | ||
Wondrous item, very rare (requires attunement by a sorcerer) To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn. | |||||
Ring of Telekinesis | Very Rare | DDHC-KGV-11 - 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. |