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Adventure Title
DDHC-KftGV-13 Fire and Darkness
DDHC-KftGV-13 Fire and Darkness
Session
Date Played
2025-01-17 10:54:00 UTC
2025-01-17 10:54:00 UTC
Levels Gained
GP +/-
10736
10736
Downtime +/-
10.0
10.0
Location Played
roll20
roll20
DM Name
Echo
Echo
DM DCI Number
000000
000000
Notes
Mitstreiter - . (16) Flammenklinge - Quedania Ebrathir - Shadar kai - Warlock: The Fiedn 15/Kämpfer 1 (16) Eisenbrei - Amara "The Tiger" - Woodelf - Astral Self Monk 14, Warlock 2 (16) Raimundo_O- Shi'ndiira Despana- Shadar-Kai - Phantom Rogue 14 / Barbarian 2 - Harpers (15)Kiri - Squibble - Kobold-King - Champion Fighter 15 (16) WasabiPrime - Rime - TCL - Druid (Moon) 16 - none . Beute - . For the Golden Vault If the characters are working for the Golden Vault, they must deliver the Book of Vile Darkness to their contact. Once they do, the organization rewards the characters with a very rare magic item of their choice (subject to your approval) as payment. The item is delivered to the characters the next day. . Staff of Power Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard) . 10736 gp . Bronze Griffon Figurine of Wondrous Power Wondrous item, rare . Mace of Terror Weapon (mace), rare (requires attunement) . Ring of Telekinesis Ring, very rare (requires attunement) . Instrument of the Bards (Cli Lyre) Wondrous item, rare (requires attunement by a bard) . Rope of Entanglement Wondrous item, rare .
Mitstreiter - . (16) Flammenklinge - Quedania Ebrathir - Shadar kai - Warlock: The Fiedn 15/Kämpfer 1 (16) Eisenbrei - Amara "The Tiger" - Woodelf - Astral Self Monk 14, Warlock 2 (16) Raimundo_O- Shi'ndiira Despana- Shadar-Kai - Phantom Rogue 14 / Barbarian 2 - Harpers (15)Kiri - Squibble - Kobold-King - Champion Fighter 15 (16) WasabiPrime - Rime - TCL - Druid (Moon) 16 - none . Beute - . For the Golden Vault If the characters are working for the Golden Vault, they must deliver the Book of Vile Darkness to their contact. Once they do, the organization rewards the characters with a very rare magic item of their choice (subject to your approval) as payment. The item is delivered to the characters the next day. . Staff of Power Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard) . 10736 gp . Bronze Griffon Figurine of Wondrous Power Wondrous item, rare . Mace of Terror Weapon (mace), rare (requires attunement) . Ring of Telekinesis Ring, very rare (requires attunement) . Instrument of the Bards (Cli Lyre) Wondrous item, rare (requires attunement by a bard) . Rope of Entanglement Wondrous item, rare .
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Bronze Griffon Figurine of Wondrous Power | Rare | DDHC-KftGV-13 Fire and Darkness | true | ||
Bronze Griffon Figurine of Wondrous Power Items Source Dungeon Master's Guide (2024) 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 in the figurine’s description. Bronze Griffon. 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 | DDHC-KftGV-13 Fire and Darkness | true | ||
Mace of Terror Items Source Dungeon Master's Guide (2024) Weapon (Mace). Rare (Requires Attunement) 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-13 Fire and Darkness | true | ||
Ring of Telekinesis Items Source Dungeon Master's Guide (2024) Ring, Very Rare (Requires Attunement) While wearing this ring, you can cast Telekinesis from it. | |||||
Instrument of the Bards (Cli Lyre) | Rare | DDHC-KftGV-13 Fire and Darkness | true | ||
Cli Lyre of the Bards Items Source Dungeon Master's Guide (2024) 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. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. 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 instrument to 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. Instruments of the Bards Instrument Spells All Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument Cli lyre Stone Shape, Wall of Fire, Wind Wall | |||||
Rope of Entanglement | Rare | DDHC-KftGV-13 Fire and Darkness | true | ||
Rope of Entanglement Items Source Dungeon Master's Guide (2024) Wondrous Item, Rare This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand). A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you’re still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed. | |||||
Staff of Power | Very Rare | DDHC-KftGV-13 Fire and Darkness | true | ||
For the Golden Vault If the characters are working for the Golden Vault, they must deliver the Book of Vile Darkness to their contact. Once they do, the organization rewards the characters with a very rare magic item of their choice (subject to your approval) as payment. The item is delivered to the characters the next day. Staff of Power Items Source Dungeon Master's Guide (2024) Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard) This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Cone of Cold 5 Fireball (level 5 version) 5 Globe of Invulnerability 6 Hold Monster 5 Levitate 2 Lightning Bolt (level 5 version) 5 Magic Missile 1 Ray of Enfeeblement 1 Wall of Force 5 Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage. |