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Adventure Title
DDHC-KftGV Fire and Darkness
Session
2
Date Played
2025-07-15 19:00:00 UTC
Levels Gained
0
GP +/-
11056
Downtime +/-
10.0
Location Played
roll20
DM Name
JinxedBear
DM DCI Number
Notes
**Used**: **Treasure**: * 1 Potion of Resistance (fire) * midnight tears Gold (Total: 55280gp 3sp) (Each: 11056gp 6cp) 1x 14,213 sp, 7,029 gp, 923 pp 18x gemstone (500 gp each) 1x a fan made of couatl feathers (1,250 gp) 2x eight-sided obsidian dice (50 gp) 1x dagger with a malachite blade (250 gp) 12x 20-pound crates of fine silk (1,000 gp each) 6x blocks of rich incense (250 gp each) 1x platinum brooch set with tourmaline (1,000 gp) 1x The Blood War tome worth 500 gp 1x gold chain of office studded with fire opals (5,000 gp) 8x gold rings set with precious stones (250 gp each) 1x gem worth 5,000 gp **Story Awards**: Golden Vault Reward (Choose One) 1x Very Rare Item of your Choice (DMG, XGE, TCE) a Blessing of Health a blessing of protection a blessing of understanding **Purchase**: **Level up**: 0 **Notes**: **Mitspieler**: (10) Karrakasz - Barry - Wood Elf - Stars Druid 10 - Emerald Enclave (10) Echo - Kyran Dawnwalker - Aasimar (TCL) - 8 Divine Soul Sorcerer / 2 Warlock - None (10) Arikatzi020 - Eoin, "Red Mist" - Halfelf (Elf/Dhampier) - Phantom Rouge lvl 9 - Golden Vault (10) Bramymond - Sorin Windsdale - V.human - Sorcerer: Sorcerer 1/Bard: College of Eloquence 9 - Golden Vault

Magic Items

Name Rarity Location Table Result Counts?
Rope of Entanglement Rare true
**Rope of Entanglement** *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.
Bronze Griffon Figurine of Wondrous Power Rare true
**Bronze Griffon Figurine of Wondrous Power** *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 Common true
**Mace of Terror** *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.