Show Log Entry
Adventure Title
DDHC-KfgV-13 Fire and Darkness
DDHC-KfgV-13 Fire and Darkness
Session
Date Played
2024-08-20 19:00:00 UTC
2024-08-20 19:00:00 UTC
Levels Gained
1
1
GP +/-
7232.5
7232.5
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
WasabiPrime
WasabiPrime
DM DCI Number
3320826192
3320826192
Notes
**Golden Vault Reward:** Frost Brand Scimitar
**Golden Vault Reward:** Frost Brand Scimitar
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Figurine of Wonderous Power, Obsidian Steed | Very Rare | DDHC-KfgV-13 Fire and Darkness | true | ||
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. Obsidian Steed. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. | |||||
Brazier of Commanding Fire Elementals | Common | true | |||
Instrument of the Bards (Cli Lyre) | Common | true | |||
Ring of Telekinesis | Common | true | |||
Mace of Terror | Common | true | |||
Figurine of Wondrous Power (Bronze Griffon) | Common | true | |||
Frost Brand Scimitar | Very Rare | Golden Vault Reward | true | ||
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: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. |