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Adventure Title
DDAL-DRW12 To Walk the Cold Dark
Session
Date Played
2021-11-21 01:00:00 UTC
Levels Gained
0
GP +/-
822.33
Downtime +/-
10.0
Location Played
DM Name
Mark Regis
DM DCI Number
not available
Notes
4h Loot: Coin (+833.33gp), Spell Scroll of Contact Other Plane Used: Potion of Greater Healing x2, Coin (-11gp) Found Goggles of Night and Wand of Winter Legacy Event: Bond of Fellowship (Amri Thistlebrick, Salros Eventide, Tua), Uneasy Alliance

Magic Items

Name Rarity Location Table Result Counts?
Wand of Winter Rare DDAL-DRW12 To Walk the Cold Dark true
Wand, rare (requires attunement) This wand has 7 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 15, +5 to hit with spell attacks): ice storm (4 charges), ray of frost (no charges, or 1 charge to cast it as a 5th-level character), or sleet storm (3 charges). The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 20, the wand melts away, forever destroyed. This wand has been transformed into an alien, glassy green crystal that's cold to the touch and morphs its appearance slightly overnight. When within 5 feet of a portal to the Far Realm, the wand glows a sickly green and writhes like a snake.
Goggles of Night Uncommon DDAL-DRW12 To Walk the Cold Dark true
These goggles' lenses are made from a strange, green glass and are always cold, even in the hottest climate. Due to this chill, a character wearing the googles always feels as if the temperature is near freezing, unless the actual temperature is even colder.