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Adventure Title
FR-DC-POP-02 Last Steppe Before Desert
FR-DC-POP-02 Last Steppe Before Desert
Session
1
1
Date Played
2026-03-25 19:30:00 UTC
2026-03-25 19:30:00 UTC
Levels Gained
1
1
GP +/-
80
80
Downtime +/-
10.0
10.0
Location Played
Nezras
Nezras
DM Name
Jannis D
Jannis D
DM DCI Number
Jadi 33518
Jadi 33518
Notes
**Remaining Consumables:** + 5 Keoghtom's Ointment + 1 Potion of Psionic Fortitude **Consumables:** + 5 Keoghtom's Ointment **POP-02 Story Award: Best Blinking Buddy** You rescued a Blink Dog in the wilderness and now, it'll follow you forever - or as long as it can. The Blink Dog will try to help you as best it can, but you cannot give it exact commandos. If in other adventures more than one player has this award, only one dog will show up and help one person per round/situation. A player may decide to send this dog on its way in between adventures, but not during one. This award can only be used in the Paths of Purple adventures (and elsewhere if the DM allows it). If the dog dies once or if a player sends the dog away, the award is lost.
**Remaining Consumables:** + 5 Keoghtom's Ointment + 1 Potion of Psionic Fortitude **Consumables:** + 5 Keoghtom's Ointment **POP-02 Story Award: Best Blinking Buddy** You rescued a Blink Dog in the wilderness and now, it'll follow you forever - or as long as it can. The Blink Dog will try to help you as best it can, but you cannot give it exact commandos. If in other adventures more than one player has this award, only one dog will show up and help one person per round/situation. A player may decide to send this dog on its way in between adventures, but not during one. This award can only be used in the Paths of Purple adventures (and elsewhere if the DM allows it). If the dog dies once or if a player sends the dog away, the award is lost.
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Wand of Pyrotechnics | Common | Purpledust desert | true | ||
| Wand, Common 1 lb. This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge and create a harmless burst of multicolored light at a point you can see up to 120 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. Regaining Charges: The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. Minor Property: Compass You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north. Lore: The desert is monotonous; the landscape barely changes and makes it hard to orient oneself. To counter that, there are lots of even small magic items in this region which help you knowing where you are, or where you are going. | |||||
| Enspelled Dagger (Lvl 1 - Jump) | Uncommon | Purpledust desert | true | ||
| Weapon, Simple Melee Weapon, 1d4 Piercing, Finesse, Light, Thrown (20/60 ft.) Mastery: Nick 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. Thrown If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon. 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. Enspelled Weapon Level 1: Jump Bound into this weapon is a level 1 spell (Jump). The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. Spell: Jump Level 1 Transmutation Casting Time: Bonus action Range: Touch Components: V, S, M (a grasshopper's hind leg) Duration: 1 minute You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement. Minor Property: Waterborne This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. Lore: This dagger was enspelled with the power of a giant toad (hence the eye). How this item found its way from the swamps of its creation to the border of the desert, you may never know. | |||||