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Adventure Title
FR-DC-POP-02 Last Steppe Before Desert
FR-DC-POP-02 Last Steppe Before Desert
Session
Date Played
2026-03-25 19:30:00 UTC
2026-03-25 19:30:00 UTC
Levels Gained
1
1
GP +/-
70
70
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Jadi
Jadi
DM DCI Number
33518
33518
Notes
**Endreward:** +80GP -10GP (Buying Cold + Heat Weather Clothes) **=+70GP** <br> **Magic Items:** * Enspelled Dagger (Lvl 1 - Jump) * Wand of Pyrotechnics <br> **Consumables** * Granny Blim's Jam (Keoghtom's Ointment) (5/5) <br> **Level 3: Path of the Wild Heart:** * Primal Knowledge * Animal Speaker * Rage of the Wilds
**Endreward:** +80GP -10GP (Buying Cold + Heat Weather Clothes) **=+70GP** <br> **Magic Items:** * Enspelled Dagger (Lvl 1 - Jump) * Wand of Pyrotechnics <br> **Consumables** * Granny Blim's Jam (Keoghtom's Ointment) (5/5) <br> **Level 3: Path of the Wild Heart:** * Primal Knowledge * Animal Speaker * Rage of the Wilds
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Wand of Pyrotechnics | Common | 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 | true | |||
| Enspelled Dagger (Lvl 1 - Jump) Spell: Jump Minor Property: Waterborne This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. | |||||