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Adventure Title
DDAL-DRW12 To Walk the Cold Dark
DDAL-DRW12 To Walk the Cold Dark
Session
Date Played
2023-12-28 20:00:00 UTC
2023-12-28 20:00:00 UTC
Levels Gained
GP +/-
210
210
Downtime +/-
10.0
10.0
Location Played
DM Name
MarleyX
MarleyX
DM DCI Number
5320771440
5320771440
Notes
Loot: Spell Scroll of Greater Restoration, Spell Scroll of Contact Other Plane, Potion of Resistance (Cold), 240gp Used: 30 gp, Potion of Healing, Potion of Greater Healing **Story Award: Uneasy Alliance:** Damita Uthros is alive, and you “might” be allies.
Loot: Spell Scroll of Greater Restoration, Spell Scroll of Contact Other Plane, Potion of Resistance (Cold), 240gp Used: 30 gp, Potion of Healing, Potion of Greater Healing **Story Award: Uneasy Alliance:** Damita Uthros is alive, and you “might” be allies.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Googles of Night | Uncommon | true | |||
Googles of Night Wondrous item, uncommon These googles’ lenses are made from a strange, green glass and are always cold, even in the hottest climates. 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. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. | |||||
Wand of Winter | Rare | true | |||
Wand of Winter Wand, rare (requires attunement) 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. 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 as 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. |