Show Log Entry

Adventure Title
FR-DC-POP-02 Last Steppe Before Desert
Session
Date Played
2026-03-25 19:30:00 UTC
Levels Gained
GP +/-
43
Downtime +/-
10.0
Location Played
Faerun
DM Name
Jannis D
DM DCI Number
Notes
1 x Granny Blim's Jam (Keoghtom's Ointment) (5 Charges) 1x Desert Clothes (extreme heat) 1x Warm Fungi Clothes (extreme cold)

Magic Items

Name Rarity Location Table Result Counts?
Enspelled Dagger (Lvl 1 - Jump) Uncommon Faerun true
Simple Melee Weapon, 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.
Wand of Pyrotechnics Common Faerun true
Wand, Common 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.