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Adventure Title
DDHC-KGV-05 - TockWorth's Clockworks
Session
1
Date Played
2023-06-24 14:55:00 UTC
Levels Gained
1
GP +/-
1072
Downtime +/-
10.0
Location Played
Online
DM Name
Chris Wachal
DM DCI Number
Notes

Magic Items

Name Rarity Location Table Result Counts?
☐ Rhythm-Maker’s Drum +2 Rare DDHC-KGV-05 - TockWorth's Clockworks true
Wondrous Item, varies (requires attunement by a bard) While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum’s rarity. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn. RARITY BONUS Uncommon +1 Rare +2 Very Rare +3
☐ Potion of Healing Uncommon DDHC-KGV-05 - TockWorth's Clockworks true
Potion, common You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated. Potions of Healing Potion of … Rarity HP Regained Healing Common 2d4 + 2 Greater healing Uncommon 4d4 + 4 Superior healing Rare 8d4 + 8 Supreme healing Very rare 10d4 + 20
☐ Scroll of Magic Weapon Common DDHC-KGV-05 - TockWorth's Clockworks true
☐ Potion of Hill Giant Strength Uncommon DDHC-KGV-05 - TockWorth's Clockworks true
Potion, varies When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect. Type of Giant Strength Rarity Potion of Hill Giant Strength 21 Uncommon Potion of Frost Giant Strength 23 Rare Potion of Stone Giant Strength 23 Rare Potion of Fire Giant Strength 25 Rare Potion of Cloud Giant Strength 27 Very Rare Potion of Storm Giant Strength 29 Legendary
☐ Healer's Kit Common DDHC-KGV-05 - TockWorth's Clockworks true
This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
☐ Dust of Disappearance Uncommon DDHC-KGV-05 - TockWorth's Clockworks true
Wondrous Item, uncommon Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.
☐ Stone of Good Luck (Luckstone) Uncommon DDHC-KGV-05 - TockWorth's Clockworks true
Wondrous Item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
☐ Driftglobe Uncommon DDHC-KGV-05 - TockWorth's Clockworks true
Wondrous Item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
☐ Boots of Striding and Springing Uncommon DDHC-KGV-05 - TockWorth's Clockworks true
Wondrous Item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.