Show Log Entry
Adventure Title
Keys from the Golden Vault 5 - Tockworth’s Clockworks
Keys from the Golden Vault 5 - Tockworth’s Clockworks
Session
Date Played
2023-10-20 19:30:00 UTC
2023-10-20 19:30:00 UTC
Levels Gained
1
1
GP +/-
1803
1803
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
JinxedBear
JinxedBear
DM DCI Number
0
0
Notes
**Party:** Claudia N. - Sanity - Trickery Cleric 5 C0ldw0lf - Zephyr - Artificer/Wizard 5 **Played:** 3 h **Locations:** Little Lockford (Town Hall, Overlook, Tockworth's Workshop) **Encounters:** social: Svirfneblin (Braith Broadfoot, Mayor; Sergeant Yombad Cragnuckle, highest militia member) hostile: Hook Horrors, Tixie Tockworth (Gnome Tinkerer), Rack and Pinion (Animated Armors) **Used:** -4 arrows = 37 arrows **Treasure:** * 1803 GP * Alchemist's Fire This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. * Dust of Disappearance 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. * Potion of Healing You regain 2d4+2 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated. **Gold:** +1803 GP (Treasure) **Level up:** Rogue +1 = 6 Expertise: Sleight of Hand, Thieves' Tools HP +6 = 39 **Notes:** Sehr effektive Mission, um die Stadt Little Lockford für ihre Bewohner gegen die amoklaufende Tixie zurückzuerobern. Nachdem wir einige hilfreiche Consumables aus der Town Hall geborgen hatten, konnten wir mit Sanitys Ebony Fly direkt zu Tixies Workshop fliegen und im oberen Stock ihren Tresor öffnen sowie den Schlüssel sicherstellen. Tixie tauchte durch ein Portal auf und floh nach kurzem Kampf wieder, nicht ohne Wellby zu bezwingen. Zephyr gab ihm einen Heiltrank und gemeinsam gelang es, die Animated Armors im Erdgeschoss zu besiegen und die Sicherheitsmechaniken mit dem Schlüssel abzuschalten. Am zentralen Sicherheitsposten konnten wir Tixie dann erneut stellen. Wellby war dabei mit seinen Pfeilen sehr hilfreich.
**Party:** Claudia N. - Sanity - Trickery Cleric 5 C0ldw0lf - Zephyr - Artificer/Wizard 5 **Played:** 3 h **Locations:** Little Lockford (Town Hall, Overlook, Tockworth's Workshop) **Encounters:** social: Svirfneblin (Braith Broadfoot, Mayor; Sergeant Yombad Cragnuckle, highest militia member) hostile: Hook Horrors, Tixie Tockworth (Gnome Tinkerer), Rack and Pinion (Animated Armors) **Used:** -4 arrows = 37 arrows **Treasure:** * 1803 GP * Alchemist's Fire This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. * Dust of Disappearance 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. * Potion of Healing You regain 2d4+2 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated. **Gold:** +1803 GP (Treasure) **Level up:** Rogue +1 = 6 Expertise: Sleight of Hand, Thieves' Tools HP +6 = 39 **Notes:** Sehr effektive Mission, um die Stadt Little Lockford für ihre Bewohner gegen die amoklaufende Tixie zurückzuerobern. Nachdem wir einige hilfreiche Consumables aus der Town Hall geborgen hatten, konnten wir mit Sanitys Ebony Fly direkt zu Tixies Workshop fliegen und im oberen Stock ihren Tresor öffnen sowie den Schlüssel sicherstellen. Tixie tauchte durch ein Portal auf und floh nach kurzem Kampf wieder, nicht ohne Wellby zu bezwingen. Zephyr gab ihm einen Heiltrank und gemeinsam gelang es, die Animated Armors im Erdgeschoss zu besiegen und die Sicherheitsmechaniken mit dem Schlüssel abzuschalten. Am zentralen Sicherheitsposten konnten wir Tixie dann erneut stellen. Wellby war dabei mit seinen Pfeilen sehr hilfreich.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
R/A - Ring of Spell Storing | Rare | Golden Vault | true | ||
 *Ring, rare (requires attunement)* This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. | |||||
UC/A - Boots of Striding and Springing | Uncommon | Little Lockford | 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. | |||||
UC/A - Stone of Good Luck (Luckstone) | Uncommon | Little Lockford | 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. | |||||
UC - Driftglobe | Uncommon | Little Lockford | 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. |