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Adventure Title
DDHC-KftGV-05 Tockworth's Clockworks
Session
Date Played
2023-10-20 20:00:00 UTC
Levels Gained
1
GP +/-
Downtime +/-
10.0
Location Played
Roll20
DM Name
JinxedBear
DM DCI Number
/
Notes
# Loot - 1803 GP - "Zippo" (= Fackel) - Potion of Healing - Alchemists Fire - Dust of Disappearance - Boots of Striding and Springing - Driftglobe - Stone of Good Luck (Luckstone) - Devotee's Censer (Rare Golden Vault Reward) # Level 6 (Artificer 1/Wizard 5) **Class**: Wizard **HP**: +6 **Features**: / **3rd Level Spells**: Counterspell, Gaseous Form

Magic Items

Name Rarity Location Table Result Counts?
☐ (R/AT) Boots of Striding and Springing Uncommon false
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) Driftglobe Uncommon false
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.
☐ (UC/AT) Stone of Good Luck (Luckstone) Uncommon false
Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
☐ (R/AT) Devotee's Censer Rare false
Weapon (flail), rare (requires attunement by a cleric or paladin) Martial weapon, melee weapon The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage. As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can't be used again until the next dawn.