Show Log Entry

Adventure Title
KftGV - Tockworth’s Clockworks
Session
Date Played
2024-06-26 18:00:00 UTC
Levels Gained
GP +/-
772
Downtime +/-
10.0
Location Played
Private Session
DM Name
CatGuySenpai
DM DCI Number
000000000
Notes
#### **Bought** 3x Potion of Greater Healing (End of Session) #### **Sold** #### **Gained** **Potion of Healing** **Dust of Disappearance** *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.* **Potion of Hill Giant Strength** *Potion, uncommon When you drink this potion, your Strength score changes to 21 for 1 hour. 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.* **1x Spell Scroll of Magic Weapon** #### **Used** 3x Potion of Greater Healing

Magic Items

Name Rarity Location Table Result Counts?
Boots of Striding and Springing Uncommon KftGV - 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.
Driftglobe Uncommon KftGV - 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.
Stone of Good Luck (Luckstone) Uncommon KftGV - 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.
Dragon Slayer Shortsword Rare KftGV - Tockworth’s Clockworks (GV Award) true
Weapon, rare Martial weapon, melee weapon 2 lb. 1d6 Piercing Finesse, Light Mastery: Vex You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.