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Adventure Title
DDHC-KftGV-05 Tockworth's Clockworks
DDHC-KftGV-05 Tockworth's Clockworks
Session
Date Played
2024-02-13 19:30:00 UTC
2024-02-13 19:30:00 UTC
Levels Gained
1
1
GP +/-
1072
1072
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
TimoL
TimoL
DM DCI Number
0000
0000
Notes
# Teilnehmer: (5) Bramymond - Sorin Windsdale - V.human - Bard: College of Lore 4/Sorcerer: Divine Soul 1 - Golden Vault (5) Kiri - Wex - Half-Goblin/Sea-elf(TCL) - Drakewarden ranger 5 (5) Raimundo_O - Marinus - Plasmoid - Fighter 2 Warlock 3 - none (5) Arikatzi020 - Yūgure - Human (Variant) - Twilight Domain Cleric 1, Way of Shadow Monk lvl 4 (6) Echo - Fin Cinderflower - Ghostwise Halfling - Shepherd Druid 6 - Emerald Enclave # Loot: **5360gp (1072gp/Person)** ... **6x Healer's Kit** **10x Potion of Healing** (2d4+2) **1x Spell Scroll: Magic Weapon** **2x 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** *Wondrous item, uncommon* Found in a small packet, this powder resembles very fine sand. There is enough of it for four uses. 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. **Boots of Striding and Springing** *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. **Stone of Good Luck (Luckstone)** *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** *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. # Consumables expended: **1x Dust of Disappearance** # Charakter Changes: **Level up - Bard: College of Lore 5** **Font of Inspiration.** Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. # Golden Vault Reward: **Staff of Charming** *Staff, rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)* While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. Notes: Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard, Control, Communication
# Teilnehmer: (5) Bramymond - Sorin Windsdale - V.human - Bard: College of Lore 4/Sorcerer: Divine Soul 1 - Golden Vault (5) Kiri - Wex - Half-Goblin/Sea-elf(TCL) - Drakewarden ranger 5 (5) Raimundo_O - Marinus - Plasmoid - Fighter 2 Warlock 3 - none (5) Arikatzi020 - Yūgure - Human (Variant) - Twilight Domain Cleric 1, Way of Shadow Monk lvl 4 (6) Echo - Fin Cinderflower - Ghostwise Halfling - Shepherd Druid 6 - Emerald Enclave # Loot: **5360gp (1072gp/Person)** ... **6x Healer's Kit** **10x Potion of Healing** (2d4+2) **1x Spell Scroll: Magic Weapon** **2x 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** *Wondrous item, uncommon* Found in a small packet, this powder resembles very fine sand. There is enough of it for four uses. 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. **Boots of Striding and Springing** *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. **Stone of Good Luck (Luckstone)** *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** *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. # Consumables expended: **1x Dust of Disappearance** # Charakter Changes: **Level up - Bard: College of Lore 5** **Font of Inspiration.** Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. # Golden Vault Reward: **Staff of Charming** *Staff, rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)* While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. Notes: Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard, Control, Communication
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Boots of Striding and Springing | Uncommon | DDHC-KftGV-05 Tockworth's Clockworks | 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. | |||||
Stone of Good Luck | Uncommon | DDHC-KftGV-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-KftGV-05 Tockworth's Clockworks | false | ||
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. | |||||
Staff of Charming | Rare | DDHC-KftGV-05 Tockworth's Clockworks | true | ||
Staff, rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. Notes: Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard, Control, Communication |