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Adventure Title
DDHC-KftGV-05 - Tockworth's Clockworks
DDHC-KftGV-05 - Tockworth's Clockworks
Session
Date Played
2025-05-23 19:00:00 UTC
2025-05-23 19:00:00 UTC
Levels Gained
2
2
GP +/-
1000
1000
Downtime +/-
-10.0
-10.0
Location Played
Roll20
Roll20
DM Name
Sparetime Gamer
Sparetime Gamer
DM DCI Number
0000000
0000000
Notes
**Loot:** 8 Potions of Healing 1000 gp **Mundane Treasure:** *1 Healer's Kit* *1 Alchemist's Fire (flask)* Adventuring gear *1 Spell Scroll of Magic Weapon* *1 Potion of Hill Giant Strength* 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. Damage: 1d4 Damage Type: Fire Properties: Improvised Weapon Range: 20 Weight: 1 **Downtime Activity:** Catching Up 1 Level
**Loot:** 8 Potions of Healing 1000 gp **Mundane Treasure:** *1 Healer's Kit* *1 Alchemist's Fire (flask)* Adventuring gear *1 Spell Scroll of Magic Weapon* *1 Potion of Hill Giant Strength* 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. Damage: 1d4 Damage Type: Fire Properties: Improvised Weapon Range: 20 Weight: 1 **Downtime Activity:** Catching Up 1 Level
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Dust of Disappearance | Uncommon | DDHC-KftGV-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. | |||||
Boots of Striding and Springing | Uncommon | DDHC-KftGV-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. | |||||
Vicious Shortsword | Rare | DDHC-KftGV-05 - Tockworth's Clockworks | true | ||
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage. 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. | |||||
Stone of Good Luck (Luckstone) | 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 | 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. |