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Keys from the Golden Vault Session 21
Starring
Varrow, level 5 gnome Thief Rogue
Stayzie Diamondz, level 5 orc Champion Fighter
Elowen Fernwhisper, level 5 wood elf Circle of the Moon Druid
Chéri Powder, level 5 human Illusionist Wizard
Taveen, level 5 aasimar Warrior of Mercy Monk
While the battle rages around the security center in the Overlook, Stayzie super-jumps onto the dome wall, clambers over to the door, and Here’s Johnny’s her way inside using her greataxe.
The inside is one large cavernous room, featuring a large holographic projection of the entire town of Little Lockford, along with a large control console, currently operated by Security Overseer Tixie Tockworth.
The creature is more cyborg than gnome, with a mechanical torso and arms granting her jet-pack flight, fiery arm cannons, and electrical discharges. She also has several nearby minions, and orders them to destroy the intruder.
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Varrow, still mounted on a giant lizard, has reached the back side of the dome, and deftly picks the lock. He’s nearly killed by a clockwork guard dog, and calls for his animal ally to help him — which it does! Just as with the other lizard, this one pays for its friendship with its life, as it gets brutally mauled by a pair of clockwork hounds, while Varrow chunks a flask of alchemist’s fire at the console.
The burning liquid damages the console, causing Tockworth to leap back and take to the skies.
Outside, the others notice the turrets cease their firing, leaving them to take out those pesky clockwork swarms of bees. It’s slow-going, even with their NPC allies, but eventually they take out the last of the swarms, and close in to the northern entrance.

Inside, Stayzie leaps up and tries to grab the flying gnome. She has to action surge, but she finally succeeds, grabbing and pinning Tockworth to the ground. Varrow rushes up and slaps a pair of manacles on her, and she responds by blasting him in the face with lightning — nearly downing him if not for Uncanny Dodge, and Stayzie’s Interception.
Stayzie snatches the security key dangling from her neck, and quickly huffs it out of there. The clockwork enforcer is busy freeing Tockworth, while the defenders rip apart the giant lizard. “I’ll tell them of your heroics,” Varrow whispers. Dude!
Varrow and Stayzie are both critically injured, and Stayzie has used Second Wind two turns in a row to stay alive. They rush outside and call to the others that they got the key — it’s time to get the hell out of dodge!
In a surprising and extremely rare move, the party retreats from the big battle, rushing across the southern bridge.
The bride controls are still damaged from the fire, causing the bridge to retract and realign uncontrollably. Thankfully Varrow is an ace with the grappling hook, and the party uses it to help get across, reaching the southeastern district of Smoldertown.
Smoldertown is covered in grime and soot from the nearby foundry, and the party spots several dead gnome bodies on the ground. The entire town is on high alert, and in the distance, they spot at least one clockwork observer actively searching for them.
Now they just need to make it to Tockworth’s Workshop, and activate the failsafe.
Live post-session discussion:
Next session: Smoldertown!
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