Live streamed and uploaded every week on YouTube. Join us live on Sundays around 8pm Pacific/11pm Eastern!

Original character art by Jimmy McClure
Music by Kevin MacLeod.
Chat with us in the Official Discord Server.
Support the channel via Patreon!

Keys from the Golden Vault Session 22

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

Following the battle at the Security Center, the party needs to lie low after arriving in Smoldertown. They spot a nearby tavern and duck inside, though Stayzie is disappointed at how dark and dingy it is inside.

The only occupant is a robotic bartender. It’s the first automaton that’s not trying to kill them, and the party strike up an easy conversation (while getting a short rest).

At first the bartender mistakes Stayzie for Tockworth, but is surprised to see so many non-gnomes, and anyone who isn’t Tockworth in here. It’s been awhile!

As the party drinks mushroom beers, he reveals that Tockworth comes in frequently, talking to an invisible friend. The party learns that this friend died some time ago, in a mining accident. The same accident where she lost her arm.

The bartender reveals that the workshop is in the southeastern part of the district, and only features a single door, and no windows, much to Varrow’s dismay.

The party decides to send Slunk and Yuzzik, who had helped themselves to the backroom stock, on a mission of distraction. Stayzie convinces them to take out the nearby patrolling observer, or more likely, cause a scene that brings more patrols on them!

Either way, they agree and help pull the patrols away, giving the party the chance to slip out and approach the workshop.

Noble Knight Games

Shop for tabletop games, CCGs, miniatures, RPG supplies and more at our sponsor!

Unfortunately, the workshop remains heavily guarded.

Standing outside is a hulking, eight-foot tall robot with a single shining eye, flanked by a pair of clockwork hounds, and a nearby observer.

As the party argues over their next plan (including Chéri using disguise self, though he never actually saw Tockworth in their last battle), Varrow secretly picks Stayzie’s pockets to get the keys, and sneaks away behind the buildings.

Just as the party realizes he’s gone, they hear Stayzie’s voice call out ahead of them, causing all of the automaton guards to snap their heads over and notice the party!

Turns out, it’s Varrow using his gnomish minor illusion to distract the guards, while he sneaks around back.

The others have no choice but to fight. The modified shield guardian uses its sonic disruptor (1/day confusion spell) on Taveen, rendering him momentarily confused.

As one hound charges forward, Stayzie charges right past it using her orcish and fighter abilities to gain huge distance, eager to fight the giant bot one on one.

It would prove a nasty decision, as the guardian brings its two massive fists down, dealing over 30 damage!

Elowen and Chéri help Taveen with the hound, while Varrow sneaks around the building and between the big guy’s legs to get inside.

The first hound is destroyed, and Taveen rushes up to help Stayzie, and destroy the observer. The guardian blasts both of them with its laser eye.

Thankfully Varrow’s inside the workshop, and turns the corner to see the failsafe right there in the middle of the room. It’s surrounded by an odd dome of fractal images, and a pair of animated guards.

Varrow rushes in, and makes the save against the magical hypnotic pattern effect thanks to his gnomish cunning (seriously, lots of good gnome stuff this session!). He slams the keys in and turns them.

The effect is immediate, as all the clockwork soldiers in the area power down.

However, Tockworth herself magically appears near Varrow in the workshop, cursing them for their continued success.

Varrow rushes outside, with Tockworth hot on his heels.

The cyborg gnome flies through Elowen’s moonbeam spell and blasts out a stream of scalding steam, before slicing into Varrow, nearly downing the rogue.

He’s able to escape, while the others rush to pummel the boss. 

Taveen pays for it with a nasty stabbing and goes down, while Chéri tries to talk her down with a magical suggestion spell.

But she won’t be deterred, leaving it to Stayzie to cut her down for good.

Finally, the threat of the automaton army, and Tockworth herself, is no more. The party can return to the Mayor and the refugees outside and tell them the good news.

Live post-session discussion: 

Next session: Back to Waterdeep!

Live streamed and uploaded every week on YouTube. Join us live on Sunday at 8pm Pacific/11pm Eastern!

Support my channel via Patreon!

Noble Knight Games

Shop for tabletop games, CCGs, miniatures, RPG supplies and more at our sponsor!