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Custom Content Level 2:

GRAVEYARD SESSIONS WITH BALDEGL666 (WEST MARCHES?)

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November 16th, 2024, 4:30AM UTC

cancelled
Cancelled by Baldegl666

Level

2

Players

3 - 6

computer VTT: Roll20
3 hours $15 5XP
Baldegl666 close

Time Zone

PST

Location

Portland

Chris Durand
he/him Player, GM 1 year 92 tables played 148 hosted

Style

Patient, adaptable, the Player's "Forever GM"!!

Experience

Very Experienced

Lifelong gamer of all the gaming realms from Atari and TRS80 days to the modern era, Started with Dungeons and Dragons 2E, although I had an original boxed set. Created several campaign worlds for IRL TTRPG games like DnD. Service industry management professional. Avid sports fan and fantasy sports player. Head banging, rhythm and bluesing, funky disco rock and roller!

Very Experienced

description

View GM

Notes

Game Master Notes close

Night Owl? Insomniac? Anxiety in the wee hours? Long week at the IRL JOB leaving you with a penchant for violence heading into the weekend??? Then the GRAVEYARD SESSIONS are just the trick to take out your hostilities on my monsters and denizens of the dark. Stories designed to haunt your dreams and bury your nightmares in the cemeteries and graveyards that haunt Asuwa in the wee hours of the night and dawn….. Muahahahaha…

#Beginner
#Imaginative
#Intermediate
#Learn to Play

This is a level 2 custom content adventure. This can be any L2 5e adventure, chosen by the GM. Check the GM Notes for details.

Created by Chris Durand

Players (3/6)

NewRavenholm
NewRavenholm close

Time Zone

CST

NewRavenholm
Player 5 months 21 tables played
visibility Sheet
ON-CHAIN EQUIPMENT close
Quantity: 1
This bag is filled with tar, resin, and other sticky substances. As an action, you can throw this bag up to 20 feet, at which point the bag bursts open, and the sticky goo bursts out. Make a ranged attack against a creature, treating the tanglefoot bag as an improvised weapon. On a hit, the target is restrained until it escapes (escape DC 10). On a miss, the target takes a -10-foot penalty to its Speeds until the end of its next turn.
Quantity: 1
This spongy stone is infused with trapped aether. When it hits something hard, the stone explodes, releasing a thunderclap. As an action, you can throw this stone up to 20 feet. When it hits a hard object or a creature, it explodes. Make a ranged attack against a target or a 5-foot space within range (the space has an AC of 5), treating the thunderstone as an improvised weapon. On a hit, a creature or object takes 1d6 thunder damage, and all creatures within a 10-foot sphere centered on the target must succeed a DC 10 Constitution saving throw or become deafened for 1 minute. On a miss, the stone has no effect and becomes inert.
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
Quantity: 1
While wearing this charm, you are immune to contracting any disease. If you are already infected with a disease, the disease’s effects are suppressed while you wear the charm.
Quantity: 1
While the pearl is on your person, as a reaction when you are about to sacrifice a 1st-mastery or greater mastery spell, you can speak its command word to cast that spell’s sacrifice effect without sacrificing it. Once you use the pearl, it can’t be used again until you finish a daily rest. Only a spellcaster who can cast 1st-mastery or great spells can attune this item, and you can only attune a number of pearls of power to you equal to your CHA (minimum 1).
Kvngleigh
Kvngleigh close

Time Zone

EST

Kvngleigh
she/her Player 5 months 28 tables played
visibility Sheet
ON-CHAIN EQUIPMENT close
swords This player hasn't equipped anything for this session.
MrbigT707
MrbigT707 close

Time Zone

PST

David (Tres) T.
Player 2 months 14 tables played
visibility Sheet
ON-CHAIN EQUIPMENT close
Quantity: 1
You regain 2d4 + 2 Hit Points when you drink this potion. Drinking the potion requires a bonus action while feeding this potion to another requires an action.
Quantity: 1
Once per day, this armor can be activated as a reaction when you are hit by an attack. When activated, you gain a +1 bonus to Armor Class against the triggering attack, which can negate that hit.
Quantity: 1
Once per day, this weapon can be activated by its wielder as a bonus action. When activated, the next attack the wielder makes with this weapon before the end of their turn gains a +1 bonus to attack and damage rolls.
Quantity: 1
While wearing these boots, your steps make no sound, regardless of the type of terrain you are traversing. You also have advantage on Stealth checks that rely on moving silently.
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