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Custom Content Level 2:

There's a Rat in My Kitchen: Into the Portal

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March 15th, 2025, 4:00AM UTC

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Archived in Table History

Level

2

Players

3 - 6

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

Time Zone

PDT

Location

Portland

Chris Durand
he/him Admin, GM, Player 1 year 109 tables played 344 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

As your party awaits their inevitable turn to try the tower… a high ranking member of the Hird (the Archdukes guard) approaches you, and beckons you follow him into the quiet shadows of a corner in the Hall of Magus. The guard tells your party in soft spoken word that the cellars of the Magus Hall have oft been used to store rations, ales, wines, spirits and antiques alike… but lately there have been strange mists appearing, while the hoarded items on the other hand have been disappearing with an alarming frequency. The Archduke is yet unaware of these strange goings on, and it would be best for all concerned if it never came to his attention…. The guard assures you that if you can investigate and bring him any news or evidence of what is causing these mists or the disappearances of the stored goods, that you will be handsomely rewarded on the sly. Absolute discretion must be observed on this mission not only now at its inception, but also upon your return…should you return that is….BUT WAIT...THIS TIME THERE IS SOMETHING DIFFERENT!

#Beginner
#Imaginative
#Intermediate
#Learn to Play
#Lighthearted
#Wacky
#Gritty Fantasy
#Puzzles
#Survival

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 Baldegl666

Players (6/6)

Red_Thor
Red_Thor close

Time Zone

EDT

Red_Thor
he/him Player 2 months 3 tables played
survived
visibility Sheet
ON-CHAIN EQUIPMENT close
swords This player hasn't equipped anything for this session.
Tazzasaurus
Tazzasaurus close

Time Zone

CDT

Tazzasaurus
he/him Player 1 month 12 tables played
survived
visibility Sheet
ON-CHAIN EQUIPMENT close
Quantity: 1
You have been marked with a small arrowhead tattoo with a Gebli glyph at the top, meaning friend. This tattoo marks you as a friend of the Bethniru goblin tribe of the Worldteeth Mountains. If shown this mark, the Bethniru will grant you aid, shelter, and food within reason.
Quantity: 1
Upon service rendered to the Order of the Moon, Commander Regnar Scweb of the Borgahild Chapterhouse invited you to become an esquire of the Order. This Imperial order of knights is best known for their delivery of packages and letters throughout the Empire and even to some points beyond. If you accept this invitation, you must follow the principles of the Order. You must protect and safely deliver messages. You must aid the innocent and the needy. And you can speak no lies. As a member of the Order, you are given a tunic with the order's sigil and your rank. You also gain food and lodging at any Imperial order chapterhouse, and the Order provides protection and legal advocacy when necessary.
Quantity: 1
These glass bottles are covered in copper mesh. Each holds electrical energy suspended within an astral fluid. The glass breaks when thrown at a creature, and its electricity is released. As an action, you can throw this flask up to 30 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the bottled lightning as an improvised weapon. The target takes 1d6 lightning damage on a hit and must make a DC 10 Constitution saving throw. On a failed save, the target is stunned until the end of its next turn.
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
This wand has 3 charges. It can be used as an arcane, divine, or primal spellcasting implement. While holding it, you can use an action to expend 1 of its charges, and if a secret door or a trap is within 30 feet of you, the wand pulses and points at the one nearest you. The wand regains expended charges daily at dawn.
Quantity: 1
While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Athletics checks made to climb or swim.
Bluedream
Bluedream close

Time Zone

EDT

Bluedream
Player 1 month 5 tables played
survived
visibility Sheet
ON-CHAIN EQUIPMENT close
Quantity: 1
Upon service rendered to the Order of the Moon, Commander Regnar Scweb of the Borgahild Chapterhouse invited you to become an esquire of the Order. This Imperial order of knights is best known for their delivery of packages and letters throughout the Empire and even to some points beyond. If you accept this invitation, you must follow the principles of the Order. You must protect and safely deliver messages. You must aid the innocent and the needy. And you can speak no lies. As a member of the Order, you are given a tunic with the order's sigil and your rank. You also gain food and lodging at any Imperial order chapterhouse, and the Order provides protection and legal advocacy when necessary.
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
This wand has 3 charges. It can be used as an arcane, divine, or primal spellcasting implement. While holding it, you can use an action to expend 1 of its charges, and if a secret door or a trap is within 30 feet of you, the wand pulses and points at the one nearest you. The wand regains expended charges daily at dawn.
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.
Old Man Sam
Old Man Sam close

Time Zone

CDT

Old Man Sam
Player 3 months 13 tables played
survived
visibility Sheet
ON-CHAIN EQUIPMENT close
Quantity: 1
When you drink this potion, you game a climb Speed equal to your Speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks made to climb. Drinking this potion requires a bonus action while feeding this potion to another requires an action.
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).
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
While wearing this help, you can spend 10 minutes to cast the comprehend languages spell from it at will and without sacrificing the spell.
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.
Oggigi
Oggigi close

Time Zone

CDT

Oggigi
Player 3 months 64 tables played
survived
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
Upon drinking this muddy-colored potion, your STR increases to 5 for 1 hour.
Quantity: 1
While wearing these bracers, you have proficiency with longbows and shortbows, and you gain a +2 bonus to ranged to-hit rolls and damage rolls made with such weapons.
Quantity: 1
Each of this quiver’s three compartments connects to an extradimensional space, allowing it to hold numerous items while retaining weight. The shortest compartment can hold up to sixty arrows, bolts, or similar items. The midsize compartment holds up to eighteen javelins or similar items. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw a single item the quiver contains with an interact or as part of the action for making a to-hit with a bow. You can place an item in the quiver with an interact.
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.
killaking
killaking close

Time Zone

EDT

killaking
Player 3 weeks 7 tables played
survived
visibility Sheet
ON-CHAIN EQUIPMENT close
Quantity: 1
You have been marked with a small arrowhead tattoo with a Gebli glyph at the top, meaning friend. This tattoo marks you as a friend of the Bethniru goblin tribe of the Worldteeth Mountains. If shown this mark, the Bethniru will grant you aid, shelter, and food within reason.
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 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 this cloak with its hood up, you suffer disadvantage on Perception checks relying on sight, but you have advantage on Stealth checks made to hide. Pulling the hood up or down is a Quick action.
Quantity: 1
This prism has 3 charges. While you are holding it, you can use a focused or quick action to speak one of three command words and use one of its charges to gain one of the following effects: • Uttering the first command word while using a quick action causes the gem to shed bright light in a 6-square radius and dim light for an additional 6 squares. This effect lasts until you use a quick action to repeat the command word or you utter another of the gem’s command words. Using the gem this way doesn’t require you to expend one of its daily charges. • Uttering the second command word, using a focused action, and expending one of its charges, cause the gem to fire a brilliant beam of light at one creature you can see within 12 squares. The creature must make a DC 13 CON save or become blinded for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on a success. • Uttering the third command word, using a focused action, and expending three of its charges, cause the gem to flare with blinding light in a 6-square cone originating from you. Each creature in the cone must make a DC DC 13 CON save or become blinded for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on a success. The pipe gem regains any used charges when you finish a daily rest.
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