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Custom Content Level 4:

Blood Brawl

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April 2nd, 2025, 11:30PM UTC

in progress

Level

4

Players

3 - 5

computer VTT: Roll20
4 hours $18 20XP
Baldegl666 close

Time Zone

PDT

Location

Portland

Chris Durand
he/him Admin, GM, Player 1 year 112 tables played 367 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

close It’s time for the annual Blood Brawl Championship Game!! Asuwa’s bloodthirstiest sport culminates each year on the Thurvian Solar Eclipse, with the big game being held at Bonecrag Stadium, home of the defending Champion Bonecrag Brawlers! The much coveted Vincento Bombardo trophy-a massive golden chalice filled to the brim with Pelican Bay’s finest Mer-Mead money can buy! The Thurvian Eclipse always adds an element to the game that fans love!! With the first half being played under the blistering hot summer sun that cracks the playing surface with craters and crevices; A halftime entertainment show that always alights the crowd into a frenzied chaos; and the second half played in the ice cold, pitch black of the eclipse—-you never know what danger lurks in the darkness of Bonecrag Stadium! Crowds in the 1000’s descend every year from the regions of Corinon, Bef’Zuraak, Sterck, and beyond to witness the fireworks both on and off the field, as no game ever played on this field lacks for gruesome displays of competition and spine chilling displays of brutality! It wouldn’t even begin to be a classic Blood Brawl title match without drama or controversy surrounding the game however, and this year is no different from that aspect!! The dwarve airship carrying The Munin Maulers was enroute to Thurv when a massive explosion on board the airship sent the vessel crashing to the ground in a fiery explosion of death-there were no survivors. Now while we know that the airships are powered by the volatile alchemical agents contained in the Jumpstone, further investigation of the crash site has led many to believe that sabotage was involved. The Munin Maulers-a team entirely composed of mountain dwelling dwarves-you see, had just completed Blood Brawls first ever undefeated season, and seemed on almost destined path to dismantle the Brawlers dynasty that had seen them win 4 consecutive Bombardo trophies…. But fear not friends!!! Rocky “Raccoon” Goodytwoshoes, commissioner of the BBL (Blood Brawl League), always has a “Plan B” to put into action…..

#Advanced
#Intermediate
#Lighthearted
#Wacky
#Comedy
#Fantasy
#Heavy Combat

This is a level 4 custom content adventure. This can be any L4 5e adventure, chosen by the GM. Check the GM Notes for details.

Created by Baldegl666

Players (3/5)

mamallama
mamallama close

Time Zone

EDT

Location

massachusetts

Kelly Guay
she/her Player 3 months 32 tables played
newbie at 50, my kids both play
visibility Sheet
ON-CHAIN EQUIPMENT close
Quantity: 1
This scroll bears the words of the 1st-level spell listed above written in a mystical cipher. If the spell is on your class spell list, or it is a spell that you could normally cast, you can read the scroll and cast the spell without the need for a spellcasting implement. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
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.
Quantity: 1
Your thoughts and reasoning become clearer when you wear and attune to this headband. If your INT is 4 or lower, it becomes INT 5 while wearing and attuned to it. If your INT is 5 or higher, they have no effect.
GabeReaL
GabeReaL close

Time Zone

EDT

GabeReaL
Player 1 week 5 tables played
visibility Sheet
ON-CHAIN EQUIPMENT close
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 dagger is made to get past the resistance of creatures with resistances or immunities susceptible to silvered weapons, like wererats, werewolves, and the like. Other than that, it functions like a normal dagger.
Quantity: 1
This scroll bears the words of the cantrip listed above written in a mystical cipher. If the spell is on your class spell list, or it is a spell that you could normally cast, you can read the scroll and cast the spell without the need for a spellcasting implement. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
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 1 month 11 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 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
These gloves are light and supple, clinging to your hands and wrists like a second skin. When a ranged weapon’s ammunition hits you while you’re wearing them, and you have a free hand available, you can use your reaction to reduce the damage by 1d10 + PRO + DEX. If you reduce the damage to 0, you can catch the ammunition if it is small enough to hold in your hand.
Quantity: 1
When you wear these light slippers, you gain a climb SPD equal to your walking SPD. While climbing, you can move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free. However, these slippers don’t allow you to move this way on slippery surfaces such as ice, water, oil, or other liquids.
Quantity: 1
This ceramic jar is topped with a cork covered in purple wax and decorated with the patterns of the four elements. A single elemental is trapped inside each of these jars, though it is impossible to determine which kind is trapped inside, even through an identify spell or similar magics. One must either break the stopper (taking one minute) or throw down the jar (range 5 squares) as a focused action to do so. When you do this, roll 1d4 to determine the elemental trapped inside (1-lesser air elemental; 2-lesser earth elemental; 3-lesser fire elemental; 4-lesser water elemental). When the elemental is released, it will do your bidding for 2d4 rounds, but only if you speak Primordial to command it. If you can’t speak Primordial, or after that time has elapsed, it does whatever it wishes, usually to flee and pursue its desires, but elementals often have reckless desires.
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