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Custom Content Level 1:

Under the Tower

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April 11th, 2025, 1:00AM UTC

cancelled
Cancelled by CavemanDave

Level

1

Players

3 - 6

computer VTT: Roll20
2 hours $13 5XP
CavemanDave close

Time Zone

PDT

Location

Los Angeles

Dan
GM, Player 9 months 102 tables played 58 hosted

Style

Fun is number 1

Experience

Intermediate

Intermediate

description

View GM

Notes

Game Master Notes close

This is a run under the Tower of Power. Golbitter is requesting a special investigation into the newly discovered passage going below the tower. The people who have looked have reported diminished vision and even loosing darkvision. Bring your torches!

This is a level 1 custom content adventure. This can be any L1 5e adventure, chosen by the GM. Check the GM Notes for details.

Created by CavemanDave

Players (1/6)

keirrest
keirrest close

Time Zone

EDT

keirrest
Player 3 weeks 4 tables played
visibility Sheet
ON-CHAIN EQUIPMENT close
Quantity: 1
You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of similar ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains its potency until it afflicts a creature, or 1 minute, at which point the poison dries or becomes useless.
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: 2
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
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
This fusion of alchemy and subtle magic looks like a fancy torch, often intricately carved or uncased in brass or similar metal. It features a button that, once pushed, emits a flame that illuminates light but radiates no heat. The torch requires no fuel. It provides bright light in a 20-foot radius and dim light for an additional 20 feet.
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