arrow_back  

Custom Content Level 4:

The Lonely Cathedral

calendar_today

June 11th, 2025, 10:00PM UTC

complete
Archived in Table History

Level

4

Players

3 - 6

computer VTT: Roll20
3 hours $15 20XP
Yrsam
close

Time Zone

EST

Location

montreal

Discord

yrsam#0

frederick potvin
he/him GM, Player 2 years 40 tables played 145 hosted 123 tutorials ran

Style

improv and challenging combat

Experience

Very Experienced

Very Experienced

description

View GM

Notes

Game Master Notes
close

You've heard a rumor of a legendary artifact that was lost by members of the church, and all evidence leads to an abandoned cathedral somewhere in the woods. All who have previously tried have disappeared, and now adays, most groups simply refuse the contract. Your group however, has decided to see if the legends are true. Will you find your prize or become yet another group claimed by the Lonely Cathedral?

#Fantasy
#Horror
#Survival

This is a custom content adventure, available for hero levels 3-5. This can be any DnD 5e adventure, chosen by the GM. Check the GM Notes for details.

Created by Yrsam

Players (4/6)

Jbird
Jbird
close

Time Zone

PST

Discord

horsemoney2712

Jbird
she/her Player 8 months 105 tables played
survived
visibility Sheet
EQUIPPED TREASURE
close
Dust of Desiccation
Quantity: 1
This small packet contains a small amount of gray, ash-like dust, just enough for one use. You can use an action to sprinkle the dust over water. The dust turns a 3-square cube of water into one marble-sized pellet that floats or rests where the dust was sprinkled. The pellet’s weight is negligible. You can also sprinkle this dust on a creature. Doing so requires an improvised weapon attack but is considered a finesse weapon. On a hit, if the creature is not undead or a construct, they must succeed a DC 13 CON save or take 2d6 necrotic damage, or half as much on a successful save. If the creature is an elemental composed mostly of water, they must make the save or take 10d6 necrotic damage, or half as much on a successful save. This dust does not affect undead creatures or constructs.
Potion of Healing
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.
Scroll of Fireball
Quantity: 1
This scroll bears the words of the 3rd Mastery spell listed, written in a mystical cipher. You can read the scroll and cast the spell without needing a spellcasting implement, and can cast it normally or as its sacrifice effect. The dc of the spell is 15, and any attack roll made with the spell uses a +7. If the spell is progressive, you cast it at its base level. 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.
Bracers of Archery
Quantity: 1
While wearing these bracers, you have proficiency with longbows and shortbows, and you gain a +2 bonus to ranged attack rolls and damage rolls made with such weapons.
Cloak of Protection
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
Boots of the Stag
Quantity: 1
While wearing these boots, your SPD becomes 6, unless your SPD is higher, and that score is not reduced when you’re encumbered or wearing heavy armor. Additionally, you can jump three times the normal distance, though you can’t jump farther than your remaining SPD would allow.
AcridBrute
AcridBrute
close

Time Zone

CST

Discord

acridbrute

AcridBrute
Player 8 months 203 tables played
survived
visibility Sheet
EQUIPPED TREASURE
close
Potion of Healing
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.
+1 Half Plate
Quantity: 1
This finely crafted half plate grants you a +1 bonus to AC.
Slippers of the Halfling
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.
+1 Shield
Quantity: 1
While wielding this shield, you have a +1 bonus to AC and attack rolls and damage done by the shield.
Cuddlyhippo
Cuddlyhippo
close

Time Zone

EST

Location

Allentown

Discord

cuddlyhippo

Kelly K
she/her Player 9 months 170 tables played
survived
visibility Sheet
EQUIPPED TREASURE
close
Potion of Healing
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.
Masterwork Leather Armor
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.
Cloak of Protection
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
Bag of Tricks (Tan)
Quantity: 1
This seemingly ordinary bag is made of tan cloth with a simple pull-string, which seems empty though strangely heavy. Reaching inside the bag reveals the presence of a small, furry object. You can use an action to pull the fuzzy object from the bag and throw it up to 4 squares. When the object lands, it transforms into a creature. The type of creature it transforms into is determined by the roll of a d8 (1-jackel; 2-ape; 3-baboon; 4-axe beak; 5-black bear; 6-giant weasel; 7-giant hyena; 8-tiger The creature is friendly to you and your companions and acts on your turn. You can use a bonus action to command the creature. Without such commands, the creature acts appropriately to its nature, as determined by the GM. The creature remains for 1 hour or until it reaches 0 HP, at which point it vanishes. Once you pull a creature out of the bag, you can’t do so again until you finish a Long rest.
Jinto
Jinto
close

Time Zone

EST

Discord

ghinto

Jinto
Player 10 months 269 tables played
survived
visibility Sheet
EQUIPPED TREASURE
close
Hero of Riverwynd
Quantity: 1
By defeating or at least driving off the feared Wizard’s Retinue bandit band, you have become a hero to the town of Riverwynd. While in that town, you are always recognized as a hero and never have to pay for reasonable food, drink, and lodging. You gain a +1 bonus on all CHA-based skill checks made against its inhabitants. However, remember that mistreatment of this boon may temporarily revoke these benefits at the GM’s discretion.
Order of the Moon Invitation
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.
The Nightheart
Quantity: 1
A splendorous, purple gem with layers that resemble the petals of a flower. Its core glows gently, and any who hold it feel eyes on them from places impossibly far and those far too close.
Potion of Healing
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.
+1 Shield
Quantity: 1
While wielding this shield, you have a +1 bonus to AC and attack rolls and damage done by the shield.
Cloak of Protection
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
Pearl of Power
Quantity: 1
While the pearl is on your person, as a reaction when you are about to sacrifice a 1st, 2nd, or 3rd 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 long rest. Only a spellcaster who can cast 1st-mastery or great spells can attune this item, and you can only attune to one pearl of power.
Ring of the Ram
Quantity: 1
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Terms of Service Privacy Policy Code of Conduct

Ⓒ GRIPNR LLC. All Rights Reserved.