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Custom Content Level 6:

Goodness, Gracious....

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October 28th, 2025, 5:00AM UTC

cancelled
Cancelled by Baldegl666

Level

6

Players

3 - 6

computer VTT: Roll20
3 hours $15 80XP
Baldegl666
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Time Zone

PDT

Location

Portland

Discord

Baldegl666#8784

Chris Durand
he/him Admin, GM, Player 2 years 144 tables played 515 hosted 449 tutorials ran

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
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Great Balls of Fire!!! Arena grid, RTS style Team based, Ben Stiller Dodgeball antics. Here are some of the rules…. (more to follow, but these are the basics) All rules apply universally to both teams. THERE WILL BE TWO AREAS OF PLAY— THE FIELD AND THE PENALTY “BOX”. If your hero is on the field, your action economy will consist of MOVEMENT which must be taken before any other action. FIREBALL-(no sacrifice, standard 1 sq burst/4d6 damage/saving throw/must target a single opponent). All players regardless of class or level will have this ability. These are the “dodgeballs”. Rather than automatic success like a spell however, you will need to make a to hit roll using DEX + PRO as your to hit modifier. On a successful to hit roll, the target is allowed a DC 20 DEX save. On a successful save by the target, the attacker is sent to the Penalty Box. In addition to that if the target has any teammates in the Penalty Box, they have the option to return a teammate to The Field. The only BONUS ACTION allowed on The Field is consumption of Healing Potions, and bonus action spells. Stealth is prohibited on the Field. Dashing is prohibited on The Field. Regular HP and LF rules apply on The Field. If your hero is in the Penalty Box, all standard Glimmering and 5e kill a motherfucker rules apply. 3. The objective of course is to eliminate all of the 666 team.

#Advanced
#Lighthearted
#Tactical
#Wacky
#Comedy
#Heavy Combat

This is a custom content adventure, available for hero levels 5-7. This can be any DnD 5e adventure, chosen by the GM. Check the GM Notes for details.

Created by Baldegl666

Players (3/6)

Chiieff66
Chiieff66
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Time Zone

CDT

Discord

cheif66.

Chiieff66
Player 2 months 70 tables played
visibility Sheet
EQUIPPED TREASURE
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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.
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
Quantity: 1
You gain a +1 bonus to AC while you wear this chain shirt. You are considered proficient with this armor even if you lack proficiency with medium armor.
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.
Quantity: 1
While wielding this shield, you have a +1 bonus to AC and attack rolls and damage done by the shield.
ChainZ
ChainZ
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Time Zone

CDT

Discord

tattedads3653391

ChainZ
Player 2 months 47 tables played
visibility Sheet
EQUIPPED TREASURE
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swords This player hasn't equipped anything for this session.
ZombieRaccoon
ZombieRaccoon
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Time Zone

CDT

Location

Mobile, AL

Discord

zombieraccoon0405

Lee Jones
Player 3 months 34 tables played
visibility Sheet
EQUIPPED TREASURE
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Quantity: 1
This seed pod feels slick and slimy to the touch. You can throw it up to 6 squares. Upon landing on solid ground, the pod rapidly grows into a roughly star-shaped, gelatinous, fungal growth in a 2-square radius. If you throw the pod on a square of soil or plant life, it grows into 4-square radius instead. Any Medium or smaller creature caught within the burst must make a DC 13 STR saving throw. If a creature fails to save, it becomes grappled (DC 13 to escape). Any creature that enters the burst must also make a saving throw with the same effect. The Star Jelly dissolves into harmless goo after one minute.
Quantity: 1
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: “Stream” produces 1 gallon of water. “Fountain” produces 5 gallons of water. “Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Quantity: 1
This prism has 3 charges. While you are holding it, you can use an action or bonus 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 bonus 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 bonus 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 an 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 an 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 long rest.
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, you may use a reaction when making an attack with this weapon to activate it, granting the trigger attack a +1 bonus to attack and damage rolls.
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