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Boss Rush: Levels 5-6:

The Battle of the Troll's Blood Level 5 & 6

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December 8th, 2025, 1:00AM UTC

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Archived in Table History

Level

6

Players

3 - 5

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

CDT

Location

Texas

Discord

nestingcrowe

Roll20

NestingCrowe

NestingCrowe
he/him GM, Player 7 months 58 tables played 96 hosted 0 training sessions ran

Style

Nobledark/Gritty Fantasy, Exploration, Puzzles.

Experience

Very Experienced

My games live in the nobledark space: hard choices, real stakes, and a world that doesn’t always play fair—yet heroism is still meaningful, and victories feel earned. I focus on strong pacing, consistent rulings, and giving players room to be clever. Sessions often feature intrigue and discovery with escalating pressure, leading to set-piece fights that reward tactics. I also love the craft side of GMing—tokens, maps, handouts, and the occasional balanced homebrew. Outside the GM chair, I’m friendly and straightforward, and I’m here for a good story and a good laugh.

Very Experienced

description

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Notes

Game Master Notes
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These battlements were once a proud symbol of Sterck's enginuity and might. Now, they are a crumbling island in the newly formed sea. The Archon has taken the bait and the others are working to stop the invasion. It is your job to keep the Archon occupied. Hold your ground on the slick stone. Any slip into the crushing waters could be your very last.

A fast paced, collaborative experience where you and your fellow party members must work together to face impossible odds. Each group will have a unique task and unique challenges, but a singular ultimate goal. To stop the forces invading our world and send their herald back to their plane forever. All of the hardships and challenges. All the destruction and every casualty has brought you to this moment. If you can't stop them now, Asuwa might be changed forever.

Created by Hayden & NestingCrowe

Players (5/5)

ChainZ
ChainZ
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Time Zone

CDT

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tattedads3653391

ChainZ
Player 6 months 169 tables played
survived
visibility Sheet
EQUIPPED TREASURE
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Treasure item
Potion of Greater Healing
Quantity: 1
You regain 4d4 + 4 HP when you drink this potion. Drinking the potion requires a bonus action while feeding this potion to another requires an action.
Treasure item
Scroll of Faerie Fire
Quantity: 1
This scroll bears the words of the 1st 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 13, and any attack roll made with the spell uses a +5. 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.
Treasure item
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.
Treasure item
Maul of the Temperamental Tempest
Quantity: 1
This maul was said to have been created by an ancient warrior who looked to conquer the elements themselves. To that end, he found and trapped the essence of several different primordial beings, storing them within the maul. In an act of defiance, the energies within have become stubbornly impossible to control. The story goes that the warrior perished when it suddenly began shooting fire, just as he stumbled upon a red dragon. While attuned, at the end of every short or long rest, roll 1d4. The maul deals 2d8 extra damage of the rolled type once per turn. 1 = Acid 2 = Fire 3 = Cold 4 = Lightning
Treasure item
Reinforced Bow
Quantity: 1
This +1 magical longbow has been reinforced with an additional set of enchanted limbs, making for an extremely powerful shot at the cost of intense draw weight. In order to fire the bow, you must spend 2 squares of movement per attack, stabilizing yourself for the difficult shot. On a hit, the bow does an extra 1d8 force damage, and the target is pushed back 1 square.
Treasure item
Heart of the Water Plane
Quantity: 1
While attuned to this item, you have resistance to cold damage. Whenever you would forcibly push a creature back, such as with shove, you can force that creature to make a DC 16 STR or DEX Save. On a failure, the creature is also knocked prone. This ability does not work if the creature is more than 1 size larger than you. At the end of each long rest, you may choose one of the following spells: Thunderwave, Blur, or Misty Step. You may cast the chosen spell once that day for its sacrifice effect. The spell uses your level for progression and has a 16 Save DC.
EvilMyths
EvilMyths
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Time Zone

EDT

Discord

evilmiths

EvilMyths
Player 6 months 73 tables played
survived
visibility Sheet
EQUIPPED TREASURE
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Treasure item
Scroll of Healing Word
Quantity: 1
This scroll bears the words of the 1st 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 13, and any attack roll made with the spell uses a +5. 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.
Treasure item
Scroll of Enhance Ability
Quantity: 1
This scroll bears the words of the 2nd 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 13, and any attack roll made with the spell uses a +5. 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.
Treasure item
Scroll of Branding Smite
Quantity: 1
This scroll bears the words of the 2nd 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 13, and any attack roll made with the spell uses a +5. 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.
Treasure item
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.
Treasure item
Wand of the War Mage
Quantity: 1
This wyrmwood wand is straight as an arrow, marked with a flame- blackened tip that has been polished over. While wielding it, it grants you a +1 bonus to spell attacks for any druid, sorcerer, warlock, or wizard spell you cast, even if that spell does not have the use implement spell activity. It serves as a primal and arcane spellcasting implement.
Treasure item
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.
Treasure item
Heart of the Water Plane
Quantity: 1
While attuned to this item, you have resistance to cold damage. Whenever you would forcibly push a creature back, such as with shove, you can force that creature to make a DC 16 STR or DEX Save. On a failure, the creature is also knocked prone. This ability does not work if the creature is more than 1 size larger than you. At the end of each long rest, you may choose one of the following spells: Thunderwave, Blur, or Misty Step. You may cast the chosen spell once that day for its sacrifice effect. The spell uses your level for progression and has a 16 Save DC.
Ne0nWolf619
Ne0nWolf619
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Time Zone

CDT

Discord

stalkingwolf007

jay
Player 7 months 64 tables played
survived
visibility Sheet
EQUIPPED TREASURE
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Treasure item
Scroll of Shatter
Quantity: 1
This scroll bears the words of the 2nd 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 13, and any attack roll made with the spell uses a +5. 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.
Treasure item
Elemental Trap
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 an 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.
Treasure item
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.
Treasure item
Glacial Oil
Quantity: 1
This glass vial is icy to the touch, and contains a deep blue liquid. As a bonus action, the user can pour the contents onto a weapon of their choice, causing the weapon to deal 1d6 additional cold damage as the liquid freezes into an icy edge. If poured onto a ranged weapon, the liquid coats each piece of ammunition used, freezing as it is fired. This effect lasts for 1 minute.
Treasure item
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.
Treasure item
Cloak of Protection
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
Treasure item
Heart of the Fire Plane
Quantity: 1
While attuned to this item, you have resistance to fire damage. Whenever you deal fire damage, you may choose to treat a creature with fire resistance as though they didn't have it, and a creature with fire immunity as though it was resistant. At the end of each long rest, you may choose one of the following spells: Flame Blade, Fireball, or Heat Metal. You may cast the chosen spell once that day for its sacrifice effect. The spell uses your level for progression and has a 16 Save DC.
Lord DreadRaver(GM David)
Lord DreadRaver(GM David)
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Time Zone

EDT

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DM David C#0903

GM David
he/him GM 2 years 134 tables played 255 hosted 17 training sessions ran

Style

Old Grognard

Experience

Very Experienced

Old Grognard, meaning that I have seen many campaigns and systems in my time but I am not a curmudgeon! I love delving into dangerous dungeons almost as much as I love building and running them! Dedicated to supporting and encouraging people new to the hobby. We should all be here to have fun!
survived
visibility Sheet
EQUIPPED TREASURE
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Treasure item
# 458
Treasure item
# 1040
Treasure item
# 1206
Treasure item
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.
Treasure item
Mark of the Bethniru
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.
Treasure item
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.
Treasure item
Potion of Greater Healing
Quantity: 1
You regain 4d4 + 4 HP when you drink this potion. Drinking the potion requires a bonus action while feeding this potion to another requires an action.
Treasure item
+1 Shield
Quantity: 1
While wielding this shield, you have a +1 bonus to AC and attack rolls and damage done by the shield.
Treasure item
Cloak of Protection
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
Treasure item
Gauntlets of Ogre Power
Quantity: 1
Upon donning these gauntlets, you feel an intense rush of physical power. If your STR is 4 or lower, it becomes STR 5 while wearing and attuned to them. If your STR is 5 or higher, they have no effect.
Treasure item
Heart of the Fire Plane
Quantity: 1
While attuned to this item, you have resistance to fire damage. Whenever you deal fire damage, you may choose to treat a creature with fire resistance as though they didn't have it, and a creature with fire immunity as though it was resistant. At the end of each long rest, you may choose one of the following spells: Flame Blade, Fireball, or Heat Metal. You may cast the chosen spell once that day for its sacrifice effect. The spell uses your level for progression and has a 16 Save DC.
Treasure item
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.
sastuart9423
sastuart9423
close

Time Zone

EDT

Discord

sstaurt9423

sastuart9423
Player 7 months 36 tables played
survived
visibility Sheet
EQUIPPED TREASURE
close
Treasure item
Elemental Trap
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 an 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.
Treasure item
Adamantine Chain Shirt
Quantity: 1
This chain shirt is reinforced with adamantine, one of the hardest metals on Asuwa. While you wear this armor, any critical hit made against you becomes a normal hit.
Treasure item
Cloak of Protection
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
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