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Custom Content Level 5:

High Seas Rescue

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January 12th, 2026, 1:00AM UTC

in progress

Level

5

Players

3 - 6

computer VTT: Roll20
3 hours $15 40XP
NestingCrowe
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Time Zone

CST

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nestingcrowe

NestingCrowe
he/him GM, Player 5 months 46 tables played 71 hosted 0 tutorials ran

Style

Nobledark/Gritty Fantasy, Exploration, Puzzles.

Experience

Very Experienced

Nobledark fantasy is all about overcoming the darkness despite all your flaws. The world may be corrupt and bleak but you CAN make a difference! Gritty is all about making morally ambiguous decisions and pushing your limits with tough but fair combats. I opt for in depth descriptions, visual aids, and if available ambient sounds that set the tone of where the party explores.

Very Experienced

description

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Notes

Game Master Notes
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A hush has fallen over Keir Port—not the cozy kind that means good business, but the tight-lipped kind that means someone powerful is terrified. A notorious pirate crew has a wealthy local figure on a hook, demanding a steep ransom… and they’re not threatening coin—they’re threatening whatever (or whoever) they’ve taken to make him pay. You’ve been hired to retrieve the leverage quietly and safely before the pirates make an example of it, the victim vanishes into the wake, or the port’s rumors catch fire and turn this into a public scandal. Track the pirates through back-alley informants, crooked dockhands, and storm-slick piers, then choose your approach: bargain, bluff, infiltrate, or hit hard—because once you find what the pirates are holding, getting it back is only half the job.

#Fast-paced
#Lighthearted
#Fantasy
#Hack-n-Slash
#Heavy Combat
#Survival
#Swashbuckling

This is a custom content adventure, available for hero levels 4-6. This can be any DnD 5e adventure, chosen by the GM. Check the GM Notes for details.

Created by NestingCrowe

Players (4/6)

Jinto
Jinto
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Time Zone

EST

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ghinto

Jinto
Player 9 months 264 tables played
visibility Sheet
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Cloak of Protection
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
Staff of Elemental Alchemy
Quantity: 1
This staff of ebony wood is made of 4 branches grown separately in each of the 4 elemental planes before being bound together as one. It has 6 charges, regains 1d4+1 charges on a long rest, and can be used as a + 1 spellcasting focus, giving a +1 bonus to Spell Attack Rolls and Spell Save DC's. While attuned, when you cast a spell that deals fire, cold, lightning, or bludgeoning damage using the staff, you can choose to expend a charge to change the damage type to another of the 4.
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.
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.
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.
AcridBrute
AcridBrute
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CST

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acridbrute

AcridBrute
Player 8 months 197 tables played
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Elemental Trap
Quantity: 2
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.
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.
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.
Tanglefoot Bag
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. 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.
+1 Studded Leather Armor
Quantity: 1
This finely crafted studded leather armor grants you a +1 bonus to AC.
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.
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.
Cloak of Protection
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
ChainZ
ChainZ
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CST

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tattedads3653391

ChainZ
Player 4 months 108 tables played
visibility Sheet
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Scroll of Shield of Faith
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.
Dust of Disappearance
Quantity: 1
This small packet contains a small amount of silvery dust, just enough for one use. You can use an action to throw this dust in the air, and when you do, both yourself and each creature or object within 2 squares of you become invisible for 2d4 minutes. The duration is the same for each creature; the dust is consumed when you use it. If a creature affected by the dust makes an attack roll, casts a spell, or activates a magic item, the duration ends for that creature.
Scroll of Fog Cloud
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.
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
Cloak of Protection
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
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.
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.
Eversmoking Bottle
Quantity: 1
Wisps of smoke leak from the lead-stoppered mouth of this brass bottle. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 12-square radius emanating from the bottle. The smoke creates an area that is heavily obscured. Each minute the bottle remains open and within the emanation, the radius of that emanation increases by 2 squares until it reaches a maximum radius of 24 squares. The smoke persists as long as the bottle is opened and even for 10 minutes after the stopper is replaced (also an action) unless its command word is spoken when the stopper is replaced, at which point all the smoke is sucked back into the bottle. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, while a strong wind (21 or more miles per hour) can do so after 1 round.
Potion of Water Breathing
Quantity: 1
After drinking this potion, you can breathe underwater for 1 hour.
Cuddlyhippo
Cuddlyhippo
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Time Zone

EST

Location

Allentown

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cuddlyhippo

Kelly K
she/her Player 9 months 162 tables played
visibility Sheet
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Bag of Tricks (Rust)
Quantity: 1
This seemingly ordinary bag is made of rust-colored 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-rat; 2-owl; 3-mastiff; 4-goat; 5-giant goat; 6-giant boar; 7-lion; 8-brown bear). 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.
Cloak of Protection
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
Potion of invisibility
Quantity: 1
This glass bottle appears to be empty, but if shaken, clearly sounds like it is full of liquid. A creature can use an action to consume the potion, gaining the effects of the invisibility spell for 1 hour, or until they make an attack, cast a spell, or activate a magic 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.
Scroll of Expedition Retreat
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.
Scroll of Haste
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.
Ioun Stone: Jumpstone Arrowhead
Quantity: 1
When you attune this stone, it orbits your head and confers its benefits on you. Even though it orbits your head, it has an uncanny ability to avoid other creatures attacking it or trying to snatch it, making such actions impossible. While the jumpstone arrowhead orbits your head, you gain +1 LF.
+1 Shield
Quantity: 1
While wielding this shield, you have a +1 bonus to AC and attack rolls and damage done by the shield.
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