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Custom Content Level 2 (Legends Week):

Snowballs

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February 25th, 2026, 2:00AM UTC

in progress

Level

2

Players

3 - 6

computer VTT: Roll20
3 hours $15 5XP
Baldegl666
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Time Zone

PST

Location

Portland

Discord

Baldegl666#8784

Chris Durand
he/him Admin, GM, Player 2 years 163 tables played 578 hosted 450 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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Winter fun has begun, and what is better than a good old fashioned snowball fight, right? The heroes take a trip to a plush mountain resort village for a little R and R, but get sucked into a chilly contest of skill, accuracy, and tactics!! Aunt Agnes has left you some gift tokens to spend at the First Annual Winter Wolf Lodge Winter Festival!! Budget for your team as you head into a fierce competition with the Snowmen Snowballers!!


#Beginner
#Imaginative
#Intermediate
#Learn to Play
#Lighthearted
#Wacky
#Comedy
#Fantasy

This is a custom content adventure, available for hero levels 1-3. This can be any DnD 5e adventure, chosen by the GM. Check the GM Notes for details. In this Legends Week special edition, all survivors will be awarded with double treasure!

Created by Baldegl666

Players (5/6)

Vrakroth
Vrakroth
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Time Zone

EST

Discord

big_fella_2_1

Vrakroth
he/him Player 0 days 0 tables played
visibility Sheet
EQUIPPED TREASURE
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Masterwork Chain Mail 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.
Masterwork Light Crossbow
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.
polyfrate
polyfrate
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Time Zone

CST

Discord

polyfrate

polyfrate
he/him Player 0 days 0 tables played
visibility Sheet
EQUIPPED TREASURE
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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.
Masterwork Quarterstaff
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.
Qweerbait
Qweerbait
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Time Zone

CST

Discord

akafrann#0

Qweerbait
he/him Player 1 year 37 tables played
visibility Sheet
EQUIPPED TREASURE
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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.
Masterwork Longbow
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.
Cloak of Protection
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
Gem of Brightness
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.
stargirlnectar
stargirlnectar
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Time Zone

EST

Discord

stargirlnectar

Nyx Ravenstone
she/her Player 9 months 154 tables played
visibility Sheet
EQUIPPED TREASURE
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Cloak of Protection
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
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.
Masterwork Greataxe
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.
Chooch
Chooch
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Time Zone

EST

Location

Michigan

Discord

chooch_actual#0

Adam H
he/him GM, Player 2 years 91 tables played 20 hosted 0 tutorials ran

Style

Fun, lighthearted, & creativity encouraged!

Experience

Intermediate

Been playing D&D for almost 30 years, lifelong restaurant sentence, love cooking, gardening, and being out in nature. 3 cats, 1 dog
visibility Sheet
EQUIPPED TREASURE
close
Pipes of Haunting
Quantity: 1
You must be proficient with some wind instrument to both attune yourself to and use these pipes, and they can be used as a bardic spellcasting implement. The pipes have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 6 squares of you that hears you play must succeed a DC 15 WIS save or become frightened of you for 1 minute. If you wish, all creatures in the area that aren’t hostile toward you automatically succeed the save. A creature that fails the save can repeat it at the end of its turns, ending the effect on itself on a success. A creature that succeeds its save against these pipes is immune to its effect for 24 hours. The pipe regains any used charges when you finish a long rest.
Wand of Magic Missile
Quantity: 1
This wand can be used as an arcane spellcasting implement. This wand has 3 charges. While holding it, you can use an action to expend 1 or more of its chargers to cast the magic missile spell (as a 1st-level caster). With 1 charge you can cast the spell normally; if you expend 3 charges, you can cast the spell as its sacrifice effect. The wand regains any spent charges after you finish a Long rest.
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.
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.
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 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.
Mithral Breast Plate
Quantity: 1
While this breastplate is not magical, it is made with near weightless and flexible mithral, and can be worn under your clothes, hiding the fact that you are wearing armor.
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