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Custom Content Level 7:

The Dead Marsh

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March 6th, 2026, 12:00AM UTC

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Archived in Table History

Level

7

Players

3 - 6

computer VTT: Roll20
4 hours $18 160XP
CavemanDave
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Time Zone

PDT

Location

Los Angeles

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la_ravager#0

Dan
GM, Player 1 year 165 tables played 159 hosted 24 training sessions ran

Style

Focused on Fun and entertaining.

Experience

Experienced

Sportbike rider from Los Angeles. Love the canyons and track days. Gamer since the Atari 2600.

Experienced

description

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Notes

Game Master Notes
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You were on a ship bound for the Lawless coast when you were caught in a storm. The debris washed up on a sandy bank. Jungle and a sense of unease greet you as you wake. Can you survive the Dead Marsh?

#Advanced
#Serious
#Tactical
#Gritty Fantasy
#Heavy Combat
#Survival

This is a custom content adventure, available for hero levels 6-8. This can be any DnD 5e adventure, chosen by the GM. Check the GM Notes for details.

Created by CavemanDave

Players (6/6)

AcridBrute
AcridBrute
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Time Zone

CDT

Discord

acridbrute

AcridBrute
Player 10 months 240 tables played
survived
visibility Sheet
EQUIPPED TREASURE
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Treasure item
Potion of Healing
Quantity: 3
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.
Treasure item
Glamoured Studded Leather
Quantity: 1
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
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
Sword of Embers
Quantity: 1
This otherwise plain iron longsword radiates a gentle heat, a dull glow emanating from arcane runes inscribed along it's center. As a bonus action, the sword can be flourished in the air, causing the runes to glow like a torch and providing 2 squares of bright light and 2 squares of dim light until extinguished. When in combat, each swing causes the runes to sputter flames and sparks, dealing an extra 1d4 fire damage to the target per hit.
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 Air Plane
Quantity: 1
While attuned to this item, you gain resistance to lightning damage. When you hit a creature, you may use a reaction to surround them with the silencing wind of the Air Plane. The creature must succeed a DC 16 WIS Save, or be surrounded by this effect until the end of its next turn. While under the effect, the creature is deafened, is immune to thunder damage, and cannot use the incant spell activity. This ability requires concentration as though concentrating on a spell and can be used an amount of times per day equal to your PRO. At the end of each long rest, you may choose one of the following spells: Fly, Silence, or Lightning Lash. 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.
ChainZ
ChainZ
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Time Zone

CDT

Discord

tattedads3653391

ChainZ
Player 7 months 170 tables played
survived
visibility Sheet
EQUIPPED TREASURE
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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
Potion of Fire Breath
Quantity: 1
The red liquid in this vial constantly bubbles when sealed but settles when opened. After drinking it, you gain a breath weapon for the next 1d8 rounds. As a bonus action, you can spit out a 6-square cone once per round. The breath weapon deals 2d10 fire damage to those within the area who fail a DC 13 DEX save and half of much damage to those who succeed the save
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
Adamantine Half Plate
Quantity: 1
This Half Plate 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
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.
Treasure item
Goggles of Night
Quantity: 1
While wearing these goggles, you possess darkvision 12 squares. If you already have darkvision, it extends the range of that darkvision by 12 squares.
MommaC
MommaC
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Time Zone

EDT

Discord

tdmdrama

MommaC
Player 5 months 41 tables played
survived
visibility Sheet
EQUIPPED TREASURE
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Treasure item
Headband of Intellect
Quantity: 1
Your thoughts and reasoning become clearer when you wear and attune to this headband. If your INT is 4 or lower, it becomes INT 5 while wearing and attuned to it. If your INT is 5 or higher, they have no effect.
Treasure item
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.
Treasure item
Glacial Oil
Quantity: 2
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
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.
Treasure item
Scroll of Detect Disease and Poison
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
Heart of the Earth Plane
Quantity: 1
While attuned to this item, you gain advantage on skill checks to grapple or shove, and are immune to being knocked prone. On your turn, you may use a bonus action to activate one of the following 2 abilities. Whenever you activate an ability, it replaces the currently active one. 1. Metallic Enhancement - You gain a bonus to AC equal to your PRO. While doing so, you can only make one attack per turn, cannot cast or concentrate on spells, and cannot gain a fly SPD. Additionally, your SPD becomes 2, you have disadvanatage on DEX saves, and your melee attacks deal an additional 1d6 bludgeoning damage. This ability cannot be activated if you have used multiple attacks on your turn. 2. Crystalline Enhancement - You take a - PRO penalty to your AC. Any creature that hits you with a melee attack takes 2d8 piercing damage and has their SPD reduced by 2. Additionally, you may use your reaction to add your PRO to any STR, DEX, or CON save you make. Finally, at the end of each long rest, you may choose one of the following spells: Ironwood Skin, Spike Growth, or Enlarge. 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
Immovable Rod
Quantity: 1
This flat iron, 3-foot-long rod has a button on one end. You can use a bonus action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses a bonus action to push the button again, the rod does not move, even if it’s defying gravity. The rod can hold up to 8,000 lbs. of weight. More weight causes the rod to deactivate and fall. A creature can use an action and make a DC 30 Athletics check to move a rod. On a success, it moves the rod 1 square.
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.
Jinto
Jinto
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Time Zone

EDT

Discord

ghinto

Jinto
Player 12 months 310 tables played
survived
visibility Sheet
EQUIPPED TREASURE
close
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.
Treasure item
Broom of Flying
Quantity: 1
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
Treasure item
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.
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.
Night Wolf
Night Wolf
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Time Zone

EDT

Discord

thelonenightwolf

Fenrir
Player 11 months 125 tables played
survived
visibility Sheet
EQUIPPED TREASURE
close
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
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.
Treasure item
Dust of Sneezing and Choking
Quantity: 1
This small metal snuffbox contains dark and coarse dust. You can use an action to throw this dust in a 6-square cone. Every creature in the cone must make a DC 13 CON save or become unable to breathe as it starts sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating for 1 minute. If it is conscious, a creature can repeat the save at the end of each of its turns, ending the effect on a save. Undead and constructs are immune to this effect, as are creatures that don’t breathe or are immune to poison. Creatures resistant to poison damage gain a +2 bonus on saves against this effect.
Treasure item
Scroll of Detect Magic
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 Faerie Vexation
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 Find Steed
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 Flame Blade
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
Vial of the Alchemist
Quantity: 1
This mix of magic and alchemy facilitates the quick creation of multiple alchemical explosives. The vial has 3 charges. Using an action, manipulating the vial on the top of the flask, and spending 1 charge, you can create one of the following alchemical items: a vial of alchemist fire, a bottled lightning, a rime vial, or a vial of acid. Once created, that alchemical item lasts until the end of the session, at which point it crumbles to dust. Any used charges are regained at the end of the session.
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
Fragmented Axe
Quantity: 1
This +1 onyx battleaxe is made up of many fragments that magically stick together. The axe has 4 charges, and regains 1d4 charges daily, as fragments of the axehead seem to reform. While attuned, on a hit, you may expend a charge to cause some of the fragments to explode, dealing an extra 2d8 piercing damage to the target, and 1d8 piercing damage to all other creatures aside from you and the target within 1 square. If at any point you run out of charges, the axe becomes a club, dealing 1d4 bludgeoning damage until it regains charges.
Treasure item
+1 Chain Shirt
Quantity: 1
This finely crafted chain shirt grants you a +1 bonus to AC.
Ne0nWolf619
Ne0nWolf619
close

Time Zone

CDT

Discord

stalkingwolf007

jay
Player 7 months 64 tables played
survived
visibility Sheet
EQUIPPED TREASURE
close
Treasure item
Glamoured Studded Leather
Quantity: 1
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Treasure item
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.
Treasure item
Scroll of Call Lightning
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.
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
Cloak of Protection
Quantity: 2
While you wear this cloak, you gain a +1 bonus to AC and saves.
Treasure item
+1 Rapier
Quantity: 1
You have a +1 bonus to attack and damage rolls made with this magic weapon
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