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Custom Content Level 7:

The Wind-Taker's Due

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March 5th, 2026, 12:00AM UTC

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Archived in Table History

Level

7

Players

3 - 6

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

CDT

Location

Texas

Discord

nestingcrowe

Roll20

NestingCrowe

NestingCrowe
he/him GM, Player 7 months 59 tables played 98 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

View GM

Notes

Game Master Notes
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For generations, the river-city of Vellharbor has been famous for its impossible luck: ships glide through storms that smash every other coast, thunder breaks wide around its cliffs, and the lightning towers atop its walls blaze on schedule like obedient stars. The city calls it mastery. The old folk call it something else—a bargain. Three nights ago the bargain stopped feeling like protection and started feeling like a warning. Lightning struck with intent, crawling along metal to find specific doors and windows. Thunder rolled through streets like a living thing. And high above the harbor, a vast shape turns inside the clouds—circling, waiting, and drawing closer with every ringing peal. The city is offering coin and titles to anyone who can “fix the weather,” but the truth is simpler and far more frightening: the Wind-Taker has come to collect what he is owed.

#Advanced
#Imaginative
#Exploration
#Fantasy
#Investigation
#Politics
#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 NestingCrowe

Players (4/6)

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
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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
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 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 Vicious Mockery
Quantity: 1
This scroll bears the words of the minor 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 Unseen Servant
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 Honeyed Tongue
Quantity: 1
This scroll bears the words of the minor 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 Hideous Laughter
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
+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
+1 Breastplate
Quantity: 1
This finely crafted breastplate grants you a +1 bonus to AC.
Treasure item
Cloak of Protection
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
Treasure item
Spectacles of Investigation
Quantity: 1
While wearing these spectacles, you can examine nearby items with a greater degree of clarity. You have advantage on Investigation checks that rely on sight while searching an area or studying an object within 1 square of you.
Chiieff66
Chiieff66
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Time Zone

CDT

Discord

cheif66.

Chiieff66
Player 6 months 189 tables played
survived
visibility Sheet
EQUIPPED TREASURE
close
Treasure item
Ring of the Strategist
Quantity: 1
Requires attunement by a spellcaster. This golden ring is topped by a crosshair, in the center of which is a small,hovering singularity. The ring has 3 charges, and regains all charges on a long rest. While attuned, when you cast a spell, you may choose to expend a charge to teleport up to 6 squares before casting the spell.
Treasure item
Adamantine Breastplate
Quantity: 1
This breastplate 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
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
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
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
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.
ChainZ
ChainZ
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Time Zone

CDT

Discord

tattedads3653391

ChainZ
Player 7 months 170 tables played
survived
visibility Sheet
EQUIPPED TREASURE
close
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
Luckstone
Quantity: 1
This bezoars from a goat grants the creature bearing it and attuned to it +1 LF when you finish a Long rest.
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
Cloak of Protection
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
Ne0nWolf619
Ne0nWolf619
close

Time Zone

CDT

Discord

stalkingwolf007

jay
Player 7 months 64 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
Wave Piercer
Quantity: 1
This Arrow was created in collaboration between Sterck Artificers and Zvin-Quinun Mystics in an effort to create weapons capable of combating the new found threats of the Void. Though difficult to create, they utilize jumpstone and strange methods of planar attunement to forcefully sever the bonds of invading entities. This arrow returns to your quiver on a hit on a miss, and has 3 uses. A creature damaged by this arrow takes an additional 4d4 cold damage. If the creatures is from another Plane, it instead takes 4d10 cold damage. On the third use, the arrow shatters after dealing its damage.
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: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
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.
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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