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Custom Content Level 4:

BAR FIGHT 4, LANKURON DRIFT!!!!!

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May 6th, 2026, 11:00PM UTC

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Archived in Table History

Level

4

Players

3 - 6

computer VTT: Roll20
2 hours $13 20XP
Alt_Patrick
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Time Zone

EDT

Location

Somewhere near America’s Capital

Discord

Patrick , the Mobile Monkey#0201

Patrick Kcirtap
he/him GM, Player 3 years 121 tables played 63 hosted 0 training sessions ran

Style

Beginner-friendly, fair but firm, old-skool dangerous. ‘They’re more guidelines than rules’

Experience

Very Experienced

Rolled my first D20 in 1979. Never really stopped. Played through the Satanic Panic, the Lorraine Williams Years, the 3e Renaissance, the Great Legal Blunder of ‘07, the 5e Renaissance, yadda yadda yadda

Very Experienced

description

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Notes

Game Master Notes
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So you're a bit tired of the hustle and bustle of the Lankuron docks. One too many gritty taverns and grimy brawls amongst the wharf rats got you down? Well, head on down to South Harbor! The less developed side of Lankuron Bay is more laid back, where coconut palms sway in the fresh breeze off the ocean and the pace is more laid back than the city proper. Come have a drink at the Sea Breeze! This ocean-side taverna has a lovely patio overlooking the harbor, beautiful waitstaff, strong cocktails, delicious local fish cooked to order, and ... vampires?

#Imaginative
#Intermediate
#Lighthearted
#Sandbox
#Theater of the Mind
#Comedy
#Fantasy
#Hack-n-Slash
#Heavy Combat
#Heavy Roleplay
#Story
#Swashbuckling

This is a custom content adventure, available for hero levels 3-5. This can be any DnD 5e adventure, chosen by the GM. Check the GM Notes for details.

Created by Alt_Patrick

Players (4/6)

Cuddlyhippo
Cuddlyhippo
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Time Zone

EDT

Location

Allentown

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cuddlyhippo

Kelly K
she/her Player 1 year 234 tables played
survived
visibility Sheet
EQUIPPED TREASURE
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Treasure item
# 2752
Treasure item
Potion of Polarity
Quantity: 1
This golden liquid settles on the top of the bottle, rather than the bottom. When consumed as an action, you gently float up to the nearest ceiling, and treat it as if it was the ground for 10 minutes. Once the effect ends, you fall towards the ground. If consumed while outdoors, you float up at a rate of 30 squares per minute for 10 minutes.
Treasure item
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.
Treasure item
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.
Treasure item
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.
Treasure item
Hat of Disguise
Quantity: 1
While wearing this hat, you can use an action to cast disguise self on yourself at will. Once per day, you can cast that spell and sacrifice it, but after you do, you can’t cast disguise self from the hat again until you finish your Long rest. In either case, the spell’s duration ends if the hat is removed.
Treasure item
Helmet of the Hovering Cloud
Quantity: 1
This helmet is cold and slick to the touch, as though it is perpetually wet. While wearing the helmet, you are followed by a small rain cloud that constantly hovers just above your head and fills you with a slight sense of glumness. The helmet has 5 charges and regains 1d4 charges per day. For 2 charges, you can cast Create or Destroy Water as the cloud begins to rain or absorbs the targeted water. For 3 charges you can cast Shatter as a boom of thunder erupts from the cloud. For 4 charges, you can cast Lightning Bolt as a bolt of lightning shoots from the cloud. All spells cast from the helmet have a Spell Save DC of 15, are cast at their base level if progressive, and may be casted for their sacrifice or normal effect.
Treasure item
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.
Corissa
Corissa
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Time Zone

EDT

Discord

corissa13

Jo Vazquez
she/her Player 1 year 267 tables played
63 yo retired
survived
visibility Sheet
EQUIPPED TREASURE
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Treasure item
# 2820
Treasure item
Potion of Polarity
Quantity: 1
This golden liquid settles on the top of the bottle, rather than the bottom. When consumed as an action, you gently float up to the nearest ceiling, and treat it as if it was the ground for 10 minutes. Once the effect ends, you fall towards the ground. If consumed while outdoors, you float up at a rate of 30 squares per minute for 10 minutes.
Treasure item
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.
Treasure item
Robe of Flame
Quantity: 1
This silk robe embroidered with a flame motif must be attuned and worn before you can activate it. It can’t be activated if worn under or over any armor. You can activate it as an action, at which point you become engulfed in flame. While engulfed, you can’t benefit from invisibility or concealment but are immune to fire damage. Furthermore, an adjacent creature that touches or makes a melee attack against you takes 1d4 fire damage. This effect lasts for one minute or until you end it with a bonus action. Once activated, it can’t be activated again until you finish a long rest.
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
Bag of Tricks (Gray)
Quantity: 1
This seemingly ordinary bag is made of gray 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-weasel; 2-giant rat; 3-badger; 4-boar; 5-panther; 6-giant badger; 7-dire wolf; 8-giant elk). 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.
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
Order of the Moon Invitation
Quantity: 2
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
Decanter of Endless Water
Quantity: 1
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: “Stream” produces 1 gallon of water. “Fountain” produces 5 gallons of water. “Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Potterfan
Potterfan
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Time Zone

CDT

Discord

potterfan1967

Potterfan
Player 9 months 60 tables played
survived
visibility Sheet
EQUIPPED TREASURE
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Treasure item
# 2898
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
Thunderstone
Quantity: 1
This spongy stone is infused with trapped aether. When it hits something hard, the stone explodes, releasing a thunderclap. As an action, you can throw this stone up to 20 feet. When it hits a hard object or a creature, it explodes. Make a ranged attack against a target or a 5-foot space within range (the space has an AC of 5), treating the thunderstone as an improvised weapon. On a hit, a creature or object takes 1d6 thunder damage, and all creatures within a 10-foot sphere centered on the target must succeed a DC 10 Constitution saving throw or become deafened for 1 minute. On a miss, the stone has no effect and becomes inert.
Treasure item
Masterwork Dragon Sticks
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.
Treasure item
Masterwork Dragonfly Darts
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.
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.
jdmarksjr
jdmarksjr
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Time Zone

EDT

Discord

workjob101

Roll20

jeffrey m.

jdmarksjr
he/him Player 1 year 11 tables played
survived
visibility Sheet
EQUIPPED TREASURE
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Treasure item
# 2821
Treasure item
Masterwork Chain Shirt 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.
Treasure item
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.
Treasure item
Boots of Elvenkind
Quantity: 1
While wearing these boots, your steps make no sound, regardless of the type of terrain you are traversing. You also have advantage on Stealth checks that rely on moving silently.
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