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Custom Content Level 7:

Fireball Run - A Stargate: Asuwa Story

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May 7th, 2026, 11:00PM UTC

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Archived in Table History

Level

7

Players

3 - 6

computer VTT: Roll20
4 hours $18 160XP
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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The Lankuron chapter of the Order of the Moon has been investigating the strange machine discovered on the mysterious Isle of the Clouds in the Sargasso Sea for about a month. This device seems to be a portal to different realms of existence! It all seems to tie into the recent events in the north and the weakening of the barriers between Asuwa and other planes. Alvis Torth has need of brave adventurers willing to enter this machine’s shimmering silvery portal and discover what lies on the other side! Are you brave enough to boldly go where no Asuwan has gone before?

#Advanced
#Fast-paced
#Gritty
#Sandbox
#Serious
#Tactical
#Theater of the Mind
#Exploration
#Fantasy
#Gritty Fantasy
#Hack-n-Slash
#Heavy Combat
#Heavy Roleplay
#Horror
#Mystery
#Story
#Survival
#Swashbuckling

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 Alt_Patrick

Players (3/6)

ChainZ
ChainZ
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Time Zone

CDT

Discord

tattedads3653391

ChainZ
Player 8 months 209 tables played
survived
visibility Sheet
EQUIPPED TREASURE
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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
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
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.
Treasure item
+1 Half Plate
Quantity: 1
This finely crafted half plate 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.
Jinto
Jinto
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Time Zone

EDT

Discord

ghinto

Jinto
Player 1 year 348 tables played
survived
visibility Sheet
EQUIPPED TREASURE
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Treasure item
# 2833
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
Cloak of Protection
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
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
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
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.
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
# 2908
Treasure item
Cloak of Protection
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
Treasure item
Pearl of Power
Quantity: 1
While the pearl is on your person, as a reaction when you are about to sacrifice a 1st, 2nd, or 3rd Mastery spell, you can speak its command word to cast that spell’s sacrifice effect without sacrificing it. Once you use the pearl, it can’t be used again until you finish a long rest. Only a spellcaster who can cast 1st-mastery or great spells can attune this item, and you can only attune to one pearl of power.
Treasure item
Pipes of the Sewer
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 a high-pitched jaunty jig. When you do, you summon a swarm of rats who stay under your control for 1 minute or until the swarm is dispersed.
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
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
Scroll of Deprive Senses
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 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 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.
Treasure item
Scroll of Spare the Dying
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
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.
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