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Double Treasure Event Level 7:

The Call Below F3

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May 8th, 2026, 10:00PM UTC

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BEGINS IN

01 d 15 h 05 m 44 s

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 9 months 74 tables played 120 hosted 2 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

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View GM

Notes

Game Master Notes
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Long ago, the archmage Pharzama vanished beneath the earth, and with him went his wealth, his secrets, and the truth of what was buried in the dark below his ruined tomb. Generations of looters have stripped the upper halls, scholars whisper of deeper vaults, and every few years someone hears the same rumor: that something still waits in the lowest level, sealed away and calling for those desperate, foolish, or curious enough to answer.


Now that call has reached you.


Whether it comes as a dream, a promise, a plea, or a whisper only you can hear, it draws you toward the black stone entrance of Pharzama’s Tomb and the long descent beneath it. Somewhere on the bottom floor lies the thing you came for—an artifact, a truth, a lost soul, or something far stranger—but the path downward is broken, sealed, and guarded by dead hands that still remember their duty. To reach it, you will have to press deeper through looted crypts, ancient prison-wards, and forgotten halls where old magic still clings to the walls and the dungeon seems to wake a little more with every step.


Bring light. Bring steel. Bring companions you trust. The dark below Pharzama’s tomb does not give up its secrets freely, and whatever is calling you from the bottom is not the only thing waiting there.


You made it past the sentinels, traps, and puzzles of the two previous floors, are you able to find your way deeper into this tomb and recover the answers you seek?

#Advanced
#Imaginative
#Lighthearted
#Dungeon Crawl
#Exploration
#Fantasy
#Heavy Combat
#Puzzles
#Survival

Test your mettle and give your all because the stakes are DOUBLED. Double Treasure awaits all who play and survive. Rally your party, sharpen your swords, and prepare for an unforgettable journey.

Created by NestingCrowe

Players (3/6)

Fornsworn69
Fornsworn69
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Time Zone

MDT

Location

El paso, tx

Discord

forsworn69

Eric
he/him Player 11 months 124 tables played
Active Duty Army
visibility Sheet
EQUIPPED TREASURE
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swords This hero hasn't equipped any treasure for this session
Zeldazonk45
Zeldazonk45
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Time Zone

MDT

Discord

zeldazonk45

Zeldazonk
she/her Player 11 months 71 tables played
visibility Sheet
EQUIPPED TREASURE
close
swords This hero hasn't equipped any treasure for this session
Corissa
Corissa
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Time Zone

EDT

Discord

corissa13

Jo Vazquez
she/her Player 1 year 265 tables played
63 yo retired
visibility Sheet
EQUIPPED TREASURE
close
Treasure item
# 2862
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
Wind Fan
Quantity: 1
This fan has 3 charges. While holding this fan, you can use an action to cat the gust of wind spell (save DC 13) from it. You can spend 3 charges to sacrifice and cast the gust of wind spell (with the same DC). The fan regains any spent charges after you finish a Long rest.
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
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.
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