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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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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

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nestingcrowe

Roll20

NestingCrowe

NestingCrowe
he/him GM, Player 9 months 74 tables played 122 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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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 (6/6)

Fornsworn69
Fornsworn69
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Time Zone

MDT

Location

El paso, tx

Discord

forsworn69

Eric
he/him Player 12 months 125 tables played
Active Duty Army
survived
visibility Sheet
EQUIPPED TREASURE
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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 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
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.
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.
Zeldazonk45
Zeldazonk45
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Time Zone

MDT

Discord

zeldazonk45

Zeldazonk
she/her Player 11 months 72 tables played
survived
visibility Sheet
EQUIPPED TREASURE
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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
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
Glacial Oil
Quantity: 1
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
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.
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
# 2862
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
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
Whistling Blade
Quantity: 1
You may use a bonus action to throw this +1 scimitar in the air, causing it to whistle a sustained note as it hovers in place. When you do so, the sword flies up to 6 squares and attacks a target of your choice within 1 square of it. The sword uses your melee attack bonus when attacking, and uses your ability score modifier for damage rolls. While hovering, you may spend another bonus action to have the sword move another 6 squares and attack a target within 1 square of it. If the sword is ever more than 6 squares away from you, it stops hovering and falls to the ground.
Treasure item
Wand of Secrets
Quantity: 1
This wand has 3 charges. It can be used as an arcane, divine, or primal spellcasting implement. While holding it, you can use an action to expend 1 of its charges, and if a secret door or a trap is within 6 squares of you, the wand pulses and points at the one nearest you. The wand regains expended charges daily at dawn.
Treasure item
Potion of Climbing
Quantity: 1
When you drink this potion, you game a climb Speed equal to your Speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks made to climb. Drinking this potion requires a bonus action, while feeding this potion to another requires an action.
Treasure item
Potion of Greater Healing
Quantity: 1
You regain 4d4 + 4 HP 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 Fog Cloud
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 Fire Shield
Quantity: 1
This scroll bears the words of the 4th-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
Lute of Life
Quantity: 1
The strings of this lute glow with a faint golden radiance. The instrument’s body is adorned with the symbols of Enlightenment. This is a favorite magical instrument of more pious bards. This instrument can be used as a bardic spellcasting implement, and a bard attuned to this instrument knows the following spells: cure wounds, healing word, and spare the dying.
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
Glacial Oil
Quantity: 1
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
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
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
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.
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
Cloak of Protection
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
Treasure item
Scroll of Darkvision
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.
gaylord29
gaylord29
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Time Zone

EDT

Discord

gaylord29

gaylord29
Player 1 year 30 tables played
survived
visibility Sheet
EQUIPPED TREASURE
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Treasure item
Scroll of Blight
Quantity: 1
This scroll bears the words of the 4th-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
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
Bracer of Letting Die
Quantity: 1
This single bracer, intricately carved of bone, has an inscription engraved just under the wrist. "... and Let Die" While attuned, once per short rest when you deal damage with an attack, you can use your reaction to deal half that damage (rounded down) to another creature you can see within 6 squares. When paired with the Bracer of Living, both items count as a single attuned item. Additionally, when paired, the distance of both abilities extends to 12 squares, and both abilities can be used as a single reaction with separate targets.
Treasure item
Bracer of Living
Quantity: 1
This single bracer, intricately carved of bone, has an inscription engraved just under the wrist. "To Live..." While attuned, once per short rest when you deal damage with an attack, you can use your reaction to grant half of that attack's damage as temp hp (rounded down) to a creature you can see within 6 squares. This temp hp expires on a short rest. When paired with the Bracer of Letting Die, both items count as a single attuned item. Additionally, when paired, the distance of both abilities extends to 12 squares, and both abilities can be used as a single reaction with separate targets.
Cuddlyhippo
Cuddlyhippo
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Time Zone

EDT

Location

Allentown

Discord

cuddlyhippo

Kelly K
she/her Player 1 year 234 tables played
survived
visibility Sheet
EQUIPPED TREASURE
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Treasure item
# 2914
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
Potion of Invulnerability
Quantity: 1
As an action you can consume this thick, metallic liquid. For 1 Minute, you have resistance to all damage.
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.
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
+1 Studded Leather Armor
Quantity: 1
This finely crafted studded leather armor grants you a +1 bonus to AC.
Treasure item
Bag of Tricks (Tan)
Quantity: 1
This seemingly ordinary bag is made of tan 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-jackel; 2-ape; 3-baboon; 4-axe beak; 5-black bear; 6-giant weasel; 7-giant hyena; 8-tiger 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
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.
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