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Custom Content Level 6 (Legends Week):

The Sunken Lunar Tower: The Drowned Echo

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August 6th, 2026, 9:00PM UTC

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Archived in Table History

Level

6

Players

3 - 6

computer VTT: Roll20
4 hours $18 80XP
Jynn
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Time Zone

PDT

Location

Seattle

Discord

Jynn#4445

Jynn
she/her Admin, GM, Player 3 years 335 tables played 155 hosted 405 training sessions ran

Style

I don't just run a game. I want to tell a story by painting a vivid picture in your mind's EYE while filling every moment of the adventure with ENERGY!

Experience

N/A

I am the Principal/Art Director of the design firm Dept of Energy. Be genuine to yourself and do what you love, all with a killer soundtrack playing in the background.
description

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Notes

Game Master Notes
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Deep in the Deathless Marshes, the legendary Lunar Tower from the Dawn Age known as The Spire of Selen’dar has pierced the sludge for the first time in millennia—but it is already sinking back into the dark. You must race into this collapsing "Ghost Tower" to find, and reinforce the Core Shard, a moonstone power-source that has maintained the region’s spiritual balance for eons. If the encroaching Seethe corruption reaches the Shard first, the crystal's pure lunar energy will be corrupted, detonating a psychic wave of madness across the province. Descending beneath the murky surface, you will find an elven sanctum that is now a "Drowned Echo" of its former glory, guarded by Amalgamates—grotesque fusions of swamp predators and ancient elven sentinel armor. You must secure the Shard from the tower’s heart before the Spire completes its final descent, or you too will become a Drowned Echo lost within the suffocating silt.

#Fast-paced
#Serious
#Tactical
#Heavy Combat
#Horror
#Puzzles
#Story
#Survival

This is a custom content adventure, available for hero levels 5-7. This can be any DnD 5e adventure, chosen by the GM. Check the GM Notes for details. In this Legends Week special edition, all survivors will be awarded with double treasure!

Created by Jynn

Players (3/6)

MAHMOOD
MAHMOOD
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Time Zone

PDT

Discord

mahmood4180

MAHMOOD
Player 1 month 14 tables played
survived
visibility Sheet
EQUIPPED TREASURE
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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.
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
Ring of Swimming
Quantity: 1
While wearing the ring, you have a swim SPD of 8.
Treasure item
Necklace of Adaptation
Quantity: 1
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saves against harmful gasses and vapors (such as cloudkill and stinking cloud spells, inhaled poisons, and some breath weapons).
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.
DrinkyCrow
DrinkyCrow
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Time Zone

CDT

Discord

drinkycrow0375

DrinkyCrow
Player 4 months 17 tables played
survived
visibility Sheet
EQUIPPED TREASURE
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Treasure item
Masterwork Hide 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
Helm of the Linguist
Quantity: 1
While wearing this help, you can spend 10 minutes to cast the comprehend languages spell from it at will and without sacrificing the spell.
Treasure item
Reviving Salt
Quantity: 1
This tiny vial has a cloudy liquid that turns to salt and a pungent vapor when broken. As a bonus action you can break the vial and hold tit to the nose of a creature within your reach. If that creature is currently dying and not stable, the vapor makes the creature stable. If that creature is conscious, or dying but stable, the vial has no effect, though it smells shockingly pungent. After breaking the vial, at the end of your turn, the alchemical agents of the vial become inert and useless.
Treasure item
Rime Vial
Quantity: 1
Cold to the touch, this blue vial contains primordial liquid ice. The glass breaks when thrown at a creature or object, releasing its icy liquid. As an action, you can throw this vial up to 30 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the rime vial as an improvised weapon. The target takes 1d6 cold damage on a hit and must make a DC 10 Constitution saving throw. On a failed save, it suffers a -2 square penalty to all of its Speeds and has disadvantage on attacks and Strength and Dexterity ability checks until the end of its next turn.
Treasure item
Cloak of the Manta Ray
Quantity: 1
The outside of this cloak resembles the body of a large ray. While wearing this cloak, you can breathe underwater and have a swim SPD of 8 squares.
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.
Lord DreadRaver(GM David)
Lord DreadRaver(GM David)
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Time Zone

EDT

Discord

DM David C#0903

GM David
he/him GM 3 years 158 tables played 262 hosted 17 training sessions ran

Style

Old Grognard

Experience

Very Experienced

Old Grognard, meaning that I have seen many campaigns and systems in my time but I am not a curmudgeon! I love delving into dangerous dungeons almost as much as I love building and running them! Dedicated to supporting and encouraging people new to the hobby. We should all be here to have fun!
survived
visibility Sheet
EQUIPPED TREASURE
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Treasure item
# 730
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
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
Elven Chain
Quantity: 1
You gain a +1 bonus to AC while you wear this chain shirt. You are considered proficient with this armor even if you lack proficiency with medium armor.
Treasure item
Cloak of Protection
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
Treasure item
Cloak of the Manta Ray
Quantity: 1
The outside of this cloak resembles the body of a large ray. While wearing this cloak, you can breathe underwater and have a swim SPD of 8 squares.
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.
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