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Custom Content Level 1 - Part 2:

A Poke in the Eye, Eh?

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December 10th, 2024, 2:00AM UTC

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Archived in Table History

Level

1

Players

3 - 6

computer VTT: Discord Roll20 Hybrid (stream audio/visual enhancements)
3 hours $13 5XP
Lord DreadRaver(GM David) close

Time Zone

EST

GM David
he/him GM 1 year 62 tables played 106 hosted

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!

Very Experienced

description

View GM

Notes

Game Master Notes close

"A Poke in the Eye, Eh?" is a challenging adventure that will test the party's skills in infiltration, combat, and magic. It offers a unique and exciting opportunity to work for a powerful and influential organization and to earn a substantial reward for their efforts. Learn about the most advanced applications of jumpstone-powered alchemy, and its consequences for the Moonstone Empire.

#Imaginative
#Heist
#Puzzles
#Swashbuckling

This is a level 1 custom content adventure. This can be any L1 5e adventure, chosen by the GM. Check the GM Notes for details.

Created by Lord DreadRaver AKA GM David

Players (5/6)

Mike407
Mike407 close

Time Zone

PST

Michael
he/him Player, GM 2 weeks 23 tables played 22 hosted

Style

N/A

Experience

N/A

survived
visibility Sheet
ON-CHAIN EQUIPMENT close
Quantity: 1
This scroll bears the words of the 1st-level spell listed above written in a mystical cipher. If the spell is on your class spell list, or it is a spell that you could normally cast, you can read the scroll and cast the spell without the need for a spellcasting implement. Otherwise, the scroll is unintelligible. 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.
Quantity: 1
This scroll bears the words of the 1st-level spell listed above written in a mystical cipher. If the spell is on your class spell list, or it is a spell that you could normally cast, you can read the scroll and cast the spell without the need for a spellcasting implement. Otherwise, the scroll is unintelligible. 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.
Quantity: 2
This wand can be used as an arcane spellcasting implement. This wand has 3 charges. While holding it, you can use a focused action to expend 1 or more of its chargers to cast the magic missile spell (as a 1st-level caster). With 1 charge you can cast the spell normally; if you expend 3 charges, you can cast the spell as its sacrifice effect. The wand regains any spent charges after you finish a daily rest.
Quantity: 1
While wearing these boots, your SPD becomes 6, unless your SPD is higher, and that score is not reduced when you’re encumbered or wearing heavy armor. Additionally, you can jump three times the normal distance, though you can’t jump farther than your remaining SPD would allow.
Narukam1i
Narukam1i close

Time Zone

CST

Jesse
he/him Player 3 weeks 7 tables played
survived
visibility Sheet
ON-CHAIN EQUIPMENT close
Quantity: 1
When you drink this potion, you gain resistance to one type of damage for 1 hour. A roll of a d10 determines the type of damage: 1 Acid; 2 Cold; 3 Fire; 4 Force; 5 Lightning; 6 Necrotic; 7 Poison; 8 Psychic; 9 Radiant; 10 Thunder.
Quantity: 1
While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Athletics checks made to climb or swim.
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.
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.
Oggigi
Oggigi close

Time Zone

CST

Oggigi
Player 3 weeks 17 tables played
survived
visibility Sheet
ON-CHAIN EQUIPMENT close
Quantity: 1
This scroll bears the words of the 1st-level spell listed above written in a mystical cipher. If the spell is on your class spell list, or it is a spell that you could normally cast, you can read the scroll and cast the spell without the need for a spellcasting implement. Otherwise, the scroll is unintelligible. 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.
Quantity: 1
This scroll bears the words of the 1st-mastery spell listed, written in a mystical cipher. If the spell is on your class spell list, or it is a spell you could normally cast, you can read the scroll and cast it without needing a spellcasting implement. You can cast it normally or as its sacrifice effect. Otherwise, the scroll is unintelligible. 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.
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.
Gh0stvsshad0w
Gh0stvsshad0w close

Time Zone

HST

Gh0stvsshad0w
he/him Player 2 weeks 5 tables played
survived
visibility Sheet
ON-CHAIN EQUIPMENT close
Quantity: 1
You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of similar ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains its potency until it afflicts a creature, or 1 minute, at which point the poison dries or becomes useless.
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.
Quantity: 1
This scroll bears the words of the 1st-level spell listed above written in a mystical cipher. If the spell is on your class spell list, or it is a spell that you could normally cast, you can read the scroll and cast the spell without the need for a spellcasting implement. Otherwise, the scroll is unintelligible. 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.
Quantity: 1
This scroll bears the words of the cantrip listed above written in a mystical cipher. If the spell is on your class spell list, or it is a spell that you could normally cast, you can read the scroll and cast the spell without the need for a spellcasting implement. Otherwise, the scroll is unintelligible. 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.
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.
Quantity: 1
Once per day, this weapon can be activated by its wielder as a bonus action. When activated, the next attack the wielder makes with this weapon before the end of their turn gains a +1 bonus to attack and damage rolls.
Quantity: 1
Once per day, this weapon can be activated by its wielder as a bonus action. When activated, the next attack the wielder makes with this weapon before the end of their turn gains a +1 bonus to attack and damage rolls.
GruntGaming11B
GruntGaming11B close

Time Zone

CST

GruntGaming11B
Player 3 weeks 17 tables played
survived
visibility Sheet
ON-CHAIN EQUIPMENT close
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.
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.
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.
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