DL 82 – A Hard Day’s Work

Ekeck Rha, Grom the Foul,
Deadventurer's League
2026-05-23


Continues The Sword of the Ember Knight

  • Copyof and Dasyndra are along to help
  • Tripped Goblin noise (warning) trap
  • Fought goblins
  • moved rubble
  • fought Gricks
  • Dasyndra died a bunch.

Grom:

21

NATURE (2)

ekeck rha:

14

SURVIVAL (4)
Ekeck Rha

Grom:

23

PERCEPTION (4)
Grom the Foul

14

HISTORY (-3)
Grom the Foul

rolling {1D8+4}
{

(

3

)

+4

}

=

7
rolling 1d8
(

5

)

=

5

ekeck rha:

1

HISTORY (-1)
Ekeck Rha

16

INITIATIVE (0)
Ekeck Rha

Grom:

11

INITIATIVE (1)
Grom the Foul

18

INITIATIVE (3)

ekeck rha:

6

INITIATIVE (2)

Grom:

rolling {2D4+2}
{

(

4

+

2

)

+2

}

=

8
rolling {2D4+2}
{

(

4

+

2

)

+2

}

=

8
5

PERCEPTION (3)

ekeck rha:

25

Ekeck Rha


shines with dim light on command, colour changes with mood, whispers.

GRAZE If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll.(3) This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

12
Slashing

Grom:

rolling {1D20+4}
{

(

14

)

+4

}

=

18
rolling {2D4+2}
{

(

3

+

1

)

+2

}

=

6
21

Grom the Foul


Rune of Fearsome:
◦ on Critical Hit the target becomes frightened / no save
◦ once per day reduce damage by 1d6

Rune of Forceful:
◦ +1 initiative when wielding the weapon it’s attached to
◦ damage on same target increase by +1 with consecutive hits (stacks)

rolling 1d6
(

1

)

=

1
12

Grom the Foul


Rune of Fearsome:
◦ on Critical Hit the target becomes frightened / no save
◦ once per day reduce damage by 1d6

Rune of Forceful:
◦ +1 initiative when wielding the weapon it’s attached to
◦ damage on same target increase by +1 with consecutive hits (stacks)

rolling {1D20+4}
{

(

8

)

+4

}

=

12

ekeck rha:

5

short bow (+4)

rolling 1d4
(

2

)

=

2

Grom:

23

80/320

7
Piercing

ekeck rha:

8

MEDICINE (2)
Ekeck Rha

Grom:

16

PERCEPTION (4)
Grom the Foul

Knowledge From a Past Life
Grom the Foul Racial: Reborn
You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

ekeck rha:

7

MEDICINE (1)

Grom:

3

DEATH SAVE (0)
Grom the Foul

18

PERCEPTION (4)
Grom the Foul

ekeck rha:

16

PERCEPTION (4)
Ekeck Rha

13

Ekeck Rha


shines with dim light on command, colour changes with mood, whispers.

GRAZE If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll.(3) This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

19

Ekeck Rha


shines with dim light on command, colour changes with mood, whispers.

GRAZE If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll.(3) This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

13
Slashing

Grom:

9

PERCEPTION (4)
Grom the Foul

ekeck rha:

20

PERCEPTION (4)
Ekeck Rha

17

PERCEPTION (4)
Ekeck Rha

Grom:

19

PERCEPTION (4)
Grom the Foul

ekeck rha:

rolling 1d20
(

5

)

=

5

Grom:

20

Grom the Foul


Rune of Fearsome:
◦ on Critical Hit the target becomes frightened / no save
◦ once per day reduce damage by 1d6

Rune of Forceful:
◦ +1 initiative when wielding the weapon it’s attached to
◦ damage on same target increase by +1 with consecutive hits (stacks)

13
Slashing

ekeck rha:

13

MEDICINE (1)

22

Ekeck Rha


VEX If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

6
Slashing


Gaining a personality

21

PERCEPTION (4)
Ekeck Rha

Grom:

rolling {2D8+4}
{

(

6

+

5

)

+4

}

=

15
11

HIT DICE (D10+2)
Grom the Foul

7

HIT DICE (D6+2)

ekeck rha:

7

HIT DICE (D8+1)

Grom:

8

PERCEPTION (4)
Grom the Foul

ekeck rha:

3

CONSTITUTION (2)
Ekeck Rha

Grom:

8

PERCEPTION (4)
Grom the Foul

Knowledge From a Past Life
Grom the Foul Racial: Reborn
You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

rolling 1d6
(

2

)

=

2
9

RELIGION (-3)
Grom the Foul

ekeck rha:

8

RELIGION (-1)
Ekeck Rha

15

PERCEPTION (4)
Ekeck Rha

14

STRENGTH (3)
Ekeck Rha

Grom:

Mage Hand
conjuration cantrip

Casting Time: 1 action
Range: 30 feet
Target: A point you choose within range
Components:

V,
S

Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.
SPELL SAVE DC: 12

ekeck rha:

23

PERCEPTION (4)
Ekeck Rha

Grom:

rolling 1d20
(

16

)

=

16
Gun Savant
Class: School of Black Powder
When you select this school at 2nd level, you gain proficiency with simple firearms and with the musket (see the Adventuring Gear chapter for details on these weapons). When attacking with firearms, you can use your Intelligence modifier, instead of Dexterity, for the attack and damage rolls. You can use a firearm as a spellcasting focus. In addition, you gain proficiency with alchemist’s supplies or gunsmith’s tools (your choice).

21

INTELLIGENCE (2)

ekeck rha:

22

ATHLETICS (2)

Grom:

10

ATHLETICS (6)
Grom the Foul

rolling 1d6
(

3

)

=

3
– Control Undead
Grom the Foul :
As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.

rolling 1d20
(

15

)

=

15

ekeck rha:

6

INITIATIVE (0)
Ekeck Rha

Grom:

2

INITIATIVE (1)
Grom the Foul

ekeck rha:

9

INITIATIVE (2)

Grom:

10

INITIATIVE (3)

4
Force

120 feet
Magic Missile

2
Force

120 feet
Magic Missile

2
Force

120 feet
Magic Missile

ekeck rha:

23

20/60

5
Piercing

6

INITIATIVE (0)
Ekeck Rha

8

INITIATIVE (2)

Grom:

17

INITIATIVE (1)
Grom the Foul

23

INITIATIVE (3)

10

HISTORY (4)

14

HISTORY (-3)
Grom the Foul

Web
conjuration 2

Casting Time: 1 action
Range: 60 feet
Target: A point of your choice within range
Components:

V,
S,
M (A bit of spiderweb)
Duration: Concentration Up to 1 hour
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
SPELL SAVE DC: 12

7

100/400
Grom the Foul

ekeck rha:

10

5 ft.

11

Ekeck Rha


shines with dim light on command, colour changes with mood, whispers.

GRAZE If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll.(3) This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

19

Ekeck Rha


shines with dim light on command, colour changes with mood, whispers.

GRAZE If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll.(3) This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

10
Slashing

rolling 1d4
(

1

)

=

1

Grom:

2
Force

120 feet
Magic Missile

2
Force

120 feet
Magic Missile

2
Force

120 feet
Magic Missile

5

100/400
Grom the Foul

ekeck rha:

12

5 ft.

20

5 ft.

3
bludgeoning

22

Ekeck Rha


shines with dim light on command, colour changes with mood, whispers.

GRAZE If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll.(3) This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

15

Ekeck Rha


shines with dim light on command, colour changes with mood, whispers.

GRAZE If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll.(3) This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

7
Slashing

Grom:

10

20/60

Dagger (+5)

21

100/400
Grom the Foul

7

100/400
Grom the Foul

5
Piercing

rolling 1d6
(

2

)

=

2

ekeck rha:

5

5 ft.

11

20/60

Dagger (+4)

5

5 ft.

20

Ekeck Rha


shines with dim light on command, colour changes with mood, whispers.

GRAZE If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll.(3) This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

7
Slashing

Grom:

7

DEATH SAVE (0)

12

100/400
Grom the Foul

ekeck rha:

24

5 ft.

6
bludgeoning

22

5 ft.

6
bludgeoning

22

MEDICINE (2)
Ekeck Rha

rolling 1d6
(

3

)

=

3


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