DL 79 – Throne of the Dead Ember Knight

Ekeck Rha, Grom the Foul,
Deadventurer's League
2026-04-14


Finishing one adventure and heading right into another

Copyof and Dasyndra tagging along

  • Found 3 religious symbols ~100gp each (give or take)
  • 2 potions of healling 3 holy x 50, 2 setsa clerical vestments 75 gp each
  • Made their way out of cavern, fighting some zombies along the way
  • Came out in evening, congratulated by Castle Lord, went for dinner at Honeywell Inn
  • Met  Torvish Rundle: told them about Ember Knight blade said people after him – thugs
  • Snuck him out of Inn

Grom the Foul:

19

ARCANA (4)

23

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)

Ekeck Rha Path of the Giant Barbarian:

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.

4

HIT DICE (D4+2)
Ekeck Rha

6

HIT DICE (D4+2)
Ekeck Rha

18

DEATH SAVE (0)

Grom the Foul:

9
Healing

Touch
Cure Wounds
Grom the Foul

Ekeck Rha Path of the Giant Barbarian:

2

HIT DICE (D8+1)

7

HIT DICE (D8+1)

rolling {2D4+2}
{

(

1

+

4

)

+2

}

=

7
14

PERCEPTION (4)
Ekeck Rha

Grom the Foul:

16

INVESTIGATION (2)

Ekeck Rha Path of the Giant Barbarian:

15

PERCEPTION (4)
Ekeck Rha

7

PERCEPTION (4)
Ekeck Rha

11

DEXTERITY SAVE (0)
Ekeck Rha

Grom the Foul:

11

HISTORY (4)

Ekeck Rha Path of the Giant Barbarian:

2

PERCEPTION (1)

Grom the Foul:

13

PERCEPTION (4)
Grom the Foul

2
Force

120 feet
Magic Missile

5
Force

120 feet
Magic Missile

4
Force

120 feet
Magic Missile

Arcane Recovery
Class: Wizard
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

16

INITIATIVE (3)

Ekeck Rha Path of the Giant Barbarian:

19

INITIATIVE (0)
Ekeck Rha

10

INITIATIVE (2)

Grom the Foul:

9

INITIATIVE (1)
Grom the Foul

Ekeck Rha Path of the Giant Barbarian:

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.

11
Slashing

Grom the Foul:

3
Force

120 feet
Magic Missile

4
Force

120 feet
Magic Missile

3
Force

120 feet
Magic Missile

rolling {1D20+4}
{

(

13

)

+4

}

=

17
rolling {2D4+2}
{

(

4

+

2

)

+2

}

=

8
17

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)

Grom the Foul:

14
Slashing

Ekeck Rha Path of the Giant Barbarian:

24

5 ft.

3
bludgeoning

12

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 the Foul:

2
Force

120 feet
Magic Missile

5
Force

120 feet
Magic Missile

4
Force

120 feet
Magic Missile

7

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)

10

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)

8
Slashing

Grom the Foul:

rolling {1D20+4}
{

(

10

)

+4

}

=

14
rolling {2D4+2}
{

(

1

+

2

)

+2

}

=

5

Ekeck Rha Path of the Giant Barbarian:

9

5 ft.

6
bludgeoning

8

5 ft.

21

5 ft.

3
bludgeoning

4
bludgeoning

Ekeck Rha Path of the Giant Barbarian:

5

Talons (+3)

Ekeck Rha

Grom the Foul:

20

80/320

5
Piercing

rolling {1D20+4}
{

(

20

)

+4

}

=

24
rolling {2D4+2}
{

(

3

+

3

)

+2

}

=

8
17

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)

11
Slashing

Ekeck Rha Path of the Giant Barbarian:

16

5 ft.

4
bludgeoning

16

5 ft.

4
bludgeoning

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.

14
Slashing

Grom the Foul:

rolling 1d20
(

5

)

=

5
13

PERCEPTION (4)
Grom the Foul

Ekeck Rha Path of the Giant Barbarian:

rolling 1d100
(

86

)

=

86
rolling 1d100
(

34

)

=

34

Grom the Foul:

– 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.

For Description Only
Minor Illusion
illusion cantrip

Casting Time: 1 action
Range: 30 feet
Target: See text
Components:

S,
M (A bit of fleece)

Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
SPELL SAVE DC: 12

Ekeck Rha Path of the Giant Barbarian:

1

STEALTH (0)
Ekeck Rha

8

STEALTH (0)

Grom the Foul:

2
17
(Heavy Armor)

STEALTH (0)
Grom the Foul

Ekeck Rha Path of the Giant Barbarian:

16

STEALTH (0)
Ekeck Rha

4

STEALTH (0)

Grom the Foul:

9

STEALTH (3)

15

STEALTH (3)

Ekeck Rha Path of the Giant Barbarian:

1

STEALTH (0)
Ekeck Rha

15

STEALTH (0)
Ekeck Rha

Grom the Foul:

11
3
(Heavy Armor)

STEALTH (0)
Grom the Foul

Ekeck Rha Path of the Giant Barbarian:

2

STEALTH (0)

16

STEALTH (0)

Grom the Foul:

9

STEALTH (3)

15

STEALTH (3)

10

PERSUASION (0)

rolling 1d20
(

2

)

=

2
12

STEALTH (3)

8

STEALTH (3)

Ekeck Rha Path of the Giant Barbarian:

18

STEALTH (0)
Ekeck Rha

11

STEALTH (0)
Ekeck Rha

13

STEALTH (0)

19

STEALTH (0)

18

STEALTH (0)
Ekeck Rha

5

STEALTH (0)
Ekeck Rha

Ekeck Rha Path of the Giant Barbarian:

11

STEALTH (0)

6

STEALTH (0)

Grom the Foul:

rolling 1d20
(

14

)

=

14
14

STEALTH (3)

21

STEALTH (3)


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