DL 76 & 76.5 Curse of the Blood Moon

Ekeck Rha, Ke'vash, Grom the Foul,
Deadventurer's League
2026-03-07


Grom, Ekeck, and Ke’Vash meet the world and each other

March 7 and 14th, 2026

Rumors had begun spreading across the northern lands of Ska R’yth that the dreaded Blood Moon might rise again. Centuries ago a mad sorcerer twisted the moon crimson with otherworldly magic, driving beasts, druids, and even common folk into violent madness. Though heroes of the past ended that curse, signs now suggested a secretive circle of druids was attempting to recreate the ritual somewhere in the wilderness between the Lost Wish Mountains and the Great Northern Forest. If their work succeeded, the Blood Moon would rise once more—and madness would sweep the land again.

Unlikely Allies on the Road

Three adventurers found themselves drawn into the mystery:

  • Grom, a reborn Oathbreaker paladin wandering the world on an endless mission.
  • Ekeck Rah, an extravagant aarakocra barbarian adorned in jewelry and fine dress.
  • Ke’vash, a gnome warlock newly arrived in the world after falling through a planar rift, accompanied by a celestial sphinx patron.

Grom encountered the others while traveling north from Ska R’wyk, and before long the trio were forced into cooperation when the Blood Moon’s influence began revealing itself.

Madness on the Roads

As night fell, disturbing signs appeared. Ordinary travelers along the road had been driven into a violent frenzy by the growing lunar corruption. The party attempted to subdue the maddened villagers but were ultimately forced to kill them in self-defense—a grim reminder of what would happen to the wider world if the ritual succeeded.

Pressing onward, they approached a small settlement already under attack. Rabid gnolls, similarly affected by the moon’s corrupting influence, prowled the outskirts. The party ambushed the creatures and quickly dispatched them before entering the village.

The Village and Elfi

Inside the settlement they discovered chaos. A group of thugs and bandits had turned on one another under the Blood Moon’s influence. During the conflict the party aided Elfi, a halfling druid who had been investigating the strange corruption spreading through the region.

Recognizing the adventurers’ strength, Elfi guided them toward the likely source of the problem: an old castle ruin nearby where corrupted druids were rumored to be performing dark rituals.

Beneath the Castle

The second session focused on the party’s exploration of the castle’s underground chambers.

The group forced entry and navigated a series of dangerous rooms beneath the structure:

  • Animated Shrubs lashed out when disturbed in a shallow garden chamber after Grom tested the water.
  • A trap corridor triggered painful magical effects on everyone attempting to cross it.
  • A dangerous vine-filled chamber that could drown intruders was avoided after scouting.
  • Rusted grates blocking the tunnels were eventually torn free by Grom.

The party pushed deeper through fungal caverns where hostile creatures attacked. During this section, Elfi shared knowledge of an ancient magical technique known as rune magic—a system allowing weapons and armor to be enhanced through mystical runes. Several such runes were discovered, introducing a new magical system the party could experiment with.

Further tunnels held spiders and a dangerous ooze pool which the party avoided.

The Blood Moon Ritual

Eventually the adventurers reached the ritual chamber itself.

Inside, a corrupted druid and her summoned beasts—4 wolves and a blood hawk— were performing the dark rite that would keep the Blood Moon at its peak. The battle was fierce but brief as the party overwhelmed the defenders.

As the ritual collapsed, the chamber began to crumble. Elfi urgently directed the party to grab the magical runes powering the ritual before escaping.

During the chaotic escape the party also discovered a hidden ornate lockbox revealed by the collapsing stonework, containing a substantial stash of gold.

Ekeck Rha:

3

HIT DICE (D4+2)
Ekeck Rha

7

HIT DICE (D12+2)
Ekeck Rha

7

HIT DICE (D12+2)
Ekeck Rha

LANGUAGE PROFICIENCY

LANGUAGE PROFICIENCY

3

Cloud Strike
Ekeck Rha

Erdan Berevan, Phantom Rogue/ Fighter:

DC15
Wisdom Save


If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.
3

Cloud Strike
Ekeck Rha

Ship-‘Cy (Dustin):


Starting Gold
Roll 1:
80

Grom the Foul:

14

PERCEPTION (4)
Grom the Foul

Ekeck Rha Path of the Giant Barbarian:

11

PERCEPTION (4)
Ekeck Rha

11

ANIMAL HANDLING (4)
Ekeck Rha

Ship-‘Cy (Dustin):

3

HIT DICE (D8+1)
Ke’vash

5

HIT DICE (D8+1)
Ke’vash

Ekeck Rha Path of the Giant Barbarian:

4

INITIATIVE (0)
Ekeck Rha

Ship-‘Cy (Dustin):

16

INITIATIVE (3)
Ke’vash

Grom the Foul:

7

INITIATIVE (0)
Grom the Foul

Ship-‘Cy (Dustin):

8

MEDICINE (0)
Ke’vash

rolling 1d4
(

3

)

=

3
rolling 1d20
(

19

)

=

19
rolling 1d4
(

2

)

=

2
rolling 2d6
(

3

+

5

)

=

8
20

Ke’vash

Grom the Foul:

– Dreadful Aspect
Grom the Foul :
As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

Ekeck Rha Path of the Giant Barbarian:

17

WISDOM SAVE (2)
Ekeck Rha

20

STRENGTH (3)
Ekeck Rha

rolling 1d20
(

12

)

=

12

Ship-‘Cy (Dustin):

rolling 1d20
(

19

)

=

19
13

STRENGTH (-1)
Ke’vash

Burst of Ingenuity (2/Day). Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll.

Grom the Foul:

13

Greatsword (+6)

Grom the Foul

14
Slashing

Ekeck Rha Path of the Giant Barbarian:

9

Handaxe (+5)

Ekeck Rha

14

Ekeck Rha

3

Ship-‘Cy (Dustin):

9

STRENGTH (-1)
Ke’vash

Ke’vash:

5

STRENGTH (-1)
Ke’vash

Grom the Foul:

9

INSIGHT (4)
Grom the Foul

22

Greatsword (+6)

Grom the Foul

13
Slashing

Ekeck Rha Path of the Giant Barbarian:

20

Glaive (+5)

Ekeck Rha

9
Slashing

Ke’vash:

17

DEXTERITY (3)
Ke’vash

Ekeck Rha Path of the Giant Barbarian:

14

PERCEPTION (4)
Ekeck Rha

rolling 1d4
(

2

)

=

2

Grom the Foul:

11

PERCEPTION (4)
Grom the Foul

Ekeck Rha Path of the Giant Barbarian:

16

PERCEPTION (4)
Ekeck Rha

Ke’vash:

18

PERCEPTION (0)
Ke’vash

rolling 1d20
(

12

)

=

12

Grom the Foul:

4

NATURE (-3)
Grom the Foul

Ke’vash:

11

HISTORY (0)
Ke’vash

rolling 1d20
(

4

)

=

4

Ekeck Rha Path of the Giant Barbarian:

20

STEALTH (0)
Ekeck Rha

Grom the Foul:

1
6
(Heavy Armor)

STEALTH (0)
Grom the Foul

Ke’vash:

25

120 feet
Ke’vash

3
Force

rolling 1d6
(

6

)

=

6
7

NATURE (0)
Ke’vash

Grom the Foul:

17

NATURE (-3)
Grom the Foul

Ke’vash:

rolling 1d20
(

1

)

=

1

Ekeck Rha Path of the Giant Barbarian:

0

NATURE (-1)
Ekeck Rha

6

INITIATIVE (0)
Ekeck Rha

Ke’vash:

12

INITIATIVE (3)
Ke’vash

Grom the Foul:

12

INITIATIVE (0)
Grom the Foul

Ke’vash:

20

STEALTH (5)
Ke’vash

19

120 feet
Ke’vash

21

120 feet
Ke’vash

11
Force

rolling 1d6
(

5

)

=

5

Grom the Foul:

5

100/400
Grom the Foul

Ekeck Rha Path of the Giant Barbarian:

9

Handaxe (+5)

Ekeck Rha

25

Ekeck Rha

2

Ke’vash:

rolling 1d12
(

7

)

=

7
rolling 1d6
(

2

)

=

2

Grom the Foul:

21

Greatsword (+6)

Grom the Foul

24

Greatsword (+6)

Grom the Foul

7
Slashing

rolling 1d6
(

6

)

=

6
rolling 1d6
(

5

)

=

5

Ekeck Rha Path of the Giant Barbarian:

16

Glaive (+5)

Ekeck Rha

4
Slashing

Ke’vash:

rolling 1d12
(

5

)

=

5
rolling 1d6
(

2

)

=

2

Grom the Foul:

9

Greatsword (+6)

Grom the Foul

19

Greatsword (+6)

Grom the Foul

12
Slashing

Ke’vash:

Healing Light
Ke’vash Class: Celestial
At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

rolling 2d6
(

1

+

6

)

=

7

Ekeck Rha Path of the Giant Barbarian:

8

Ekeck Rha

9

INITIATIVE (0)
Ekeck Rha

Ke’vash:

20

INITIATIVE (3)
Ke’vash

Grom the Foul:

7

INITIATIVE (0)
Grom the Foul

Ke’vash:

13

INSIGHT (2)
Ke’vash

rolling 1d4
(

4

)

=

4
17

120 feet
Ke’vash

8
Force

rolling 1d6
(

3

)

=

3

Ekeck Rha Path of the Giant Barbarian:

DC15
Wisdom Save


If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.
1
Thunder

Cloud Strike
Ekeck Rha

13

Glaive (+5)

Ekeck Rha

11
Slashing

Grom the Foul:

15

[Death’s Poker [Greatsword]](~-OeNBssAAKUe8R5s_TXo|repeating_attack_-On9j-UYuB4Q6Vrnja3q_attack_dmg) (+6)

Grom the Foul

11
Slashing

Ke’vash:

12

120 feet
Ke’vash

8
Force

rolling 1d6
(

1

)

=

1

Ekeck Rha Path of the Giant Barbarian:

13

INSIGHT (2)
Ekeck Rha

Grom the Foul:

8

HIT DICE (D10+2)
Grom the Foul

Session 76.5

Ship-‘Cy (Dustin):

For Description Only
Light
evocation cantrip

Casting Time: 1 action
Range: Touch
Target: One object that is no larger than 10 feet in any dimension
Components:

V,

M (A firefly or phosphorescent moss)

Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
SPELL SAVE DC: 14

Ekeck Rha Path of the Giant Barbarian:

20

PERCEPTION (4)
Ekeck Rha

Ship-‘Cy (Dustin):

18

Thieves Tools (5)
Ke’vash

rolling 1d4
(

1

)

=

1
14

PERCEPTION (0)
Ke’vash

rolling 1d4
(

1

)

=

1
rolling 1d20
(

3

)

=

3
rolling 1d4
(

1

)

=

1

Ship-‘Cy (Dustin):

18

PERCEPTION (0)
Ke’vash

3

PERCEPTION (0)
Ke’vash

rolling 1d4
(

4

)

=

4

Ekeck Rha Path of the Giant Barbarian:

20

PERCEPTION (4)
Ekeck Rha

14

INITIATIVE (0)
Ekeck Rha

Ship-‘Cy (Dustin):

16

INITIATIVE (3)
Ke’vash

Grom the Foul:

18

INITIATIVE (0)
Grom the Foul

25

Grom the Foul

8
Slashing

Shield of Faith
abjuration 1

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

V,
S,
M (A small parchment with a bit of holy text written on it)
Duration: Concentration Up to 10 minutes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
SPELL SAVE DC: 0

Ke’vash:

8

120 feet
Ke’vash

Ekeck Rha Path of the Giant Barbarian:

16

Handaxe (+5)

Ekeck Rha

9
Slashing

13

Handaxe (+5)

Ekeck Rha

10

Handaxe (+5)

Ekeck Rha

9
Slashing

Grom the Foul:

15

Grom the Foul

12

Grom the Foul

13
Slashing

Ke’vash:

25

120 feet
Ke’vash

11
Force

Ekeck Rha Path of the Giant Barbarian:

21

PERCEPTION (4)
Ekeck Rha

Ke’vash:

14

DEXTERITY SAVE (3)
Ke’vash

12

120 feet
Ke’vash

13

PERCEPTION (0)
Ke’vash

18

ARCANA (0)
Ke’vash

rolling 1d20
(

6

)

=

6

Ekeck Rha Path of the Giant Barbarian:

Danger Sense
Ekeck Rha Class: lvl 2 Barbarian
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Grom the Foul:

2

DEXTERITY SAVE (0)
Grom the Foul

Ekeck Rha Path of the Giant Barbarian:

7

DEXTERITY SAVE (0)
Ekeck Rha

2

DEXTERITY SAVE (0)
Ekeck Rha

Grom the Foul:

11

WISDOM SAVE (4)
Grom the Foul

15

WISDOM SAVE (4)
Grom the Foul

Ke’vash:

21

INVESTIGATION (2)
Ke’vash

rolling 1d4
(

1

)

=

1
rolling 1d20
(

9

)

=

9
17

PERCEPTION (0)
Ke’vash

rolling 1d4
(

3

)

=

3

Ekeck Rha Path of the Giant Barbarian:

19

PERCEPTION (4)
Ekeck Rha

6

ATHLETICS (3)
Ekeck Rha

Grom the Foul:

20

ATHLETICS (6)
Grom the Foul

Ekeck Rha Path of the Giant Barbarian:

17

PERCEPTION (4)
Ekeck Rha

Ke’vash:

rolling 1d20
(

19

)

=

19
rolling 1d4
(

2

)

=

2
rolling 1d20
(

13

)

=

13
rolling 1d4
(

2

)

=

2
20

INITIATIVE (3)
Ke’vash

Ekeck Rha Path of the Giant Barbarian:

20

INITIATIVE (0)
Ekeck Rha

Grom the Foul:

9

INITIATIVE (0)
Grom the Foul

Ekeck Rha Path of the Giant Barbarian:

22

Glaive (+5)

Ekeck Rha

12
Slashing

Ke’vash:

24

120 feet
Ke’vash

11
Force

rolling 1d6
(

1

)

=

1

Grom the Foul:

12

Grom the Foul

8
Slashing

rolling 1d6
(

1

)

=

1
For Description Only
Searing Smite
evocation 1

Casting Time: 1 bonus action
Range: Self
Components:

V

Duration: Concentration up to 1 minute
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.

At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above 1st.
SPELL SAVE DC: 14

Ekeck Rha Path of the Giant Barbarian:

10

Glaive (+5)

Ekeck Rha

19

Glaive (+5)

Ekeck Rha

10
Slashing

Ke’vash:

13

120 feet
Ke’vash

6
Force

rolling 1d6
(

6

)

=

6

Grom the Foul:

rolling 1d6
(

1

)

=

1
26

Grom the Foul

23

Grom the Foul

9
Slashing

Ekeck Rha Path of the Giant Barbarian:

17

Glaive (+5)

Ekeck Rha

12
Slashing

DC15
Wisdom Save


If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.
1
Thunder

Cloud Strike
Ekeck Rha

Grom the Foul:

rolling 2d4
(

1

+

4

)

=

5
14

PERCEPTION (4)
Grom the Foul

Ke’vash:

rolling 1d20
(

8

)

=

8
rolling 1d4
(

3

)

=

3
14

PERCEPTION (0)
Ke’vash

12

INVESTIGATION (2)
Ke’vash

12

INITIATIVE (3)
Ke’vash

Grom the Foul:

13

INITIATIVE (0)
Grom the Foul

Ekeck Rha Path of the Giant Barbarian:

18

INITIATIVE (0)
Ekeck Rha

20

CONSTITUTION SAVE (4)
Ekeck Rha

7

Handaxe (+5)

Ekeck Rha

22

Handaxe (+5)

Ekeck Rha

5
Slashing

Grom the Foul:

21

Grom the Foul

8
Slashing

9

PERCEPTION (4)
Grom the Foul

Ke’vash:

5

HIT DICE (D8+1)
Ke’vash

Ekeck Rha Path of the Giant Barbarian:

14

HIT DICE (D12+2)
Ekeck Rha

Ke’vash:

rolling 2d8
(

3

+

3

)

=

6
rolling 1d20
(

7

)

=

7
rolling 1d4
(

3

)

=

3

Grom the Foul:

3

100/400
Grom the Foul

8

100/400
Grom the Foul

Ke’vash:

8

120 feet
Ke’vash

22

120 feet
Ke’vash

8
Force

19

INITIATIVE (3)
Ke’vash

Ekeck Rha Path of the Giant Barbarian:

3

INITIATIVE (0)
Ekeck Rha

Grom the Foul:

13

INITIATIVE (0)
Grom the Foul

Ke’vash:

26

120 feet
Ke’vash

13
Force

rolling 1d6
(

6

)

=

6

Ekeck Rha Path of the Giant Barbarian:

6

Handaxe (+5)

Ekeck Rha

Grom the Foul:

18

Grom the Foul

10
Slashing

Ekeck Rha Path of the Giant Barbarian:

7

STRENGTH (3)
Ekeck Rha

Grom the Foul:

12

STRENGTH (4)
Grom the Foul

Ke’vash:

15

STRENGTH (-1)
Ke’vash

Ekeck Rha Path of the Giant Barbarian:

Danger Sense
Ekeck Rha Class: lvl 2 Barbarian
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Ke’vash:

rolling 1d20
(

7

)

=

7

Dungeon Viewer:Entangle

1 Conjuration

Casting Time: 1 action

Range: 90 feet

Target: A point within range

Components: V S

Dungeon Viewer:Duration: Up to 1 minute

Classes: Druid, Ranger

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

Ke’vash:

rolling 1d20
(

4

)

=

4

Ekeck Rha Path of the Giant Barbarian:

14

STRENGTH SAVE (5)
Ekeck Rha

Ke’vash:

9

120 feat
Ke’vash

Lucky
Ke’vash Feat:
Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.

Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.

Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.

8

120 feat
Ke’vash

rolling 1d20
(

8

)

=

8

Ekeck Rha Path of the Giant Barbarian:

7

Glaive (+5)

Ekeck Rha

11

Glaive (+5)

Ekeck Rha

Grom the Foul:

8

Grom the Foul

Ke’vash:

11

120 feet
Ke’vash

13

120 feet
Ke’vash

11
Force

rolling 1d6
(

2

)

=

2
Healing Light
Ke’vash Class: Celestial
At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

rolling 2d6
(

4

+

6

)

=

10

Ekeck Rha Path of the Giant Barbarian:

13

Glaive (+5)

Ekeck Rha

23

Glaive (+5)

Ekeck Rha

12
Slashing

rolling 1d12
(

3

)

=

3

Grom the Foul:

23

Grom the Foul

21

Grom the Foul

Ke’vash:

24

120 feet
Ke’vash

13

120 feet
Ke’vash

10
Force

rolling 1d6
(

5

)

=

5

Ekeck Rha Path of the Giant Barbarian:

10

Glaive (+5)

Ekeck Rha

Grom the Foul:

20

Touch
Grom the Foul

14

Touch
Grom the Foul

rolling 4d10
(

10

+

2

+

3

+

1

)

=

16

Ekeck Rha Path of the Giant Barbarian:

15

Glaive (+5)

Ekeck Rha

Grom the Foul:

18

Grom the Foul

8
Slashing

Ekeck Rha Path of the Giant Barbarian:

9
Slashing

Grom the Foul:

4

DEXTERITY SAVE (0)
Grom the Foul

Ke’vash:

17

DEXTERITY (3)
Ke’vash

Ekeck Rha Path of the Giant Barbarian:

11

DEXTERITY SAVE (0)
Ekeck Rha

Ke’vash:

15

DEXTERITY (3)
Ke’vash

Ekeck Rha Path of the Giant Barbarian:

13

STRENGTH (3)
Ekeck Rha


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