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.


March 07, 2026 3:45PMEkeck Rha:
March 07, 2026 4:29PMErdan Berevan, Phantom Rogue/ Fighter:
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.
March 07, 2026 7:51PMShip-‘Cy (Dustin):
Starting Gold
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March 07, 2026 7:52PMGrom the Foul:
March 07, 2026 7:52PMEkeck Rha Path of the Giant Barbarian:
March 07, 2026 8:15PMShip-‘Cy (Dustin):
March 07, 2026 8:16PMEkeck Rha Path of the Giant Barbarian:
March 07, 2026 8:16PMShip-‘Cy (Dustin):
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March 07, 2026 8:16PMGrom the Foul:
March 07, 2026 8:24PMShip-‘Cy (Dustin):
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March 07, 2026 8:34PMGrom the Foul:
March 07, 2026 8:34PMEkeck Rha Path of the Giant Barbarian:
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March 07, 2026 8:47PMShip-‘Cy (Dustin):
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March 07, 2026 9:02PMShip-‘Cy (Dustin):
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March 07, 2026 9:03PMKe’vash:
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March 07, 2026 9:05PMGrom the Foul:
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March 07, 2026 9:12PMKe’vash:
March 07, 2026 9:16PMEkeck Rha Path of the Giant Barbarian:
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March 07, 2026 9:26PMGrom the Foul:
March 07, 2026 9:26PMEkeck Rha Path of the Giant Barbarian:
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March 07, 2026 9:26PMKe’vash:
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March 07, 2026 9:29PMGrom the Foul:
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March 07, 2026 9:29PMKe’vash:
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March 07, 2026 9:49PMEkeck Rha Path of the Giant Barbarian:
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March 07, 2026 9:49PMGrom the Foul:
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March 07, 2026 9:53PMGrom the Foul:
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March 07, 2026 9:53PMKe’vash:
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March 07, 2026 9:53PMEkeck Rha Path of the Giant Barbarian:
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March 07, 2026 9:54PMKe’vash:
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March 07, 2026 9:54PMGrom the Foul:
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March 07, 2026 10:00PMKe’vash:
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March 07, 2026 10:11PMKe’vash:
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March 07, 2026 10:20PMKe’vash:
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March 07, 2026 10:23PMKe’vash:
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.
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March 07, 2026 10:46PMKe’vash:
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March 07, 2026 10:46PMGrom the Foul:
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March 07, 2026 10:50PMKe’vash:
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March 07, 2026 10:59PMEkeck Rha Path of the Giant Barbarian:
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.
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March 07, 2026 11:03PMGrom the Foul:
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March 07, 2026 11:12PMEkeck Rha Path of the Giant Barbarian:
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March 07, 2026 11:14PMGrom the Foul:
Session 76.5
March 14, 2026 7:47PMShip-‘Cy (Dustin):
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March 14, 2026 7:48PMEkeck Rha Path of the Giant Barbarian:
March 14, 2026 7:50PMShip-‘Cy (Dustin):
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March 14, 2026 7:59PMShip-‘Cy (Dustin):
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March 14, 2026 8:03PMEkeck Rha Path of the Giant Barbarian:
March 14, 2026 8:05PMShip-‘Cy (Dustin):
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March 14, 2026 8:05PMGrom the Foul:
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March 14, 2026 8:22PMEkeck Rha Path of the Giant Barbarian:
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March 14, 2026 8:25PMKe’vash:
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March 14, 2026 8:30PMEkeck Rha Path of the Giant Barbarian:
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March 14, 2026 8:30PMGrom the Foul:
March 14, 2026 8:30PMEkeck Rha Path of the Giant Barbarian:
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March 14, 2026 8:32PMGrom the Foul:
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March 14, 2026 8:37PMKe’vash:
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March 14, 2026 8:49PMEkeck Rha Path of the Giant Barbarian:
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March 14, 2026 8:53PMGrom the Foul:
March 14, 2026 9:02PMEkeck Rha Path of the Giant Barbarian:
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March 14, 2026 9:06PMKe’vash:
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March 14, 2026 9:09PMEkeck Rha Path of the Giant Barbarian:
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March 14, 2026 9:09PMGrom the Foul:
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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.
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March 14, 2026 9:24PMGrom the Foul:
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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.
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March 14, 2026 9:32PMGrom the Foul:
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March 14, 2026 9:51PMKe’vash:
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March 14, 2026 10:10PMGrom the Foul:
March 14, 2026 10:11PMEkeck Rha Path of the Giant Barbarian:
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March 14, 2026 10:26PMKe’vash:
March 14, 2026 10:27PMEkeck Rha Path of the Giant Barbarian:
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March 14, 2026 10:27PMKe’vash:
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March 14, 2026 10:45PMEkeck Rha Path of the Giant Barbarian:
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March 14, 2026 10:46PMGrom the Foul:
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March 14, 2026 10:58PMEkeck Rha Path of the Giant Barbarian:
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March 14, 2026 10:58PMGrom the Foul:
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March 14, 2026 10:58PMKe’vash:
March 14, 2026 10:58PMEkeck Rha Path of the Giant Barbarian:
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March 14, 2026 10:59PMKe’vash:
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March 14, 2026 11:00PMDungeon Viewer:Entangle
March 14, 2026 11:00PMDungeon Viewer:Duration: Up to 1 minute
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March 14, 2026 11:01PMKe’vash:
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March 14, 2026 11:03PMEkeck Rha Path of the Giant Barbarian:
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.
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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.
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March 14, 2026 11:31PMGrom the Foul:
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March 14, 2026 11:33PMEkeck Rha Path of the Giant Barbarian:
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March 14, 2026 11:35PMGrom the Foul:
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March 14, 2026 11:35PMKe’vash:
March 14, 2026 11:35PMEkeck Rha Path of the Giant Barbarian:
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March 14, 2026 11:35PMKe’vash:
March 14, 2026 11:36PMEkeck Rha Path of the Giant Barbarian:
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