DL 77 – How Bazaar

Ekeck Rha, Grom the Foul,
Deadventurer's League
2026-03-29


  • Get to Skarwyk – there is a bazaar/craft fair thing
  • food, crafts, etc
  • Mae Lilydag selling baked goods, Caeteril and Carsmad Carsmith sell weapons/crafting
  • Browse and find best rune extractors
  • Get extractions done and runes applied to new items
  • Look into joining guild – get sent up to Neydisa Castle to look into missing Wizard
  • Arrive at Neydisa and head into cavern beneath Castle

Buzzy Loo (GM):Rune of Resonance

Weapon or Focus Rune Tier: T1–T2 hybrid

Effect: Once per turn when you deal damage or cast a spell: Deal +1d4 psychic damage

Inspiration Hook: When you grant Bardic Inspiration: The target also gains: +1d4 to their next damage roll

Ekeck Rha Path of the Giant Barbarian:

17

Ekeck Rha

rolling 1d100
(

31

)

=

31

Grom the Foul:

14

INSIGHT (4)
Grom the Foul

Ekeck Rha Path of the Giant Barbarian:

10

INSIGHT (2)
Ekeck Rha

Dungeon Viewer:brb sorryy

Ekeck Rha Path of the Giant Barbarian:

4
3

12

Ekeck Rha

5
1

23

Ekeck Rha

10
Slashing

Ekeck Rha Path of the Giant Barbarian:

10

INTIMIDATION (3)
Ekeck Rha

rolling 1d4
(

4

)

=

4
16

Ekeck Rha


colour change with mood

11

STEALTH (0)
Ekeck Rha

5

SLEIGHT OF HAND (0)
Ekeck Rha

rolling 1d8
(

6

)

=

6

Ekeck Rha Path of the Giant Barbarian:

21

Ekeck Rha


colour change with mood, whispers

7

SLEIGHT OF HAND (0)
Ekeck Rha

rolling 1d6
(

6

)

=

6
rolling 1d4
(

2

)

=

2
16

Ekeck Rha


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

11
Slashing

Grom the Foul:

17

INTIMIDATION (6)
Grom the Foul

rolling 1d4
(

2

)

=

2
11

SLEIGHT OF HAND (0)
Grom the Foul

rolling 1d8
(

8

)

=

8
rolling 1d6
(

6

)

=

6
rolling 1d4
(

1

)

=

1

Ekeck Rha Path of the Giant Barbarian:

14

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. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

Grom the Foul:

rolling 1d6
(

6

)

=

6
rolling 1d4
(

3

)

=

3

Ekeck Rha Path of the Giant Barbarian:

8

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.

rolling 1d6
(

2

)

=

2
rolling 1d8
(

4

)

=

4

Gaining a personality

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
Thunder

Cloud Strike
Ekeck Rha

24

Ekeck Rha

Ekeck Rha Path of the Giant Barbarian:

4
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.
4
Thunder

Cloud Strike
Ekeck Rha


Gaining a personality

3
1

Grom the Foul:

7

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

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 its attached to
– damage on same target increase by +1
with consecutive hits (stacks)

Ekeck Rha Path of the Giant Barbarian:

8

SURVIVAL (0)
Oldom/ Dellgrath

11

SURVIVAL (0)
Oldom/ Dellgrath

10

SURVIVAL (0)
Oldom/ Dellgrath

Dungeon Viewer:Party members who eat it gain: +5 temporary HP, Advantage on death saves for the next 24 hours

Grom the Foul:

12

RELIGION (3)

Ekeck Rha Path of the Giant Barbarian:

6

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.

Grom the Foul:

rolling 1d6
(

6

)

=

6

Ekeck Rha Path of the Giant Barbarian:

11

ATHLETICS (3)
Ekeck Rha

5

ATHLETICS (3)
Ekeck Rha

10

ATHLETICS (3)
Ekeck Rha

Grom the Foul:

12

Shovel +1 (+6)


◦ +1d4 radiant dam against undead
◦ emits faint light 10 ft
◦ first attack after long rest against living creatures will have disadvantage
◦ advantage against undead
◦ does not rust or decay

22

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 its attached to
◦ damage on same target increase by +1
with consecutive hits (stacks)

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)

Ekeck Rha Path of the Giant Barbarian:

19

INVESTIGATION (-1)
Ekeck Rha

18

PERSUASION (1)
Ekeck Rha

11

DEXTERITY SAVE (0)
Ekeck Rha

12

DEXTERITY SAVE (0)
Ekeck Rha

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.

6

RELIGION (-1)
Ekeck Rha

Ekeck Rha Path of the Giant Barbarian:

19

PERCEPTION (4)
Ekeck Rha

21

PERCEPTION (4)
Ekeck Rha

11

STRENGTH (3)
Ekeck Rha

8

PERCEPTION (4)
Ekeck Rha

Grom the Foul:

For Description Only
Detect Magic
divination 1

Casting Time: 1 action
Range: Self
Target: Self
Components:

V,
S

Duration: Concentration Up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
SPELL SAVE DC: 12

7

INVESTIGATION (2)

Ekeck Rha Path of the Giant Barbarian:

17

PERCEPTION (4)
Ekeck Rha

9

STRENGTH (3)
Ekeck Rha

8

PERCEPTION (4)
Ekeck Rha

2

INITIATIVE (0)
Ekeck Rha

Grom the Foul:

4

INITIATIVE (1)
Grom the Foul

5

INITIATIVE (3)

Ekeck Rha Path of the Giant Barbarian:

11

INITIATIVE (2)

Grom the Foul:

Arcane Arms
Class: School of Black Powder
Starting at 2nd level, you can imbue your firearm with arcane power to create minor magical effects. As an action, you can invoke one of the following effects, provided you have a gun in your hand. The effects created by this feature don’t cause the firearm to release an audible boom, but other attacks or effects from your firearm still create the sound. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Arcane Dusting. You shoot a 15-foot cone of magical dust from the barrel of your firearm. Each creature or object in the area that is currently being affected by a spell, such as mage armor, or that is magical, such as bracers of archery, glows until the end of your next turn, shedding dim light in a 5-foot radius.

Flare. You fire a bright ball of magical light from the barrel of your firearm. If fired into the air, the ball rises to a maximum height of 100 feet, unless stopped by an intervening obstacle, hovers until the end of your next turn, then falls slowly, reaching the ground by the end of the next round. The light extinguishes when it hits the ground. The flare can be seen up to 1 mile away in daylight or up to 5 miles in darkness. Alternatively, the flare can be fired up to 50 feet away in any other direction. Each creature within 5 feet of the path of the flare must succeed on a Dexterity saving throw against your spell save DC or have disadvantage on Wisdom (Perception) checks that rely on sight for 1 minute.

Lockbuster. You fire a magical shot from your firearm at a lock within the weapon’s normal range. Make an attack roll with the firearm. If the result is equal to or exceeds the DC required to pick the lock, your shot destroys the lock. You have advantage on this attack roll if the lock is protected by magic, such as the arcane lock spell.

Smokescreen. A cloud of smoke billows from your firearm, creating a 10-foot-radius sphere of smoke centered on you. The sphere spreads around corners, and its area is heavily obscured. The cloud lasts until the end of your next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When you reach 6th level, the sphere’s radius increases to 20 feet.

Starter’s Gun. You discharge your firearm into the air. Each friendly creature of your choice within 30 feet of you has its speed increased by 10 feet until the start of your next turn. When you reach 10th level, each affected creature can also Dash as a bonus action on its turn.

Tracer Shot. You fire a ball of light at a creature you can see within 60 feet of you. Make a ranged attack with your firearm. On a hit, the attack deals damage as normal, and the target is outlined in light, as if affected by the faerie fire spell, until the start of your next turn. When you reach 10th level, the target is outlined in light for 1 minute.

Ekeck Rha Path of the Giant Barbarian:

24

5 ft.

6
bludgeoning

14

5 ft.

6
bludgeoning

Grom the Foul:

For Description Only
Magic Missile
evocation 1

Casting Time: 1 action
Range: 120 feet
Target: A creature of your choice that you can see within range
Components:

V,
S

Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
SPELL SAVE DC: 12

5
Force

120 feet
Magic Missile

2
Force

120 feet
Magic Missile

2
Force

120 feet
Magic Missile

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)

9

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:

12
Slashing

Protection from Evil and Good
abjuration 1

Casting Time: 1 action
Range: Touch
Target: One willing creature you touch
Components:

V,
S,
M (Holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration Up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
SPELL SAVE DC: 14

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: 14

Ekeck Rha Path of the Giant Barbarian:

16

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.

8
Slashing

20

5 ft.

3
bludgeoning

15

CONSTITUTION SAVE (1)

Grom the Foul:

24

20/60

Dagger (+5)

7
Piercing

– 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.

14

SURVIVAL (4)
Grom the Foul

Ekeck Rha Path of the Giant Barbarian:

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.

16

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

16

5 ft.

3
bludgeoning


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