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He was a city guardsman before he was a pirate, and he was stripped of his title over a lie, and branded a liar. As punishment, a means to make sure the truth never came out, his throat was magically sealed by a holy symbol branded on his throat. Now that he can speak, again, he channels his vengeance through that. It's his reminder of what was wrongly done to him,

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Shiloh's Construct

• Armor Class: 15

• Speed: 40ft

• Saving Throws: DEX +3, CON +4

• Damage Immunities. poison.

• Condition Immunities. charmed, exhaustion, poisoned.

• Senses. darkvision 60 ft., passive Perception 14

• Vigilant. The defender can’t be surprised.

Actions

• Force-Empowered Rend. Melee Weapon Attack: +6 to hit, reach 5 ft., one target you can see. Hit: 1d8+2 force damage.

• Repair (3/Day). The magical mechanisms inside the defender restore 2d8+2 hit points to itself or to one construct or object within 5 feet of it.

Reaction

• Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Hit Points:

21
/
Special
Current:
21
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A group of pirates also known as Realm Jumpers. The pirates fell victim to a major magical outburst. This outburst has caused their ship to be sucked from space and time during a warp. They landed within the land of Drakonias. Far away from their own star dust they are weaker in magical capabilities when compared to others. However, the pirates have no intentions of leaving any time soon. They came across three individuals of Frecia Academy, Domino Wittenmyer, Luna Eventide, and Malady Visus. The Captain Kather has decided to take the three under her wing and teach them how to fend for themselves. 


Kather opened up a shop known as Kather's Mystics and Wares. Here is where she sells various types of goods but also some exotic materials she has obtained in her travels. 


Overtime, she Luna and Domino have discovered magical anomalies that enabled them to realm jump. Unfortunately, they have not been able to figure out the means to bring forth the entire Shooting Star ship, but they can allow up to a certain number of individuals to pass through. In doing so, this has enabled Kather and her pirates to travel through and obtain more materials for her shop as well as obtaining new resources for Domino to use and create things with. 

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As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the Dragonlance setting.

Ability Score Increase

Your Constitution score increases by 1.

Artificer’s Lore

Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinker

You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.

When you create a device, choose one of the following options:

Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

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Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

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You’ve been a member of The Aces for quite some time now. Long enough to gain some notoriety within the crew as some of Captain Heartless’ go to crew members. Sailing the seas has been something that most of you have come to know for years now. Your Captain, known to be a cold hearted and ruthless man to all outside of the crew, is someone special to The Aces. Every member of the crew respects the captain in a high regard. He takes care of you all; ensures that you are well fed, receive the proper medical treatments, and are enjoying your lives to the fullest. You know that Heartless was once a general of grand army and has defected from them working as a privateer. He thus far moved into a life of piracy with you all by his side.

                About a month ago, you came across a vessel. Your navigator noticed on the ship signs of human trafficking aboard it. Without hesitation, your Captain called his orders and the raid had begun. Human trafficking is something Heartless does not tolerate. You all rescued who you could and were able to take down those who stood in your way.

                Within the raid you acquired a new companion that was rescued while others were brought to the nearest port. Their name, according to the documents you all retrieved, was Ryver. A young human man with peculiar blue markings on his face. He doesn’t speak with others, believed to be mute, but seemingly is able to communicate with the Captain. Because of this, the Captain has taken him under his wing as his apprentice of some kind.

                With Ryver now a part of the crew you continue to sail the seas. You eventually come to a port in Labela where Heartless has arranged a private meeting. Once the meeting has concluded, you set off once more. Following a map of some kind that Heartless retrieved this was just another day. The map supposedly shows a spot where sunken treasure lies. This is where our tale begins. 


Session Journal

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This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.

You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.

If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.

FaceChargesEffect
11Gases, wind, and fog can't pass through the barrier.
22Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
33Living matter can't pass through the barrier.
44Spell effects can't pass through the barrier.
55Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
60The barrier deactivates.

 

The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.

Spell or itemCharges Lost
Disintegrate1d12
Horn of blasting1d10
Passwall1d6
Prismatic spray1d20
Wall of fire1d4

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Arpusar 30 gp
Birnot 75 gp
Cofrail 20 gp
Culkas 50 gp
Degiik 50 gp
Eldas 30 gp
Gabruche 50 gp
Harir 30 gp
Ironar 25 gp
Kelventari 10 gp
Mandrake 75 gp
Marmallow 75 gp
Mogarli 30 gp
Pattran 50 gp
Qurl 30 gp
Ajida 1000 gp
Basilisk Eye 600 gp
Black Oil 500 gp
Bralia 250 gp
Breath of the Desert 700 gp
Burnt othur Fumes 500 gp
Diffenbach 400 gp
Dream of Ya 600 gp
Dream Syrup 800 gp
Illumination of the Harvester 400 gp
Insanity Mist 2000 gp
Jaraba Rubber 800 gp
Lich Dust 400 gp
Lomat's Illusion 500 gp
Mage's Kintal 700 gp
Midnight Tears 1500 gp
Pale Tincture 250 gp
Sand Seller 600 gp
Shadow Essence 800 gp
Torpor 600 gp
Truth Serum 150 gp
Ungol Dust 600 gp
Acid 25 gp
Alchemist's Fire 50 gp
Antitoxin 50 gp
Bottle, Glass 2 gp
Component Pouch 25 gp
Flask 2 cp
Healer's Kit 5 gp
Ink (1 ounce bottle) 10 gp
Jug  2 cp
Oil (Flask) 1 sp
Perfume (Vial) 5 gp
Poison, Basic (Vial) 5 gp

Potion of Healing

50 gp
Vial 1 gp
Alchemist's Supplies 50 gp
Brewer's Supplies 20 gp
Cook's Untensils  1 gp
Herbalism Kit 5 gp
Poisoner's Kit 50 gp

Quarterstaff

2 sp
Abacus 2 gp
Crystal 10 fp
Orb 20 gp
Rod 10 gp
Staff 5 gp
Wand 10 gp
Bottle, Glass 2 gp
Candle 1 cp
Case, Map or Scroll 1 gp
Component Pouch 25 gp
Sprig of Mistletoes 1 gp
Totem 1 gp
Wooden Staff 5 gp
Yew Wand 10 gp
Hourglass 25 gp
Ink (1 ounce bottle) 10 gp
Ink pen 2 cp
Paper (one sheet) 2 sp
Parchement (One sheet) 1 sp
Pouch 5 sp
Robes 1 gp
Spellbook 50 gp
Vial 1 gp
Alchemist's Supplies 50 gp
Caligrapher's Supplies 10 gp
Lute 35 gp
Lyre 30 gp
Common Cantrip 50 gp
Common levl 1  100 gp
Uncommon Level 2 250 gp
Uncommon Level 3 500 gp
Rare Level 4 2500 gp
Rare Level 5 5000 gp
Identify 100 gp
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Princess Diana Voxville was being escorted to her exhibition site on Kawit. However the vessel never arrived to the destination and the princess and her teams were deemed as missing. 

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