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Cuviera was born to a family of crooks and ne'er-do-wells. They robbed ships between the continents of Risla and Divelinson. Her father taught her and her siblings the art of “shadow swimming” , being able to teleport through the shadows to gain the upper hand in fights as well as the upper hand in stealing items. 

She loved the life, and loved their ill gotten gains more than anything. Anything that glittered she claimed for her own. She would get into fights with her siblings when it was time to split the loot. She hoarded her treasure and would bite off the fingers of anyone who touched it, earning her name, “ The Little Sea Dragon”.

As she got older she broke off from her family and ventured on land. She also quickly learned peoples’ distaste for people of her ilk. But her drive for the finer things pushed her to get in with the underground. She couldn’t get by on looks, lacking the conventional pretty face, but made up for it in aggression and muscle. This deemed her valuable in the eyes of the mobs and gangs of the area and she found steady work as a mob enforcer, with swaying loyalties. Anyone who paid the highest got her business. 

When she wasn’t working she was enjoying the finer things, good wine, good food, cute men, and all of the fancy things money could buy her. She moved into a small sunken ship right off of the coast of Risla (mainly to protect herself from enemies) and hoarded her loot there. Her boathouse is protected by her pet tiger shark “Don” and her bull shark “Mugsy”. 

Things did take a turn when she was double crossed by a spiteful rival. She was jailed and for a time thought she was going to rot there for the rest of her life….until the order came. They bailed her out and explained they saw her potential in being a valuable asset to the group. Cuviera, being skeptical, didn’t buy it and figured there was a catch, but when offered a healthy sum of cash, she decided to question them later. 

She took the jobs given and got to enjoy the good life once again. Her loyalties to the order are the strongest she’s ever had to an organization, her actually being grateful for them getting her out. But her greed has always been her greatest vice and some wonder if her loyalty is as strong as she claims, or if she’s just biding her time until someone can offer her a bigger payout. 

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Medium Fey, Chaotic Good
Armor Class 14
Hit Points 38 (7d8 + 7) 
Speed 30 ft., swim 30 ft.
Roll Initiative! +4
STR
10 (+0)
DEX
18 (+4)
CON
12 (+1)
INT
13 (+1)
WIS
14 (+2)
CHA
16 (+3)
Skills Medicine +4Nature +3Stealth +6Survival +4 
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 3 (700 XP)
Proficiency Bonus +2
AMPHIBIOUS

Amphibious. Siren can breathe air and water.

INNATE SPELLCASTING

Innate Spellcasting. Siren’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:

1/day each: charm personfog cloudgreater invisibilitypolymorph (self only)

MAGIC RESISTANCE

Magic Resistance. Siren has advantage on saving throws against spells and other magical effects.

Actions
SHORTSWORD

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

STUPEFYING TOUCH

Stupefying Touch. Siren touches one creature she can see within 5 feet of her. The creature must succeed on a DC 13 Intelligence saving throw or take 13 (3d6 + 3) psychic damage and be stunned until the start of Siren’s next turn.

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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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I caught a big fish.

Now I search for a good friend

To share my lunch with.

What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they’re able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.

Life of a Tortle

A tortle hatches from a thick-shelled egg and spends the first few weeks of its life crawling on all fours. Its parents, old and near death, spend what little time they have left telling stories to their offspring. Within a year, the young tortle becomes an orphan, though not before it learns to speak and to survive on its own.

A young tortle and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the wilderness in which to hunt, catch fish, and get by. With each passing year, a tortle hones its survival skills. It forms friendships with its neighbors while also respecting their privacy. At some point, a tortle feels an almost overwhelming urge to venture far away from home and see more of the world. It gathers up its possessions and heads into the wilderness, returning months or years later with stories of its exploits and new skills.

When a tortle nears the end of its natural lifespan, it seeks out a mate and procreates. Tortles lay their eggs (numbering as few as one or as many as a dozen) in a fortified compound enclosed by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound, defending their offspring, and sharing a lifetime of knowledge before they die. When the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and set out on their own.

Beliefs

Tortles don’t have their own pantheon of gods, but they often worship the gods of other races. It’s not unusual for a tortle to hear stories or legends related to a god and choose to worship that deity. In the Forgotten Realms, tortles are especially fond of Eldath, Gond, Lathander, Savras, Selûne, and Tymora. In the Greyhawk setting, they gravitate toward Celestian, Fharlanghn, Pelor, Pholtus, and St. Cuthbert. Tortles are often drawn to the Gods of Good in Dragonlance and the Sovereign Host in Eberron. Among the nonhuman deities, Moradin and Yondalla relate to tortles most of all.

Tortles believe that night and day watch over them and other creatures. The moon is the eye of night that watches over them in darkness, and the sun is the equally vigilant eye of day. Tortles feel most at peace when one or both of these “eyes” are looking down on them. They become more nervous and uneasy when neither orb is visible in the sky. Tortles tend to be most uncomfortable underground, where neither the sun nor the moon is visible to them.

Blessed are the days when both the sun and moon are visible in the sky at the same time. Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task they know to be dangerous.

Adventurers at Heart

Tortles have a saying: “We wear our homes on our backs.” The shells they carry around provide all the shelter they require. Consequently, tortles don’t feel the need to root themselves in one place for too long. A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another, share useful information, and trade with strangers in the safety of greater numbers. Tortles don’t regard these settlements as places worth defending with their lives, and they will abandon a settlement when it no longer serves their needs.

Most tortles like to see how other creatures live and discover new customs and new ways of doing things. The urge to procreate doesn’t kick in until the end of a tortle’s life, and a tortle can spend decades away from its native land without feeling homesick. Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinary. They live for the chance to hear a soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded human marketplace.

Tortles like to learn new skills. They craft their own tools and weapons, and they are good at building structures and fortifications. They marvel at the works of other civilized creatures, humans in particular, and can lose themselves for years in a city, studying its architectural wonders and learning skills they can put to use when building forts to contain their offspring.

Although they spend a considerable portion of their lives in isolation, tortles are social creatures that like to form meaningful friendships. They have no inbred animus toward people of other races. In fact, a tortle will often seek out friendships with non tortles to learn new customs and new points of view.

Tortle Names

Tortles prefer simple, non-gender-specific names that are usually no more than two syllables. If a tortle doesn’t like its name for whatever reason, it can change it. A tortle might change its name a dozen times in its life.

Tortles don’t have surnames or family names.

Male and Female Names: Baka, Damu, Gar, Gura, Ini, Jappa, Kinlek, Krull, Lim, Lop, Nortle, Nulka, Olo, Ploqwat, Quee, Queg, Quott, Sunny, Tibor, Ubo, Uhok, Wabu, Xelbuk, Xopa, Yog

Tortle Traits

Your tortle character gains traits that enable it to cope with the perils of a savage world.

Ability Score Increase

Your Strength score increases by 2, and your Wisdom score increases by 1.

Age

Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.

Alignment

Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it’s unusual for a tortle to shuck off order in favor of chaos.

Size

Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Claws

Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath

You can hold your breath for up to 1 hour at a time. Tortles aren’t natural swimmers, but they can remain underwater for some time before needing to come up for air.

Natural Armor

Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.

Shell Defense

You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.

Survival Instinct

You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.

Languages

You can speak, read, and write Aquan and Common.

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You add a +1 bonus to AC while you are wielding a separate melee weapon in each hand, can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light, and can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

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You are tracking down an specific individual referred to as the "Shadow Figure" By finding this person on behalf of the Mercenary Guild they will help you with people or things you are tracking. Everything starts with some annoyances and an altercation in the Dyonis Park

Your goal is to find any type of information on this individual at the very least. The guild will be staying in touch through a guild token while they work on your tasks.


Session Journal

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When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.

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A Frecian ship carry a load of explosives was caught up in the mix of an attack. The vessel was destroyed. The ship was believed to be traveling to Divelinson.

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