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Medium humanoid (any race), any non-good alignment
Armor Class 11 (leather armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
Roll Initiative! 0
STR
15(+2)
DEX
11(0)
CON
14(+2)
INT
10(0)
WIS
10(0)
CHA
11(0)
Skills Intimidation +2
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
PACK TACTICS

Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions
MULTIATTACK

Multiattack. The thug makes two melee attacks.

MACE

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

HEAVY CROSSBOW

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

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The Aces was once working under the authority of an individual who only referred to them as Smiles.  Smiles controlled and ordered The Aces to complete tasks anywhere from stealing to kidnapping. Eventually, their captain Heartless had had enough and defected the crew from their control. Smiles did not like this however, deemed that it was not worth their time to go after them. They did keep tabs on each other and if one were to mingle in the other's business, consequences would ensue.


The Aces has a few rivals, one of them being The Hourglass Pirates. The Hourglass Pirates were another one of the pirate crews working for Smiles. During an encounter after rescuing individuals, one of the rescues were taken by The Hourglass Pirates. Select members of The Aces went after to retrieve Ryver who was being held captive at a base. In a head on battle, The Aces were victorious and reclaimed Ryver back to their ship. After that encounter The Hourglass Pirates were deemed dead and were no longer seen on the seas. 


Now that The Aces were free from Smiles' control, they were able to try and make up for the damages that they have done. In doing so, the Captain has become a privateer. What this meant was that the crew and their ship would often be hired on to complete tasks and missions from Nobles, Royalty, and other notable figures without causing a war between countries. So far, the tasks include recovering sunken supplies, securing trade routes, and rescue missions. 

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The warchief Mhurren roused himself from his sleeping-furs and his women and pulled a short hauberk of heavy steel rings over his thick, well-muscled torso. He usually rose before most of his warriors, since he had a strong streak of human blood in him, and he found the daylight less bothersome than most of his tribe did. Among the Bloody Skulls, a warrior was judged by his strength, his fierceness, and his wits. Human ancestry was no blemish against a warrior—provided he was every bit as strong, enduring, and bloodthirsty as his full-blooded kin. Half-orcs who were weaker than their orc comrades didn’t last long among the Bloody Skulls or any other orc tribe for that matter. But it was often true that a bit of human blood gave a warrior just the right mix of cunning, ambition, and self-discipline to go far indeed, as Mhurren had. He was master of a tribe that could muster two thousand spears, and the strongest chief in Thar.

Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human communities, sometimes form alliances. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud leaders of orc communities. Some venture into the world to prove their worth. Many of these become adventurers, achieving greatness for their mighty deeds.

Scarred and Strong

Half-orcs exhibit a blend of orcish and human characteristics, and their appearance varies widely. Grayish skin tones and prominent teeth are the most common shared elements among these folk.

Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark an orc or half-orc as a former prisoner or a disgraced exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries.

The Mark of Gruumsh

The one-eyed god Gruumsh—lord of war and fury—created the first orcs, and even those orcs who turn away from his worship carry his blessings of might and endurance. The same is true of half-orcs. Some half-orcs hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh’s exultation when they join in melee combat — and either exult along with him or shiver with fear and loathing.

Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn’t just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple pleasures — feasting, drinking, wrestling, drumming, and wild dancing — fill their hearts with joy. They tend to be short-tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. And when their hearts swell with love, they leap to perform acts of great kindness and compassion.

Half-Orc Names

Half-orcs usually have names appropriate to the culture in which they were raised. A half-orc who wants to fit in among humans might trade an orc name for a human name. Some half-orcs with human names decide to adopt a guttural orc name because they think it makes them more intimidating.

Male Orc Names: Dench, Feng, Gell, Henk, Holg, Imsh, Keth, Krusk, Mhurren, Ront, Shump, Thokk

Female Orc Names: Baggi, Emen, Engong, Kansif, Myev, Neega, Ovak, Ownka, Shautha, Sutha, Vola, Volen, Yevelda

Half-Orc Traits

Your half-orc character has certain traits deriving from your orc ancestry.

Ability Score Increase

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

Age

Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Size

Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Menacing

You gain proficiency in the Intimidation skill.

Relentless Endurance

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Savage Attacks

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Languages

You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

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Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Draconic Ancestry
DragonDamage Type

Black

Acid

Blue

Lightning

Brass

Fire

Bronze

Lightning

Copper

Acid

Gold

Fire

Green

Poison

Red

Fire

Silver

Cold

White

Cold

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

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Comedina and Tragedonna are tasking you to clear out the ruins within the Badlands by any means necessary. Once cleared the second delivery unit will arrive and they will claim the place as a new base of operations. 

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A kobold with the Tail Terror feat can slip this device over the tip of his tail to augment his natural attack. Each tail attachment provides just enough weight, balance, and striking power to increase the damage of his tail slap. While a kobold is wearing a kobold tail attachment, its tail attack deals the tail attachment damage, and some attachments gain a special feature. Tail attachments are light weapons and can be improved by feats that can improve weapon attacks (such as Weapon Focus and Weapon Specialization).

There are five types of common tail attachments. All kobold tail attachments make up a kobold tail attachment weapon group that can be improved by the fighter’s weapon training class ability. Tail attachments can be constructed of special material and made into masterwork or magic items.

It takes a full-round action to slip on a kobold tail attachment, and the kobold gains a +4 bonus against disarm attempts made to remove his tail attachment.


When properly used, this sharply curved piece of metal can knock opponents off their feet. Unlike most trip weapons, you cannot drop it if you are tripped during your own trip attempt.

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The large city where the Emperor lives.

Population:

  • Approximately 23000; mixed races

Government:

  • Yunikocha is governed by the emperor.

Notable Places:

  • The Monastery of Gardens: A grand colonnaded building, dedicated to a collection of plants and flowers.
  • The Stone Giant: A colossal petrified giant stands over the street. Nothing grows in its shadow, and it is said that the giant was an avatar of Death.


Chakra Ward

Notable Places:


Silent Village

Notable Places:

  • The Inner Tree: A great tree stands here, gnarled with age but green and strong. It is said to be the home of a heartbroken sword master, and that anyone who kisses the tree will be lucky for the rest of the day.
  • The Adventurer's Guild House: An impressive building of stone walls, decorated with monstrous skulls. It is said to contain a magical forbidden portal straight to the geyser.


Blue Temple Village

Notable Places:


Canal Village

Notable Places:

  • Dashu's Armaments: The workshop of a male tabaxi weaponsmith named Dashu, known for his short temper and sharp tongue.
  • The Hall of Spirits: A grand half-timbered tattoo parlor, known for its drunken Loxodon owner.
  • The Shrine of the Sun God: A stone niche enshrining the holy symbol of a Sun God, said to be sometimes visited by the god himself.


Coin Village

Notable Places:

  • Guildai's Woodwork: The workshop of a male genasi woodcarver named Guildai, known for his weirdly life-like wooden dolls.


Court Ward

Notable Places:

  • The Artifact House: An ornate half-timbered building, filled with pompous magistrates and advocates.


Grayheath Village

Notable Places:

  • The Under: Beneath the town streets, a ravine was filled with arched vaults and covered over long ago. It has become populated by the forgotten poor and the dispossessed, and those who seek to remain hidden.
  • Kubo's Clocks: A cluttered clockmaker's workshop, built around a shrine of Goddess of Time


Hill District

Notable Places:

  • Guildai's Jades: The workshop of a male Yuan-Ti jadesmith named Guildai, known for his intricate puzzle boxes.


Leonin's Ward

Notable Places:


Market


The Rain Village

Notable Places:

  • The Half-full Flask: A fanciful commoner's inn, within which a magical spell allows everyone to know your name.


Merchant's Village

Notable Places:


North Crown

Notable Places:

  • An obelisk of rough-hewn stone, said to entomb the undead corpse and emperor.


Komodo Valley

Notable Places:

  • The Monestary of Power: A large half-timbered building, decorated with jade and ruby walls.
  • The Shrine of Love: A stone statue of the Lady of Love, said to reveal visions to those who leave an offering.

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The war between Frecia and Divelinson involving large constructs. Before the invasion of Kawit, the Frecia Army invaded Divelinson. The battle lasted a few days before the Frecia Army was eventually pushed out. The Divelinson Army came forth with unknown constructs and creatures that were never seen before.

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