Remove ads by subscribing to Kanka or enabling premium features for the campaign.

This being, known only as "The chef", or simply "Chef", is a shifty Golemancer that has had a tough time keeping his paranoia together. With good reason too. Decades ago, scientists realized that while golems are capable of simple tasks on their own, when fueled by the blood of the divine, they are capable of so much more (Like agency and independent decision making). Because of this, they started rounding up beings with blood like his and putting them in breeding camps solely for the purpose of harvesting their blood, and in extreme cases their entire bodies.

The chef was born into one of these camps. He was never given a name, only an ID number. As he grew up, he became familiar with the mechanics of creating and programming golems, but was never able to get his hands on the resources to make one of his own, aside from his own blood. His intrigue sparked the interest of a fine lady he eventually called his wife. At one point, as one does, he, his wife, and many others decided to try to escape. The alarms sounded before they even breached the walls. Some escaped, that's where the chef comes in. He escaped, but only because his wife intentionally drew the attention of the pursuing guards and golems, allowing him a window of opportunity. He never saw what happened to her. Now, he does what he can to make by and to be seen by as few people as possible, for fear that anyone could be working with the camps and rounding up any who are like him that they find. The most reliable work he's found has been odd jobs in kitchens, where he uses rudimentary mini golems to help him with his work.

Click to toggle
Large Beast, Unaligned
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10) 
Speed 50 ft.
Roll Initiative! +2
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3Stealth +4 
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
KEEN HEARING AND SMELL

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

PACK TACTICS

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

Actions
BITE

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Click to toggle

                In darkness of midnight, the Gods of Varosha banded together and created masks of unique properties with the assistance of gods from other realms. There was the Boar, Human, Dog, Fox, Cat, Owl, Snake, Spider, Bull, Rabbit, Dragon, Otter, Deer, Unicorn, Bat, Raven, Skull, Mouse, and the Butterfly. Each mask was a representative of an element or energy, while others were properties of a singular arcana.

                These masks were bestowed upon their children in the hopes of seeing the world they had created through their eyes. In return, the children were granted the powers of their parents through the masks they were given. Although, they had powers they followed a singular oath. “I will watch over the land and its inhabitants. For I am the Gods' Watchman of the Midnight Eye.”

                As time went on after the gods disappeared the bloodlines began to slowly diminish in strength. Those who still have the blood of the gods within them became the only people who are able to wear the masks and use the powers. Those who fail to have the blood of a God were forever cursed by the powers of the mask.

                The curse takes over the body and thus the mask became its own entity. Those who are taken over by the mask are “Lost Children”. A mask wearer of a God can become corrupted now due to the thin bloodlines. If they disobey their God they can be disowned and will succumb to the curse.

                Through the eyes of their children, the Gods saw what was ensuing in all the lands. When the Great Demon War occurred, they used their children to seek out champions who were already born with extraordinary gifts and abilities. Once five champions were found their blessing were bestowed upon those selected. The Watchman acted as protectors to the newly born Great Sages and enhanced the Sages with their own abilities. Once the war was over and peace continued, the Watchmen continued to follow their oath as the Sages no longer relied on their protection.

                To be a Watchman, one must be born through the bloodline of a God to wear the mask. A mask is only give to a successor when the first wearer dies. Once the wearer has passed, the mask undergoes a selection. Those who believe they are descendants of a God join the Midnight Eye and wear a blank porcelain mask. They will remove their selection mask and attempt to put on the God Mask. If successful, the wearer will fuse with the mask but have complete control over their actions. If the mask fails, the wearer will be hurt and undergo a curse even after the mask is removed from their face. 

                Those who succeed undergo a series of training until they pass their final test. This will allow them to ascend into the planes and travel and are known as Stalkers. The Sanctuary will always be their home base, and they may return from time to time. While those who fail have to undergo mental rehabilitation and training to rid the curse. Stalkers who fall corrupted can become Lost Children and the God’s lose their sight of them.

                Over the last century a total of seven masks have gone missing from the Midnight Eye from corruption or theft. This prompted the remaining wearers to stay within the Sanctuary under the protection of Master. The sanctuary has become a training ground for not just the Watchers, but all who follow the same ideologies and want to find a sense of belonging. Anyone can join the Midnight Eye. 

                False masks were created artificially by a strong individual. These masks still bestowed gifts to the wearers as well as a curse. However, not as strong as the originals, these masks often take away the minds of the wearers and treat them like puppets. Other copy masks exists in the world but are made through other means. These masks are usually worn by those of Unknown blood or Unknown. These masks also have unique properties depending on the capabilities of the wearer. 

Click to toggle

The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. That disagreement quickly flared into open hostility, and the two groups distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths.

The githyanki were motivated by revenge and convinced that they deserved to take whatever they wanted from the worlds they traveled. Ranging out from the titanic city of Tu’narath on the Astral Plane, they send raiders out to plunder the Material Plane and other worlds, bringing treasures and slaves back to their ageless realm. At the same time, they hunt down and kill mind flayers whenever possible, as recompense for what the illithids did to them.

The githzerai believed that the path to an enlightened civilization lay in seclusion, not conflict. Their dedication to the principles of order is so strong that they can manipulate the stuff of chaos and use it to their benefit; thus, they have carved out a stronghold for themselves on the plane of Limbo that is virtually impervious. Though the githzerai are pacifists by nature, they share the githyanki’s racial hatred for mind flayers, and from time to time they send out squads to destroy illithid outposts.

If the two races were ever to team up against the illithids, a combined force of gith could conceivably tip the balance in their favor. But as long as the githyanki and githzerai stay at each other’s throats, their goal of ultimate victory over their original common enemy will likely remain unachieved.

Gith Traits

Your character shares the following traits with other gith.

Age

Gith reach adulthood in their late teens and live for about a century.

Size

Gith are taller and leaner than humans, with most a slender 6 feet in height.

Speed

Your base walking speed is 30 feet.

Languages

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

Ability Score Increase

Your Intelligence score increases by 1.

Githyanki Legacy

The brutal githyanki are trained from birth as warriors.

Ability Score Increase

Your Strength score increases by 2.

Alignment

Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos.

Decadent Mastery

You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu’narath, githyanki have bountiful time to master odd bits of knowledge.

Martial Prodigy

You are proficient with light and medium armor and with shortswords, longswords, and greatswords.

Githyanki Psionics

You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

When you reach 3rd level, you can cast the jump spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest.

Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don’t require components.

Githzerai Legacy

In their fortresses within Limbo, the githzerai hone their minds to a razor’s edge.

Ability Score Increase

Your Wisdom score increases by 2.

Alignment

Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline.

Mental Discipline

You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.

Githzerai Psionics

You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

When you reach 3rd level, you can cast the shield spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.

Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don’t require components.

Click to toggle

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Click to toggle

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

Click to toggle

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen Humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The Water is clean and doesn't go bad.

Click to toggle

The Sylvan Army intercepted a vessel with kidnapped individuals. They battled and released those that were in captivity later gaining control of the vessel after losing their own. 

Click to toggle