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Adalric is the main butler to Diana Voxville. He was appointed to her at a very young age and has assisted in her growth since her mother's passing. He has been Diana's best friend growing up, and only friend after her sister Dria Voxville had passed. Adalric loves Diana dearly and wants nothing more for her than to see her safe and happy.

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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.

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Draconbloods possess long tails and a knack for social manipulation. They remember the days when they were once mighty conquerors.

A draconblood uses the dragonborn traits in the Player’s Handbook, with the following traits replacing the Ability Score Increase and Damage Resistance traits.

Ability Score Increase

Your Intelligence score increases by 2, and your Charisma score increases by 1.

Darkvision

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.

Forceful Presence

You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can’t do so again until you finish a short or long rest.

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You awaken the ability to mentally connect with others, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
  • You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
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Your friend was a victim to a tormenting event that has left her scarred and mentally unwell. She hasn't been the same and is unable to speak of the events. You are wanting to get down to the bottom of what happened to her when you were approached by an individual who feels like they can assist. 

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While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.

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Princess Diana Voxville and her escort crew make arrangements to set out to sea. 

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Found amidst a ship wreck, untouched by time or water, yet when the bow was pulled across the strings, a clear note rang out, as if carried by the waves

This instrument can be used as a spell focus, granting you +2 bonus to spell attack rolls and spell save DC.  

Bow: The bow of this violin can be used as a melee weapon.  It gets a +2 bonus to hit and damage rolls, and deals 1d6 slashing damage.

Melody: As an action you can target 1 creature within 120 feet of you.  Make a spell attack, on hit the target takes 3d6 psychic damage and has disadvantage on attacks and saving throws until the end of your next turn.

Discordant Melody: As an action, you can target up to 10 creatures you see within 60 feet, each having to make a wisdom saving throw vs your spell save DC.  On a failed save, the creature takes 6d6 psychic damage, and has disadvantage on attacks and saving throws, the targets may repeat the saving throw at the end of their turn to end the effects.  On a successful save, the target takes half damage, and has disadvantage on attacks and saving throws until the end of your next turn.  You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

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Roll a 1d10

1-5

6-10

1 Scoop

1 Point of Healing or Temp HP

1d4 of Healing or Temp HP

2 Scoop

1d4 of Healing or Temp HP

1d8 of Healing or Temp HP

3 Scoop

1d8 of Healing or Temp HP

1d10 of Healing  or Temp HP

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Kurusu is classified under the dominion as a Class D being. Due to her nature, she was deemed as useful and ordered to be escorted to a base. Here she was given a sentence that enabled her to live but act under The Dominion.

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Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You can’t be grappled or restrained
  • You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
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Your exposure to the Feywild’s magic has changed you, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
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