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Adventurers Wanted: Noctis Quest

The document contains three quest opportunities in the Noctis Labyrinth: 1) Find the Singing Stone and chart a map for payment and reputation. 2) Hunt down the renegade wizard Camulodon to bring him to justice for threatening stability. 3) Recover stolen magical tablets from Camulodon for payment and reputation.
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0% found this document useful (2 votes)
856 views14 pages

Adventurers Wanted: Noctis Quest

The document contains three quest opportunities in the Noctis Labyrinth: 1) Find the Singing Stone and chart a map for payment and reputation. 2) Hunt down the renegade wizard Camulodon to bring him to justice for threatening stability. 3) Recover stolen magical tablets from Camulodon for payment and reputation.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Adventure Summaries
  • Character Sheets
  • Character Creation and Equipment
  • Character Descriptions

Find the Singing Stone Renegade Wizard!


We are looking for a brave group of expeditioners to find a The School of the Seven Spectres have proven not to be
safe path to the mysterious Singing Stone. You will be capable of keeping a leash on their witchlings. One has
entrusted with charting a map to this landmark, theorized to broken rank and fled into the Labyrinth. We need righteous
be located 50km deep inside Noctis Labyrinth. The Archive souls to hunt down Camulodon, the necromancer, and
is willing to add to your payment for each point of bring him to justice, not by the law of the School, but by that
archeological interest marked along the way. of the Ellipse.
THE ARCHIVE CHURCH OF THE
We preserve the past. This is a most prestigious service to the legacy of Cardea,
We protect the present. and your cartography will be forever secured in the annals ELLIPSE Such a powerful sorcerer threatens the weak balance that
holds Cardea together; do not let us falter from our axis.
We build the future. Each one a center of
of the Archive. spirit. Each one an
apsis of Cosmos.

XP: 100 TREASURE: 600 silver pieces + 100 per landmark. REPUTATION: +2 XP: 200 TREASURE: 600 silver pieces dead, 800 alive. REPUTATION: +2

Missing Tablets Fire-Eyes Ruin


The magickal tablets inscribed with the ritual of the Spiral The rule of Queen Tyrant Arabel has not been kind to us. We
Ætherlock seem to have been stolen from our vaults. We need a new haven, away from Cardea. We shall find it in the
suspect that Camulodon, a former member of the School, Fire-Eyes Ruin, a relic of a time when ætherships covered the
absconded with them and fled into the Labyrinth. We need skies, and one which despite our best efforts we are unable
a discrete group of enforcers to recover the tablets. to find. We know it lies inside the Labyrinth, but we cannot
sacrifice more of our children to the spirit that dwells there.
SCHOOL OF THE We do not condone the actions of this sorcerer, and this RED NOMADS
SEVEN SPECTRES powerful ritual must be recovered and secured inside the
abjured walls of the School at any cost.
Skin worn in
sandstorm. Feet
We ask you to help us in a time of need, and back our plea
with our hard-earned silver. Find the Fire-Eyes Ruin, witness
Paint with the colors of quartered in leagues.
the spirited Sun. its entrails with your own eyes. Help us build a new home.
Eyes bathed in
horizons.

XP: 200 TREASURE: 1200 silver pieces REPUTATION: +1 XP: 300 TREASURE: 400 silver pieces. REPUTATION: +3

WORLD OF DUNGEONS WORLD OF DUNGEONS
N O CT I S L A BY RI NT H N O CT I S L A BY RI NT H
NAME: PRONOUNS: / FIGHTER LVL: NAME: PRONOUNS: / RELIQUARIAN LVL:

ATTRIBUTES SKILLS FIGHTER ABILITIES ATTRIBUTES SKILLS RELIQUARIAN ABILITIES

Str Int ATHLETICS SKIRMISH (+1 damage and


Str Int ATHLETICS ADEPT (can exploit any Lore they learn for a
AWARENESS +1 on the follow up roll)
worn armor counts as one AWARENESS

Dex Wis Dex Wis


DECEPTION type lighter) DECEPTION APPRENTICE (can switch their training in
DECIPHER DECIPHER Decipher for Healer, Lore, or Survival once
HEAL HEAL per day)
TOUGH (+1 armor)
Con
SCARS & SEQUELS
Cha LEADERSHIP
LORE
STEALTH
SLAY (+2 melee damage), Con
SCARS & SEQUELS
Cha LEADERSHIP
LORE
STEALTH
ASSEMBLER (can craft devices from scrap
and repair artifacts)

SEEKER (can Decipher and use ancient or


SURVIVAL HARDY (+6HP) SURVIVAL strange artifacts and devices)

ARMOR & SPEED HD HP WEARY


(PARTIAL SUCCESS ONLY) ARMOR & SPEED HD HP WEARY
(PARTIAL SUCCESS ONLY)

NONE LIGHT FULL +SHIELD TOTAL= = NONE LIGHT FULL


FAST NORMAL HEAVY FAST NORMAL HEAVY
+SHIELD TOTAL= =

WEAPONS & GEAR NOTES WEAPONS & GEAR NOTES


WHO ARE YOU LOYAL TO? WHAT’S YOUR SOCIAL STANDING?

SPECIAL ITEM SPECIAL ITEM


axe of a desert grandfather’s ancient unfinished powerful unknown
demon shield helmet ray-torch magnet schematics

COIN XP & LVL / COIN XP & LVL /


WORLD OF DUNGEONS WORLD OF DUNGEONS
N O CT I S L A BY RI NT H N O CT I S L A BY RI NT H

Character creation ARMOR


Light armor (30s): armor 1; Full armor Character creation ARMOR
Light armor (30s): armor 1; Full armor
(60s): armor 2. Always has a helm. (60s): armor 2. Always has a helm.
ATTRIBUTES ATTRIBUTES
Makes it very hard to run, move quietly, Makes it very hard to run, move quietly,
Roll 2d6 for each. On a 6-, the value is 0. Roll 2d6 for each. On a 6-, the value is 0.
swim, leap etc; Shield (10s): +1 Armor. swim, leap etc; Shield (10s): +1 Armor.
On a 7-9, the value is +1. On a 10 or 11, On a 7-9, the value is +1. On a 10 or 11,
the value is +2. On a 12, the value is +3. ADVENTURING GEAR (2s each) the value is +2. On a 12, the value is +3. ADVENTURING GEAR (2s each)
Reliquarians benefit from high INT and 20ft rope, iron spike, chalk, parchment, Fighters benefit from high STR, CON and 20ft rope, iron spike, chalk, parchment,
WIS. flint/steel, torches (4), tent, dice, caltrops DEX. flint/steel, torches (4), tent, dice, caltrops
(slows pursuers), bandages, travel (slows pursuers), bandages, travel
CHOOSE ONE SKILL rations, waterskin, wineskin. CHOOSE ONE SKILL rations, waterskin, wineskin.
Reliquarians start with Decipher. Choose Fighters start with Athletics. Choose one
one other skill. TOOLS (5s each) other skill. TOOLS (5s each)
Crowbar, hatchet, animal trap, lockpicks, Crowbar, hatchet, animal trap, lockpicks,
HIT DICE AND HIT POINTS pen & pot of ink, fishing pole, shovel, HIT DICE AND HIT POINTS pen & pot of ink, fishing pole, shovel,
You have 1 Hit Die (d6) + extra hit dice grappling hook, pickaxe, collapsible pole. You have 1 Hit Die (d6) + extra hit dice grappling hook, pickaxe, collapsible pole.
equal to your CON. Roll all your hit dice equal to your CON. Roll all your hit dice
and keep a number equal to your level to OCCULT ITEMS (10s each) and keep a number equal to your level to OCCULT ITEMS (10s each)
determine your HP. Quicksilver (per dose), pouch of bone determine your HP. Quicksilver (per dose), pouch of bone
dust, vial of holy water (one use), vial of dust, vial of holy water (one use), vial of
CHOOSE TWO RELIQUARIAN ABILITIES blood, ritual incense and oils. CHOOSE TWO FIGHTER ABILITIES blood, ritual incense and oils.

Equipment FANCY ITEMS (20s each)


Mirror, lantern, spyglass, sand timer, Equipment FANCY ITEMS (20s each)
Mirror, lantern, spyglass, sand timer,
You start with 60 silver pieces. board game, elaborate clothes, holy You start with 60 silver pieces. board game, elaborate clothes, holy
symbols and other charms. symbols and other charms.
WEAPONS WEAPONS
Light weapon (10s) d6 damage; Martial FIRE OIL (20s per flask) Light weapon (10s) d6 damage; Martial FIRE OIL (20s per flask)
weapon (30s) d6+1 damage; Great Sets an area on fire (d6+1 damage/ weapon (30s) d6+1 damage; Great Sets an area on fire (d6+1 damage/
weapon (40s) d6+2 damage; Shortbow round for 3 rounds unless extinguished). weapon (40s) d6+2 damage; Shortbow round for 3 rounds unless extinguished).
(10s) d6 damage; Bow (10s) d6+1 Fills a lantern 10 times. (10s) d6 damage; Bow (10s) d6+1 Fills a lantern 10 times.
damage; Heavy bow/gun (40s) d6+2 damage; Heavy bow/gun (40s) d6+2
damage if firing from a stationary damage if firing from a stationary
position. position.
WORLD OF DUNGEONS WORLD OF DUNGEONS
N O CT I S L A BY RI NT H N O CTI S L A BY R I NT H
NAME: PRONOUNS: / THIEF LVL: NAME: PRONOUNS: / WIZARD LVL:

ATTRIBUTES SKILLS THIEF ABILITIES ATTRIBUTES SKILLS WIZARD ABILITIES

Str Int Str Int


ATHLETICS BACKSTAB (attack from concealment ATHLETICS You get SUMMON (check MAGIC in the
to do +3 damage) reverse) and choose one other ability:
AWARENESS AWARENESS

Dex Wis Dex Wis


DECEPTION LUCKY (once per day, turn DECEPTION CANTRIPS (you know three simple magical
DECIPHER a miss into a partial success) DECIPHER powers: Candle, Shadow, Throw Voice)

HEAL REFLEXES (you always go first and can HEAL COMMAND (you can attempt to command

Con
SCARS & SEQUELS
Cha LEADERSHIP
LORE
STEALTH
react when suddenly surprised)
TINKER (you can attempt to quickly
pick a lock, pick a pocket, or disarm a
Con
SCARS & SEQUELS
Cha LEADERSHIP
LORE
STEALTH
any spirit, demon, etc.)

RITUAL (you may perform occult rituals—


detailed in ancient tomes and scrolls—and
SURVIVAL trap) SURVIVAL begin with two known rituals)

ARMOR & SPEED HD HP WEARY


(PARTIAL SUCCESS ONLY) ARMOR & SPEED HD HP WEARY
(PARTIAL SUCCESS ONLY)

NONE LIGHT FULL NONE LIGHT FULL =


FAST NORMAL HEAVY
+SHIELD TOTAL= = FAST NORMAL HEAVY
+SHIELD TOTAL=

WEAPONS & GEAR NOTES WEAPONS & GEAR NOTES


WHO DO YOU OWE? WHAT’S YOUR OBSESSION?

MAGICK
SUMMONS RITUALS
Name Domains

SPECIAL ITEM
the Jewel of the rope titanium
Shu skeleton key

COIN XP & LVL / COIN XP & LVL /


WORLD OF DUNGEONS WORLD OF DUNGEONS
N O CT I S L A BY RI NT H N O CT I S L A BY RI NT H

Character creation
To summon a spirit you know, you
require one of the following: Character creation ARMOR
Light armor (30s): armor 1; Full armor
› 1 hour of uninterrupted ritual. (60s): armor 2. Always has a helm.
ATTRIBUTES ATTRIBUTES
› A dose of quicksilver—a mild poison Makes it very hard to run, move quietly,
Roll 2d6 for each. On a 6-, the value is 0. Roll 2d6 for each. On a 6-, the value is 0.
and addictive drug. (10s per use). If swim, leap etc; Shield (10s): +1 Armor.
On a 7-9, the value is +1. On a 10 or 11, On a 7-9, the value is +1. On a 10 or 11,
you drink more quicksilver doses in a
the value is +2. On a 12, the value is +3. day than your Level you must the value is +2. On a 12, the value is +3. ADVENTURING GEAR (2s each)
attempt to resist its negative effects 20ft rope, iron spike, chalk, parchment,
Wizards benefit from high INT and CHA. with a CON roll. Thieves benefit from high DEX and STR
INT and/or CHA. flint/steel, torches (4), tent, dice, caltrops
CHOOSE ONE SKILL › A magic item containing a bound (slows pursuers), bandages, travel
spirit. CHOOSE ONE SKILL
Wizards start with Lore. Choose one rations, waterskin, wineskin.
other skill. A Wizard may command a spirit to Thieves start with Stealth. Choose one
perform a single magical effect that falls other skill. TOOLS (5s each)
HIT DICE AND HIT POINTS Crowbar, hatchet, animal trap, lockpicks,
within its domains (it’s a good idea to
You have 1 Hit Die (d6) + extra hit dice HIT DICE AND HIT POINTS pen & pot of ink, fishing pole, shovel,
give specific commands; spirits and
equal to your CON. Roll all your hit dice You have 1 Hit Die (d6) + extra hit dice grappling hook, pickaxe, collapsible pole.
demons can be capricious and cruel).
and keep a number equal to your level to equal to your CON. Roll all your hit dice
determine your HP.
Magical attacks do 2d6+level or
and keep a number equal to your level to OCCULT ITEMS (10s each)
3d6+level damage if they are especially Quicksilver (per dose), pouch of bone
determine your HP.
START WITH SUMMON AND CHOOSE ONE suited to the situation (using fire against dust, vial of holy water (one use), vial of
OTHER WIZARD ABILITY a Frost Wraith, for example). CHOOSE TWO THIEF ABILITIES blood, ritual incense and oils.

Magic SPIRITS OF THE RED DESERT


Cardea, Doors & Flesh; Deimos: Terror &
Equipment FANCY ITEMS (20s each)
Mirror, lantern, spyglass, sand timer,
You start with 60 silver pieces. board game, elaborate clothes, holy
Most magic requires summoning a Thunder. Enyo, War & Dominion; Noctis,
symbols and other charms.
spirit, demon, or elemental to perform Darkness & Secrets; the Red Spirit, Earth
WEAPONS
supernatural effects. & Storm.
Light weapon (10s) d6 damage; Martial FIRE OIL (20s per flask)
A Wizard begins play with the occult weapon (30s) d6+1 damage; Great Sets an area on fire (d6+1 damage/
knowledge to summon two spirits. A weapon (40s) d6+2 damage; Shortbow round for 3 rounds unless extinguished).
spirit has a name, an appearance, and (10s) d6 damage; Bow (10s) d6+1 Fills a lantern 10 times.
two domains of power (flame, shadow, damage; Heavy bow/gun (40s) d6+2
stone, lightning, secrets, fear, etc.); damage if firing from a stationary
position.
Adamante [they/them]
Wizard
STR +0 DEX +0 CON +0 INT +2 WIS +2 CHA +1
SPECIAL ABILITIES: SUMMON, CANTRIP
SKILLS: LORE, DECIPHER
Seventh child of a noble family, with magickal inclinations, Adamante was delivered to
the School of the Seven Spectres, completely abandoned to the will of the strange
wizards that dwell there.
Inside its halls they found a chance to reflect on their true selves, transitioning from
the roles imposed by their family and status to an identity eschewing the mundane
for the multifaceted realities of magick; severing their family ties and renaming
themselves as Adamante.
Sequestered inside the walls of the School, Adamante advanced through the lesser
colors to the level of novice, earning them their green robes, the freedom to pursue
personal projects, and to tutor less experienced students.
But their ambition lies beyond the School. They desire to burn through the ranks of the
School to access the knowledge which remains denied to them, particularly the ritual of
the Spiral Ætherlock, which would let them trap magical energies to bind and study at
leisure.
Now the School has misplaced the ritual’s tablet, and in their foolishness has charged
Adamante with retrieving it. Will they remain loyal to the draconian rules of the
Spectres? Or will they follow their heart and unlock the secrets of the Spiral Ætherlock?
World of Dungeons
N O CT I S L A BY RI NT H

Attributes Skills Special Abilities


STR +0 INT +2 ATHLETICS DECIPHER LORE SUMMON: begin play with the occult knowledge to
AWARENESS HEAL STEALTH summon 2 spirits. A spirit has a name, an appearance,
DECEPTION LEADERSHIP SURVIVAL and two domains of power.
DEX +0 WIS +2
If you have an applicable skill, you can’t miss. A roll of
6 or less counts as a partial success, but with a bigger CANTRIP: you know three simple magical powers:
CON +0 CHA +1 compromise or complication than a 7-9 result. Candle, Shadow, Throw Voice.

Hit Dice: 1d6 Hit Points: 3/ Armor: 0

Equipment Notes
› Ritual dagger, d6 (light weapon) SPIRITS:
› Cardea (doors & flesh) › Noctis (shadows & secrets)
› Wineskin

› Backpack [traveling rations, collapsible pole, parchment,


torches (4)]
› Hidden pockets [chalk, pen and pot of ink, quicksilver (3)]
Ælithya Koe [she/her]
Reliquarian
STR +0 DEX +2 CON +0 INT +2 WIS +1 CHA +0
SPECIAL ABILITIES: APPRENTICE, SEEKER
SKILLS: DECIPHER, AWARENESS
Ælithya sacrificed everything to study at the Archive, for the limelight of the beacon of
enlightenment is not easy to catch when your social status works against you. For years she had
to sell, pawn and barter everything she owned to remain on campus.
Throughout her education she quickly outclassed her peers, devouring
every book, memorizing every formulae and passing every test the Archive
threw at her, all the while dealing with rival students, hostile tutors and the
prohibitive costs of higher learning.
Now she’s finally out, graduated with honors, and completely destitute. Her family? dead,
fell to the last drought. Her home? sold to pay off debts. With nowhere to go, she hopes to discover
an archeological breakthrough so poignant she may record it in the annals of the Archive.
During her years in academia Ælithya became fascinated with the mysterious ætherships, vessels
capable of piercing the sky and coursing through the stars. She knows the civilization of the
Labyrinth harnessed their power, and finding substantial proof of their existence would surely
secure her a permanent position in the institution.
World of Dungeons
N O CT I S L A BY RI NT H

Attributes Skills Special Abilities


STR +0 INT +2 ATHLETICS DECIPHER LORE
APPRENTICE: can switch their training in Decipher for
AWARENESS HEAL STEALTH
Healer, Lore, or Survival once per day.
DEX +2 WIS +1 DECEPTION LEADERSHIP SURVIVAL
If you have an applicable skill, you can’t miss. A roll of SEEKER: can Decipher and use ancient or strange
6 or less counts as a partial success, but with a bigger artifacts and devices
CON +0 CHA +0 compromise or complication than a 7-9 result.

Hit Dice: 1d6 Hit Points: 3/ Armor: 1(LIGHT)

Equipment Notes
› Heavy duty screwdriver, d6 (light weapon)

› Reinforced apron (light armor)

› Grappling hook
› Rope

› Satchel [iron spike, bandages, travel rations (1), Waterskin (1),


magnetic orb]
Bastion [they/them]
Fighter
STR +2 DEX +0 CON +2 INT +0 WIS +1 CHA +0
SPECIAL ABILITIES: SLAY, TOUGH
SKILLS: ATHLETICS, SURVIVAL
Found by a caravan of Red Nomads as an infant in the middle of the desert,
the child who would become Bastion was completely alone, wearing nothing
more than a strange, ancient helmet. Without a second thought, the people of the
desert embraced them and raised them as one of their own.
But Bastion had a hard time fitting in. They tried living with different clans throughout
their childhood, but never truly belonged among the nomads. Although they hold no
memory of their origin, their dreams are assailed by visions of a beautiful city crossed
by rivers of fire, and the pressing feeling of being chased away from their home.
Deeply affected by their early exposure to the desert, they avoided the outside world, and kept
their helmet with them at all times. Eventually, they extended that disposition towards their
own body, turning it into an armor capable of defending not only themselves, but the people
they love.
Years of traversing, enduring, and fending off the threats of the desert alongside the Red
Nomads earned them the name of Bastion, for their willingness to protect their adoptive
family against any danger.
It was with a heavy heart that Bastion finally decided to part ways with their people,
forever thankful to the Red Nomads for having raised them, but unable to keep their
eyes away from the horizon, looking for a place they can call home.
World of Dungeons
N O CT I S L A BY RI NT H

Attributes Skills Special Abilities


STR +2 INT +0 ATHLETICS DECIPHER LORE
SLAY: +2 melee damage
AWARENESS HEAL STEALTH
DEX +0 WIS +1 DECEPTION LEADERSHIP SURVIVAL TOUGH: +1 armor
If you have an applicable skill, you can’t miss. A roll of
6 or less counts as a partial success, but with a bigger
CON +2 CHA +0 compromise or complication than a 7-9 result.

Hit Dice: 3d6 Hit Points: 12/ Armor: 1

Equipment Notes
› Claymore, d6+2 (great weapon)

› Shortbow, d6

› Ancient helmet
› Waterskin (2)

› Bundle [travel rations (2), silver pieces (2)]


Tychos [he/him]
Thief
STR +1 DEX +2 CON +0 INT +0 WIS +0 CHA +2
SPECIAL ABILITIES: LUCKY, REFLEX
SKILLS: STEALTH, DECEPTION
Orphaned as a young boy, Tychos remained under the serfdom of the Houses Verdant
following his parents' indentured servitude. Always mischievous, he was passed around
from manor to manor as soon as the chamberlains grew tired of his antics.
Kicked out the moment he came of age, Tychos survived the streets by turning his
experience living among nobility–and his knowledge of the comings and goings of their
households–into a profitable burglary career.
But Tychos never held coin for long, wasting his loot trying to live up to the riches that
were paraded around him as a child. As silver ran dry, he took a series of bad loans
that got him on the wrong side of Pholgor, mutant king of Cardea's criminal
underworld.
A stroke of luck hit, however, when Tychos burglarized the invaluable Jewel of Shu
from the vaults of Lord Mercurial. Worth more than enough to pay off his debts, he's
one step from getting off scot free. Unfortunately, the jewel is just too hot, and no
fence in their right mind would dare take it.
With Lord Mercurial’s soldiers on his trail, Tychos has to wait for that sweet spot–after
the soldiers lose track, but before Pholgor suspects he skipped town–before he can
even think about returning to Cardea.
World of Dungeons
N O CT I S L A BY RI NT H

Attributes Skills Special Abilities


STR +1 INT +0 ATHLETICS DECIPHER LORE
LUCKY: once per day, turn a miss into a partial success.
AWARENESS HEAL STEALTH
DEX +2 WIS +0 DECEPTION LEADERSHIP SURVIVAL REFLEXES: you always go first and can react when
If you have an applicable skill, you can’t miss. A roll of suddenly surprised
6 or less counts as a partial success, but with a bigger
CON +0 CHA +2 compromise or complication than a 7-9 result.

Hit Dice: 1d6 Hit Points: 3/ Armor: 1 (LIGHT)

Equipment Notes
› Buff coat (light armor)

› Rapier, d6 (light weapon)

› Knapsack [fire oil]


› Codpiece [the Jewel of Shu]

THE ARCHIVE
We preserve the past.
We protect the present.
We build the future.
SCHOOL OF THE
SEVEN SPECTRES
Paint with the co

axe of a desert
demon
grandfather’s
shield
ancient
helmet
NAME:
PRONOUNS:
/
FIGHTER LVL:
Str
Dex
Con
Int
Wis
Cha
ATTRIBUTES
S
Character creation
ATTRIBUTES
Roll 2d6 for each. On a 6-, the value is 0.
On a 7-9, the value is +1. On a 10 or 11,
the value
the Jewel of
Shu
the rope
titanium
skeleton key
COIN
XP & LVL
WEAPONS & GEAR
NOTES
THIEF ABILITIES
/
SKILLS
ATHLETICS
AWARENE
Character creation
ATTRIBUTES
Roll 2d6 for each. On a 6-, the value is 0.
On a 7-9, the value is +1. On a 10 or 11,
the value
Adamante [they/them]
Wizard
STR +0 DEX +0 CON +0 INT +2 WIS +2 CHA +1
SPECIAL ABILITIES: SUMMON, CANTRIP
SKILLS: LORE, DECIPH
STR
DEX
CON
+0
+0
+0
INT
WIS
CHA
+2
+2
+1
ATHLETICS
AWARENESS
DECEPTION
DECIPHER
HEAL
LEADERSHIP
LORE
STEALTH
SURVIVAL
If you
Ælithya Koe [she/her]
Reliquarian
STR +0 DEX +2 CON +0 INT +2 WIS +1 CHA +0
SPECIAL ABILITIES: APPRENTICE, SEEKER
SKILLS: DEC
STR
DEX
CON
+0
+2
+0
INT
WIS
CHA
+2
+1
+0
ATHLETICS
AWARENESS
DECEPTION
DECIPHER
HEAL
LEADERSHIP
LORE
STEALTH
SURVIVAL
If you

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