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Lady Amethyst Solitary, Magical, Devious, Organized, Intelligent Dagger (d6 damage) 12 HP 6 armor Close Leader of the Torchbearer expedition, wants to free the demigod in return for otherworldly knowledge Instinct: To Gain Knowledge
- Serve the God
- Create Mirror Images
- bring back the Torchbearer
- Templars, do your thing
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Torchbearer Solitary, Huge, Magical, Stealthy, Divine, Intelligent, Planar, Terrifying Sword (b[2d12+9] damage 1 piercing) 26 HP 6 armor Reach, Forceful, Ignores Armor Special Qualities: Fiery Markings Torchbearer was the first disciple of the Lord of Light. As a reward for his loyality, his God transmutated him into his most powerful and loyal servant. Such power was to much and drove the disciple mad. Before he could dominate the world with his might, his god trapped him in a star, bannishing him forever. Now he is back. Instinct: To gain power through wisdom
- Brings mankind to it's knees
- lure worshippers
- Unholy fire
- Forgotten Lore
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Lassangelion the Destroyer Solitary, Magical, Devious, Intelligent, Incorporeal No direct attack 16 HP 4 armor Close, Far Disembodied spirit, visible at will, an inflamer of human passions, servant of Set. Instinct: Inflame the passions
- Provoke a fearsome action
- Vanish
- Infuse with enraged strength
- Panic the fearful (area)
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Solemn Watcher-Guard Group, Organized, Intelligent, Cautious Sword (d8+2 damage) 6 HP 3 armor Close The Guards of Bryntirion housed in the district of the black shield. These fearsome fighters were once a mercenary troupe hired by the Council of 5 (which was at the time the council of 4)who have evolved to become Bryntirion's guards. They patrol the streets in their uniforms: Clothing: steel Breastplate, cloth greaves, hobnailed boots, polearm/longbow sword/crossbow, hobnailed gloves, maroon cloak, defensive mask. The masks of the Watchers is said to be modelled after a Hawk God from the southlands, named Stormond. who is believed to have once taken the eye from a sun god that illuminates evil for him. Each member of the guard is expected to serve at least ten years in the town and a further 5 on patrol on the borders of the Bryn. Sufficed to say after this secondary patrol many find themselves actively seeking an early retirement. Those who remain however become stalwart defenders against the beasts that dwell in the Bryn. Instinct: To maintain Law and Order
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Long-Dead Loyal Solider Group, Cautious Swing of Their Rusty Sword (d10 damage) 6 HP 4 armor Close A loyal servant of the Orange Peeled Knight They stand as deaf and dumb sentinels to the end and beyond. An iron-clad skeleton, using shield and sword that are centuries old. Instinct: Protect the King Knight
- Dodge a deft swing
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Jaghut Tyrant Solitary, Magical, Stealthy, Divine, Cautious, Hoarder Magical Staff [2d6+6] damage 20 HP 6 armor Close, Forceful, Near, Far Special Qualities: Jaghut Tyrants will often make promises with no intention of keeping them. The Jaghut are taller and broader than humans, with tusked lower jaws. Their skin is grey-green and hair was generally grey. The Jaghut are extremely long-lived (essentially immortal in the sense that they would not die except through violence or accident). They adapted to living in a cold climate, and generally preferred an Arctic environment. Instinct: Aggressive.
- Use Finnest: If a Jaghut Tyrant finds and uses it's Finnest it gains +20HP and +2d6 damage die on all melee attacks.
- Omtose Phellack: The Jagut channels great torrents of ice, freezing in place any character it touches who must then roll Defy Danger + Str to break out.
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T'lan Imass Bonecaster Group, Divine, Magical, Intelligent, Hoarder, Terrifying Staff (d6+2 damage) 10 HP 0 armor Close, Reach, Near Special Qualities: Imass can turn to dust at will. While travelling as dust they can cover hundreds of feet in seconds to then materialize and attack. T'lan Imass are like walking mummified corpses. They can travel great distances with incredible speed by becoming one with the earth beneath their feet. This also enabls them to seemingly materialize out of nowhere to ambush their prey. They can cross bodies of water, but can only find their shape on land. Bonecasters wear tells of their soltaken forms (eg Deer horns and pelts). Instinct: Uncaring unless provoked.
- Soletaken (creature): Each Bonecaster can merge into their chosen animal form. Treat this move as the Druid's Shapeshift).
- Quake: The earth shakes and splits for a distance of 50ft x 10ft dealing d6+2 damage. Any Imass in the AoE are instanly turned to dust and must spend time regaining their form.