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Pandora, Leader of the Warrior Maidens Group, Organized Sword (d8 damage) 10 HP 2 armor Close Pandora prides herself on being a simple fighter. She claims that swift action is the best solution to any problem. "When in doubt, attack" she often says. Actually she is more subtle than she leads people to believe. She always keeps track of the odds. While she often uses force to settle problems, she tries to make sure that the odds are with her. Instinct: To rebuild Cynidicea
- Challenge opposition in battle
- Separate a worthy foe
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Warrior Maiden of Madarua Group, Organized Spear, Bow (b[2d8] damage) 6 HP 2 armor Close, Reach They all wear bronze chain mail over green tunics. Each woman's face is covered by a bronze mask of the face of the woman whose statue is atop the pyramid. Instinct: To protect wealth and Madarua's honor
- Attack defilers
- Call on reinforcements
- Keep enemy out of reach
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Kanadius Group, Divine, Cautious Sword (d8+2 damage) 6 HP 3 armor Close Kanadius is stern-looking but basically kindly. He prefers to outmaneuver opponents, but is brave if fighting is necessary. He is somewhat absent-minded with unimportant details, but not with major ones. He leads his men rather than orders them. Under his leadership, morale is high. Instinct: To remove all opposition
- Outmaneuver opponents
- Strike enemy with lightning
- Call reinforcements
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Brother of Gorm Group, Divine, Cautious Sword (d8 damage) 6 HP 3 armor Close This man wheres iron chain mail over a blue tunic. He wears a steel helmet with his face covered by a golden mask depicting a long haired, bearded man with a stern gaze. Instinct: Start new city under Gorm
- Deliver justice without mercy
- Call on reinforcements
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Auriga Sirkinos Group, Stealthy, Devious Wand (d4 damage) 6 HP 0 armor Close Stout Auriga Sirkinos appears to be jolly and fun-loving. His mirth actually hides a ruthless personality. He is a fanatic who will do anything to promote the cult of Usamigaras and his own power. He tries his best to hide this under a pleasant manner. While he will welcome the party, he will also do his best to insure that he, personally, retains the most power in the cult. However, if it comes to a choice between the Magi of Usamigaras or the personal power of Auriga Sirkinos, he will choose personal power. Instinct: Personal gain and power
- Put his needs first
- Flees under cover of allies
- Call reinforcements
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The Dining Hall Solitary, Huge, Magical, Stealthy, Devious, Planar, Amorphous Delicious enticing food Special Qualities: Location: cursed room. There's nothing but stale crumbs left in the food sack, your waterskin's nearly empty, the wineskin ran out days ago, and you haven't eaten in two days. Hunger gnaws at your belly, and even the halfling's starting to look appetizing. There's no doubting that your food situation's desperate. But then you find it. It fits the surroundings - a log and wicker eating hall in a forest, a fine dining room in a mansion, a stone feasting hall in Dwarven mines - wherever you are, it makes as much sense as possible, for an eerily unoccupied dining hall filled with freshly prepared, delicious smelling food. Any who eat the food however fall under it's curse. for their greed and ill manners, they are transformed into food animals - pigs, chickens, ducks, etc. and then trapped inside the hall until they are collected by hungry spirits to be made into spirit-food. Instinct: Capture food for flesh eating spirits.
- Appear as a normal unoccupied dining hall filled with delicious food.
- Entice them with irresistable food.
- When they eat your delicious food, transform them into fat, tasty animals.
- Trap their animal forms until a spirit comes to collect them.
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Magi of Usamigaras Group, Magical, Organized Silver Dagger (d6 damage) 6 HP 0 armor Close A common magi of Usamigaras. It is wearing rainbow robes with a silver mask of child's face. Instinct: Honor Usamigaras
- Defends Usamigaras
- Cast Hold Portal
- Call support from other magi
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Don't Anger The GM Solitary, Stealthy, Intelligent, Terrifying Longsword (b[2d10+2] damage) 12 HP 4 armor Close, Reach, Near Special Qualities: scales look like they will fall off, but no they won't And it's almost Level 11 for you, but you trip on a rock and die, the end, and this mob will steal your home. Instinct: to take over
- Take over the area
- trick one into giving up land
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Death Knight Solitary, Magical, Intelligent, Hoarder, Terrifying, Amorphous Great Sword (b[2d10+4] damage) 19 HP 4 armor Close, Forceful, Reach Special Qualities: Glowing red pinpoints in the sockets of its skull seem to stare through you Children adore tales of gallant knights who served the greater good - their deeds, their triumphs and their chivalry. What children never hear about is the knight who failed miserably, was corrupted by evil forces and who turned his back on his cause, breaking his vows. Some of these knights became cursed to walk the earth after death, their own darkness and hatred pushing them onward. The Death Knight is such a one, the goodness stripped from it long ago. In the place of chivalry and honor are cunning and a long, deep hatred for anything alive. A Death Knight is rarely found with others of its kind, but will often be accompanied by a small unit of Skeletal Warriors who serve under it. While its Great Sword is terrible enough, the Death Knight also has the power to pull at the fabric of the soul from several paces away. Those who experience it seldom survive, but those who have describe it as "all the joy, hope and dignity being ripped from inside you." Instinct: to crush the living.
- Cleave victims in twain
- Rend the soul
- Terrify with a gaze