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Dark-Dwarf Hornblower Solitary, Small, Planar, Terrifying Stunning shout, Mace (d10 damage 1 piercing) 16 HP 1 armor Close Special Qualities: The shadows of the Realm of Darkness twist their once worldly appearance. Inhabitants of the Realm of Darkness. Came into to mortal world when the Great Dark Crystals was destroyed and the Great Shadow Beast Souleater broke out and opened the portal. Once mortal dwarfes, long ago banished from the mortal world, when their kingdom beneath the earth grew too mighty for even the gods. Now crooked and twisted by the eternal darkness beyond the portal, scarred and angry on all the mortal world and eager to take back, what they once lost. Blows the Doom-Horn to call forth more Dark-Dwarves. Instinct: to call reinforcements from the Dark Portal
- Blow the Doomhorn
- From the Realm of Darkness
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Dark-Dwarf Group, Small, Cautious, Planar, Terrifying Spears, Maces, Crossbows (b[2d8] damage) 6 HP 5 armor Close Special Qualities: Can form a shield-wall, The shadows of the Realm of Darkness twist their once worldly appearance. Inhabitants of the Realm of Darkness. Came into to mortal world when the Great Dark Crystals was destroyed and the Great Shadow Beast Souleater broke out and opened the portal. Once mortal dwarfes, long ago banished from the mortal world, when their kingdom beneath the earth grew too mighty for even the gods. Now crooked and twisted by the eternal darkness beyond the portal, scarred and angry on all the mortal world and eager to take back, what they once lost. Instinct: to regain their lost kingdom beneath the mountains and mortal lands.
- Attack in Formation
- Impenetrable Aura of Darkness
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Sellsword - Leader Solitary, Magical, Intelligent, Cautious Special Weaponry, Signalhorn (b[2d10] damage) 12 HP 7 armor Close Special Qualities: Horn Signal Coordinator and Leader of specialized Sellsword-Groups. Often protected by magical artefacts from special damage or magic or other harm they are hard to kill. Skilled in one-to-one-combat, experienced in leading and guiding its men to gain victory and reputation. Often ex-military or half-mages. Instinct: To lead formations, to prevail
- Lead & Command
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Sellsword - SpecOps Group, Intelligent, Cautious Fine Weaponry (b[2d8] damage 1 piercing) 6 HP 4 armor Close More rare sort of Sellswords. Skilled veterans, experienced fighters with meele and range weapons. Equipped with fine weaponry and equipment to finish their task and get the payment and reputation. Instinct: To finish a mission.
- Earn gold, serve a cause.
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Sellsword - Common Group, Intelligent Mundane Weaponry (b[2d8] damage) 6 HP 2 armor Close Special Qualities: Organize in formation. A bunch of tough sellswords, working and fighting for a price or a cause. Whatever seems more profitable on a long shot. Instinct: To earn gold, serve a cause.
- Serve the best pay
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BOSS: Obsidian Dyrewolf-Beast Solitary, Large, Planar Slash with claws, Bite, Howl (b[2d10] damage) 24 HP 3 armor Near A large wolflike beast. Black as the night. No flesh or skin, all bones and obsidian shards, shimmering like sureal fur. Dark, glowing eyes, seeking to strike terror in all mortals. Vicious and fast. Instinct: To devour light & life
- Serve the darkness.
- It's from beyond, from the realm of eternal darkness.
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Mutant-Beggar Group, Small, Intelligent Grabble, Bite, Drag Underwater (d6 damage) 6 HP 0 armor Close TBD Instinct: To destroy peace and beauty
- Sneak through filthy darkness
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Insane Mage "Walameer" Solitary, Magical (d10 damage) 12 HP 0 armor Close Instinct: To gain might in madness
- Cast Spells
- Dark Fireball
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Corrupt Peddler Solitary, Stealthy, Magical, Intelligent, Hoarder Voice, Hidden Blade (d10 damage) 12 HP 1 armor Close TBD Instinct: To gain precious things
- Curse his opponents
- Flashbang
- Disorientate & bewitch with the voice