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Dwarven Mercenary Group, Small, Organized, Intelligent, Cautious battleaxe (d8+2 damage 1 piercing) 10 HP 3 armor Close, Forceful Despite their diminutive appearance, dwarven mercenaries are pound-for-pound some of the most fiercest warriors in all of the realms. These do fight for coin, but they also fight with honor and loyalty with devotion to their employers as if coin was the same as soil. Instinct: To defend or attack
- Follow orders
- Fall back to reinforcements
- Go berserk when cornered
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Burne Solitary, Magical, Divine, Organized, Intelligent, Hoarder fire bolt (b[2d10] damage) 18 HP 4 armor Close, Ignores Armor, Near, Far Burne is a retired adventurer who has been made liege and protector of the town. He holds the title of 'His most worshipful mage' He watches for and protects the town from evil. Instinct: to protect from evil
- build a fortified castle
- cast a Wizard spell
- call for reinforcements
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Rufus Solitary, Organized, Intelligent, Cautious, Hoarder sword, crossbow (b[2d10+2] damage 1 piercing) 12 HP 3 armor Close, Forceful, Near Special Qualities: impervious to poison Rufus is an adventuring companion of Burne and leader of Burne's Badgers, a force of veteran warriors and is the commander of the local Militia. Instinct: to lead
- tactically command his men
- call for reinforcements
- quaff a healing potion
- use magic dust to disappear
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Burne's Badgers Group, Organized, Intelligent, Cautious spear, sword, crossbow (b[2d8] damage 1 piercing) 6 HP 2 armor Close, Reach, Near These mercenaries were all brigands for a time, but decided that there was better pay and less risk serving Burne and Rufus, who took them prisoner and then spared them. Loyalty is good and morale is high. They have had some action against other marauders, receive top money, and spend an ample amount of off duty time drinking and carousing at the inn. Instinct: to get paid
- to guard, defend, or kill for coin
- to call for reinforcements
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Group, Organized, Intelligent, Cautious (b[2d8] damage 1 piercing) 6 HP 2 armor Close, Reach, Near These mercenaries were all brigands for a time, but decided that there was better pay and less risk serving Burne and Rufus, who took them prisoner and then spared them. Loyalty is good and morale is high. They have had some action against other marauders, receive top money, and spend an ample amount of off duty time drinking and carousing at the inn. Instinct:
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Giant Frog Group, Large, Devious Bite (d6 damage) 10 HP 1 armor Close, Reach Special Qualities: Amphibious, sticky tongue, powerful jumps These large nasty giant frogs leap from their lurking places in the tall weeds near the edge of a pool of water or a marsh or swamp. They attack their prey madly, for they are voraciously hungry at all times. Using their lightning fast long sticky tongues, their prey often find themselves in the belly of the frog before they can blink. Instinct: to feed voraciously
- entagles prey with its sticky tongue
- swallows entangled prey whole
- may incite panic to non-intelligent prey
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Smoke Mephit Group, Large, Magical, Hoarder, Planar Claws (d6 damage) 10 HP 1 armor Close, Near Special Qualities: immune to poison and fire, doesn't need food, drink, or sleep This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile. Instinct: to lie, mock, and mislead
- billows smoke constantly
- exhale a blinding breath of smoldering ash
- explodes in blinding cloud of smoke
- create dancing lights
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Dust Mephit Group, Large, Magical, Hoarder, Planar Claws (d6 damage) 10 HP 1 armor Close, Near Special Qualities: immune to poison, vulnerable to fire, doesn't need food, drink, or sleep This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile. Instinct: to play dirty tricks
- exhale blinding breath of dust
- cause sleep
- explodes in a burst of blinding dust