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Ifrit Blade-dancer Enchanted rapiers (2d4 damage) 5 HP 7 armor Close, Near Special Qualities: Rune barrier Instinct: to strike down tyrants
- Fight with many floating weapons
- Recharge its barrier from a light source
- Perform a floating rush
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Flock Of Sparrows Horde, Stealthy, Organized, Intelligent, Cautious Red steel blades (b[2d6+2] damage 1 piercing) 3 HP 2 armor Close, Near Special Qualities: Specially forged armorments that don't reflect much light These Low level house of sparrows players are an untrained mass of killing seemingly without direction. They will kill whomever it suits them to just to prove that they can. They do not hold to the same standard that the old sparrow members did and that makes them very dangerous. Red cloaked with red blades they will never fight one v one. Instinct: To spread chaos and death
- Stalk and vet a target
- Stab from behind
- Call sparrows from the shadows
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Fliskerwill Solitary, Magical, Intelligent Bladed fins (w[2d8] damage 1 piercing) 12 HP 0 armor Close Special Qualities: Vanish into the water Instinct: to infiltrate
- Eavesdrop from a waterway
- Summon or become a tidal wave
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Everlasting Dragon Solitary, Huge, Divine, Intelligent, Flight Fire arc (2D10s) (hits all targets close together) 26 HP 6 armor Reach, Ignores Armor Cracked and heavy plates of stony scales decorate this Ancient Behemoth, it's flame is the only company it desires. Instinct: To gain and hold territory
- Incineration
- Swallow Whole
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Trinket Golem Solitary, Tiny, Magical, Construct, Amorphous, Glass Invisibility, Cloudkill (d8-2 damage) 10 HP 2 armor Hand Special Qualities: Improves upon it's own design by adding materials, weapons or trinkets to it's own shambling mass The creature was created by an old, decrepit and lonely master who's only want was company. Upon it's masters death it sought out new masters and continues to walk the wastes in search of a companion. It is sneaky, observant and prefers to avoid combat in favor of remaining un-detected; However as a result of it's origin and age its own magical abilities are few, but remarkably powerful. At current its form is that of a magical imbued flask for its torso, with string legs and arms and hand crafted hands, made of zombie flesh. Instinct: To evolve, To hide
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Siv Brightcutter Group, Magical, Stealthy, Devious, Intelligent, Amorphous Bow made of light (b[2d8] damage) 17 HP 5 armor Close, Reach, Ignores Armor, Near, Far Special Qualities: Ability to turn into cloud, fog, rain of light Siv Brightcutter, was born when Thomas couldn't deal with the fact that the game was real. One of the coping mechanisms in his brain was complete denial. Bright cutter is the part of Siv who just wants to play the game be dammed the consequences, he believes that the game is just that a game and that everyone around him who thinks the game is real is in fact crazy. Bright cutter wears the same style clothing as his "brother" and even uses the same weapon just with different flair. Beware him he is completely bonkers. Instinct: To continue playing the game
- Reveal hidden passage ways
- Blinding
- Healing magic
- Called shot
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Siv Dawnslayer Group, Magical, Intelligent, Hoarder, Terrifying, Amorphous Bow made of shadows (d10 damage) 17 HP 7 armor Close, Reach, Ignores Armor, Near, Far Special Qualities: Ability to turn into a cloud, fog or rain of darkness, Made of liquid shadow Siv Dawnslayer aka Thomas Holloway is the Ace of The House of Sparrows guild. he was a strategy game player primarily and very competitive, he always loved the strategy and competition of pvp play in mmorpgs. He rolled a railroad of shadow because of the strategic value it gave him over his enemies. unfortunately for him once he found out the game was real and he could actually die his brain snapped and fractured his persona into four parts. This new part is very evasive and dependent on its allies, it needs to feel protected or it retreats inside letting one of the Alters out. Instinct: Surround himself with powerful allies.
- Can move unseen unless he wishes to be seen
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Trow Solitary, Large, Divine, Magical, Intelligent, Planar Crystal boulders (d12 damage) 26 HP 1 armor Ignores Armor Special Qualities: Regeneration, Crystal hide Trolls that roam the spirit and mortal worlds. Huge, covered in lichen and veins of quartz. They speak a garbled, guttural tongue that few understand, but their meaning is often clear: to destroy and to take. Instinct: to take the home of another
- Retreat to gather strength
- Send will-o'-the-wisps to flank enemies
- Raise a mist wall to teleport itself or enemies through
- Terraform the environment with its blood
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Oliver The Patient Group, Stealthy, Magical, Devious, Intelligent, Cautious Assassin blades (d4 damage 2 piercing) 10 HP 3 armor Close, Reach, Near Special Qualities: Immune to poison Oliver the Patient aka Oliver Gibson is a long time gamer and an even longer time magician in the real world. He has always loved to charm and entertain through acts of magic. He rolled trickster because it has the perfect balance of sex and magic for him and his eventual plan to become such a powerful figure in the game that he is written into the lore. Oliver is the joker of the House of Sparrows guild and is usually seen running around trying to recruit new guild members so that he can use them to establish his power. He knows he can use Magnus and anyone else to accomplish his goals. He is never seen without his trusty wrist bands that hold his assign blades and other tricks and his red cloak with hundreds of pockets sown into it, only he knows whats in them. Instinct: To shape the world to his own image.
- Change his face.
- Use misdirection or underhanded tactics to gain the advantage.
- Cast an illusionary or enchantment spell.
- Apply poisons.