((Sorry for the delay, I've been hanging out with family and friends for a bit before I head off to college. Yoink, blazing glory, Cheesecake, and Pancaek are in. Everyone else is on the waitlist.))
The four of you gather outside of a troll merchant's stall in the seedy southern half of Elaris, where Braunkleid said that he would meet you to discuss your first mission. Despite, or perhaps because of the number of monsters here, the doppleganger is nowhere in sight. Like the rest of his kind, he can mimic the shape of anyone that he knows, but it's a long-standing rule that dopplegangers and other shape-shifters keep their true forms while in friendly territory, in order to help ease racial tensions. From what you've learned of Braunkleid though, he's not much one to follow rules, so it's not a surprise to any of you when a large bugbear clad in rugged-looking bearskins makes his way over to where you're gathered and begins to speak in a familiar voice.
"Sorry I'm late; there's a rumor going around about a spy at the palace, so I took a back way here to be safe. I don't know what sort of monster would even think of working with the humans after what happened at Darrowden, but that's not our concern right now. Our job..."Braunkleid pulls a map out from underneath his furs, and points out a few small specks in the sea near the human-run continent of Urumia.
"...is right here, on the Malbini Islands. More specifically, it's on Rumani, the smallest and westernmost island. You see, while the humans have always controlled Rumani, it was never of much importance to them, because the rest of the islands were monster-controlled. Now though, that's WHY it's important. What used to be a tiny fishing village has turned into an adventuring boomtown, producing new adventurers and masterworks by the dozens. It needs to be taken down before it grow any larger, and you four are the ones on the job. While it may be an entire city filled with adventurers, you have two big things going for you. The first is the fact that many of the adventurers there have hardly even learned how to hold their weapons properly. Out of the fifty or sixty masterwork wielders there, odds are that 90% of them will run when they see four powerful monsters taking control of things. Of course, if the 10% who stay and fight start to get the upper hand on you, then the rest might return, but I have confidence that you won't lose to any of them. Now, our second trump card is the neighboring lizardman island of Erbina. While the four of you will be able to provide the initial shock and awe assault, it takes more than four monsters to capture an island, even one as small as Rumani. Fortunately for us, Haalesh, the Lizard King of Erbina, is more than willing to provide foot soldiers in exchange for new land. This means that you won't have to focus on capturing key points or suppressing the populace, and can devote all of your attention and resources to driving off the adventurers. Now, head on out to the docks: Your transport is waiting there for you. As a member of the royal court, I can't leave the island myself until this whole spy business has been sorted out, but I wish you four the best of luck. If everything goes well, get a letter out to me, and I'll get you a ride back to Elaris."With that, Braunkleid vanishes back into the crowd, leaving the four of you to your mission.
HP: 15/15
Major Trait:
Flight: Can fly
Minor Traits:
Skilled Spearmonster: +1 to hit and damage with spears
Adept Flier: +1 to hit and dodge while flying
Flaws:
Bird-Brained: -1 to remembering and other feats of brainpower
Talon Arms: -1 to performing delicate tasks
Strength: 2
Endurance: 0
Dexterity: 4
Power: 0
Intuition: 1
Charisma: 0
Equipment:
Bronze Spear
Inventory:
Nothing Special
HP: 15/15
Major Trait:
Lucky: +2 to avoiding and resisting killing blows
Minor Traits:
Skilled Greatsword User: +1 to hit and damage with greatswords
Intimidating: +1 to intimidation attempts
Flaws:
Old: Occasionally has to roll to see if he'll suffer back pain or such,if the number is below 4 then he'll take a 1- penalty to his action
Large: -1 to dodging in confined areas
Strength:3
Endurance:2
Dexterity: 1
Power:0
Intuition:1
Charisma:0
Equipment:
Old Iron Greatsword
Inventory:
Nothing Special
HP: 15/15
Major Trait:
Goblin Ingenuity: Can create contraptions from just about anything
Minor Traits:
Street-Smart: +2 to intuition, charisma, and dexterity in urban environments
Flaws:
Coward: Must flee when at 5 health or below, or outnumbered by at least 2/1
Strength: 2
Endurance: 1
Dexterity: 2
Power: 0
Intuition: 2
Charisma: 0
Equipment:
Large Dagger
Inventory:
Nothing Special
HP: 15/15
Major Trait:
Beneath the Mask: Can remove mask to shock and terrify opponents, doing anything from frightening them away to driving them stark raving mad
Minor Traits:
Excellent Archer: +1 to hit and damage with bows
Defender: +2 endurance while stationary
Flaws:
Abomination: Cannot gain charisma
Archery Construct: Cannot use melee weapons other than hands and knives
Strength: 2
Endurance: 1
Dexterity: 3
Power: 0
Intuition: 1
Charisma: 0
Equipment:
Painted Horn Longbow
Featureless Mask
Inventory:
20 arrows