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EN World City Project: NPC Submissions


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jdavis

First Post
Sample Outland Rangers

Outland Rangers; Delia Slemonia’s Northern Patrol

Delia Slemonia has been patrolling as an Outland Ranger for over 100 years now. She has worked in both the Northern and Southern patrols and has trained many of the present Outland Rangers. Delia is very skilled and has twice turned down the post as leader of the Outland Rangers. Delia doesn’t care for city life and prefers to stay in the field as much as possible, she is on almost constant patrol and returns only to re-supply and report. Delia is very fond of the silkfishers as they are most of the few elves in town, she has overcome her distaste for half-elves as there are so few elves around and half elves are preferable company to Dwarves, which seem to be everywhere. She can often be found visiting with the silkfishers and has stopped several poaching rings along the lakeshore. Presently Delia is part of the Northern Patrol as she felt it was more conducive to her new partners training than the South. She is not big on solving domestic disputes and has little time for the prattling of the farmers and herders so she lets her partner deal with them, normally she prefers the southern patrol to avoid dealing with the common folk. Delia has been around long enough that she can freely choose which patrol to take and often decides where to be according to her pupil at the time. Bolius Chier (Captain of the Watch) was one of her pupils a long time ago and she still maintains a friendship with him.

Delia’s current partner/student is Aeron Malius a Paladin of (insert favorite/local God of Justice or Law here) and the third son to Lord Malius a minor noble. Delia is fond of young Aeron and took it upon herself to keep him alive while he learned the ways of the wild. Delia gave Aeron his boots and cloak of elvenkind so he would not clank around so much and is attempting to teach him tracking and wilderness lore. She figures he would not last a week in the swamp but he may become a good Outland Ranger in the North. Some of the other Rangers think that Delia may be a little too fond of the handsome young man; she has spent over a year training with him and still says he is not ready to be on his own yet. Delia has enough clout within the Rangers that nobody openly questions her on this but most believe Aeron Malius is more than ready to patrol on his own.

Aeron Malius joined the Outland Rangers due to his fierce loyalty to the people of Mor’s End. He is completely dedicated to his work and the only thing he doesn’t like is that being in the field keeps him away from the church for long stretches of time. Aeron loves serving the people and often drags Delia into local disputes and disturbances. He takes his role as judge to heart and always tries to be fair and honest with those who seek a judgment from him. Delia sits back and rolls her eyes at him but she knows that this is part of the job and at least they aren’t bothering her anymore. Aeron’s popularity with the common folk has turned out to be a big help to their job on a couple of occasions where tips from locals have lead them to local bandits and poachers. Aeron is not really a student anymore, although he still has not gotten the hang of tracking, he has proved himself time and again in his work and he has a bright future ahead in the Outland Rangers. Aeron doesn’t mind Delia staying his partner even though his training is all but complete; they have become good friends and work well together. It appears that they will stay partners for some time to come and that is fine with both of them.
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Delia Slemonia: Female Elf, Rgr5/Wiz2/Arc2; HD 5d10+5 (Ranger), 2d4+2 (Wizard), 2d8+2 (Arcane Archer); hp 68; Init + 5; Spd 30; AC 21; Atk + 9 base melee, + 13 base ranged; +15 (1d8, Longbow, composite, Masterwork); +10 (1d8+2, +1 Longsword); +10 (1d4+1, Dagger, Masterwork); SQ: Elven traits (Ex), Immunity: Sleep (Ex), Low-light vision (Ex); Class Features: Ranger: Shield proficiency, Medium armor proficiency, Light armor proficiency, Martial weapon proficiency: all, Simple weapon proficiency, Improved Two-Weapon Fighting, Favored Enemies (2), Track, Spells, Favored Enemy: Humanoid (Goblinoid), Favored Enemy: Humanoid (Orc); Wizard: Spell Mastery, Spellbooks, Spells, Wizard weapon proficiencies, Scribe Scroll, Summon Familiar; Arcane Archer: Enchant Arrow +1, Imbue arrow; Racial Features: +2 Will bonus to Enchantment spells; AL CG; SV Fort + 8, Ref + 9, Will + 4; STR 12, DEX 20, CON 12, INT 16, WIS 11, CHA 14.
Skills: Concentration + 5, Craft Bowmaking + 6, Hide + 24, Intuit Direction + 8, Knowledge (arcana) + 6, Knowledge (nature) +6, Listen +8, Move Silently +22, Ride +6, Search +8, Spellcraft + 6, Spot + 14, Swim + 3, Use Rope + 8, Wilderness Lore + 12.
Feats: Improved Critical: Longbow, composite, Point Blank Shot, Precise Shot, Scribe Scroll, Track, Weapon Focus: Longbow, composite.
Possessions:
Weapons: +1 Longsword; Longbow, composite, Masterwork; Dagger, Masterwork.
Armor: Mithral Shirt.
Goods: Bowmaker's tools, Masterwork; Spell component pouch; Spellbook, wizard's; Warhorse, light; Saddle, riding; Saddlebags; Horse, light; Saddle, pack.
Magic: Wondrous: Cloak of elvenkind; Wondrous: Boots of elvenkind; Wondrous: Quiver of Ehlonna; Ring: Protection +2.
Spells Known (Wiz 4/3): 0 - Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Repair Minor Damage, Resistance; 1st - Charm Person, Grease, Magic Missile, Magic Weapon, Obscuring Mist, Sleep, Summon Monster I, True Strike.

Spells Prepared (Wiz 4/3):

Familiar: Animal, Owl: CR 1; Tiny Animal; HD 1d8 (Animal); hp 29; Init + 3; Spd 30; AC 16; Atk +8 base melee, +13 base ranged; +13 (1d2-2, Claws); AL LG; SV Fort +0, Ref +3, Will +2; STR 6, DEX 17, CON 10, INT 1, WIS 14, CHA 10.
Skills: Hide + 11, Listen + 14, Move Silently + 20, Spot + 6.
Feats: Weapon Finesse.
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Aeron Malius: Male Human Pal4; HD 4d10+8 (Paladin) ; hp 37; Init + 1; Spd 20; AC 19; Atk + 7 base melee, + 5 base ranged; +8 ( 1d8+3, Longsword, Masterwork ); +8 ( 1d4+3, Dagger, Masterwork ); +5 ( 1d10, Crossbow, heavy ); Class Features: Paladin: Medium armor proficiency, Divine Grace, Lay on hands, Divine Health, Detect Evil, Light armor proficiency, Heavy armor proficiency, Shield proficiency, Simple weapon proficiency, Martial weapon proficiency: all, Extra turning, Code of Conduct, Associates, Smite Evil, Aura of Courage, Remove Disease (1x/week), Turn undead, Spells; AL LG; SV Fort + 10, Ref + 6, Will + 7; STR 16, DEX 13, CON 14, INT 12, WIS 14, CHA 18.
Skills: Concentration + 3, Diplomacy + 8, Handle Animal + 5, Heal + 4, Hide + 7, Knowledge (religion) + 4, Move Silently + 6, Ride + 6, Spot + 4, Wilderness Lore + 4.
Feats: Combat Reflexes, Endurance, Power Attack.
Possessions:
Weapons: Dagger, Masterwork; Longsword, Masterwork; Crossbow, heavy.
Armor: Banded mail, Masterwork.
Shields: Shield, large, steel, Masterwork.
Goods: Warhorse, light; Saddle, military; Saddlebags.
Magic: Wondrous: Cloak of elvenkind; Wondrous: Boots of elvenkind.
Spells Known (Pal --/1): 1st - Bless, Bless Water, Bless Weapon, Clear Mind, Create Water, Cure Light Wounds, Detect Poison, Detect Undead, Divine Favor, Divine Sacrifice, Endure Elements, Find Temple, Magic Weapon, One Mind I, Protection from Evil, Read Magic, Resistance, Second Wind, Sense Heretic, Sticky Saddle, Virtue, Word of Binding.

Spells Prepared (Pal --/1):
 
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GladiusNP

First Post
Another guard captain - Jeremy Marlin, Human Male Fighter 4.

Jeremy is a respected young man who commands the Southgate’s night watch. He and Saul share a room in the Southgate tower barracks. Jeremy is a proven veteran of guard duty, and has served on rotation in the elite guard, and was even taken on patrol by the outland rangers. He is the son of Peter Marlin, an upscale butcher. Since he has three older sisters, Jeremy was the baby of the family. Until he moved out, he was spoiled by his mother, and was almost smothered by her affection (he’s also quite a bit younger than his sisters – by twelve years.)

Perhaps due to this, Jeremy moved out at eighteen. He lived down in Port Jollita for a while, working on the docks as a stevedore for eight months, boarding with an old halfling lady named Cora Bindlethumb. Growing bored with the work, he moved to the military, and immediately took a shine to working in the guard on the walls. His natural talent earned him the right of training under Gorkil, and he quickly grew to one of the better fighters in the elite guard, using a longsword as well as any man in Mor’s End.

He then had some kind of falling out with Gorkil, though neither will discuss exactly what transpired. After he left the elite guard, Palmora had just come to power, and the resultant changes in the city’s military structure lead to Jeremy being appointed the head of the Southern gate night-watch, a prestigious postion.

Jeremy is usually dressed in his uniform. He wears a utilitarian breastplate, carries a plain, wooden shield with the emblem of Mor’s End, and carries his sword at his side – the one remarkable piece of equipment he does own. He has reddish-brown hair, slightly pale skin, and light blue eyes. When off duty, he wears neat, fashionable clothes, usually in the latest style. He’s given a bit of a hard time by the other guards due to his fastidious way of dressing, but takes it in good cheer.

Jeremy has an out-spoken, wry, and rather humorous manner. His men, though they respect him, treat him with a similarly laid-back attitude – though they are quick to pick up on when he’s being serious. He’s quite the opposite of Saul, and the two men have little in common, besides both of them being excellent swordsmen. Jeremy’s squad also has a friendly rivalry with Saul’s, something which Saul doesn’t mind, and which Jeremy encourages. Marlin can usually be found asleep during the day, waking up to come on duty at night. He doesn’t get much time to go out, but on his days off he’s often seen down in Port Jollita, since he’s good friends with several halflings he meet while working on the docks.

Jeremy Marlin, Male Human, Ftr 4; HD 4d10+12; hp 36; Init +1; Spd 20; AC 18; Atk +6 base melee, +5 base ranged; +8 (1d8+4, MW Longsword ); AL NG; SV Fort +7, Ref +2, Will +1; STR 15, DEX 13, CON 16, INT 10, WIS 11, CHA 13.
Skills: Swim +9 (weight not factored in), Handle Animal +8, Spot +3.5.
Feats: Weapon Focus (Longsword), Weapon Specialization (Longsword), Dodge, Mobility, Spring Attack, Blind-fight.
Possessions: Breastplate, Large Oaken Shield, Guard’s Uniform.
Weapons: MW Longsword, (bought from Bartholomew Crane’s shop) Jeremy’s sword is a fine old weapon, rumoured to have been wielded in the first sacking of Mor’s End. Though the hilt has been replaced many times, the blade is still the original. As Gorkil said when he was shown the weapon ‘That’s Dwarven lad, and we dwarves build to last.” A strange rune – probably the maker’s sigil – is etched into the blade. The handle is serviceable – brown leather and iron.

Plothooks –
1. Jeremy’s men sight a band of orcs coming up the road at midnight. Taking off for aid, Nakiira Silvenhaal finds the PCs. Can the PCs help Marlin hold off the orcs, and their battering ram, until more help arrives?
2. Jeremy has discovered someone is threatening the halflings of Port Jollita. Angered by this, he has decided to take matters into his own hands. But will Jago Braws and the Busters be too much for the young guardsman?
3. Nelim Sevdodle (a gnome from Saul Antilium’s squad) has played a clever prank on Jeremy’s squad. Jeremy asks the PCs to help him get his own back.
4. Someone has betrayed the gate to the city, and goblins are advancing up from Southgate. Jeremy and the PCs are left to hold the street against a sizable contingent of goblin-kin. Can they keep them back?
 

jdavis

First Post
another sample Outland Ranger

Joru Buntz: Halfling Outland Ranger

Joru was a street urchin in the squats outside the wall when Delia Slemonia ran across him. She took notice of his incredible agility and strength (for a halfling) and took it on herself to “rescue” him from a life of poverty. For several years he tagged along with the elf, learning bits and pieces about tracking, wood lore and fighting with a sword and bow. When it came time for Joru to leave Delia and get on with his own life it was no surprise that he joined the Outland Rangers. Joru was paired with another of Delia’s students, Derik Bladestone a half orc who Delia recruited from a local street gang into the Rangers several years earlier. The two became good friends and patrolled the swamps together for several years.

Everything was going well with Joru’s life until one day the two Rangers were ambushed by Gorgo Ironbone’s orc clan in the swamp. The two split up to escape into the swamp but Derik never made it back to Swamp Keep and shortly after Gorgo Ironbone was seen with Derik’s sword. Since then Joru has become obsessed with bringing down the hated orc clan chief. He has refused to take a new partner and seldom comes in from the swamps to report anymore. Joru almost constantly tracks the Red Ghost clan, picking off stragglers and ambushing scouts, Gorgo doesn’t know that one Halfling is behind this and thinks the whole of the Outland Rangers is hunting them.

Joru is an oddity among halflings and is the first halfling to ever join the Outland Rangers. He lacks the lighthearted nature of other halflings, being strict and businesslike with all but his closest friends. Joru is not fond of the swamp or being out in the wilderness but he does it to keep the town safe, he was contemplating retirement when his partner was killed and has since vowed to kill Gorgo Ironbone before he will let himself leave the swamp patrol. He has stated that Gorgo Ironbone’s death will be his last great service to his city.

Plot Hooks
Joru has not reported in over a month and the PC’s are hired to find him. In the swamp Joru has discovered that Gorgo has convinced two other clans to join him in a large raid against the city. Can the PC’s find Joru and get him back to town in time to warn them of the large attack that is coming?

The PC’s are lured into the hunt for Gorgo Ironbone by the large bounty that has been put on his head by the city. After a little snooping around they learn that one Outland Ranger knows the movements and habits of the Red Ghost clan better than anyone else, Joru Buntz. Can Joru provide the information needed to kill the hated orc chief and gain the reward; first you have to find him.

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Joru Buntz: Male Halfling, Rgr5; HD 5d10+5 (Ranger); hp 39; Init + 4; Spd 20; AC 20; Atk + 8 base melee, + 10 base ranged; +7/+6 (1d6+2, Sword, short, Masterwork; 1d4+1, Dagger, silvered); +11 (1d6, Shortbow, composite, Masterwork); +8 (1d6+2, Axe, throwing); SQ: Halfling traits (Ex); Class Features: Ranger: Shield proficiency, Medium armor proficiency, Light armor proficiency, Martial weapon proficiency: all, Simple weapon proficiency, Improved Two-Weapon Fighting, Favored Enemies (2), Track, Spells, Favored Enemy: Humanoid (Goblinoid), Favored Enemy: Humanoid (Orc); Racial Features: +2 Bonus on Saves vs. Fear, +1 attack bonus with thrown weapons; AL CG; SV Fort + 5, Ref + 5, Will + 3; STR 15, DEX 18, CON 13, INT 11, WIS 14, CHA 13.
Skills: Animal Empathy + 4, Climb + 4, Concentration +2, Handle Animal +4, Hide +18, Intuit Direction + 4, Jump + 4, Knowledge (nature) + 2, Listen + 6, Move Silently + 18, Search + 4, Spot + 5, Wilderness Lore + 4.
Feats: Dodge, Mobility, Spring Attack, Track.
Possessions:
Weapons: Dagger, silvered; Sword, short, Masterwork; Shortbow, composite, Masterwork; Axe, throwing; Axe, throwing.
Armor: Elven Chain.
Goods: Backpack, Small; Blanket, winter, Small; Flint and steel; Rope, silk (50 ft.); Sack, Small; Waterskin (full), Small; Whetstone; Forest Camouflage Kit, Masterwork; Winter Camouflage Kit, Masterwork.
Magic: Wondrous: Boots of elvenkind; Wondrous: Cloak of elvenkind.

Spells Known (Rgr --/1): 1st - Alarm, Animal Friendship, Animal Trick, Bloodhound, Camouflage, Dawn, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Entangle, Exacting Shot, Forager`s Blessing, Hawkeye, Magic Fang, Pass without Trace, Read Magic, Resist Elements, Speak with Animals, Summon Nature's Ally I.

Spells Prepared (Rgr --/1):
 

jdavis

First Post
Urdus Hammersmith: Town Headsman

Urdus is the executioner for the city of Mor’s End; this is a hereditary position that started with his grandfather and will soon be taken over by his son. Urdus takes great pride in his work and feels that the job requires a heavy burden of responsibility. Urdus is paid a weekly salary by the city and lives in the keep itself, he is always considered on duty and must be ready to perform his services any time he is called for.

The tools of the headsman are his Black Lacquered Great axe, His Black Lacquered armor and helm, and his Magic Gauntlets of ogre power. These items have been handed down from generation to generation and are considered heirlooms of the city. Executions are normally done in public ceremonies but the headsman ask no questions about those he is to kill and will perform his service anywhere any time day or night, provided the right papers are presented. The executioner feels no mercy or malice and it is not his place to pass judgment, he performs his service in a professional manner and feels obligated to give all who are sent to him a clean cut and a swift death.

This line of work is obviously not the most conducive to a private life and Urdus has few friends in the city. He can often be found in the company of members of the elite guard or the city watch. He receives a cool welcome wherever he goes in town but is always treated with the utmost courtesy; it is considered bad luck to be rude to the Headsman.

Urdus has no wife and his son was adopted from an orphanage in the dwarven quarter of town. Urdus has no memory of his parents as he was also adopted into the family, it is said that it is a hard life being married to a headsmen and few woman would seek out such an existence. Urdus “son” Gurkus clings to the family name and hopes to one day bring children back to the line that took him in. He is young still but he has already started his training with the Axe.

Plot hooks
The Headsman’s axe has been stolen and a reward is posted for its return. This would be an easy way for the PCs to make some quick money, or is it? Can the PCs discover who stole the axe and return it for the reward?

One of the headsman’s few friends has been accused of murder. The Headsman cannot interfere with the trial so he asks the PCs to find out the truth before it is too late.

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Urdus Hammersmith: Male Dwarf, War4; HD 4d8+20 (Warrior) hp 31; Init + 0; Spd 15; AC 18; Atk + 9 base melee, + 4 base ranged; +11 (1d12+8, +1 Greataxe); +10 (1d4+5, Dagger, Masterwork); SQ: Darkvision (Ex), Dwarven traits (Ex); Racial Features: Stonecunning, +2 Fort save against poison, +2 Ref save against spells, +1 attack bonus against orcs & goblinoids, +4 dodge bonus against giants; AL LN; SV Fort + 9, Ref + 1, Will + 1; STR 21, DEX 11, CON 20, INT 9, WIS 10, CHA 6.
Skills: Appraise + 1, Climb + 1, Heal + 3, Intimidate + 5,
Feats Power Attack, Weapon Focus: Greataxe.
Possessions:
Weapons: +1 Greataxe: Keen; Dagger, Masterwork.
Armor: Full plate, Masterwork.
Magic: Wondrous: Gauntlets of ogre power.
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Gurkus Hammersmith: Male Dwarf, War1; HD 1d8+4 (Warrior); hp 12; Init + 1; Spd 20; AC 13; Atk + 4 base melee, + 2 base ranged; +5 (1d12+4, Greataxe); +4 (1d6+3, Handaxe); SQ: Darkvision (Ex), Dwarven traits (Ex); Racial Features: Stonecunning, +2 Fort save against poison, +2 Ref save against spells, +1 attack bonus against orcs & goblinoids, +4 dodge bonus against giants; AL LN; SV Fort + 6, Ref + 1, Will + 0; STR 17, DEX 13, CON 19, INT 10, WIS 10, CHA 10.
Skills: Appraise + 2, Climb + 4, Heal + 1, Intimidate + 5, Jump + 4
Feats: Weapon Focus: Greataxe.
Possessions:
Weapons: Greataxe; Handaxe.
Armor: Leather.
 

David Argall

First Post
additions

Urdas can use a little expansion.

He needs a job besides executions. At 10,000, our city suffers about 200 adult deaths a year. [The figures of average lifespan of 20 years count the frequent deaths of babies and small children. Those who made it past childhood had a very good chance of reaching 50, tho 65 was originally chosen for government pensions because so few reached it.] We want to reserve as many of those deaths as we can for PC action, and that means there won't be many executions.
Generally the executioner was also the torturer, so we can put Urdas in charge of interrogations as well as executions. That gives him considerably more work, and more plot hooks. [Particularly in clearing the innocent. urdas can become convinced any of his 'clients' is being accused by overeager or corrupt superiors and call in the PC, who also has a deadline for success since Urdas will eventually force the victim to confess.]

Urdas actually finds a woman who finds his job a lure. PCs are called in to aid his attempts to court her, investigate her for any motive at Gurkus' insistance, or protect her from Gurkus who deems her future children as a threat to his ever being chief executioner.

Urdas has been living quite well ever since the death of one of his clients. Did he torture the treasure location out of him and kill him? Did he take a bribe to fake the death?
 

jdavis

First Post
I'm sure he chops off hands too:D Witht he small size of the military here he probably also acts as jailer or dungeon guard. He's a rather creapy guy so any woman who actually likes him would have to be pretty creepy too. That would be a real good plot hook (maybe a outsider or a devil has been drawn to him due to all the blood he has spilled and comes to him in disguise......) Ok a little out there but that's what plot hooks are for.
 

GladiusNP

First Post
Nelim Sevdodle, Gnome War 1/ Ill 1.

Young Nelim was born to Wilhelm and Hilda Sevdodle, a respected couple who live down in Port Jollita. Wilhelm owns a small provisioner’s shop, and though he would have liked Nelim to take over the shop when he dies, he is happy that his son is such a talented young man. For Nelim, like many Gnomes, has an aptitude for illusion. He’s a bright, articulate young man, and has a very subtle, reserved sense of humour. He also tends to plan elaborate pranks, most of which fail catastrophically – but those that work end up being talked about for quite some time. Nelim is also very talkative, and often chats with passing merchants for much longer than he should.

Nelim has been trained at the Mage’s guild, but has recently finished his apprenticeship. Tired of study, he decided to join the city guard, who were more than happy to take a skilled wizard into their ranks. He has taken to this new life with zeal, and has trained very hard to make Saul proud of him – for Nelim looks up to the paladin, probably more than the rest of the squad do.

Nelim has nut-brown coloured skin, with very pale blue eyes. His hair is usually kept closely shaved, but he occasionally has a fine dusting of blond stubble on his head, after he hasn’t shave his head in a few days. He wears a small uniform, kept immaculately clean and well groomed, and leather armour. He carries a small ledger notebook under one arm, and wears a battle-axe across his back – which he wields two-handed. He also has a light crossbow, usually sitting on the ground next to him. When off-duty, he usually heads over to the Downpour Alehouse, though he does get on well with Flibbert, the bartender in Conaill’s Cocktails.

As the bookkeeper for Saul’s squad, Nelim keeps track of what’s brought in, and what’s taken out of the city. He’s usually nearby to Saul, taking diction. He’s also ready to help out – he’s pretty quick to get a spell off when he has to be.

Nelim Sevdodle: Male Gnome, War1 / Ill1; HD 1d4+1d8+4; hp 12; Init +5; Spd 20; AC 14; Atk +1 base melee, +2 base ranged; +1 (1d8, Battleaxe), +2 (1d8, Light Crossbow); SQ: Gnome Traits. ; AL CG; SV Fort +9, Ref +5, Will +6; STR 10, DEX 12, CON 14, INT 15, WIS 8, CHA 11.
Skills: Concentration +7, Spellcraft +7, Profession (Shopkeeper) + 4, Alchemy +9

Feats: Improved Initiative, Scribe Scroll (Bonus Feat).
Possessions: Scroll of Mage Armor, 2 scrolls of Detect Magic.

Spells: All 0-level. Prohibited school, Enchantment.
Known, 1st – Silent Image*, Ventriloquism, Mage Armor*, Magic Missile, Color Spray*.
* = Prepared. 0 prepared are Detect Magic, Read Magic, and Ray of Frost.
 
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GladiusNP

First Post
I've updated the archive of NPC's w/ NPCs from this thread, and the wizards being discussed on the Guild's board. It's back on page two.

I think we need to begin limiting submissions - take a look at the experts! We probably don't need many more in the 3-5 level range.
 

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