Last updated: 9/6/2008
Page
Contents:
Facts
Information
Personalities (NPCs)
Financial Information
Classes & Levels
Facts:
Population: 600 (Mixed - Human/Dwarf/Gnome/Others)
Garrison: Constable, 6 guards, 30 militiamen
Constable: Top Warrior
Information:
Sweetwater is located on the north bank of the
The
The village consists of a stone keep, a mill, a saw mill,
an inn, a store and a collection of houses and hovels. The houses and hovels are
primarily along the road and up and down Sweet Creek. There is no palisade
around the village. There are also no temples in Sweetwater. If the village
were to be attacked by raiders the people would seek refuge in the keep until
the trouble passes. If a real army were to come the residents are supposed to
flee to Newgate for protection, but most would simply head north for the
The village was almost totally destroyed during the War for
Blackmoor’s Independence
due to its strategic location on the main road between Newgate and Bramwald.
Armies from both sides passed through the village several times during the war
and they didn’t leave much standing, especially when they were retreating. As
a result, almost all of the buildings are of recent construction. The keep had
been ruined as well, but has been rebuilt with help from King Uther and the
Regency Council. There are a number of houses and hovels that are still in
ruins, where the family who owned it could not rebuild for some reason.
The people of the village make their livings primarily by
farming in the valley formed by the creek. There are also numerous lumberjacks,
as timber is a major resource of the area. There are some fishermen and
shepherds as well. The fishermen live along Sweet Creek down near the outlet to
the
On the ridge west of the village is a monastery of the Order of Mystics. It is the largest monastery within the Barony of Newgate with ten members living there. The teacher at the monastery is Cliel Cork.
Troops from Newgate are deployed to the east of Sweetwater
near the Red River which serves as a boundary between the Empire of Thonia and
the
Personalities:
Silin Walcrest, Lady
of Sweetwater
Havraad Wumnozu,
Constable
Triol Grax, Guard
Leader
Tray Patro, Healer
Cliel Cork, Teacher
Liveer Quig, Entertainer
Peshwah na Bika am-Bortai, Guide
Bellow Ramble, Miller
Rundusk Artulvar,
Wizard
Dengle Trader,
Merchant
Awna Dable, Carpenter
Patrice Winslo, Innkeeper
Sted Winslo, Smithy
Nall Fogle, Farmer
Silin
Walcrest, Lady
of Sweetwater (High-Thonian 3rd level Noble/1st level
Fighter)
Silin was born to the House of Walcrest, although
not as the heir of the family fief. Her cousin is Katrina Fant, who is Sol
Zvenzen’s widow. Silin served with distinction in the Great Svenny’s army
during the War for Blackmoor’s. Svenny successfully interceded with King Uther to grant her the fief of Sweet
Water after he became the Baron of Newgate. The former Lord of Sweet Water had
been killed during the war and there was no heir.
She is middle-aged and of typical height although a bit heavy for a High-Thonian. She keeps herself very fit physically. Her skin is fair and her hair and eyes are dark brown. Her nose was obviously broken in combat and did not heal straight, although this seems to add to her natural beauty. She loves to dance, although she is a bit clumsy at it, and to tell her “war” stories. She is very distrustful of magic. She is considered a benevolent ruler by the residents of “her” village. She worships Henrin.
She is married to one of her cousins, Neg Walcrest (1st level noble/1st level Inventor) who somehow managed to avoid involvement in the war and now dabbles in clockworks. They currently have five children, the oldest are nearing adulthood.
Silin Walcrest, Female High-Thonian 3rd Level
Noble/1st Level Fighter: CR 4; Medium Humanoid; HD 8 + 2d6 + 1d10
+6; hp 27; Init -1; Spd 20 ft.; AC 19, touch 9, flat-footed 20; base
attack/grapple +3/+6; Atk +7 melee (1d8+3 MW Longsword), Atk +3 missile (1d8 MW
Light Crossbow); SV Fort +5, Ref +0, Will +3; AL LG; Str 17, Dex 9, Con 14, Int
16, Wis 11, Cha 18.
Languages: Common, Chale, High Common [House of Walcrest],
Elven [Cumasti], Dwarven, Gnome, Goblin, Orc [Black Speak].
Skills: Intimidate +11, Gather Information +10, Diplomacy
+10, Bluff +10, Knowledge [Nobility] +9, Swim +9, Perform [Dance] +7, Perform
[Oratory] +7, Ride +6, Knowledge [History] +6, Knowledge [Geography] +6, ,
Knowledge [Arcana] +6, Decipher Script +6, Appraise +5, Handle Animal +5,
Knowledge [Nature] +5, Search +4.
Special Abilities: Nobility Points: 5.
Feats: Noble Blood [House of Walcrest], Mounted Combat,
Power Attack, Cleave.
Possessions: Full Plate, Heavy metal shield, MW Longsword,
MW Light Crossbow, Heavy warhorse, Keep, 700 GP.
Havraad
Wumnozu,
Constable of Sweetwater (Dwarf 6th level Warrior)
Havraad grew up in the mountains north of Sweet Water. He
settled here and became a guard for the town. He has worked up to where he is
now the Constable. When there are no issues to deal with as Constable he will
go up in the hills to cut and dress stones to sell and make a little extra
money. He is quite proud of his position as Constable. His most prized
possessions are his magic Dwarven waraxe and magic mithral breastplate. His
most notable physical feature is that he is a bit portly. He is a worshiper of
Shau.
Havraad Wumnozu, Male Dwarf 6th Level Warrior: CR
5; Medium Humanoid; HD 6d8; hp 27; Init 0; Spd 20 ft.; AC 17, touch 10,
flat-footed 17; base attack/grapple +6/+8; Atk +10/+5 melee (1d10+5 Magic
Dwarven Waraxe), Atk +7/+2 missile (1d12 MW Dwarven Slug Thrower); SV Fort +5,
Ref +2, Will +1; AL LN; Str 14, Dex 11, Con 11, Int 13, Wis 8, Cha 12.
Languages: Common, Dwarven, Gnome.
Skills: Intimidate +10, Search +6, Craft [Stonemason] +5,
Gather Information +5, Climb +4, Jump +4, Knowledge [K. of
Special Abilities: Dark vision, Stone cunning, +2 save vs. poison
or spells, +4 dodge vs. giants, +1 vs. Orcs and goblinoids.
Feats: Weapon Focus Waraxe, Weapon Specialization Waraxe,
Investigator.
Possessions: +1 Magic Mithral Breastplate, MW Buckler, +1
Magic Dwarven Waraxe, MW Dwarven Slug Thrower, 300 GP.
Triol is a close friend of Silin Walcrest. They became
companions in the Great Svenny’s army during the War for Blackmoor’s
Languages: Common, Chale, High Common [House of Grax].
Skills: Diplomacy +7, Gather Information +7, Intimidate +5,
Bluff +5, Ride +5, Perform [Stringed Instrument] +5, Sense Motive +4, Knowledge
[K. of Blackmoor] +4, Knowledge [Nobility] +4, Handle Animal +3, Appraise +2,
Decipher Script +2, Heal +1, Knowledge [Religion] +1.
Special Abilities: Nobility Points: 3, Aura of Good, Detect
Evil, Smite Evil 1/day, divine Grace, Lay on Hands.
Feats: Weapon Focus Longsword, Pious Lord.
Possessions: Full Plate, MW Large Metal Shield, MW Longsword,
MW Mighty +2 Composite Longbow, MW Fiddle, Necklace (worth 500 GP), Heavy War
Horse.
Tray
Patro, Healer
(Thonian 4th level Adept)
Tray is the village’s primary healer. He is a middle-aged
man of average height and overweight. He has dark skin, brown eyes and no hair,
as he is totally bald. He is prejudiced against elves and distrusts them. He
lives in a house well to the south of the bridge, away from the center of the
village, near the east bank of Sweet Creek. He has magic bracers of armor. He
is a worshiper of Tsartha.
Languages: Common, Dwarven, Gnome, Halfling.
Skills: Heal +10, Knowledge [Nature] +10, Spellcraft +10,
Craft [Apothecary] +10, Profession [Herbalist] +7, Search +5, Diplomacy +2.
Special Abilities: Spells: Level 0: 6/day; Level 1: 5/day;
Level 2: 3/day.
Feats: Skill Focus Heal, Dodge, Scribe Scroll.
Possessions: +1 Magic Bracers of Armor, MW Light Crossbow,
Dagger, MW Apothecary & Herbalist tools, House, 450 GP.
Cliel Cork, Teacher
(Thonian 5th level Monk)
Cliel is a teacher of the Order of Mystics. She is the head
of the monastery on the ridge west of the village. She is a middle-aged woman of average height
and weight. She has dark skin, brown eyes and black hair. She prizes her magic
Cliel Cork, Female Thonian 5th Level Monk: CR 5;
Medium Humanoid; HD 9 + 4d8 + 4; hp 31; Init +7; Spd 40 ft.; AC 15, touch 15,
flat-footed 11; base attack/grapple +3/+9; Atk +7/+7 melee (1d8+2/1d8+2 Fist –
Flurry of Blows), Atk +6 (1d6+3 Magic +1 Kama), Atk +7 missile (1d8 MW Light
Crossbow); SV Fort +5, Ref +7, Will +4; AL LN; Str 14, Dex 16, Con 12, Int 10,
Wis 14, Cha 8.
Languages: Common, Peshwahan, Elven [Cumasti].
Skills: Balance +7, Hide +7, Move Silently +7, Spot +6,
Listen +6, Sense Motive +6, Concentration +5, Knowledge [Arcana] +4, Knowledge
[Religion] +4, Diplomacy +3.
Special Abilities: Flurry of Blows, Evasion, Still Mind, Ki
Strike, Slow Fall (20’), Purity of Body.
Feats: Improved Unarmed Strike, Improved Grapple, Improved
Initiative, Dodge, Deflect Arrows, Mobility.
Possessions: +1 Magic
Liveer
Quig, Entertainer
(Thonian 4th level Bard/2nd level Warrior)
Liveer settled in Sweet Water after serving in Lord
Blackmoor’s army during the War for Blackmoor’s
Liveer Quig, Female Thonian 4th Level Bard/2nd
Level Warrior: CR 5; Medium Humanoid; HD 6 + 3d6 + 2d8; hp 26; Init 2; Spd 30
ft.; AC 19, touch 13, flat-footed 16; base attack/grapple +5/+6; Atk +8 melee
(1d8+1 MW Longsword), Atk +9 missile (1d6+1 MW Mighty +1 Composite Short Bow);
SV Fort +4, Ref +6, Will +3; AL NG; Str 12, Dex 14, Con 11, Int 14, Wis 9, Cha
18.
Languages: Common, Dwarven, Peshwahan, Halfling.
Skills: Perform [Sing] +14, Perform [Dance] +11, Diplomacy
+11, Concentration +7, Gather Information +7, Use Magic Device +7, Handle
Animal +6, Hide +6, Move Silently +6, Sense Motive +6, Appraise +5, Decipher
Script +5, Spellcraft +5, Tumble +5, Ride +4, Climb +3, Jump +3, Swim +3.
Special Abilities: Bardic Knowledge, Bardic Music,
Countersong, Fascinate, Inspire Courage +1, Inspire Competence, Spells: Level
0: 7/day; Level 1: 5/day; Level 2: 4/day.
Spells: Level 0: Dancing Lights, Detect Magic, Lullaby,
Ghost Sound, Summon Instrument, Open/Close; Level 1: Cause Fear, Detect Secret
Doors, Charm Person; Level 2: Cure Moderate Wounds, Invisibility.
Feats: Skill Focus Perform [sing], Dodge, Weapon Focus
Longsword, Point Blank Shot.
Possessions: Amulet of Natural Armor +1, +1 Magic Chain
Shirt, MW Mighty +1 Composite Shortbow, MW Longsword, House, 1,000 GP.
Bika is of the Peshwah Bortai clan. When Afridhi raiders
attacked his haksoja he was knocked unconscious and when he awoke they were all
gone. He has been searching for them ever since. He has been living near Sweet
Water for some time, now, and has gained the reputation as an expert in the
wilderness and as a guide for explorers. He is short and stocky with very long
black hair, dark skin and brown eyes. He is easy to spot when he is in the
village because of his distinctive mottled brown Spidersilk armor and scimitar.
He is truthful to a fault. He lives in a hovel in the hills to the north of the
village. He was originally a worshiper of Hadeen, but now worships Hak. His grayish-brown
horse is named Shadaska which roughly translates as “steel heart”.
Peshwah na Bika, Male Peshwah 3rd Level Druid/1st
Level Ranger: CR 4; Medium Humanoid; HD 10 + 3d8 + 6; hp 30; Init +3; Spd 30
ft.; AC 17, touch 13, flat-footed 14; base attack/grapple +3/+4; Atk +5 melee
(1d10+1 MW Bullova), Atk +7 missile (1d6+1 MW mighty +1 composite short bow),
Atk +4 (1d4+1 dagger); SV Fort +7, Ref +7, Will +6; AL NG; Str 12, Dex 16, Con
14, Int 12, Wis 16, Cha 13.
Languages: Common, Peshwahan, Sylvan.
Skills: Survival +12, Ride +12, Knowledge [Nature] +10,
Handle Animal +8, Heal +8, Profession [Guide] +7, Concentration +6, Spot +5,
Hide +5, Listen +5, Move Silently +5, Knowledge [Geography] +4, Knowledge [Hak]
+4, Spellcraft +3.
Special Abilities: Favored Enemy Afridhi, Wild Empathy,
Animal Companion - Horse, nature sense, woodland stride, trackless step, Druidic
Spells: Level 0: 7/day; Level 1: 5/day; Level 2: 4/day.
Feats: Horse Bond, Point Blank Shot, Mounted Combat, Track.
Possessions: Spidersilk Padded Armor, Spidersilk Large Shield,
MW Bullova, MW Mighty +1 Composite Short Bow, dagger, Light Steppe Charger,
Hovel, 700 GP.
Shadaska, Light Steppe Charger: CR: 2; Large Augmented
Animal; HD 3d8+21; HP 34; Init +1; Spd 60 ft.; AC 19, touch 12, flatfooted 17;
base attack/grapple +2/+7; Atk +7 melee (1d4+3/1d4+3 hooves) ; Atk +7 melee
(1d3+3 bite); SV Fort +9, Ref +3, Will +2; AL N; Str 16, Dex 15, Con 22, Int 4,
Wis 12, Cha 2.
Alterations: Increased Con/+4 (Con/2), Extra HP/+1
(Tough/1), Tough Hide/+2 AC (AC/2).
Special Qualities: scent, durable mount, diehard, low-light
vision.
Skills: Listen +4, Spot +4.
Feats: Run, Endurance.
Bellow Ramble, Miller
(Thonian 6th level Expert/3rd level Warrior)
Bellow is the village miller. His mill serves the entire
region east of Newgate. His family has owned the local mill for generations.
During the War for Blackmoor’s
Bellow Ramble, Male Thonian 6th Level Expert/3rd
Level Warrior: CR 8; Medium Humanoid; HD 6d6 + 3d8; hp 35; Init 1; Spd 20 ft.;
AC 18, touch 11, flat-footed 17; base attack/grapple +7/+6; Atk +9/+4 melee
(1d811 MW Morningstar), Atk +9/+4 missile (1d10+1 MW Heavy Crossbow); SV Fort
+5, Ref +4, Will +8; AL NG; Str 8, Dex 12, Con 10, Int 9, Wis 14, Cha 10.
Languages: Common.
Skills: Profession [Miller] +14, Sense Motive +13, Diplomacy
+11, Gather Information +9, Spot +7, Listen +6, Perform [Comedy] +4, Handle
Animal +4, Appraise +4, Ride +3, Intimidate +2.
Feats: Weapon Focus Morningstar, Skill Focus Profession
[Miller], Point Blank Shot, Precise Shot, Negotiator.
Possessions: MW Breast Plate, MW Large Wooden Shield, MW
Morningstar, MW Heavy Crossbow, Mill, 5,000 GP.
Rundusk
Artulvar,
Wizard (Cumasti 2nd level Wizard)
Rundusk is an Illusionist who currently lives in Sweet
Water. He has been here for several months renting a house near the Sweet Water
Creek bridge. He is in the area doing personal “research”. He is a little
taller and heavier than a typical elf with pale skin, black hair and green eyes.
He tends to focus so much on what he is doing that he appears to be careless to
anyone who might be observing him. When he speaks in Common he is very careful
to speak clearly so as not to be misunderstood. He has a “pet” hawk. He is a
worshiper of Dealth.
Languages: Common, Elven [Cumasti], Draconic, Sylvan.
Skills: Spellcraft +8, Knowledge [Arcana] +8, Spot +6,
Search +6, Concentration +5, Decipher Script +5, Knowledge [Nature] +4, Move
Silently +4, Hide +3.
Special Abilities: Low Light Vision, Immune to sleep spells,
+2 save vs. spells, Spells: Cantrips: 6/day, Level 1: 4/day.
Spell book: All Cantrips (except Conjuration and
Divination), Level 1: Color Spray, Disguise Self, Nystul’s Magic Aura, Silent
Image, Ventriloquism.
Feats: Scribe Scroll, Combat Casting.
Possessions: MW Elven Longblade, MW Mighty +1 Composite
Longbow, House, 1,350 GP.
Dengle Trader,
Merchant (Thonian 2nd level Merchant/2nd level Sorcerer)
Dengle is the village merchant. He has been quite
successful, having purchased the village’s general store during the reconstruction
era. He lives in the apartment above the store. He is a handsome man in his
30’s, with dark skin, brown hair and blue eyes. His leg was injured as a young man
and now he walks with a limp. He is very careful to hide the fact that he is a natural
sorcerer. He is an Evoker and can not do Abjuration or Transmutation spells. He
totally avoids alcoholic drinks. He is a worshiper of Volketh.
Dengle Trader, Male Thonian 2nd Level Merchant/2nd
Level Sorcerer: CR 4; HD 2d6 + 2d4 + 4; hp 16; Init +3; Spd 30 ft.; AC 15,
touch 14, flat-footed 11; base attack/grapple +3/+4; Atk +5 melee (1d6+1 MW
Short Sword), Atk +7 missile (1d8 MW Light Crossbow); SV Fort +2, Ref +6, Will
+4; AL CE; Str 13, Dex 16, Con 12, Int 14, Wis 11, Cha 16.
Languages: Common, Elven [Cumasti], Draconic, Halfling.
Skills: Appraise +11, Diplomacy +11, Profession [Merchant]
+11, Gather Information +9, Sense Motive +8, Bluff +8, Slight of Hand +6, Hide
+6, Move Silently +6, Open Lock +6, Use Magic Device +6, Decipher Script +5,
Disable Device +5, Disguise +5, Intimidate +5, Knowledge [K. of Blackmoor] +5,
, Perform [Acting] +5, Search +5, Spellcraft +4, Knowledge [Arcana] +4,
Concentration +3.
Spells: Cantrips: 9/day, Level 1: 7/day, Summon Familiar
Raven.
Spells Known: Cantrips: Dancing Lights, Flair, Ray of Frost,
Light, Disrupt Undead; Level 1: Shocking Grasp, Mage Armor.
Feats: Dodge, Negotiator, Skill Focus Profession [Merchant].
Possessions: Bracers of Armor +1, MW Short Sword, MW Light
Crossbow, Combined House/Store with inventory, 1,000 GP.
Awna
Dable, Carpenter
(Thonian 8th level Commoner)
Awna is the best carpenter in the Newgate region. She also
makes musical instruments. She is a middle-aged woman of average height and
weight, with dark skin, black hair and brown eyes. She is very intelligent for
a peasant and is curious about many things, although she is highly distrustful
of magic. She enjoys playing the flute for relaxation. She also hunts with her
sling to supplement her diet when funds are short. Her hovel is on the road
west of the mill. She is a worshiper of Tsartha.
Awna Dable, Female Thonian 8th Level Commoner: CR
7; Medium Humanoid; HD 8d4; hp 20; Init 0; Spd 30 ft.; AC 10, touch 10,
flat-footed 10; base attack/grapple +4/+3; Atk +3 melee (1d3-1 Unarmed Strike),
Atk +5 missile (1d4+1 MW Sling); SV Fort +2, Ref +2, Will +3; AL NG; Str 8, Dex
10, Con 11, Int 14, Wis 9, Cha 6.
Languages: Common, Dwarven, Gnome.
Skills: Craft [Carpentry] +16, Diplomacy +9, Appraise +8,
Sense Motive +7, Gather Information +7, Perform [Wind Instrument] +7, Craft
[Instrument Maker] +6.
Feats: Skill Focus Craft [Carpentry], Point Blank Shot, Iron
Will, Negotiator.
Possessions: MW Sling, MW Carpentry Tools, MW Flute, MW
Instrument Maker Tools, Hovel, 80 GP.
Patrice
Winslo, Innkeeper
(Thonian 3rd level Expert)
Patrice owns and operates the Sweet Water Inn. She took over
about five years ago. While she is not very pretty, she has a reputation as a
good cook. She is a tall and lanky woman, with dark skin, black hair and brown
eyes. She can become aloof when she is dealing with anyone whom she does not
consider her social equal or superior. She enjoys telling stories, mostly about
her adventures as an innkeeper and her most unusual customers. She is a
worshiper of Sollus.
Patrice Winslo, Female Thonian 3rd Level Expert: CR
2; Medium Humanoid; HD 3d6; hp 11; Init 1; Spd 30 ft.; AC 14, touch 11,
flat-footed 13; base attack/grapple +2/+2; Atk +3 melee (1d6 MW Light Mace),
Atk +4 missile (1d8 MW Light Crossbow); SV Fort +1, Ref +2, Will +6; AL NG; Str
10, Dex 12, Con 11, Int 8, Wis 16, Cha 13.
Languages: Common.
Skills: Profession [Innkeeper] +12, Sense Motive +9,
Diplomacy +9, Gather Information +7, Spot +5, Listen +5, Bluff +5, Intimidate +5,
Heal +5, Open Lock +3, Perform [Oratory] +3.
Feats: Skill Focus Profession [Innkeeper], Persuasive,
Negotiator.
Possessions: MW Studded Leather, MW Light Mace, MW Light
Crossbow,
Sted
Winslo, Smithy
(Thonian 3rd level Expert/3rd level Warrior)
Sted operates the Smithy and Stable in Sweet Water. He is
Patrice’s brother. He is tall and swarthy, with dark skin, hair and eyes. While
it isn’t true, people think he is a bit hard of hearing because he talks
unusually loudly. As a young man he served in Uther’s army and is now in the
local militia. He worships Odir.
Sted Winslo, Male Thonian 3rd Level Expert/3rd
Level Warrior: CR 5; Medium Humanoid; HD 3d6 + 3d8; hp 24; Init -1; Spd 20 ft.;
AC 16, touch 9, flat-footed 17; base attack/grapple +5/+6; Atk +8 melee (1d8+3
MW Warhammer), Atk +5 missile (1d8+1 MW Mighty +1 Composite Longbow); SV Fort +3,
Ref +1, Will +3; AL LG; Str 13, Dex 9, Con 9, Int 12, Wis 9, Cha 12.
Languages: Common, Dwarven.
Skills: Craft [Blacksmithing] +14, Diplomacy +9, Craft
[Weaponsmithing] +7, Craft [Armorsmithing] +7, Sense Motive +7, Gather
Information +7, Appraise +4, Search +4, Intimidate +4, Swim +4, Knowledge [K.
of Blackmoor] +4, Climb +3, Jump +3, Handle Animal +3.
Feats: Weapon Focus Warhammer, Skill Focus Craft [Blacksmithing],
Negotiator, Weapon Specialization Warhammer.
Possessions: MW Breast Plate, MW Large Metal Shield, MW
Morningstar, MW Mighty +1 Longbow, MW Blacksmith, Armorsmith and Weaponsmith
Tools, Smithy Shop and Stable, 2,400 GP.
Nall
Fogle, Farmer
(Thonian 4th Commoner)
Nall is the farmer with the highest reputation in the
village. He lives on the west side of the creek north of the mill pond. He is a
hard worker and very dependable. He is short and stocky with dark skin, long
brown hair and gray eyes. He is considered to be a bit clumsy. He enjoys
playing a drum for fun. He is a worshiper of Tsartha.
Languages: Common.
Skills: Profession [Farmer] +12, Sense Motive +5, Survival
+5, Heal +5, Diplomacy +4, Spot +3, Profession [Teamster] +3, Perform [Percussion]
+1.
Feats: Skill Focus Profession [Farmer], Negotiator, Self
Sufficient.
Possessions: MW Scythe, Sling, MW Drum, MW Farming Tools,
Hovel, Barn, Draft Horse, Wagon, field, chickens, 40 GP.
Financial
Information:
Standard Income
1,200 GP
Tax Income
120 GP
Resource Income
240 GP (timber and produce)
Total Income
1,560 GP
Salt Tax
312 GP (to Baron of Newgate)
Classes &
Levels:
Noble: 1-3, 1-2, 6-1
Adept: 1-4, 2-2, 7-1
Arcane Warrior: 1-3, 1-2, 3-1
Bard: 1-4, 2-2, 4-1
Commoner: 1-8, 2-4, 4-2, 450-1
Druid: 1-3, 1-2, 3-1
Elderkin: 1-2, 2-1
Expert: 1-6, 2-3, 2-2, 21-1
Fighter: 1-1
Idolator: 1-2, 2-1
Inventor: 1-1
Merchant: 1-2, 2-1
Monk: 1-5, 1-3, 2-2, 5-1
Paladin: 1-2, 2-1
Ranger: 1-1
Rogue: 1-3, 1-2, 3-1
Sorcerer: 1-2, 2-1
Warrior: 1-6, 2-3, 2-2, 24-1
Wizard: 1-2, 2-1
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