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Hay, Don't Burn Your Self!NPCsDon't Touch The Fire! What's Wrong With You!?
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Allyn Dargos,
by dragon@cybernetics.net (Bobby Nichols)

Allyn Dargos, human male; AL NE; AC 5; MV 6; P(Sp)3 of Cyric; hp 20;
THAC0 19; #AT 1; damage by weapon or spell; S 14, D 12, C 17, I 15, W
16, Ch 13; Ml 17; xp ; holy symbol of Cyric, shield, brigandine,
Bleeder, a +1 short sword (AL CE, Int 3, Ego 12, semi-empathy, detect
magic 3/day, special purpose:  kill paladins, special power:  haste
wielder when fighting paladins); command undead as a 5th priest;
immune to fear and other emotion controlling spells; can convert NPC
followers of Bhaal, Myrkul, and Bane if they fail a save vs.  spell
(with a +5 if the potential convert was a priest, +2 if he was higher
level, -2 is he was lower level); spells (4 3):  cause fear, cause
light wounds, cure light wounds, faerie fire; cause blindness, heat
metal, hold person; artistic ability (story-telling) 14, religion
(Cyric) 16, reading/writing 7, herbalism 5, etiquette 9.

Dargos is a tall man, about 6' 3".  He is painfully thin, almost
skeletal.  He has thin, wispy brown hair that he is losing.  His eyes
are a dark brown that burn (literally) with the fires of fanaticism
(Dargos has been touched by Cyric, as the insane cleric amuses Cyric).
His skin is a off-white parchment color and is stretched tightly over
his bones.  His voice is soft and raspy, but when he talks about his
god it rises to a shout and takes on a fullness of belief.

Allyn Dargos is a man who is possessed by his calling.  In most
circles, Dargos would be considered insane.  He is single- minded to
the point of obsession, dangerous when thwarted, and always holds a
grudge.  Yet he can be a considerably charming man, able to sway the
common folk to his point of view, get people to trust him, and hold a
inn's common room in thrall to his story-telling.

Dargos is a fanatic, devoted to the Prince of Lies like not many.
Dargos was once the young son of a miller in Scardale.  However,
troops from Zhentil Keep descended upon his family during the Time of
Troubles, killing his father and mother, raping his sister and leaving
her for dead.  The troops were about to kill him, when Cyric, before
he took the mantle of his godhood, stopped the troops and took the
soldiers into his service.  The event has grown in Dargos's mind so
that Cyric was his savior, showing him the way to eternal salvation.
It matters not that Cyric did nothing about his family, for they were
weak, and deserved their fate.

Dargos's sister was not killed, however she was traumatized beyond
endurance and rendered mute.  Dargos attempted to care for her until
just a few months ago, when she took her own life by hanging herself.
Dargos left Scardale, travelling south.  Dargos fell in with Allan
Darkmantle, a slaver for Bron Darkstrider.  Dargos took to
slave-trading like a duck to water.  Dargos has been travelling with
Allan ever since.

Dargos hates with a passion, Zhents (people from Zhentil keep) and
Zhentil Keep.  He attacks (if not physically, then verbally) and
disparages the Zhentarim wherever he goes.

As mentioned, Dargos has been touched by Cyric.  If Dargos is ever
killed, he will rise again in a day as an undead, and track down his
killers.  If Dargos is 3rd-5th level, he will come back as a ghast.
At 6th-7th level he will come back as a wight; at 8th-10th, it will be
a wraith; at 11th-13th, a spectre; at 14th- 16th, a vampire, and at
17th level or higher, Dargos will come back as a ghost.  Dargos will
retain his hit points as when he was alive and he will remember all
that he knew in life.  However, Dargos will have no spell casting
abilities if he ever returns from the dead.

All character herein are the copyright of the original author.  This
is implied and implicit.  Additionally, all references to specific
game systems are copyright and are duly owned by the appropriate
organization.  A short list of these companies are given below:

TSR
Steve Jackson Games
Hero, Inc
Iron Crown Enterprises
Joshua,
by reaux@cs.vt.edu (Ray A Reaux)

Joshua is a town drunk, in fact, he is probably the youngest town
drunk in Thurdis's long history.  His story about how he became the
town drunk is an epic filled with imaginative drama.  But anyone with
a reasonable grasp of reality would question how a 16 year old boy
could have done even a quarter of what he claims to have done, or why
any fair princess would be interested in a scrawny loser like Joshua.
Joshua just has an over active imagination that was fueled in his
youth by his adventuring, now deceased, uncle.  He became a town drunk
for a simple reason, he has visions, and these visions scare the pants
off of him, and the only way he knows how to deal with them is to get
and stay drunk.  Joshua has limited precognition and clairvoyance
which he cannot control.  His precognition is not true prophecy since
it shows potentially divergent time lines so he is never sure what is
the future, and what might be the future.  His precognition only
occurs 20% of the time, if he is sober and concentrates on it.  He
will see from 1 to 3 possibilities, and what is particularly maddening
is that he will see all possibilities at the same time, thus creating
a mental overload.

His clairvoyance is erractic, with only a 25% chance of it ever
occurring if he concentrates on it, and when he does see a vision,
only 50% of the time is it what he tries to see.  If you are using
psionics in your campaign, you could model Joshua as an untrained
natural psionicist.  He also has uncontrolled and random visions when
sober, most unrelated to anything of interest or concern to him.  Many
of these visions are horrific, causing him to go into fits and
seizures.

Joshua is a panhandler extraordinare, with a gift of gab helped by his
imagination (high intelligence, average wisdom, no educatiuon).  He is
well known to the street people, and is a wealth of street rumours and
trivial and unconnected local knowledge.  PCs could benefit from his
knowledge, but would have to do some judicious filtering.  Joshua
could also be useful as prophetic souce, but he would have to be kept
dry.  That means taking him from town, since his natural tendency is
to get drunk.  Any time he is brought within reach of alcohol, i.e.,
towns, taverns, etc., he will sneak/connive to go to the nearest
booze.  Since Joshua knows nothing but the bottle and his visions, he
is a babe in the woods and will need constant protection, i.e.,
dependent on the PCs, therefore the PCs should not see him as a
threat.

The key to running someone like Joshua as an NPC is to make the PCs
realize that he can be an asset.  Stress this by having initially a
simple encounter, i.e., Joshua, in one of his more lucid moments meets
the PCs in a tavern, tries to panhandle from them, and end up warning
them they might be attacked by muggers.  A few occaisions of these
helpful visions interspersed among their adventures should convince
the PCs.  The PCs should also be able to find out, just by asking
among the townies, that Joshua is harmless, weird but harmless.
Joshua's visions may often misdirect, and the PCs should learn to
filter his visions.  To encourage association with Joshua, the
misdirections should be minor at first, until the PCs are at ease.

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Laronthar,
by s0590851@let.rug.nl (M.R. Murkes)

Laronthar is a young priest of Aghazzu, a deity opposed to any
oppression.  Although he is just beginning, he is very eager to make
the world a better place, e.g.  he tries to convert everybody he
meets.  He hopes his Deity will eventually notice this.

He is kind of a leader, as he often takes the role of decisionmaker
when he is with people.  With him is a large dog, Kazan, although in
his eagerness to convert the "heathens" he tends to forget about him.
(Having left him in more than a few cities) For some reason, the dog
always returns.  Actually, the dog is an agent (non-evil deamon type)
of Aghazzu monitoring another one of his priests.  (The deity works
this way.  Only the high priests know, and they ain't telling).

Laronthar is flung between doing right and wrong.  Although Aghazzu is
not strictly a god of good, he frowns upon evil doings for evil's
sake.  This is were the dog comes in.  He reports to the deity about
the conduct of his priests.

Marcus,
by s0590851@let.rug.nl (M.R. Murkes)

Marcus is a starting wizard with ambitions WAY over his head.
Although he is very low-level (about 3), he already has aspiring
dreams of becoming a mighty wizard, ruler of the world, maybe of even
becoming a demi-god!  There is but one problem:  the fact that he
seems to attract troubles.  Combine this with his innate ability to
plunge into the weirdest situations possible and you have a potential
disaster at your hands.  The most often heard word uttered by him:
Oops...  (although he is NOT a kender *grin*)

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Delsenora,
by m6wr@unb.ca (BRYAN A), email at m6wr@spitfire.unb.ca
20th level wizard/9th level Priest of the Philosopy of Good

Delsenora began her adventuring career with a small band of mid-level
adventurers.  Longsword, a ranger...  Leviathan, a fighter...  Hiryu,
an assassin...  Rastaan, a thief...  and Willow, a priest.  After many
adventures together, Delsenora soon went up the ranks as a wizard, the
FIRST wizard ever made by my gaming group :).  However, everyone else
grew weary of the sport of dragon-hunting, and soon retired.  Not her.

Rather, she found that evil abounded in the world, and there was still
much more to see.  So, she took up arms and became a priest, hoping
that she would be able to convert others to join her faith.  Tho,
after several tens of years hanging around fighters, they drfinitely
rubbed off on her...  she also became a fighting monk, and took on a
warrior's personality.  Soon, she was hoarding together followers and
created her own city, Shadowglenn.  Her chhurch is a fortress-style
church, and her followers (as per her faith) include about a dozen
paladins, several priests and three mages.  Her city is based on
Renaissance Venice, where waterways are her streets.  Hopefully, she
will be able to racially mix all sorts of people in her city.

Delsenora stands 5' 8'', and weighs approx.  135 lbs.  She is quite
strong (17) and she is rather learned as well (18 wis, int)...  she
has long, blonde hair past her shoulders, and small, emerald eyes.
Her face is dotted gaily with small freckles that run across her nose.
She is very shapely, and incredibly fit.  She carries a dai-katana
named 'SoulBlazer', which is in fact a katana +3 that performs as a
mace of disruption (qv.).  She also carries a daikyu of accuracy (same
as crossbow) +3.  She is usually wearing the robes of her city, that
is, violet silks with a silver sash.  She is generally cheerful when
first approached, but can get quite agitated when she sees her friends
being injured, or when she is approached by a male who is interested
in her...  she hasn't really had the opportunity to experience true
love, so she doesn't know how to handle it if s/o offers it to her.
So, she falls back on her "warrior's tongue" to drive them off.
Someday, she hopes to become a bard when she becomes strong enough,
and perhaps, if she is most fortunate, survive long enough to taste
paladinhood, even if for a short while.

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Theos Irongate,
by Robert Shadowfaex WWIVnet #514 @6046

Father: Patro Irongate
Mother: Dead (Killed by orcs)
Tribe/Clan: Irongate
Historical Home: (any mountain range nearby at the start of the game)

Notes:  Patro Irongate and Allana Irongate were two dwarves living in
a new settlement of dwarves in the nearby mountains.  Sadly, before
the clan could even get settled in their new area, a tribe of orcs
unleashed an unholy war on them.  While bold and brave, the dwarves
where to terrible outnumbered.  They were slaughtered (Dwarvish hatred
of orcs given a chacter base).  Patro survived the attack by leading
the orcs in to a tunnel which he collaped on them.  He and his son,
Theos, were mysteriously spared.  The orcs were crushed.

Theos believes that his god saved him because he was to preform a
great service to the diety.  He sometimes morns the loss of his
mother.  He hates orcs with ever fiber of his being.  Because if his
father's dwarven skill, they displaced pair of father and son were
able to earn a living in the human town until Theos was old enought to
leave on his quest for adventure.  He lives life, laughs hard and
often -- especially during drinking contests -- because he knows that
while dwarves were given a long life, life is sometimes a cruel master
and death can come at any moment.  He is given to gruff moods when he
misses his mother and may withdraw from company and friends until it
passes.

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Perri/Ruby, half dryad Mage/Druid,
by jrah@space.honeywell.com (Jeff Hildebrand)

Name: Perri/Ruby        Class: Spellcaster (Druidic Priestess subclass)
Race: 1/2 dryad         Level: 1
Age:  40                Exp:   0
AC:   9                 HP:    4
Sex:  Female

Stats:  (DM uses all these stats for better granularity).
Physical:               Mental:
STR:    8               INT:  17
MDX:   13               MEM:  16
GDX:   10               PER:  12
END:   10               WIS:  14
VIT:   12               WIL:  14
COM:   17               CHA:  15


Weapons:        (location stored also)
Staff - at hand all the time

Armor:
none

Other Items:    (location stored also)
encumbrance value: 19 kilos (max: 25 kilos)
hair clasp in the shape of a silver oak leaf cluster with gold acorns
(in hair) worth ???

Elvish design silver necklace (Celtic knotwork, wide) (around neck)
worth ???  satchel for spells/herbs, backpack, boots, cloak, blouse,
overtunic, trousers, fancy dress, 50 ft silk rope, bone handled flint
knife, bandages, 10 days of dried food, clay pot for boiling water,
belt + pouch, mirror, flask of alcohol, water skin, scroll case with
papers for journal, ink,

Proficiencies:  (Based on a % in this world, get an extra 10+d6 to add
each lvl)

Skills:                 %Ability:
   Languages:
     Woodland Spirit    75% (Dryads, sprites, ...)
     Common             45%

   NWP:
     Lore: Flora        30%
     Herbalism          25%
     Healing            20%
     Survival Woodland  15%
     Tracking           15%
     Speak Elvish       13%
     Singing            10%  (needed something to put that COM to use)
     Lore: Magic        10%


Special Abilities/Characteristics:
         magic resistance of 10%
         AC = 9, like a Dryad
         Night vision
            AnnanDrya can see as well under night time illumination as
            during the day.
         can cast one charm person/week when threatened
            +2 on save, cast as current lvl - 3
            Only after reaching 4th level.
         personal oak item
            Her staff is a link to her lifeforce, much like a dryad
            cannot leave her tree, she can enter into it and remain
            there indefinitely. She cannot bring anyone along and she
            cannot sense the outside world while there
         detect dryad tree
         empathy w/plants
            She can feel "emotions" in plants after one round of
            concentration. But, it is up to her to interpret.  A
            plant may be "angry" because it has been stepped on by
      &n