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Hay, Don't Burn Your Self!NPCsDon't Touch The Fire! What's Wrong With You!?
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Tesser Quinn
by: QUISTAR@delphi.com

7th Level Male Halfling Thief (Smuggler kit)
STR: 9    INT: 16   WIS: 13   DEX: 18   CON: 14   CHR: 15
AC Normal: 2          AC Rear: 5     Hit Points: 22
Alignment: True Neutral (Good tendencies)
Languages: Common, Halfling, Goblin, Dwarven
THAC0: 17           Age: 62     Height: 3'7"           Weight: 75
Hair/Eyes: Brown/Brown

Weapon Proficiencies:  Shortsword, sling, two-weapon style

Nonweapon Proficiencies:  Local History (15), Information Gathering
(16), Fast-Talking (15), Riding/Pony (16), Alertness (14),
Reading/Writing Common and halfling (17), Trailing (18), Forgery (17),
Animal Handling (12).

Thieving Skills:  PP 50%, OL 15%, F/RT 10%, MS 85%, HS 90%, DN 55%, CW
85%, RL -5%, Backstab x3.

Special Abilities:  +4 reaction bonus from Daleland people.  +4 bonus
vs.  poison, wands, staves, rods, and spells.  +1 to hit bonus with
thrown weapons.  Lone surprise bonus:  -4 /-2 penalty.

Equipment:  Wagons, ponies, basic travelling hear and supplies,
rations and water.  Shortsword, sling and bullets.  Travelling
clothes.

Magical Items:  Leather armor +2, Longtooth Dagger +2, Sling of
Seeking +2, 2 potions of extra-healing, ring of animal friendship (DMG
p. 147), boots of striding and springing (DMG p. 162).

Tesser Quinn is the founder and general manager of Quinn Mercantile
Enterprises, a small trading company that operates in the Dalelands.
He has regular routes in all of the Dales, and has an uncanny knack
for knowing which items are in highest demand and somehow getting it
there unnoticed.  He has built his wagons with hidden flat
compartments in the floor that are well-concealed and protect their
cargo well.  His main business is weapons-running, especially in the
volatile Daggerdale area.  He also carries a variety of common goods
and produce which he sells as a front for his real business.  Either
way, he makes a profit.  Tesser's philosophy is heavily influenced by
his father's advice, which comes right out of the Ferengi Rules of
Acquisition.  He frequently ends sentences with the phrase "My father
alway said..."

Tesser has mostly retired from the field, leaving the day-to-day
transport and business to his son Brandon, his field manager and main
wagoneer.  Brandon is a little too bold and reckless for Tesser's
tastes, but he is just as good a smuggler as his father ever was, if
not better.  Tesser dotes on the boy, and looks forward to retiring
soon so he can turn the business over to Brandon.  He, of course, will
live off of a healthy pension.
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From: Steve Semler <ssemler@winternet.com>
Newsgroups: rec.games.frp.dnd
Subject: NPC of the Week
Date: 8 Jul 1995 21:26:41 GMT
Message-ID: <3tmt6h$85n@blackice.winternet.com>

NPC OF THE WEEK - Courtesy of the Saltwave Campaign:

BUCK FULLER, Human Tavern Owner

Buck is the proud owner of the Red Dog Tavern, a bar frequented by
hard-nosed mercenaries, rogues, and dock laborers in a port city. He is
average in appearance, with balding red hair and a ready smile for his
regulars.  Buck keeps his ear to the street, with contacts in both the
Thieves' Guild and the Duke's castle.  He is a good source of information
about what is happening in the city and throughout the kingdom.  Many
younger adventurers stop in to ask for rumors and advice, which Buck
gladly supplies for a small fee.

His family works the tavern and he has several other employees for peak
times.  His two grown sons, John and Kasto, tend bar and watch out for
roughhousing patrons.  They also make sure that the patrons keep their
hands off the serving girls (their sisters Nellie, Cindra, and Janelli).
The Fullers live on the second floor above the tavern, and do not have
any extra rooms for rent. The most recent addition to the Fuller
household is Clifford, a big red dog the size of a pony.  Buck won't say
where Clifford came from, but the dog does an excellent job of guarding
the place against theft and vandalism.

Buck has a long-standing friendship with Gunnar Blackrock, the Dwarven
brewmaster at the Duke's castle.  Blackrock makes sure that Buck gets
some of the best ale from his brewings, and Buck lets him know how his
new recipes go over with the crowd.  Blackrock uses the most successful
formulae for the Duke's own table.

The city constables have been keeping a close eye on the Red Dog Tavern.
They believe that Buck is involved in supplying information about cargoes
and shipments to Mustang Sally's network of pirates.  Buck denies
everything, but no one is sure...

--
*****************************************************************
* Steve Semler                    |                             *
* Datalynx Information Services   |     Coming Soon:            *
* Minneapolis, MN, USA            |       the Archmage's        *
* Tele: 612.948.0221              |         home page!          *
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Newsgroups: rec.games.frp.dnd
From: seawasp@wizvax.wizvax.net (Sea Wasp)
Subject: Wasp's Favorites (was Re: Favorite Characters)
Message-ID: <DBD174.CMw@news.wizvax.net>
References: <3tcd3e$chn@usenet.srv.cis.pitt.edu> <1995Jul6.235535.9265@malasp.mala.bc.ca> <121710.13.000D5403@student.fbk.eur.nl>
Date: Fri, 7 Jul 1995 19:08:58 GMT


        I've had several favorite FRPG characters over the years:

        1) Kyrie Ross, the Phoenix Saint of Myrionar. Kyrie was the second
child of three of Duncan Ross, a Knight-lord of Evanwyl. Her father and
mother were slaughtered, along with the entire household staff, while she
and her two brothers were off visiting a relative. Her brother Michael
swore to find their killers and avenge them; to do so, he joined the
group of holy warriors (paladins) called the Saints of Myrionar; Myrionar,
being a god of Justice and Vengeance, fit perfectly with Michael's
goals and beliefs. Michael made great progress as a Saint, and soon began
to display the legendary powers of that group (laying on of hands and
so on). Then he, too, was killed, by something so deadly that even his
soul seemed wounded, and he slipped away into death despite everything
the priests could do, dying with Kyrie at his side. Kyrie almost worshipped
her older brother, and she set out to complete his task. She soon discovered
to her horror that it had been THE OTHER SAINTS who had betrayed her brother
and arranged his death, the Saints of Myrionar who, corrupted by some
unknown and alien force, had slaughtered her parents. Outraged by this,
she implored Myrionar to grant her the position of Saint -- something no
woman had ever held -- and give her the chance to purify the entire order
and to avenge the wrongs the False Saints had done.
        Her prayer was granted. The old Saints took new names when they
became Saints -- names which were embodied in the designs of the armor
they wore, designs and names drawn from those of the great birds: Peregrine,
Eagle, Condor. So, too, did Kyrie take her own name: Phoenix, the rebirth
of the Saints.
        She pursued and killed one -- Shrike. Then she continued her
avenging hunt, and went after Condor, one of those who had betrayed
Michael. And her pursuit took her into the darkest of all realms; the
Phoenix Saint found herself in Ravenloft.
        But despite all things that sought to corrupt her, all the anger
and the hatred that the demi-plane tried to turn against her, nothing --
not her own rage, nor a vampiric curse, nor the treachery and corruption
of those in her own party, nor even the return of dead Condor in the
form of a Death Knight to oppose her -- nothing could touch her essence,
her pure and shining soul. In the end, the name of Phoenix was spoken
in hatred and fear by the Lords themselves, and even Ravenloft's very
spirit had quailed more than once before the woman that it came to
suspect was the living avatar of Myrionar himself.

        Phoenix was a joy to play, but also was a royal pain. She
made the most annoying speeches (in truth, those speeches helped
drive one party member over the edge) and was absolutely convinced
of her own inherent rightness. But on the other side, she was
completely loyal, courageous to the point of near-insanity, and
devoted to her god with an unshakable faith that got RESULTS.
The GM finally said outright: "I give up. I've tried everything to
break her. She can't be broken. Whenever she's ALMOST to that point,
the damn dice turn against me."


        2) Erik Arisia, the Wanderer, Sauron's Nightmare, Dragonsbane:
Those reading *AN AMERICAN GAMER IN GONDOR* know him; a fictionalized
version of myself. He crisscrossed Middle-Earth several times, always
leaving a changed destiny behind him. I won't say much more since
those reading the story would probably rather see what happens that
way...


        3) Druyar Moronovich and Frederic of the White Robe: One
BIIIG DUMB fighter and one wimpy but wise Druid, the two were literally
inseparable. Created in a campaign that used straight 3d6, no rerolls,
no bonuses, Druyar had an 18/86 strength, a 5 INT, a 10 Wisdom, an
18/77 dex (%ile dex from an issue of The Dragon), a 16 Con, and a 16
Cha. Frederic was straight 12's and 11s with an 18 wisdom. Frederic
was the brains, Druyar the brawn. Druyar took everything Frederic
said as gospel (after a few adventures together, Druyar would have
cheerfully jumped off a cliff into the mouth of a dragon if Frederic
had said so), and Frederic relied absolutely on Druyar's prowess;
if Druyar said he would take on that vampire in hand-to-hand combat,
Frederic would expect a dead vampire shortly.
        The two of them had a large number of hair-raising adventures
and Druyar came to be one of my best-known characters; I played him
almost exclusively for several years.

                                        Sea Wasp
                                          /^\
                                          ;;;


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From: ssutherl@uoguelph.ca (Scott Sutherland)
Newsgroups: rec.games.frp.dnd
Subject: Re: Favorite Characters
Date: 13 Jul 1995 16:03:18 GMT
Message-ID: <3u3g46$n78@ccshst05.cs.uoguelph.ca>
References: <3tcd3e$chn@usenet.srv.cis.pitt.edu> <Pine.A32.3.91.950710161232.21764C-100000@spruce.evansville.edu> <DBKGFG.EpM@news.cis.umn.edu> <Pine.A32.3.91.950712124420.17096B-100000@spruce.evansville.edu>


My favourite characters are:

Alron Daarstul
6th/6th level Human Archer/Ranger
This character was the first with my present DM that I brought up from 1st
level. In his adventuring career he as been turned into a wereboar,
captured and tortured by orcs, been tested by the gods for a quest,
fought demons, travelled through time, and after all that, he was killed
by mutant giant leeches! He is still my favourite, though.
Currently, he is a tree, somewhere in the vast forests.(that is the
afterlife for those of his religion, the reveared follower is
reincarnated as a pine tree, so they will live forever)


Mizraith Dendu'arn
8th level Drow Elf Magic User
Even though I played him only for a short while, he was one the most
enjoyable characters to play. He was a house mage for a second-rate drow
house, and his job was to identify magic items taken from intruders or in
raids. He was attempting to identify a magic ring, and when he put it on,
he was knocked unconscious by a mental shock, and he dropped from 9th
level to 5th level. He slowly began to notice how cruel and evil his
people were, even though before, he found everything to be completely
acceptable. He lived there for 4 months, trying to hide his feelings from
those around him, and he gradually had to change his attitudes again, in
order to survive. He finally decided to leave, and taking his spellbook,
and other resources, he fled the Underdark. In game terms, the ring was a
ring of alignment change, and he was changed from Chaotic Evil to Lawful
Good. The change so radically altered his thought patterns that he lost 4
levels of Magic User because of it. During the next 4 months, he changed
alignment again, to Neutral Good, losing another level, going down to
4ht level.
I had fun with this character, exploring the surface world, and searching
for a new diety, with the party's cleric doing his best to convert me to
his religion.