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                        The Net Rogues' Gallery
                        =======================

 Compiled by Steven R. Hamby            1st August 1993
 (S.HAMBY@MMU.AC.UK)

 Have you ever been running a game of AD&D and suddenly find you need an
NPC to help your players out of a sticky situation when you haven't prepared
any? Or turned up for a gaming session and found you've left your character
sheets at home? Or needed an arch-villain to give the game your running an
unexpected twist?
 If the answer to any (or all) of these questions is yes then this work might
be of some use to you. 
 A "Rogues' Gallery" is a collection of NPCs available for a DM to use in
his/her game to help or hinder the players. Many companies produce them for
use in theirs and other peoples game systems. This one was put together by
me using the contributions of some of the members of the AD&D discussion
list (AD&D-L@UTARLVM1.UTA.EDU) and my own "old" PCs and NPCs. 
 The major differences between the Net Rogues' Gallery and other similar
publications are that: 
 A, this one is made up of material provided bt players and DMs of AD&D, not
    games designers.
 B, this one will be up-dated upon on a regular basis (provided people keep
    contributing to it), which the others don't.
 C, its completely free and copies can be passed out to your friends free of
    charge, ever heard of a gaming company allowing you to do that!

 Of course there is still one thing to remember. If you wish to change any of
the entries within this work then it is recommended that you contact the 
owner of that entry for his/her permission (the ones with no name or e-mail 
address associated with them belong to me) before doing so.

 If you wish to contribute to the NRG, complain about it, or point out any
"errors", then please e-mail me at the following address. 
 S.HAMBY@MMU.AC.UK  or
 S.HAMBY@MANCHESTER-METROPOLITAN-UNIVERSITY.AC.UK

Contributors to the Net Rogues' Gallery
=======================================

 Alexande Shternshain      -  S1105272@TECHST02.TECHNION.AC.IL
 "Brother Tyrus Hellbane"  -  C9108613@CC.NEWCASTLE.EDU.AU
 Richard Farrell           -  IGACORK@IRTCORK.BITNET
 Anthony Ross              -  ROSS@LCLARK.EDU
 Ronald Jones              -  JONESRD@SJSUVM1.SJSU.EDU
 "Wonderboy"               -  GUNNARH@DHHALDEN.NO
 Robert Andrew             -  ROBAND@MONU6.CC.MONASH.EDU.AU
 "Vampire Kiss"            -  HERR1516@SNYPLAVA.BITNET


Quick reference table
=====================

Name      : Race     : Class(es)   : Level    : Alignment : Sex : Edition
---------------------------------------------------------------------------
Alzandra  : Human    : Fighter     :  4       :  LN       :  F  : 1st
Arrinoth  : Human    : Cleric      :  5       :  CN       :  M  : 2nd
Azaghal   : Dwarf    : F/C  (m)    :  11/11   :  LG       :  M  : 2nd
Bansca    : Half-elf : B/D/R (m)   :  9/8/8   :  NG       :  M  : 2nd 
Caleaxia  : Half-elf : Cleric      :  4       :  CG       :  F  : 1st
Callumas  : Elf      : M/T (m)     :  6/7     :  CN       :  M  : 1st
Casxio    : Human    : r/m/T (t)   : 10/11/12 :  NG       :  M  : 2nd
Dante     : Human    : Ranger      :  2       :  CG       :  M  : 2nd
Do        : Dwarf    : Fighter *   :  1       :  NG       :  M  : 2nd
Eli       : Human    : Cleric      :  1       :  NG       :  M  : 2nd
Finovar   : Human    : Druid       :  14      :  N        :  M  : 2nd
Galain    : Dwarf    : F/C (m)     :  6/5     :  LG       :  M  : 1st
Gaston    : Human    : t/P (d)     :  5/9     :  LG       :  M  : 2nd
Gayrlana  : Human    : Paladin     :  2       :  LG       :  F  : 2nd
Gedric    : Dwarf    : F/C (m)     :  10/10   :  NG       :  M  : 2nd
Gilim     : Dwarf    : Fighter *   :  2       :  NG       :  M  : 2nd
Godfire   : Human    : Fighter     :  1       :  CG       :  M  : 2nd
Greymoon  : Human    : Fighter     :  12      :  CN       :  M  : 1st
Grimm     : Human    : Necromancer*:  14      :  LN       :  M  : 2nd
Hnaef     : Human    : Ranger      :  2       :  CG       :  M  : 2nd
Keldin    : Human    : c/T (d)     :  4/7     :  CG       :  M  : 2nd
Kyle      : Halfling : Thief       :  16      :  NE       :  M  : 2nd
Logastor  : Kender   : T/Psi (m)   :  13/10   :  LN       :  M  : 2nd
Loraginos : Human    : Invoker     :  1       :  LN       :  M  : 2nd
Pellaeus  : Human    : Paladin     :  7       :  LG       :  M  : 1st
Quentin   : Human    : Bard        :  2       :  N        :  M  : 2nd
Rumpy     : Human    : Conjurer    :  3       :  CN       :  M  : 2nd
S'questr'n: Drow     : F/C/M       :  9/9/10  :  CE       :  F  : 2nd
Sanas     : Half-elf : Fighter     :  4       :  NG       :  M  : 1st
Sethi     : Half-elf : thief       :  16      :  N        :  M  : 2nd
Tandeska  : Human    : Mage        :  13      :  LN       :  M  : 2nd
Telieq    : Human    : Necromancer :  1       :  N        :  M  : 2nd
Tweck     : Human    : R/T (m)     :  10/14   :  NG       :  M  : 2nd
Tyrus     : Human    : F/T (m)     :  5/6     :  ??       :  M  : ???
Uriah     : Half-elf : F/C/M (m)   :  1/1/1   :  NG       :  M  : 2nd
Valentine : Half-elf : Thief       :  12      :  N        :  F  : 2nd

key
===

m = multi-classed character
d = dual-classed character
t = triple-classed character

===============================================================================
                            The Net Rogues' Gallery
                            =======================

Alzandra Maveni - Fighter
=========================

Name: Alzandra Maveni                       Edition: 1st

Class: Fighter    Level: 4                  Age: 20           Eyes: Green
Race: Human       Alignment: LN             Height: 5' 7"     Hair: Sandy
Deity: none       Pantheon: Agnostic        Weight: 146 lbs
Place of origin: Candanus                   Sex: Female

STR 17  +1 to hit, +1 to damage, open doors 1-3, bend bars 13%                                                        
INT 15  add lang 4                 
WIS 14 
DEX 16  react adj +1, miss adj +1, defence adj -2
CON 18  hit pont adj +4, sys shock 99%, res surv 100%   
CHA  9  max henchmen 4,                                           

Weapon Profs          Armour
============          ======
Broad sword           Armour worn = Plate mail    Actual AC = -1
Battle axe            AC base = 2                 Rear AC = 2
Dagger                Magic adj = +1              Surprised AC = 1
Long bow              Dex adj = -2                Shieldless AC = 0
Morning star          Shield = medium

Hit points
==========
Hit die type = d10   Con bonus = +4   Hit points = 41
Hit points per level = 6/3/10/6

Combat
======
Thac0 = 18      Weapon in hand: Broad sword

Saving throws
=============          base save    bonuses    modified save
Poison/paralyzation       13          --           13
Petrif/polymorph          14          --           14
Rod/staff/wand            15          --           15 
Breath weapon             16          --           16
Spells                    16          --           16 

Magical items                  Money
=============                  =====
Plate mail +1                  Copper pieces = 56                     
Broad sword +2                 Silver pieces = 31
Potion of extra healing        Gold pieces = 67 
Potion of gaseous form         Electrum pieces = 7                    
                               Platinum pieces = 2    
                               Gems = none
                               Jewelry = 120gp necklace under armour
                               Other = none

Equipment
=========
High hard boots      5 torches            Iron rations (3 weeks)
Woolen cloak         Tinderbox            Waterskin (1 pint) (2 off)
Backpack             Bullseye lantern     Sharpening stone  
Belt and pouches     Flasks of oil (3)                       
Silver handmirror    Quiver                                
Rope (20 ft)         20 arrows                                    
10 ft pole           Spare bowstring                            
                                                                      

Background
==========

 Alzandra is the daughter of a rich merchant from the city of Candanus. 
As a child she was somewhat spoilt by her parents, indulging her every whim;
including training in the use of weapons and combat.
 Alzandra grew up into a attractive looking woman of statuesque appearance.
However, she was also arrogant, aloof, and refused to behave in the manner in
which a woman of her station should. Her father berated her constantly and in
the end threatened to send her to a convent of the church of Jesunkhil.
 That day she sold most of her jewelry, bought a suit of chain mail, a broad
sword, provisions, and a horse and left the city for the capital city.
 Once there she joined a mercenary company, with which, until recently, she 
was still adventuring with.
 However, she is still arrogant and aloof.

==============================================================================

Arrinoth Cutblade - Cleric
==========================

From: Alexande Shternshain 
<s1105272@IL.AC.TECHNION.TECHST02>

NAME  : ARRINOTH CUTBLADE      S: 13
RACE  : HUMAN                  I: 15
CLASS : CLERIC                 W: 15
LEVEL : 5                      D: 10
HP    : 23                     CO: 8
AC    : 4                     CH: 9
AL    : CN
AGE   : 49

WEAPON PROF.: HALBERD, THROWING AXE
NWP: R/W COMMON, SPELLCRAFT, RELIGION.

MAGIC ITEMS: HALBERD +1
NONE-MAGIC ITEMS: BANDED MAIL, WEAPONS OF PROFICIENCY, HOLY SYMBOL OF RUSLAN

APPEARENCE: JUST YOUR AVERAGE MIDDLE+ AGED GENTLEMAN. (MEDIUM HEIGHT, MEDIUM
BUILT, GRAY HAIR, BLACK EYES, A LOT OF WRINKLES)

BACKGROUND: He was born in the capital-city of his country, to a family of
wealthy merchants. Wealthy, that is, until he decided he just HAD to study
the arcane art of magic. He wasn't very good, so he had to go through magic
school 3 times. This nearly impoverished his parents, who just couldn't say
no to their only son. At last, at age of 25, he became a wizard. After
several years of working in the local guild, he decided that casting
IDENTIFY spells for passing adventurers is  just fu#$%king unintersting.
So, our hero decided to go out and see the world. He joined a party of
adventurers, and for some time, all was going well: they fought monsters,
won a fair amount of treasure and excitement (he got to level 4 in the
process). UNTIL, one cursed day, they had the misery to find GERIZAG, the
fabled city of undead. In the city's largest palace, the party was attacked
by a spectre. The creature was in a frenzy of destruction, after they
mistaskingly released him from his grave. Almost all party members lost
life levels in that fight. Arrinoth was the unlickiest. He was struck
twice, and reduced to level ZERO. His surviving companions carried his
almost lifeless body home , beyond Blue Moon Mountains. But Arrinoth
didn't die. His exceptional health (well, it WAS exception before his
little 'accident') helped him to recover, 6 month later. In a shock ,
he discovered, that he lost ALL his magical talent, for wich he worked
for years. Others would break down, but not him. As soon as he could
walk , he went to the nearest temple of RUSLAN THE MIGHTY (deity of war),
and simply said to the high priest :'I want to learn how to defeat undead.
Teach me, please.'. The high priest decided to put him through a test.
He said :' If you are willing to sacrifice what used to be most precios to
you, RUSLAN will receive you. Hearing this, Arrinoth went home, brought
his spellbook, and before the eyes of the priest, burned it. The temple
was filled with unnaturally bright light. "THE MIGHTY ONE agreed to
receive you" - said the high priest. And so in was. Arrinoth studied
hard to make his way through the church hierarchy, waiting for a day
when he could use his skills to turn or destroy that spectre.
(He is , in fact +1 on all turning attempts, +2 vs. spectres, and +4 vs.
THAT PARTICULAR spectre - because of his immence hatred to undead). He
soon will begin gathering a party of adventurers to cross the Blue Moon
Mountains again, and face his old enemy. He will not reveal the nature
of Gerizag to his fellow-party-members, nor will he warn them of the
monster awaiting them in the palace (He doesn't want them to be scared
and run away). He just wants to beat the sh%t out of the spectre, and
he doesnt really care if he or anyone else gets hurt.


BTW: In my world, the god of war allows his clerics to use any large
cutting weapons. if your campain is differnt, adjust his weapons
accordingly.

==============================================================================

Azaghal 'the Pure' - Fighter/Cleric
===================================

From: Brother Tyrus
<C9108613@AU.EDU.NEWCASTLE.CC>

Character    : Azaghal 'The Pure'
Players Name : Jason Mulligan              Race     : Mountain Dwarf
Class        : Fighter/Cleric              Level    : 11/11
Kit          : Champion
Alignment    : Lawful Good                 Family   :
Race/Clan    :                             Homeland : Crystalmist Mts
Liege/Patron :                             Religion :
Sex    : Male  Age  : 90    Social Class :
Height : 4'8"  Wt.  : 165   Birth Rank   : 1st          # Siblings : 2
Hair   : Brown Eyes : Blue  Appearance   : See Below

ABILITIES

20   STR  Hit: +3  Dmg: +8 Wgt: 535  Max Press: 700 O/D: 17 BB/LG: 60%
16   DEX  React Adj   : +1      Miss Att Adj : +1        Def Adj : -2
18   CON  HP Adj      : +4      System Shock : 99%      Res.Sr  : 100%
13   INT  # Languages : 13  Spell Lvl : --  Chance : --    Max/Lvl : --
19   WIS  Mag Def Adj : +4  Bonus Spells : 3,2,1,2
15   CHR  Max Hench   : 7    Loyalty Base : +3   Reaction Adj : +3

       MOVEMENT                    SAVING THROWS
       ~~~~~~~~                    ~~~~~~~~~~~~~

             &Op                Modify. Paralyze/   Save.
Base Rate: 6       *        _______   Poison    __ 6___
Light  (       ) _______             Rod,Staff,
Mod    (       ) _______    __+5___   or Wand   __ 9___
Hvy    (       ) _______             Petrify/
Svr    (       ) _______    _______  Polymorph  __ 8___
Jog    (  x2   ) _______              Breath
Run    (  x3   ) _______    _______   Weapon    __ 8___
Run    (  x4   ) _______
Run    (  x5   ) _______    __+5___   Spells    __10___

ARMOR                                           HIT POINTS   Hits Taken
_______  Adjusted AC     Armor Type (Pieces)
\ A C /  Surprised ____  Plate Mail +3________    _76__
 \-2 /   Shieldless_-2_  Dex Bonus____________
  \_/    Rear      _0__  _____________________


WEAPON COMBAT
WEAPON                #AT  ATT/DMG  THAC0     DAMAGE     RANGE   SPEED
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2-Handed Battle Axe    2   +7/+13            1d10/2d8      -       6 

Special Attacks
~~~~~~~~~~~~~~~



Special Abilities/Limitations         NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+1 to damage vs orcs, goblins, etc    Skill            Slots   Ab Check
Specialization with 2-H Battle Axe    ---------------------------------
Infravision 60'                       Dwarf Runes        1     Int/+2
Clerical Spells                       Direction Sense    1     Wis/+2
                                      Armorer            1     Int/+0
                                      Surv, Underground  1     Int/+0
                                      Blindfighting      1     NA/NA
                                      Alertness          1     Wis/+1
                                      Singing            1     Chr/+2
                                      Endurance          -     Con/+0
                                      Intimidation       -    Str/Chr/+0
                                      Religion           -     Wis/+0

Weapons                               Languages -
 2H Battle Axe (spec)                  Common (R/W)      -       NA
 Battle Axe                            Alignment         -       NA
 Hand Axe                              Orcish            1       NA
 War Hammer                            Elvish            1       NA
 Hvy Crossbow
 Mace                                             
 Flail                                                              

===========================================================================
Cleric Spells  (8,6,5,5,2,1)
~~~~~~~~~~~~~

GEAR (Supplies included) Location        Weight
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
to be chosen

Money

Total (pounds)____________________________

Experience          Treasure
~~~~~~~~~~          ~~~~~~~~
750,000              Coins:


                     Gems:


Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Girdle of Stone Giant Strength
Plate Mail +3
2-Handed Battle Axe +3
Pearl of Wisdom
Rod of Ressurection  (21 Charges)
Neclace of Prayer Beads
        Bead of Atonement (1)
        Bead of Summons (1)
        Bead of Blessing (1)
        Bead of Karma (1)
Talisman of Pure Good


Appearance:
~~~~~~~~~~~
 Azaghal is about four feet and eight inches in height and weighs about
170 pounds. He is stocky as is usual for a dwarf. He has deep blue eyes,
and dark brown hair, and a long dark brown beard which he keeps immaculately 
tidy and clean, and is of noble bearing.
 Over his sparkling plate mail, he wears a bright Royal Blue surcoat, and
wears a bright red cloak/cape.
 All he carries in the way of weapons are his Great 2 handed Battle Axe, and
a smaller hand axe by his side.

---------------------------------------------------------------------------
Personality/History
~~~~~~~~~~~~~~~~~~~
 Outwardly he appears as a normal dwarf, but in reality, he has taken on 
qualities of other races. Like a sense of humour (albeit warped), a like for 
magic, and lost the dwarven dislike of the forest. He keeps these feelings to 
himself mostly, and to his closest friends.
 He  has a great love of music and singing. He even has developed a liking for
elven verse and song.  But he doesnt tell any-one.
 At times, Azaghal has taken on a manner closest to that of a Human Paladin. 
And thus, in some lands Azaghal is known as the Dwarven Paladin.
 Azaghal has travelled widely, been on many adventures. One adventure of note 
was the rescueing of Queen Yolande's daughter, and bringing her back safely to 
Celene.  For which Azaghal was allowed to build a church for Moradin within the
capital, Enstad.  Azaghal also was given a title for within Celene.
                
==============================================================================

Bansca 'the Fair' Deepsinger - Bard/Druid/Ranger
================================================

From: Richard Farrell <IGACORK@IRTCORK.BITNET>

Name  = Bansca "The Fair" Deepsinger
Race  = Half-Elf.
Class = Bard/Druid/Ranger
Level =  9  / 8   /  8
Alignment = NG ( Danu )
Sex. =  Male   Age = 23   Ht. = 6' 2"  Wt. =  135 lbs
Hair =  Copper.   Eyes = Green
Appearance = Lean, Handsome, Clean-Shaven man, with long braided hair.
Social Class = Upper Lower (Freeman)     Status =  Initiate.
Liege/Patron = Arakhan ( The Grand Druid. )

STR 16                                    Saving Throws
DEX 17                                 Mod.   Name.    Save.
CON 15                                  +3    PPDM       7
INT 14                                  +3(+5)RS&W      10
WIS 16                                  +3    Pet/Poly  10
CHR 15                                 +3(+5) BW        12
COM 19                                 +3(+5) Spell     11

AC = -4  Bracers AC=2 Cloak of Prot. +3 Dex bonus.-3
Hit Points = 56

Scimitar of Speed +2
Scimitar of the Planes
Lomgbow + 30 Sheaf and 10 Flight arrows.
Spear +2
Darts (8)
Ring of Teleportation.

Special Abilities.

Standard 1/2 elf.
Fight 2 handed.
Move Silently   = 77
Hide in Shadows = 64
Climb Walls     = 95
Detect Noise    = 50
Pick Pockets    = 70
Read Languages  = 50

+4 to hit (insert Druids greatest enemy, on my world priests of famine)
Animal Empathy (save vs Rods at -3)
Priest Spells as Ranger.
2d6 Ranger Followers.

+2 to save vs Fire and Electricity.
Druid Spells.
Identify Plants etc.
Pass without trace at 12"
Immune to Woodland Charm.
Shapechange.

Bard Spells.
Inspire Allies.
Alter Mood (Save vs PPDM at -3)
Counter Muisical Attacks
Identify Magic 45%
Attract 10d6 followers.
Use Books and Scrolls.

NWP                                 WP          Slots
Tracking                          2 Hander Style  1
Harp, Lute, Flute.                Scimitar        1
Read Write.                       Spear           1
Local History.                    Staff           1
Singing.                          Longbow         1
Tumbling                          Dart            1
Hunting                           Sickle          1
Healing
Herbalism
Info Gathering.
Fast Talking.

Languages:
Celtic, Common, Halfling, Dwarf, Elven, Gnome, Dryad, Treant, Faun,
Bronze Dragon, + a human toungue. (Kathenarr on my world.)

Shapechange Forms.
Giant Wolverine.
AC 4 Move 15  3 attacks Claw/claw/bite 1d4+1/1d4+1/2d4
Special Attack = Musk.
Giant Scorpion
AC 3 Move 15  3 attacks Claw/claw/sting 1d10/1d10/1d4+poison type F
Falcon
AC 5 Move 36(b) Fl  3 attacks Claw/claw/peck 1/1/1+Blind
SA = +2 to hit and double dmg on a dive.


    Bansca's mother was a wood-elf and a ranger, his father was a druid.
Bansca is an incredibly handsome, witty and charming lad who is
currently a special envoy (and occaisional spy) for the Grand Druid. He
travels the world (teleport ring) keeping an eye on things and reporting
back regularly to his master. He is resigned to the fact that he will
never achieve greatness in the druidic hierarchy, and he has a wonderful
singing career to console him.
                 Bansca often pretends to be just a Bard, especially
when on a mission where being a druid is unhealthy. He is allways
cheerful, and will start singing at the slightest provocation. Among the
allies on which he can call at need is Khementh, an Old Bronze Dragon
who lives under an island off the coast of (Gwal on my world) and is
an ally of the sea-elves. ( Your normal bronze dragon with 115 hp.)
Use Bansca to involve the PC's in druidic plots, or simply as the
unintentional starter of a barroom brawl. (Picking up the wrong girl
again. :)  )

==============================================================================

Caleaxia - Cleric
=================

Name: Caleaxia                              Edition: 1st

Class: Cleric     Level: 4                  Age: 53           Eyes: grey
Race: Half-elf    Alignment: CG             Height: 5'        Hair: blonde
Deity: Rallathil  Pantheon: Elven           Weight: 104    
Place of origin: Tulamein                   Sex: Female

STR 9                                                       
INT 16  add lang 5   
WIS 18  Magic att adj +4, bonus spells 2x1st 2x2nd 1x3rd 1x4th
DEX 12  
CON 15  hit point adj +1, sys shock 91%, res surv 94%   
CHA 12  max henchmen 5                                            

Weapon Profs          Armour
============          ======
Mace                  Armour worn = Chain mail    Actual AC = 1
Flail                 AC base = 4                 Rear AC = 4
                      Magic adj = +1 / +2 (s)     Surprised AC = 1
                      Dex adj = none              Shieldless AC = 4
                      Shield = Small (+2)

Hit points
==========
Hit die type = d8    Con bonus = +1   Hit points = 27
Hit points per level = 8/2/7/6

Combat
======
Thac0 = 18      Weapon in hand: Mace

Saving throws
=============          base save    bonuses    modified save
Poison/paralyzation        9          --            9
Petrif/polymorph          12          --           12
Rod/staff/wand            13          *            13*
Breath weapon             15          --           15
Spells                    14          *            14*


Turning Undead
==============
Turning level = 4   
Skel|Zomb|Ghou|Shad|Wigh|Ghas|Wrai|Mumm|Spec|Vamp|Ghos|Lich|SPEC
----+----+----+----+----+----+----+----+----+----+----+----+----
 T  | T  | 4  | 7  | 10 | 13 | 16 | 20 |    |    |    |    |

Spells
======
Spells/level                                                          
1st=5  2nd=4
                                                                          
Spells learnt                                                                
1st= cure light wounds (x3), detect magic, remove fear
2nd= hold person (x2), silence 15' rad, slow poison

Magical items                  Money
=============                  =====
Chain mail +1                  Copper pieces = 13                     
Shield +2                      Silver pieces = 9 
Mace +1                        Gold pieces = 37 
Potion of healing (2 off)      Electrum pieces = none                 
potion of extra healing        Platinum pieces = none 
scroll of raise dead           Gems = none
                               Jewelry = none
                               Other = none

Equipment
=========
Hooded cloak       Bandages             Iron rations (2 weeks)
Soft high boots    Medicinal herbs      Waterskin (1 pint)     
Gloves             Bone scroll case     Wineskin (1/2 pint) 
Surcoat            Hooded lantern       Silver holy symbol  
Backpack           Flasks of oil (3)    Flasks of holy water (3 off)
Belt and pouches   Tinderbox            Holy wafers (10 off)      

Background
==========

 Caleaxia is a half-drow outcast. Her mother was raped by a member of a drow
raiding party and was then beaten until her attacker thought her dead.   
 However, Caleaxia's mother was not dead and recovered, but found herself to
be pregnant by her attacker. Caleaxia was born many months later and was lucky
enough not to have only inherited the white hair of her attacker and a swarthy 
cast to her skin; similar to that of Cabritsian traders. However Caleaxia, in
accordance with the laws regarding children of rape, was taken several miles
outside the city to the Temple of the Needy; a group of priests of various 
deities who devoted their lives to the help of those less fortunate.
 Here Caleaxia was raised and tutored by the priests, learning to read and
write and learning of all the deities of the various pantheons.
 Caleaxia grew to love all the priests as surrogate fathers, but was 
especially fond of an ancient elven priest called Ev'reban. It was Ev'reban 
who taught Caleaxia of the elven gods and especially of his god Rillithane 
Rallathil. At 18 Caleaxia asked Ev'reban to make her an initiate of the temple
of Rallathil.
 When Caleaxia was 23 Ev'reban died of old age and Caleaxia left the Temple of
the Needy and journeyed to Tulamein in search of her mother. Unfortunately,
Caleaxia's mother had left Tulamein many years previously; driven away by the
other people of the town for allowing herself to be raped by a drow and live.
 Caleaxia went in search of her mother but never found her. Instead she took
up a life of adventure, but one day plans to journey into the depths of the 
world in order to make the drow pay for the rape of her mother. Caleaxia hates
the drow with all her heart.  

==============================================================================

Callumas 'Ice-eyes' - Mage/Thief
================================

Name: Callumas "Ice-eyes"                   Edition: 1st
                                                                         
Class: Mu/Thief   Level: 6/7                Age: 166          Eyes: grey
Race: Elf (h)     Alignment: CN             Height: 5'        Hair: black 
Deity: none       Pantheon: atheist         Weight: 98 lbs 
Place of origin: Salbrij                    Sex: male

STR 15  open doors 1-2, bend bars 7%                        
INT 16  add. lang 5, % know spell 65%, min spells 7, max spells 11
WIS 13 
DEX 17  react adj +2, missile adj +2, defence adj -3
CON 12  system shock 80%, ress survive 85%             
CHA 13  max henchmen 5, react adj +5                              

Weapon Profs          Armour
============          ======
short sword           Armour worn = brac. AC4     Actual AC = -1
short bow             AC base = 4                 Rear AC = 2
dagger                Magic adj = -2 (ring)       Surprised AC = 2
blow pipe             Dex adj = -3                Shieldless AC = -1
                      Shield = none 

Hit points
==========
Hit die type = d4/d6 Con bonus = n/a  Hit points = 21
Hit points per level =  4/3/2/2/1/3/3/5/4/6/2/4/3 
                        m/t/m/t/m/t/m/t/m/t/m/t/t  

Combat
======
Thac0 = 19    Weapon in hand = long sword

Saving throws
=============          base save    bonuses    modified save
Poison/paralyzation        12         +2           10
Petrif/polymorph           11         +2            9
Rod/staff/wand              9         +2            7 
Breath weapon              13         +2           11
Spells                     10         +2            8 

Thief Skills
============
Skill      |  PP  |  OL  | F/RT |  MS  |  HIS |  DN  |  CW  |  RL
-----------+------+------+------+------+------+------+------+------           
Base score |  60 %|  52 %|  50 %|  55 %|  43 %|  25 %|  94 %|  35 %          
Dex mod.   |  +5 %| +10 %|  -- %|  +5 %|  +5 %|  -- %|  -- %|  -- %       
Race mod.  |  +5 %|  -5 %|  -- %|  +5 %| +10 %|  +5 %|  -- %|  -- %        
Total      |  70 %|  57 %|  50 %|  65 %|  58 %|  30 %|  94 %|  35 %       

Spells
======
Spells/level                                                          
1st=4  2nd=2  3rd=2  4th=   5th=   6th=   7th=   8th=   9th=
                                                                          
Spells learnt                                                               
1st= feather fall, magic missile, sleep, charm person
2nd= invisibility, mirror image
3rd= slow, dispel magic    

Spells in spell book
1st= charm person, detect magic, feather fall, identify, magic missile,
     sleep, spider climb 
2nd= darkness 15' rad, detect invisibility, invisibility, mirror image
3rd= dispel magic, feign death, fly, slow

Magical items                  Money
=============                  =====
Bracers AC4                    Copper pieces = 30                     
Ring of prot +2                Silver pieces = 13
short sword +2                 Gold pieces = 22 
dagger +4                      Electrum pieces = 12                   
dagger +2                      Platinum pieces = 2    
potion of levitation           Gems = 5 x 50gp base gems
5 +2 arrows                           2 x 100gp base gems
                               Jewelry = none

                               Other = none

Equipment
=========
soft boots     backpack         2 weeks rations        3 flasks of oil
gloves         belt pouch       wineskin (1/2 pint)    bone scrollcase
breeches       dart case        waterskin (1 pint)     large sack
wool shirt     20 darts         50' rope               leather ties
cloak          (for blowpipe)   5 torches              2 flasks of quicklime
domino mask    qviver           tinderbox              thieves tools
belt           20 arrows        hooded lantern                  
                                                                      

Background
==========

 Callumas was born in the sleepy homlet of Salbrij, where his itinerant 
parents were spending the winter. Callumas is the son of a travelling elven    
healer and his wife, an elven mage. As a child he was bright and happy if a 
little lazy and workshy, doing what pleased him not others. He learnt his 
basics in magic from his mother during his childhood. 
 When his mother thought he was ready she sent Callumas to Gulmarsh to learn
the proper craft from his mother's own teacher, Tavarint. Tavarint took
Callumas in as his apprentice and began instructing him in the principles and
discipline of magic. Callumas soon began to tire of this, wanting to start
using magic rather than reading and writing about it. He also started to
frequent the inns and public houses of Gulmarsh, drinking and gambling away 
what money he had. Soon Callumas was heavily in debt and was forced to trying
to steal money to pay his debts. 
 His activities came to the attention on the local thieves guild, but rather
than killing or maiming Callumas they offered to let him join them. The guild
had just lost one of their two mages to the gibbet and needed a replacement.
 Callumas spent the next few months learning magic from Tavarint during the 
day and working with the thieves guild, and picking up their skills too, at 
night. 
 Eventually, Callumas's apprenticeship to Tavarint ended and he began to 
work full time for the guild. However, he soon bored of this and set out 
looking for adventure, fame, and more to the point, wealth.
 He is still looking for the latter two.
Callumas is called Ice-eyes because of his very pale grey eyes.

==============================================================================

Casxio Jeanvelle - Ranger/Mage/Thief
====================================

From: Brother Tyrus
<C9108613@AU.EDU.NEWCASTLE.CC>

Character    : Casxio Jeanvelle
Players Name : Peter McNamee               Race     : Human
Class        : (Ranger|Mage) Thief         Level    : 10/11/12
Alignment    : Neutral Good                Family   :
Race/Clan    :                             Homeland :
Liege/Patron :                             Religion :
Sex    : M     Age  : 38    Social Class :              Status     :
Height : 6'5"  Wt.  : 172#  Birth Rank   :              # Siblings :
Hair   :       Eyes :       Appearance   :

ABILITIES

18/78 STR  Hit: +2   Dmg: +4   Wgt: 185  Max Press: 330   O/D: 14 BB/LG:30%
18    DEX  React Adj   : +2      Miss Att Adj : +2        Def Adj : -4
15    CON  HP Adj      : +1      System Shock :90%       Res.Sr  :94%
17    INT  # Languages : 6   Spell Lvl : 8th Chance :75 %   Max/Lvl : 14
15    WIS  Mag Def Adj : +1
15    CHR  Max Hench   : 7    Loyalty Base : +3   Reaction Adj : +3

       MOVEMENT                    SAVING THROWS
       ~~~~~~~~                    ~~~~~~~~~~~~~

                             Modify.  Paralyze/  Save.
Base Rate: 12               _______   Poison    __8 ___
Light  (56-85  ) _______             Rod,Staff,
Mod    (86-115 ) _______    _______   or Wand   __7 ___
Hvy    (116-145) _______             Petrify/
Svr    (146-170) _______    _______  Polymorph  __9 ___
Jog    (  x2   ) _______              Breath
Run    (  x2   ) _______    _______   Weapon    __9 ___
Run    (  x2   ) _______
Run    (  x2   ) _______    __+1___   Spells    __8 ___
                              (ma)

ARMOR                                           HIT POINTS   Hits Left
_______  Adjusted AC     Armor Type (Pieces)
\ A C /  Surprised _0__  Bracers ac2__________    __77__        77
 \-4 /   Shieldless_-4_  Cloak of displacement
  \_/    Rear      _0__  _____________________



WEAPON COMBAT
                                        mod                           mod
WEAPON         #AT  ATTACK ADJ/DMG ADJ  THAC0 DAMAGE (SM/L) RANGE     SPEED
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Long Sword +3  3/2     +5       +7       6      1d8/1d12    --         0
Sun Blade +2*  3/2     +4(+6)   +6(+8)   7(5)   1d8/1d12    --         0
Short Sword    3/2     +2       +4       9      1d6/1d8     --         1
2H Sword       3/2     +2       +4       9      1d10/3d6    --         8
Long Bow        2      +2       0        9      1d8/1d8     5/10/17    5
Hand Crossbow   1      +2       0        9      1d3/1d2     2/4/6      5
Knife           3/2    +2       +4       9      1d3/1d2     --         1
  (thrown)      2      +4       +4       7      1d3/1d2     1/2/3      1
Throwing Axe +3 1      +7       +7       4      1d6/1d4     18         0


unmod THAC0 - 11

Special Attacks
~~~~~~~~~~~~~~~
Fight two handed no penalty
Surprise
Backstab (x4 damage)
+4 to hit ranger enemy

Special Abilities/Limitations         NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Priest spells                         Tracking                  Wis/+3  0
Animal empathy                        Navigation                Int/-2  1
Use mage and cleric scrolls           Blind Fighting            NA      2
Theif Skills :-                       Hunting                   Wis/-1  1
Pick Pockets........95%               Appraising                Int/0   1
Open Locks..........95%               Set Snares                Dex/-1  1
Find/Remove Traps...95%               Singing                   Cha/0   1
Move Silently.......95%               Seamanship                Dex/0   1
Hide in Shadows.....95%               Tumbling                  Dex/0   2
Detect Noise........60%
Climb Walls.........95%               Languages - Common (R/W)  1
Read Languages......31%                         - Thieves Cant

1 slot left


GEAR (Supplies included) Location       Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Clothing                  worn
Backpack                  back
Large sack                slung
Rope 50' (silk)           slung
Torch                     pack
Flint and steel           pouch
Tinderbox                 pouch
Scroll case               pack
Parchment 20 sheets       scroll case
Small wooden box          pack
Quill and writing ink     wooden box
Thief tools               boot pocket
1 Large Belt Pouch        belt
2 small belt pouches      belt

Money

Total (pounds)________________________________


Experience          Treasure
~~~~~~~~~~          ~~~~~~~~
625000               Coins
                     PP 213
+10%                 GP 145
                     EP 55
                     SP 73
                     CP 21

Gems/Jewels
~~~~~~~~~~~
1 topaz@200gp
1 ruby@2000gp  (in boot)

Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ring of Wizardry (doubles 1st-3rd)
Ring of Invisibility
Bracers of Defense AC 2
Axe of Hurling +3
Sun Blade +2 (+4 vs evil, x2 damage vs neg plane creatures)
Long Sword +3
Cloak of Displacement (missile attacks miss 1st attack, +2 to save vs
                       attacks directed at wearer, Bonus of 2 to AC)
Rope of Entanglement


Clerical Spells (2 x 1st, 1 x 2nd)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1st : 2 to be chosen

2nd : 1 to be chosen


Mage Spells in Book (* signifies spell memorised)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1st Level (8) : pick 12 spells

2nd Level (8) : pick 10 spells

3rd Level (8) : pick 8 spells

4th Level (3) : pick 4 spells

5th Level (3) : pick 3 spells


History :
~~~~~~~~~
 Casxio was born in the region of Miyarn, a small fishing village on the west 
coast. His grandfather was a Ranger, and would take the young Casxio out into 
the woods and show him the skills needed to carry on a family tradition.
 The task fell to him as his father had been killed when he was 10, fighting 
to protect the village against the giants which occasionally attacked. Upon 
taking up his adventuring life when 15, he travelled the realm, but favoured 
the sea, and longed to travel across it. This he did, when hired by a mage 
for protection during his quest to find components for a new spell he was 
working on. During the voyage, Casxio came to appreciate the work involved in 
being a mage, and was interested in the working of the spells. Upon the end of 
his hire, he asked the mage to take him on as his apprentice. This he did.  
 From that point, he stayed with the mage, and they worked on many spells 
together, selling those they could and using them to help impoverished 
villages. However, it was when travelling that he uncovered a plot to kill 
the mage.  A death warrant had been issued by a colletion of evil thieves so 
the mage would stop his good work.  Casxio implored one of the most powerful 
thieves guilds in the area to intervene. The master thief asked a high price 
for the service.  The indenture of Casxio to the guild, and his agreement to 
train in the arts of the thief.  This he agreed to to save the life of the 
mage.  He initially begrudged the training, but then came to find a natural 
flair, and liking for the life of a thief, which he has decided is his life 
quest...to be master of his own guild.

==============================================================================

Dante - Ranger
==============

From: "BROTHER TYRUS HELLBANE, ORDER OF THE BLACK MONKS" 
<C9108613@AU.EDU.NEWCASTLE.CC>

Character    : Dante
Players Name : Craig Barnett               Race     : Human
Class        : Ranger                      Level    : 2
Alignment    : Chaotic Good                Family   :
Race/Clan    :                             Homeland :
Liege/Patron :                             Religion :
Sex    : M     Age  : 24    Social Class :              Status     :
Height : 5'6"  Wt.  : 164#  Birth Rank   :              # Siblings :
Hair   :       Eyes :       Appearance   :

ABILITIES

18/20 STR  Hit: +1   Dmg: +3   Wgt: 135  Max Press: 280   O/D: 12  BB/LG:20%
18    DEX  React Adj   : +2      Miss Att Adj : +2        Def Adj : -4
17    CON  HP Adj      : +3      System Shock :97%       Res.Sr   : 98%
15    INT  # Languages : 4
15    WIS  Mag Def Adj : +1
10    CHR  Max Hench   : 4    Loyalty Base : 0    Reaction Adj : 0

       MOVEMENT                    SAVING THROWS
       ~~~~~~~~                    ~~~~~~~~~~~~~

                             Modify.  Paralyze/  Save.
Base Rate: 12 *             _______   Poison    __14___
Light  (136-174) _______             Rod,Staff,
Mod    (175-213) _______    _______   or Wand   __16___
Hvy    (214-252) _______             Petrify/
Svr    (253-280) _______    _______  Polymorph  __15___
Jog    (  x2   ) _______              Breath
Run    (  x2   ) _______    _______   Weapon    __17___
Run    (  x2   ) _______
Run    (  x2   ) _______    _______   Spells    __17___

ARMOR                                           HIT POINTS   Hits Left
_______  Adjusted AC     Armor Type (Pieces)
\ A C /  Surprised _8__  Leather______________    __21__        19
 \ 4 /   Shieldless_4__  _____________________
  \_/    Rear      _8__  _____________________


WEAPON COMBAT
                                        mod                           mod
WEAPON         #AT  ATTACK ADJ/DMG ADJ  THAC0 DAMAGE (SM/L) RANGE     SPEED
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Short Bow       2       +2        0       17    1-6/1-6    5/10/18      4
(composite)
Short Sword     1       +1        +3      18    1-6/1-8      --         1
Dagger          1       +1        +3      18    1-4/1-3      --         0
Long Sword+1 +2 1       +2        +4      17    1-8/1-12     --         2
  (+2 vs magic using/enchanted creatures)

Special Attacks
~~~~~~~~~~~~~~~
When wearing studded leather armour or lighter ranger may fight two-handed
  with no attack roll penalty
+4 to attack special enemy - OGRES!!

Special Abilities/Limitations         NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Move Silently......25% *
Hide in Shadows....20% *                Gem Cutting    2

Animal Empathy                          Tracking       3
Priest Spells (8th lvl)                 Blind Fighting 2
Attract Followers (10th lvl)            Speak - Alignment
Can have no more treasure than you              Common
  can carry


GEAR (Supplies included) Location       Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Longsword +1 +2           belt                  4
2 Daggers                 belt                  2
Short Sword               belt                  3
Composite Short Bow       Slung                 6
Quiver                    Shoulder              1
20 Arrows                 Quiver                2
Dagger (hollow handle)    boot                  1
Leather Armour            worn                  15
Woodland Cloak }______    worn                  5
Clothing       }
Boots (hollow heels)      worn                  -
Shovel                    backpack              10
5 Iron Spikes             backpack              2.5
50' Rope                  backpack              20
tripwire                  backpack              -
Bell                      belt pouch            -
Backpack                  back                  2
5 Torches                 backpack              5
Grappling Hook            backpack              4
3 Belt Pouches            belt                  -
Golden wristband          wrist                 -
Light Riding Horse        --                    --
humble village clothes    backpack              5

Money                     pouch                 13

Total (pounds)________________________________ 100.5


Experience          Treasure
~~~~~~~~~~          ~~~~~~~~
3034                 Coins
                     PP 14
+10%                 GP 237
                     EP 121
                     SP 186
                     CP 20

Gems/Jewels
~~~~~~~~~~~
2*500gp gems

Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Long Sword +1, +2 versus Magic Using and Enchanted Creatures

History :
~~~~~~~~~
Dante's mother was a prostitute in a small town on the Wild Coast.  He never 
knew who his father was, and earned his keep begging in the streets of the 
town (town was Elredd). Dante  had to live off the streets with his cunning 
and wits. This was made easier due to his surprising strength, intelligence,
and ruthlessness.  Some would even accuse him of cold blooded cruelty.
 Eventually, he came to the notice of a person who had contacts with the
assassin's guild (he was an assassin).  Dante was 16 by now and had
established himself as somebody to be feared and avoided by most people who 
knew of him.  This person, who's name was Gart, convinced Dante to try the 
life of an assassin.  Dante finally agreed, as it seemed a way to make a 
living, and killing didn't worry him at all.
 Dante was brought into the local guild, and given training in the arts of 
murder and deceipt.  His natural ability shone through and he was recognised 
as a potentially great assassin.  He killed quite a few people, too, finally 
reaching 3rd level.
 It was at this stage that Dante was given the job of killing a priest. This 
priest was a worshipper of the God of forests, but had made enough enemies to 
warrant an assassin's poisoned blade.
 Dante went to the priest and made the attempt, but was set upon by ogres
before he could attack the Priest (whose name was Peyel).  He was almost 
killed by the ogres, and tortured horribly.  He woke to find himself with the 
priest he was sent to kill, who had healed him and saved his life.
 For the first time in his life, Dante faced a moral dillemma.  He was still 
too weak to move much, so he and Peyel talked much, about life, beliefs and the
way of things.  Dante, through these conversations and guilt, began to see his
past life in a different way - he realised he was truly not happy with his evil
ways, and repented his many murders.  Evntually, he told Peyel the truth; what 
he was, and what he had come to do.  Peyel forgave him and blessed him.  This 
was the final straw for Dante.  He decided to give up his evil ways, and leave 
the assassin's guild.  Peyel offerred to help, and introduced him to the ways 
and beliefs of good.
 He also introduced him to a friend called Mark, a ranger, offerring Dante an 
alternative life.  Dante accepted, and began his life anew as a ranger.  
Through all of this, he never forgot or forgave the fact that ogres had 
tortured him and left him for dead.
 Finally, Dante returned to his old guild to take his leave of Gart. When Gart
discovered what had happened, he went into a rage and attacked Dante.  Dante 
fought back and ended up killing Gart, but not before being discovered by the 
rest of the guild.  Dante fled and escaped the guild, and wandered until he 
was picked up by Lirdium for the quest of the talisman at the Rock.

==============================================================================

Do, Son of Noror - Sharpshooter
===============================

From: Anthony Ross <ross@EDU.LCLARK>

Name:   Do, son of Noror                Race:           Hill Dwarf
Class:  Fighter (Sharpshooter)          Alignment:      NG
Clan:   Torkrest                        Level:          1
AC:     Stud. L & Dex = 4               THACO:          20 (+3 kit & dex)
HP:     13                              Age:            58
==============================================================================
Strenth         09      Open Doors 25%, Bend Bars 1%
Intelligence    15
Wisdom          07      -1 save vs. magic
Dexterity       17      +2 reaction adjustment, +2 with missiles, -3 to AC
Constitution    16      95% system shock survival, 96% ressurection survival
Charisma        11
==============================================================================
Description & Notes:
^^^^^^^^^^^^^^^^^^^
Do is a perfectionalist and a grumbler, who is incredibly bright to boot.
He is usually mumbling and complaining about something, and occaisionally
that mumbling contains brilliant thought in it.  Unfortunately his brother
Gilim, isn't really bright enough to catch the brilliance, so a lot gets
missed.  He is far too individualistic too fit in with his clan's legacy of
military service, therefore he has gone out with his brother to see how the
rest of the world lies. He doesn't believe in any religion.  He is a fanatic
about keeping his equipment clean, and gets really upset at himself when he
doesn't preform well.  He hates melee combat and his concept of tactics is to
simply retreat to cover and then fire his crossbow if at all possible.  He
is perfectly happy to fire into a crowd, having utter confidence in his
ability to hit what he aims for.  In game terms, he has to make a wisdom
check to keep from firing anytime there is a 50% or greater chance
of hitting an ally.  This roll is modified by -1 for every time he hits an
ally in that melee.  In addition, if he makes three sucesfull shots in a
row, he will start making called shots until he either passes a wisdom check or
misses three straight times.

Non-Weapon Proficiencies
^^^^^^^^^^^^^^^^^^^^^^^^
% Bowyer/Fletcher (Dex-1)       17
% Endurance (Con)               16
% Mapping (Int)                 15      Can acurately map while moving
                                        1/2 speed
% Sign Language (Int +2)        17      Silent communication
Speaking (Int)
% Hill Dwarf (+5)               20      Your native tongue
% Orc                           15
% Thyatian (+5)                 20      You are fluent
% Traladaran                    15

Weapons                 Skill   Wt.     Size    Type    Spd.    Dam S-M Dam L
Do's Lt. Crossbow*      (Spec.) 7       M       -       7       ---     ---
Battleaxe               (Not -2)7       M       S       7       1d8     1d8
Do's Light Quarrels**           2.5     S       P       -       1d6     1d6
Do's KO Quarrels***             0.5     S       B       -       1d6     1d4
Regular Light Quarrel           0       S       P       -       1d4     1d4

Medium 360ft at -2 to hit, Long 540ft at -5 to hit

to hand combat rules.

Encumberance
^^^^^^^^^^^^
Equipment (50.5) +
Weapons (16.5) +
Booty (3.1) = 70.5 lbs, moves at 6" w/pony carrying equipment
        6               5               4               3               2
        1
        35              45              55              65              75
        85

Equipment (Figures in parentheses are lbs.)
===========================================
Large Belt pouch (1)
% 3pp, 9gp, 6sp, 13cp (3.1)

Backpack (1)
% Flint & Steel
% 7 whetstones
% 3 oily rags
% 3 candles
% Bar of soap
% Gourd with potion of healing (1)
% Wooden case (2) carrying 40 wooden shafts (2)
% Wooden case (2) carrying 45 bolt-heads (4.5)
% Spare steel wire
% Small toolset (10)
% 2 weeks iron rations (2)

Tied to pack
% Waterskin filled with water (3)
% Bedroll (5)

Slung across body
% Handmade Light Crossbow carved from maple and ash, inlaid with obsidian
runes with a steel wire pull
% Special rollup bandolier/quiver (2) carrying 25 standard bolts, 5
non-standard bolts.

Worn
% Brown tunic emblazoned with Torkrest clan emblem in black over leather
armor (15), hard Dwarven military boots (2), coarse brown cotton breeches,
longjohns.

==============================================================================

Eli Jiran - Cleric
==================

From: Brother Tyrus
<c9108613@au.edu.newcastle.cc>

Character    :  Eli Jiran
Players Name :  Peter Shaw                 Race     : Human
Class        :  Cleric                     Level    : 1
Alignment    :  Neutral Good               Family   : foundling
Race/Clan    :  unknown                    Homeland : unknown
Liege/Patron :  God of Peace               Religion : God of Peace
Sex    :  M    Age  :  18   Social Class : prob. upper  Status: prob. high
Height :  74  Wt.  : 172lb  Birth Rank   :  unknown     # Siblings : ?
Hair   :red long curly  Eyes : flawless vivid green   Appearance   : Charming,
elegant, happy, deep voiced.  Tall, clear complexion

ABILITIES

 13  STR  Hit: 0    Dmg: 0    Wgt: 45   Max Press: 140   O/D: 7  BB/LG:4 %
 16  DEX  React Adj   :  +1     Miss Att Adj : +1        Def Adj : -2
 13  CON  HP Adj      :  0      System Shock :85%       Res.Sr  :90%
 16  INT  # Languages : 5   Spell Lvl : 8th Chance : 70%   Max/Lvl : 11
 18  WIS  Mag Def Adj :+4
 15  CHR  Max Hench   : 7    Loyalty Base : +3   Reaction Adj : +3

       MOVEMENT                    SAVING THROWS
       ~~~~~~~~                    ~~~~~~~~~~~~~

                             Modify.  Paralyze/  Save.
Base Rate: 12               _______   Poison    __10___
Light  (46-69  ) _______             Rod,Staff,
Mod    (70-93  ) ___7_*_    _______   or Wand   __14___
Hvy    (94-117 ) _______             Petrify/
Svr    (118-140) _______    _______  Polymorph  __13___
Jog    (  x2   ) _______              Breath
Run    (  x2   ) _______    _______   Weapon    __16___
Run    (  x2   ) _______
Run    (  x2   ) _______    __+4___   Spells    __15___
                             (ma)
ARMOR                                           HIT POINTS   Hits Left
_______  Adjusted AC     Armor Type (Pieces)
\ A C /  Surprised ____  __Padded armor ______    __8___         8
 \ 7 /   Shieldless____  _____________________
  \_/    Rear      ____  _____________________


WEAPON COMBAT
                                        mod                           mod
WEAPON         #AT  ATTACK ADJ/DMG ADJ  THAC0 DAMAGE (SM/L) RANGE     SPEED
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Quarterstaff    1      0         0      20      1d6/1d6     --        4

thac0 : 20

Special Attacks
~~~~~~~~~~~~~~~

Special Abilities/Limitations         NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bonus on certain spell types            Healing                16/20
Can only use quarterstaff               Herbalism              14/20
Can only attack if attacked             read/write (common)    17/20
Other stuff as per DM
Can only wear leather at most.          5 nwp slots to spend
bonus xp for solving encounter
  peacefully


GEAR (Supplies included) Location       Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Riding Horse
   On horsey:  bit and bridle            2
               harness                  10
               saddle                   35
               saddle blanket            4
               SUBTOTAL                 51

On self                                 lb                     GP
Padded Armour                           10                     4.000
Clothes:
       belt                              --                    .0000
       boots, low soft                   --                    .0000
       cloak, cloth                      1                     .0000
       leather gloves                    --                    .0000
       cloth hat                         --                    .0000
       shirt                             --                    .0000
       Jerkin                            2                     .0000
       Trousers                          1                     .0000
       purse containing gold (see below)  .2                   .0010
         SUBTOTAL

Pouch (large) containing                 1                     1.000
      small silver mirror  x1            --                   10.000
      silver holy symbol                 3                     .0000
      tinder box with flint              --                    0.050
      silver bowl                        1.5                   8.000
         SUBTOTAL

Pouch (large) containing                 1                     1.000
     mortar and pestle                   1.0                   1.000
     pint of brandy in silver flask      4.0                   4.000
     bandages 1 s/yr sterile cotton      --                     .010
     scissors (sterile)                  --                     .100
     sterile thread                      --                     .020
     sterile needles  x5                 --                     .000 
        SUBTOTAL

backpack (leather) containing            2                     2.000
    silver bowl                          1.5                   8.000
    silver cup                            .5                   2.000
    cutlery silver knife and fork        1                     2.000
    3 bottles                            3                      .090
    small silver mirror x2               2.0                  20.000
    whistle                              --                     .010
    Pulley                                .5                   1.000
    stick of chalk x3                    --                    .0003
    bullseye lantern                     3                    12.000
    lamp oil x 3                         3                     .0018
    razor                                --                    .0100
    silk rope 50'                        8.0                  10.000
    skin of water full                   4.0                   2.400
    Iron rations                         7.5                    .300
    holy water x2 vials                  1.0                    .000
    2 oz pot of ink                      --                    8.000
    leather scroll case containing       1.5                    .150
       parchment x 10                    1                    10.000
       2 quills                          --                     .008
       SUBTOTAL

Attached to the backpack
   Bedroll                               5                     2.000
   In a small sack:                      --                     .005
      selection of herbs (medicinal)     --                    1.000
      a silver kettle (for sterilising)  5                    15.000

In hand
  quatterstaff                           5                     .0000

Around neck:
  golden pendant with likenesses on it   1                     N/A

                                            TOTAL COST         125.184

Money

Total (pounds)______________________   81.7        (254lb incl. self)

Experience          Treasure
~~~~~~~~~~          ~~~~~~~~
                     Coins
+10%                 PP  0
                     GP  4
                     EP  8
                     SP  1
                     CP  6
Gems/Jewels
~~~~~~~~~~~

Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A silver holy symbol

Cleric spells
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cure light wounds           lvl 1   1d8 + (DM)
Sanctuary                   lvl 1   holy symbol + small silver mirror
locate animals or plants    lvl 1   holy symbol

History :
~~~~~~~~~
 I was found by monks outside the Temple of Blessed Tranquility when I was 
about three.  Father Dameon was always kind and good hearted and honest.
When I was found, there was a pouch hanging around my neck, with a note,
elegantly written, requesting that the monks raise me in the ways of peace.
The writer described how my father had been murdered in a battle far away
from the temple, and that the warring tribes about my homeland (which was
also left unnamed) would seek my harm.  I was dressed in silk robes and had
a golden meddalion around my neck.  It was inscribed with the likeness of a
woman on one side and a man on the other.  Also in the pouch was 30 platinum
pieces.
 The letter had explained that the monks should use the money in my education.
This is exactly what my mentor, Father Dameon, did.  He instructed me in all 
manner of law, and all the responsiblities of the order.  He was a peaceful 
man, who demonstratively lead us in the ways of our God.  I was taught self 
defense, using the quaterstaff.  He even taught me how to read and write the 
common tongue.  I was also instructed in the ways of healing and herbalism.
 Father Dameon treated me as if I was his own son, and injected with me
with respect for all creatures.  I eat no meat, and thank animals for any
produce I have from them.  Yet, the greatest thing Father Dameon taught me
was respect for myself.  He held for me all these 15 years the pouch and
medalion and on the anniversary of my discovery, he handed me the pouch, with
the 13 pp that it still contained, and the note and medalion.

  "Eli, my son," his sun spotted hands clasping mine,"you are now a man
I am sure."  With that he looked up and down my form.  "You have been nurtured
here in the bossom of our sweet God these 15yrs.  I have loved and cosseted
you as if you were my own.  But now you must decide.  Will you take the final
vows of our temple, or will you search out your heritage?"

    "My father," I cried,"please advise me!  My heart is heavy with the burden
of the years and who I am is entrenched in this shrine.  Please do not send me
off without your blessing or advice."

"My son, I think you should seek out your mother, if she still lives.  You
should find who you are, so that you may feel secure in your future.  If, when
you know who you are, you wish to return, then my aging heart will love to
confirm your commitment to our God in hearing your vows of celebacy.  But, if
you are a noble born, and the gratuity left you suggests this may be so, then
your destiny may lie in producing a future generation to rule wisely over some
kingdom.  However, once you take these, the last commitments of this temple,
you will be bound by your word to remain here. 
"It could be possible that it was the God himself that brought you here.  He
may be calling you to bring peace to the troubled realm that the note tells
of.  So my son, I bid you go.  Take all that we have taught you and live in
peace.  If our God permits,  I hope to hear from you before the time that he
calls me home."

I took some bread, and a robe, and then walked to the nearest town where I
bought supplies and asked about the woman on the medalion.  I felt that she
was my mother, for when I looked at her I could see the same face staring
down on me, bending to kiss my forehead.  I could feel that she was my mother
in the odd way one can sometimes feel ones memories.  But where to look?

==============================================================================

Finovar - Druid
===============

From: Brother Tyrus
<C9108613@AU.EDU.NEWCASTLE.CC>

Character    : Finovar
Players Name : Edward Chegwidden           Race     : Human
Class        : Druid                       Level    : 14
Alignment    : Neutral                     Family   : -
Race/Clan    :                             Homeland : Vesve Forest
Liege/Patron : -                           Religion : Druidic
Sex    : M     Age  : 28    Social Class : -
Height : 5'9"  Wt.  : 140   Birth Rank   : unknown       # Siblings : nil
Hair   : Black Eyes : Blue  Appearance   : see history


ABILITIES

  11 STR  Hit: -  Dmg: -  Wgt: 40   Max Press: 115  O/D: 6   BB/LG: 2%
  14 DEX  React Adj   : -       Miss Att Adj : -         Def Adj : -
  14 CON  HP Adj      : -       System Shock : 88%      Res.Sr  : 92%
  10 INT  # Languages : 2
  18 WIS  Mag Def Adj : +4   Bonus Spells : 4th, 3rd, 2 2nd, 2 1st
  17 CHR  Max Hench   : 10   Loyalty Base : +6   Reaction Adj : +6


       MOVEMENT                    SAVING THROWS
       ~~~~~~~~                    ~~~~~~~~~~~~~

                             Modify.  Paralyze/  Save.
Base Rate: 12      *        _______   Poison    ___5___
Light  (       ) _______             Rod,Staff,
Mod    (       ) _______    _______   or Wand   ___9___
Hvy    (       ) _______             Petrify/
Svr    (       ) _______    _______  Polymorph  ___8___
Jog    (  x2   ) _______              Breath
Run    (  x3   ) _______    _______   Weapon    __11___
Run    (  x4   ) _______
Run    (  x5   ) _______    _______   Spells    __10___


ARMOR                                           HIT POINTS   Hits Left
_______  Adjusted AC     Armor Type (Pieces)
\ A C /  Surprised _4_   _Robes (protection)__    __66__
 \ 4 /   Shieldless_4_   _____________________
  \_/    Rear      _4_   _____________________



WEAPON COMBAT
WEAPON                #AT  ATT/DMG  THAC0     DAMAGE     RANGE   SPEED
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Druid Staff            1    +2/+2     10       1d6+2       -       2
Hornblade              1    +2/+2     10       1d8+2       -       3
sling                  1              12       1d4       4/8/16    6

Special Attacks
~~~~~~~~~~~~~~~ 


Special Abilities/Limitations         NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Shapechange 3/day                     Skill            Slots   Ab Check
Identify plants, animals and        ---------------------------------
  pure water                        Lng(common)          -        -
Pass without trace (overgrowth)     Lng(Druidic)         -        -
Immune to woodland charms           Lng(dryad)           -        -
+2 to Saves VS Fire & Lightning     Lng(elf)             -        -
Is served by 3 druids of Lv 11      Lng(treant)          -        -
Priest Spells                       Lng(nixie)           -        -
                                    Lng(pixie)           -        -
                                    Lng(gnome)           -        -
                                    Lng(centaur)         -        -
                                    Lng(manticor)        -        -
                                    Lng(sprite)          -        -
                                    Lng(faun)            -        -
                                    Lng(lizard man)      -        -
                                    Herbalism            2        8
                                    Vesve Forest History 1        17
                                    Tracking             2        18
                                    Blindfighting        2        -
                                    Writing              1        11



Spells (8,8,7,6,3,2,1)
~~~~~~
1st Level                          2nd Level
~~~~~~~~~                          ~~~~~~~~~
Create Water                       Charm Person or Mammal
Cure Light Wounds (x3)             Fire Trap
Detect Snares & Pits               Flame Blade
Detect Poison                      Heat Metal (x2)
Faerie Fire (x2)                   Obscurement
                                   Speak with Animals
                                   Trip

3rd Level                          4th Level
~~~~~~~~~                          ~~~~~~~~~
Flame Walk                         Control Temperature 10'R
Hold Animal                        Cure Serious Wounds (x2)
Meld into Stone                    Giant Insect
Plant Growth                       Neutralize Poison
Protection from Fire               Sticks to Snakes
Stone Shape
Water Breathing

5th Level                          6th Level
~~~~~~~~~                          ~~~~~~~~~
Animal Growth                      Conjure Fire Elemental
Cure Critical Wounds               Fire Seeds
Rainbow

7th Level
~~~~~~~~~ 

GEAR (Supplies included) Location        Weight
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Backpack
Boots
Cloak, good cloth
Robes (Magical)
Belt pouch, small (8)
Belt pouch, large (2)
Flint and Steel
Grappling Hook
Scroll Case
Oil (2 vials)
Paper (5 sheets)
Quill and writing inks, etc
Rope, Silk (50')
Sack, small (2)
Signal Whistle
Torch (3)
Wineskin
Winter Blanket

Money

Total (pounds)____________________________


Experience          Treasure
~~~~~~~~~~          ~~~~~~~~
1,500,000            Coins: 50gp
                            40sp


                     Gems:  2 @ 100gp ea


Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hornblade, Scimitar +2
Pouch of Accessability
Necklace of Adaption
Robes: act as bracers AC4
Beads of Force (4)
12 Goodberries
6 potions of Extra healing (in steel vials)
Ring of Elemental Control (Earth)
Druid Staff (20 charges)

        The druid staff is a shaft of oak with a head carved in the shape
of a wild animal, usually a boar, wolf, deer, or eagle. The staff allows
the user to perform several special functions.

        It can be used to summon animals of the type carved onto the staff.
At a cost of two charges, the user can send out a call. All animals of the
appropriate type within 12 miles hasten to the druid as quickly as
possible. Once they reach the druid, they act as if under an animal control
spell. 
        The staff can also be used to cast animal control on any animal
within sight of the staff, at a cost of 1 charge.

        The staff functions as a magical weapon, with a +2 bonus to attack,
inflicting 1d6+2 points of damage on a successful hit.

        The staff also functions as a python staff, with the
characteristics of the staff of the serpent as detailed in the DMG. This
includes the destruction of the staff if the snake is killed. Using the
staff as a snake costs one charge.

        At a cost of two charges, the staff can be used to cast one of the
following spells:

        Call Lightning             Plant Growth
        Dispel Magic               Cure Disease
        Cure Serious               Speak With
          Wounds                    Plants

        Once per month, with no cost in charges, the staff can perform one
of the following greater abilities:

        Wall of Fire               Insect Plague
        Transmute Rock to          Wall of Thorns
          Mud
        Conjure Fire               Conjure Earth
          Elemental                  Elemental

        The Staff can be recharged.


History :
~~~~~~~~~

Finovar,  was  born  son  of  a  Ranger  helping  with  the war against the
Humaniods in Vesve forest.  Shortly after his birth, his parent were killed
during a major battle defending their home from humanoids in the service of
Iuz.

Miraculously  surviving  the attack, Finovar wandered off, and was found in
the  woods  by  Lharave, a Dryad living in the forest.  She brought him up,
showing  him  the  ways  of  the  forest,  and protecting him from the wars
within the great forest.

Taking  the  forest  as  his own, he has helped in the wars against Iuz for
many  years, and has continued climbing the Druidical hierarcy.  Until now
he  is  the  Great Druid of this area.  Upon hearing about the treasures of
Iggwilv, Finovar realised that he must make sure that the treasure is found
and that Iuz or his followers didnt get it.

Finovar  is  about  five  feet  and  nine inches tall, and weighs about one
hundred  and forty pounds.  Finovar is slim, attractive and looks very much
accustomed  to wilderness travel.  Finvar appears young, with black hair,
blue  eyes  and  a short, black beard.  He carries very little, having just
some brown robes, a hornlike sword, and a grand wooden staff.  Also, he has
many pouchs that carry many herbs, and spell components.
 Alongside Finovar is his companion Ben, a large Grizzly bear. He has 
other  animal  friends,  but  only  brought  Ben.  He has been trained as 
a guard, and as a protector.

Stats for Ben

AC: 6
Move: 12"
HD: 5+5
HP: 40
Thac0: 15
No of Attacks: 3
Damage: 1-6/1-6/1-8

See Monstrous Compendium for more Info

==============================================================================

Galain 'Iron-heart' Pashdan - Fighter/Cleric
============================================

Name: Galain "Iron-heart" Pashdan           Edition: 1st

Class: F/C        Level: 6/5                Age: 153          Eyes: Green
Race: Dwarf       Alignment: LG             Height: 4' 2"     Hair: Grey  
Deity: Dumathion  Pantheon: Dwarven         Weight: 163 lbs
Place of origin: Unknown                    Sex: Male

STR 18/53  +2 to hit, +3 to dam, open doors 1-4, bend bars 25%
INT 10  add lang 2   
WIS 17  mag att adj +3, bonus spells 2x1st 2x2nd 1x3rd
DEX 15  defense adj -1
CON 15  hit point adj +1, sys shock 91%, res surv 94%   
CHA 11  max henchmen 4                                            

Weapon Profs          Armour
============          ======
Battle axe            Armour worn = Plate mail    Actual AC = -2
Crossbow              AC base = 2                 Rear AC = 1
Dagger                Magic adj = +2 / +1         Surprised AC = -1
Morning star          Dex adj = -1                Shieldless AC = 0
Mace                  Shield = Medium (+1)

Hit points
==========
Hit die type = d10/d8  Con bonus = +1   Hit points = 37
Hit points per level =  8/4/4/9/6/4/6/3/5/8/6
                        f/f/f/f/f/f/c/c/c/c/c

Combat
======
Thac0 = 16      Weapon in hand: Battle axe

Saving throws
=============          base save    bonuses    modified save
Poison/paralyzation        9          --#           9#
Petrif/polymorph          12          --           12
Rod/staff/wand            13          +4*           7*
Breath weapon             13          --           13
Spells                    14          +4*          10*

# +4 versus poison

Turning Undead
==============
Turning level = 5  
Skel|Zomb|Ghou|Shad|Wigh|Ghas|Wrai|Mumm|Spec|Vamp|Ghos|Lich|SPEC
----+----+----+----+----+----+----+----+----+----+----+----+----
 T  | T  | T  | 4  | 7  | 10 | 13 | 16 | 20 |    |    |    |

Spells
======
Spells/level                                                          
1st=5  2nd=5  3rd=2                                         
                                                                          
Spells learnt                                                         
1st= cure light wounds (x4), command
2nd= hold person (x2), silence 15' rad, slow poison (x2)
3rd= dispel magic, prayer

Magical items                  Money
=============                  =====
Plate mail +2                  Copper pieces = 19                     
Shield +1                      Silver pieces = 11
Battle axe +1                  Gold pieces = 127
Crossbow +1                    Electrum pieces = none                 
Scroll of resurrection         Platinum pieces = none 
Potion of healing (3 off)      Gems = 2 x 50gp base
Potion of red dragon control   Jewelry = none
                               Other = none

Equipment
=========
Hard boots   Bandages            Iron rations (3 weeks)        
Gloves       Whet stone          Iron scrollcase     
Belt         Sack                Waterskin (2 pints)     
Backpack     Lantern             Flasks of holy water (4 off)
Floppy hat   Flasks of oil (3)   Rope (50')

Background
==========

 Not much is known about Galain. He refuses to tell anything of his
background; where he comes from, his family, or even his religion. It is
obvious, however, that he is on a mission of some sort; though he will not 
admit to it.
 The only thing known about Galain is his recent background. Five years ago
he arrived in Canandas looking for a place in an adventuring company. Since
then he has travelled with several groups, though never staying with one for
more then two or three "outings". Every now and then he will disappear for
several weeks and then turn up again as if nothing untoward had occurred.
 His nickname of Iron-heart is partly due to the fact that he never flees from
an enemy, and from the fact that he never makes friends with any of his fellow
adventurers.

 (DM's can fit any background they wish to this character to provide whatever
subplot they want to their campaigns, etc.)

==============================================================================

Gaston de Smerduk 'Bladehawk' - Thief/Paladin
From: "Richard Farrell (Gaston de Smerduk)" 
<IGACORK@IRTCORK.BITNET>

                Gaston de Smerduk ( Bladehawk )

Race = Human.
Class = Loads. Sorry, Thief/Paladin. (Ex thief, now Paladin.)
Kit = Swashbuckler.
Level = Thief 5/Paladin 9.
Alignment = Lawful Good. ( Was Lawful Neutral. )
Sex = Male.
Age = 22
Height. = 5' 10"
Weight. = 155 lb's
Hair. = Dark.
Eyes. = Gray/Green.
Social Class.= Middle Upper Class.
Birth Rank. = First.
Status. = Count.
#Siblings. = None.
Appearance. = Slim yet muscular, handsome features with neat hair
              and a mustache. Always wears a domino mask. 8->

STR 17  +1 to hit and damage. Wgt All.=85. Max Press.=220. OD=10 BB=13%
DEX 17  +2 Rxn Adj. +2 Missile Att. Adj.     -3 Def. Adj.
CON 15  +1 HP Adj.
INT 14  4 Languages
WIS 13
CHR 17  Max Hench 10  Loy Base +6  Rxn Adj +6
COM 16

Saving Throws. Modifier. Save.
PPDM.             +5      10
RodStaffWand      +5(+7)  12
Petrify/Poly      +5      11
Breath Weapon     +5(+7)  12
Spells            +5(+7)  13


Armour Class. = -6    Bracers AC=2
Surprised.    = -1    Ring of Protection+3
Shieldless    = -6    Swashbuckler benefit.
Rear          = -1    NB Single Weapon Spec. gives AC = -8

Hit Points = 67
THAC0 = 11

Pick Pockets      = 25
Open Locks        = 20
Find/Remove Traps = 05
Move Silently     = 70
Hide in Shadows   = 70
Detect Noise      = 15
Climb Walls       = 90
Read Languages    = 00

Backstab. +4 to hit, Dmg * 3

Detect Evil 60'
Immune to Disease.
Heal 2 hps/level 1/day
Cure Disease 1/week/5 levels
Aura of Protection 10' radius.
Turn Undead.

+2 Rxn Adj from Women.
-2 to AC in Light Armour.

Non Weapon Profs.              Weapon Proficiencies.  Slots
Etiquette                      All Blades               3
Tumbling                       Crossbows                2
Dancing                        Single Weapon Spc * 2    2
Heraldry                       2 Weapon Style Spc       1
Reading/Writing                Rapier Spc               1
Disguise                       Main Gauche Spc          1
Jumping                        Stiletto Spc             1
Tightrope Walking              Thrown Dagger            1
Landbased Riding (Horse)       Quarterstaff Spc         2
Artistic Ability
Blind-Fighting

Notes and Magic Items.

Stilletto in Secret Spring Sheath.
Rapier of Speed +3
Crossbow of Angling.
Scroll [Potection from Cold]
Potion of Extra Healing
Main Gauche +4 Defender.

I've really posted enough as and about Bladehawk, he's a witty bloke in
a mask who'll challenge evil-doers that the authorities are ignoring.
On my world that's because the authorites are corrupt.


==============================================================================

Gayrlana - Paladin
==================

From: Brother Tyrus
<C9108613@AU.EDU.NEWCASTLE.CC>

Character    : Gayrlana
Players Name : Jason Mulligan              Race     : Human
Class        : Paladin                     Level    : 2
Alignment    : Lawful Good                 Family   :
Race/Clan    :                             Homeland :
Liege/Patron :                             Religion :
Sex    : F     Age  : 19    Social Class :              Status     :
Height : 5'10" Wt.  : 137#  Birth Rank   :              # Siblings :
Hair   :       Eyes :       Appearance   :
Honor  :         (Base Honor___)              Reaction Adjustment :


ABILITIES

18/52 STR  Hit: +2   Dmg: +3   Wgt: 160  Max Press: 305   O/D: 13 BB/LG: 25%
16    DEX  React Adj   : +1      Miss Att Adj : +1        Def Adj : -2
15    CON  HP Adj      : +1      System Shock : 94%      Res.Sr  : 90%
11    INT  # Languages : 2
13    WIS  Mag Def Adj : 0
17    CHR  Max Hench   : 10   Loyalty Base : +6   Reaction Adj : +6


       MOVEMENT                    SAVING THROWS
       ~~~~~~~~                    ~~~~~~~~~~~~~

                             Modify.  Paralyze/  Save.
Base Rate: 12       *       ___+2__   Poison    __14___
Light  (56-85  ) _______             Rod,Staff,
Mod    (86-115 ) _______    ___+2__   or Wand   __16___
Hvy    (116-145) _______             Petrify/
Svr    (146-170) _______    ___+2__  Polymorph  __15___
Jog    (  x2   ) _______              Breath
Run    (  x2   ) _______    ___+2__   Weapon    __17___
Run    (  x2   ) _______
Run    (  x2   ) _______    ___+2__   Spells    __17___


ARMOR                                           HIT POINTS   Hits Left
_______  Adjusted AC     Armor Type (Pieces)
\ A C /  Surprised ____  Plate mail_+1________    __23__         23
 \ -2/   Shieldless__0_  Helm_________________
  \_/    Rear      ____  Shield_____+1________



WEAPON COMBAT
WEAPON         #AT  ATTACK ADJ/DMG ADJ  THAC0 DAMAGE (SM/L) RANGE     SPEED
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lance           1      +2        +3 *     17    d6+1/2d6      -         7
Long Sword      1      +2        +3       17    d8  / d12     -         4
Bastard Sword   1      +2        +3       17    2d4 / 2d8     -         8
Dagger          1      +2        +3       17    d4  / d3      -         2



Special Attacks
~~~~~~~~~~~~~~~



Special Abilities/Limitations         NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Detect evil 60'                       Riding, Land Based, Horse
+2 to all saves                       Dancing
Immune to disease                     Heraldry
Heal by 'laying on hands'             Etiquette
Cure diseases                         Languages - Alignment
Protection from Evil 10' radius                   Common (R/W)
With holy sword paladin projects
  circle of power
Turn undead at 3rd level
Call for warhorse at 4th level
Cast priest spells at 9th level
May not possess more than 10 magical
  items
Never retains wealth
Must pay 10% tithe of income



GEAR (Supplies included) Location       Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Golden Platemail        worn                    50
villagers robes         bavkpack                5
Dagger                  belt                    1
Long Sword              belt                    4
Golden Great Helm       head                    10
Lance                   horse                   --
War Dog (Huan)          --                      --
Medium Warhorse         --                      --
Hooded Mink Cloak       worn                    15
Medium Shield           arm                     10

Money                                           7

Total (pounds)________________________________  103


Experience          Treasure
~~~~~~~~~~          ~~~~~~~~
2989                 Coins
+10%                 GP 29
                     EP 120
                     SP 62
                     CP

Gems/Jewels
~~~~~~~~~~~
1*500gp gems

Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Plate Mail +1
Shield +1




History :
~~~~~~~~~
     Born into royal family of the Great Kingdom. From a early age she was
repulsed by the corruption of her family. So when she was about 15 years
old she ran away from her homeland, but vowed to return one day to heal the
Kingdom of its sickness.

     She has become a mercenary with honor, and she is known as 'Lady
Bloodsword'. She usually helps people with causes dedicated to good. Her
only companions are her horse(white medium war-horse) 'Crysania' and her
pet war-dog 'Huan'.

     She is 6'0 tall, 150lbs. She has waist-length honey blode hair. She
has bright blue eyes. She has a golden set of plate-mail, with golden helm,
which covers half of her face. The helm also has wings on both sides and a
plume that goes down her back. She also wears a hooded cloak made of mink.

==============================================================================

Gedric - Fighter/Cleric
=======================

Name: Gedric                                Edition: 2nd

Class: F/C        Level: 10/10              Age: 287          Eyes: black
Race: Dwarf       Alignment: NG             Height: 4' 1"     Hair: brown 
Deity: Moradin    Pantheon: Dwarven         Weight: 158    
Place of origin:  Earthfast Mtns, Faerun    Sex: Male

STR 14  open doors 8, bend bars 7%                          
INT 10  add lang 2  
WIS 18  magic def adj +4, bonus spells 2x1st 2x2nd 1x3rd 1x4th
DEX 13
CON 18  hit point adj +4, sys shock 99%, res surv 100%
CHA 11  max henchmen 4                                            

Weapon Profs          Armour
============          ======
Morning star (sp)     Armour worn = Field plate   Actual AC = -2
Flail                 AC base = 1                 Rear AC = 1
Mace                  Magic adj = +1 / +2         Surprised AC = -2
Staff-sling           Dex adj = none              Shieldless AC = 1
Warhammer             Shield = medium (+2)

Non-weapon profs      Languages
================      =========
Riding, land          Gnome
Healing               Hobgoblin
Blind fighting
Tracking

Hit points
==========
Hit die type = d10/d8   Con bonus = +4   Hit points = 87
Hit points per level (f)=  8/3/5/2/5/9/5/7/4/3
 "    "     "    "   (c)=  5/7/8/2/5/4/6/5/7/2

Combat
======
Thac0 = 11      Weapon in hand: Morning star

Saving throws
=============          base save    bonuses    modified save
Poison/paralyzation        6#         +2#          4(1)#
Petrif/polymorph           9          +2           7 
Rod/staff/wand            10*         +7*          3(1)*
Breath weapon              9          +2           7 
Spells                    11*         +7*          4(1)*

# +5 versus poison

Turning Undead
==============
Turning level = 10th
Skel|Zomb|Ghou|Shad|Wigh|Ghas|Wrai|Mumm|Spec|Vamp|Ghos|Lich|SPEC
----+----+----+----+----+----+----+----+----+----+----+----+----
 D* | D* | D* | D  | D  | T  | T  | 4  | 7  | 10 | 13 | 16 | 19

Spells
======
Spells/level                                                          
1st=6 2nd=6 3rd=4 4th=4 5th=2
                                                                          
Spells learnt                                                          
1st= cure light wounds (x4), remove fear, detect evil
2nd= hold person (x2), heat metal (x2), silence 15' rad, trip
3rd= dispel magic, continual light, remove paralysis, stone shape
4th= cure serious wounds (x2), neutralise poison, free action
5th= cure critical wounds, raise dead

Magical items                  Money
=============                  =====
Field plate +1                 Copper pieces = 125                    
Shield +2                      Silver pieces = 67
Morning star +3                Gold pieces = 52 
Staff-sling +2                 Electrum pieces = 11                   
Rod of resurrection (23 ch)    Platinum pieces = 21   
Staff of healing               Gems = 7x100gp base gems
Ring +2 (for saves)
Potion of extra healing        Jewelry = none
  (3 off)
Potion of speed                Other = none

==============================================================================

Gilim, Son of Noror, Axe for Hire
=================================

From: Anthony Ross <ross@EDU.LCLARK>

Name:  Gilim, son of Noror      Race:      Hill Dwarf           Height: 3' 11"
Class: Fighter (Axe for Hire)   Alignment: NG                   Weight: 155lbs
Clan:  Torkrest                 Level:     2                    Age:    77
AC:    Chain = 5                THACO:     19 (+2 to hit)       HP:     14
==============================================================================
Strength        17      +1 to hit, +1 to damage, Open Doors 50%, Bend Bars 13%
Intelligence    07
Wisdom          09
Dexterity       10
Constitution    13      85% system shock survival, 90% ressurection survival
Charisma        12
==============================================================================
Description & Notes
===================
Gilim is a pragmatist, always acting in the most rational if not the most
ethical manner.  As Do's big brother he sees himself as Do's protector,
and doesn't give Do credit enough to be able to protect himself.  This can
lead to some interesting brotherly combat.  Gilim's pragmatism is
undermined by his lack of intelligence, so what he percieves to be perfectly
rational may be flat out stupid due to some obvious oversight on his part.
However, he will not charge into combat without weighing the odds first.
When he does go, he is a master with his battleaxe.  He primarily worships
Kador the Dwarven god of war although lesser gods of strength and others are
worshipped.  Often says hearty things like "Dwarves always buy the first
round!"  His normal morale is 14, he has infravision to 60ft, and his
birthday is Numont the 16th.  His kit is the fighter's Axe For Hire kit as
decribed in the Complete Book of Dwarves.

Non-Weapon Proficiencies
========================
% Endurance (Con)               13      Can preform strenuous activity twice
                                        as long
% Sign Language (Int +2)        12      Simple silent communication using hand
                                        gestures
% Speak, Thyatian (Int +5)      14      Know enough to get by
% Speak, Hill Dwarf (+13)       20      Native tongue
% Survival, Foothills (Int)     09

Weapons                 Skill   Wt.     Size    Type    Spd.    Dam S-M Dam L
Battleaxe*              (Spec.) 7       M       S       4       1d8+4   1d8+4
Lt. Crossbow**          (Prof.) 7       M       -       7       ---     ---
Light Quarrel                   1.3     S       P       -       1d4     1d4

to damge, which is reflected above.  Additionally, he is specialized in
the 2-Handed style which grants him a +1 to damage and reduced weapon
speed, both reflected above.  See pages 62-63 of the Complete Fighter's
Handbook.

-2 to hit, Long 540ft at -5 to hit

Encumberance
============
Equipment (67) +
Weapons (15.3) +



Booty    (0.8) = 83.1 lbs, moves at 6S

Equipment carried on Body
=========================
Large Belt pouch (1)
% 3pp, 11gp, 16sp, 13cp (.8)

Backpack (1)
% Flint & Steel
% 2 whetstones
% 1 oily rag
% 3 candles
% Bar of soap
% Gourd with 1/3 potion of Extra Healing (1)
% Silver flask with a Potion of Longevity (1)
% 5 leather straps
% 2 weeks iron rations (2)

Slung across body
% Light Crossbow
% Quiver (2) carrying 13 standard bolts

Worn
% Chain mail (40), hard Dwarven military boots (2), coarse brown cotton
breeches, longjohns.

Tied to pack
% Waterskin filled with water (3)
% Bedroll (5)
% 50ft Rope (10)

Game History
============
For many years Gilim followed his clans legacy of military training and a
career in the Dwarven army.  When he learned his brother Do was going to
go explore the world, Gilim ended his gainful employment in the armed forces
and went with him, to keep him out of trouble.  Do and his brother Gilim were
approached by Kae in a quiet pub in the town of Penhaligon.  Kae offered
them employment as support personnel for the main party and they accepted.
After  several months of adventuring with the group, Gilim had clearly
established himself as the deadliest of the lot in melee.  Often defeating
the strongest of the party's foes singlehandedly Gilim was ready to advance a
level.  Before this could occur, the party embarked on a seemingly easy
mission, wherein his brother Do was slain by a poisoned bolt.  As the Dwarven
priests cannot raise dead, Do was lost forever, and Gilim is in a deep
period of depression and mourning as he has failed in protecting his brother.
He knows he must return to Rockhome to tell his parents of Do's death and
ask their mercy for his failings.  He is becoming quite spiritual and
contemplative in these recent days, and could possibly become a priest
upon returning home.

===============================================================================

Godfire of Barovio - Fighter
============================

From: Brother Tyrus
<C9108613@AU.EDU.NEWCASTLE.CC>

Character    : Godfire of Barovio
Players Name : Raul Pollicino              Race     : Human
Class        : Fighter                     Level    : 1
Alignment    : Chaotic Good                Family   : Nil
Race/Clan    : ---                         Homeland : Barovia
Liege/Patron : ---                         Religion : ---
Sex    : M     Age  : 23    Social Class : LMC
Height : 6'1"  Wt.  : 164#  Birth Rank   : 1st          # Siblings : 0
Hair   : brown Eyes : brown Appearance   : He-Man!


ABILITIES

18/84 STR  Hit: +2   Dmg: +4   Wgt: 185  Max Press: 330   O/D: 14  BB/LG: 30%
  15  DEX  React Adj   : 0       Miss Att Adj : 0         Def Adj : -1
  18  CON  HP Adj      : +4      System Shock : 99       Res.Sr  : 100
  14  INT  # Languages : 4
  12  WIS  Mag Def Adj : 0
   6  CHR  Max Hench   : 2    Loyalty Base : -3   Reaction Adj : -2


       MOVEMENT                    SAVING THROWS
       ~~~~~~~~                    ~~~~~~~~~~~~~

                            Modify.  Paralyze/  Save.
Base Rate: 12       *       _______   Poison    __14___
Light  (       ) _______             Rod,Staff,
Mod    (       ) _______    _______   or Wand   __16___
Hvy    (       ) _______             Petrify/
Svr    (       ) _______    _______  Polymorph  __15___
Jog    (       ) _______              Breath
Run    (       ) _______    _______   Weapon    __17___
Run    (       ) _______
Run    (       ) _______    _______   Spells    __17___


ARMOR                                           HIT POINTS   Hits Left
_______  Adjusted AC     Armor Type (Pieces)
\ A C /  Surprised _8__  _Leather_____________    __12__        12
 \ 7 /   Shieldless_7__  _____________________
  \_/    Rear      _8__  _____________________



WEAPON COMBAT
WEAPON         #AT  ATTACK ADJ/DMG ADJ  THAC0 DAMAGE (SM/L) RANGE     SPEED
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Battle Axe     3/2    +3         +6       17    1-8 / 1-8     --        4
 (spec)
Two handed style specialisation
Dagger          1     +2         +4       18    1-4/1-3       --        2


Special Attacks
~~~~~~~~~~~~~~~
none


Special Abilities/Limitations         NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                        Blind fighting 2
                                        riding, horse  1
                                        endurace       2
                                        running        1
                                        animal handling 1

GEAR (Supplies included) Location       Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Battle Axe                carried               5
Leather Armour            worn                  15
clothing                  worn                  5
Holy Symbol               neck                  -
  (golden ankh)
1 weeks rations
backpack
humble village clothing   backpack              5

Money                                           3

Total (pounds)________________________________  28


Experience          Treasure
~~~~~~~~~~          ~~~~~~~~
+10%                GP: 145
                    EP:
0                   SP:
                    CP:
                    PP:
Gems/Jewels
~~~~~~~~~~~
none

Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~




History :
~~~~~~~~~
Only son of Fred and Martha Nile of Barovio he was disowned by his parents
when he refused to become a high priest in the church. He drifted around the
countryside doing farm work and other forms of hard labour before he met
Hasloth who became his mentor and began to train him in the fighting arts.

Godfire is now on a quest to win his way back into his family and the church
through 'good deeds'.

Godfire of course is a huge hulking man whose need for acceptance clouds his
mind somewhat. He has the subtlety of a flouresent musical rock and the
gentleness of a sharp spike inserted up ones anus.

==============================================================================

Greymoon - Fighter
==================

From: Ronald Jones <JONESRD@EARN.SJSUVM1>
{Jonesrd@sjsuvm1.sjsu.edu  or  Jonesrd@sjsuvm1.bitnet}
 
Name: Greymoon
Race: Human
Class: Fighter
Level: 12
Alignment: Chaotic Neutral
 
Age: 30
Height: 6ft  Weight: 200lbs
Hair: Brown  Eyes: Brown
 
Stats:
Str: 16 (Girdle of Storm Giant Strength and Guantlets of Oger
         Power = Str: 25)
Int: 13
Wis: 17
Dex: 17
Con: 13
Chr: 16
Hit Points: 109
 
AC: Bracers of Defense AC 2: Ring of Protection +6, +6 to saves.
    With dex bonus AC: -6, Without dex bonus AC: -4.  Without
    Protection AC: 10 or 8 with dex bonus.
 
Languages Known: Common, Chaotic Neutral, Red Dragon, Halfling,
                 Lizard man
 
Psionics: At/Df Str: 87-87, Attack modes: E  Def modes: J-H
Major Disciplines: Molecular rearrangement
Minor Disciplines: Detection of Magic, Reduction, ESP
 
NWP's:  I did not know about NWP's back then and I did not need
them either.
 
Equipment: (Please note he is only carrying a small traveling
           kit of equipment if met in a stronghold Greymoon would
           have access to much more treasure and magical items.)
Bastard Sword +4 in scabbard left side.
Girdle of Storm Giant Strength
Gauntlets of Oger Power
2 Daggers +2 - one in left boot, one in belt on left.
Ring of regeneration - left hand ring finger.
Ring of protection +6, +6 to saves - right hand ring finger.
Bucknards Everfull Purse: Makes Gold and Silver (20 of each\day)
     coins, all have a large M stamped on one side.  Right side on
     belt.



Periapt of Proof Against Poison (around neck)
The Cloak of Eleven Kind is a special order.  Not only does it act
    as an improved Cloak of the Eleven Kind.  It can change its
    colors to match Greymoons whims, usually dark Brown or Khaki.
    Greymoon NEVER lets this cloak out of his sight or reach.
    The cloak also has magical compartments that hold the
    following:
            Two handed Sword +5
            100gp, 100sp (In secret pocket)
            Scroll: protection from Magic
            Dagger +4
            5 Sleep Grenades (In individual secret pockets)
            5 Explosive Grenades (In individual secret pockets)
            Blaster Pistol - full charge (In a Special pocket with
            2 batteries)  These High Tech weapons are from the
            adventure Expedition to the Barrier Peaks.
            The cloak has an emergency teleport spell that will let
            Greymoon teleport without error once (Then it must be
            recharged)  If Greymoon is not conscious or seriously
            wounded (near 10 hp) the Cloak will teleport him
            without error back to Massmorphius's castle (Then it
            must be recharged).
Large Bag of holding:
  3 potions of Extra-healing
  3 days iron rations
  1 wine skin full
  2 water skins full
  1 white shirt
  1 brown shirt
  2 pairs black pants
  2 changes underwear, socks.
  2 reading books: one of epic poems and one history text
  1 Small bag: 2 1000gp Gems (ruby, diamond)
  1 Small bad: 20ep, 200gp, 100sp
  1 pair Gauntlets of Ogre Power
 
Description:  Greymoon has brown hair, cut short with an efficient
look.  He has eyes are plain brown, but can call upon a piercing
gaze that will look right through a person.  He has a mid sized
nose and a strong Jaw.  He looks strong but not overly muscled.  He
always stands straight and tall, when possible.  Greymoon does not
wear armor anymore relying on magic instead.  He wears lose fitting
clothes.  Greymoon usually wears a light brown shirt with a lose
collar, dark khaki or black pants, high dark boots of Elevenkind.
He often wears a special cloak of Elevenkind, which when not
keeping him invisible can either be colored black or khaki.
Greymoon does not often look imposing to other, until called to do
some heroics and then look out.  He can radiate power with the best
of them, with magic items and nasty looking weapons at his command.
 
History:  As a young child Greymoon was orphaned.  His parents were
killed by Orcs and he was found by a group of Half-lings and raised
there until he was 10, when he was to big for the tunnels.  He was
passed off to a group of Elves, who began his training as a
fighter.  They never taught him their language, but he did learn a
bit of Lizard Man (from a nearby civilized tribe) and Red Dragon,
while studying with the other children.  He was forced out of the
tribe at eighteen to make a mark for himself in the world.
     Unfortunately Greymoon met up with a bad crowd, a group that
included a very evil halfling fighter-thief Massmorphius.  Greymoon
was not very stable after losing his parents and then being
shuffled from one group to the next.  He spent the next few years
taking his frustration out on the world.  With Massmorph, he
traveled widely and first helped in clearing out of a dungeon near
the borderlands of an empire.  He then was part of a group that
destroyed a plot by the Giants of the east to invade the empire.
His group did well in dispatching the giants only to find the signs
of a larger plot to disrupt the surface world.  By this time
Massmorph had all but taken control of this group of adventurers
with his leadership skills, height charisma and experience.
Everyone in this group was now very powerful with many magic items.
After a long journey in the underworld, the group detected and
defeated a Drow plot to the surface world.  The group did not care
much that they were doing good, only that they would not be
punished for their deeds, once they returned to the surface world.
Their adventure took them to other realms where they defeated
Lolith Demon Queen of Spiders.  They captured her ship and treasure
for use in paying for further adventures.
     Once they returned to the real world this group that included
Greymoon heard of a fallen star that held great power.  The trip to
the great Barrier Peaks was quite an adventure.  They found not an
ancient fallen star but some strange building.  This strange
building had light without flame or magic.  Strange monsters,
unusual weapons, and armor of great power.  Full of power from
their adventures this group successfully challenged the mage of the
valley near the crash site and forced him out.  They took control
of the Valley of the Mage and constructing a large wall across the
entrance to the valley.
     Having become little more than a fancy bodyguard, Greymoon
became disillusioned with his life and began to wander the world on
his own.  He has had enough of intrigue between nations and
controlling small armies.  He was no longer the angry youth of the
past.  He became more stable, but with many enemies stalking him he
has never had a chance to rest.  He may at any time be called back
to the service of Massmorphius who is now very close to being a
demi-power.  Which can be good since Massmorphius will lend
Greymoon his most powerful weapon on request.  This magical
footman's mace has been enchanted with mighty magics.
     Greymoon was most recently seen in the Sojourners Inn, but
most of the time he will be found wandering the world looking for
a little adventure and hopefully some inner peace.

===============================================================================

Grimm - Necromancer Warlock
===========================

From: Brother Tyrus 
<C9108613@AU.EDU.NEWCASTLE.CC>

Character    : Bernard Hallonan (Grimm)
Players Name : Daniel Horne                Race     : Human
Class        : Necromancer                 Level    : 14
Kit          : Warlock
Alignment    : Lawful Neutral (chaotic Tendencies)
Race/Clan    :                             Homeland :
Liege/Patron :                             Religion :
Sex    : M     Age  : 36    Social Class :              Status     :
Height : 6'3"  Wt.  : 166#  Birth Rank   :              # Siblings :
Hair   :       Eyes :       Appearance   :


ABILITIES

10   STR  Hit: 0    Dmg: 0    Wgt: 440  Max Press: 115   O/D: 6  BB/LG: 1%
16   DEX  React Adj   : +1      Miss Att Adj : +1        Def Adj : -2
14   CON  HP Adj      : 0       System Shock : 88%      Res.Sr  : 92%
18   INT  # Languages : 7   Spell Lvl : 9  Chance : 100/70%  Max/Lvl : 18
17   WIS  Mag Def Adj : +3
12   CHR  Max Hench   : 5    Loyalty Base : 0    Reaction Adj : 0


       MOVEMENT                    SAVING THROWS
       ~~~~~~~~                    ~~~~~~~~~~~~~

                             Modify.  Paralyze/  Save.
Base Rate: 12               __+7___   Poison    __11___
Light  (56-85  ) _______             Rod,Staff,
Mod    (86-115 ) _______    __+7___   or Wand   __7 ___
Hvy    (116-145) _______             Petrify/
Svr    (146-170) _______    __+7___  Polymorph  __9 ___
Jog    (  x2   ) _______              Breath
Run    (  x2   ) _______    __+7___   Weapon    __11___
Run    (  x2   ) _______
Run    (  x2   ) _______    _+7(+12)  Spells    __8 ___
                               (ma)


ARMOR                                           HIT POINTS   Hits Left
_______  Adjusted AC     Armor Type (Pieces)
\ A C /  Surprised ____  Ioun Stone___________    __39__        39
 \ 1 /   Shieldless____  cloak +4_____________
  \_/    Rear      ____  witchstaff___________



WEAPON COMBAT
                                        mod                           mod
WEAPON         #AT  ATTACK ADJ/DMG ADJ  THAC0 DAMAGE (SM/L) RANGE     SPEED
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dagger          1      -5        0        21    1d4/1d3      --        1
Witch staff     1      -3        +2       19    1d6/1d6      --        3


unmod THAC0 : 16

Special Attacks
~~~~~~~~~~~~~~~
Opponents must save at -1 vs necromancy spell cast by a necromancer, or
  undead created/controlled by necromancer


Special Abilities/Limitations         NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Save at +1 vs necromancy spells     B Herbalism                 int/-2
  and undead attacks                B Spellcraft                int/-2
Can memorise additional spell       2 Ancient History           int/-1
  each spell level                      - Death ceremonies
Barred from illusion and                - Burial grounds
  enchantment/charm schools         1 Religion                  wis/0
not allowed weapon proficiencies    1 Artistic Ability          wis/0
may choose 1500xp worth of magic        - sculpture
gets detect/read magic free         1 Brewing                   int/0
Secure Familiar                     1 Cooking                   int/0
Brew calmative                      1 Weathersense              wis/-1
Brew poison                         2 Astrology                 int/0
Beguile
Brew flying ointment                1 Languages - Common (R/W)
Witches curse                       1           - Elvish
reaction roll penalty & general     1           - Dwarven
  community hostility               1           - ancient #1
25% chance per day of struggle      1           - ancient #2
 -2 to attack & save overnight
+15% to learn necromancy spells
-15% to learn others



GEAR (Supplies included) Location       Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dagger
                         Belt
Sling
                         Belt
Sling bag (Large Sack)
Belt
Robe
Soft Boots
Gloves
Large belt pouch (for sling stones)
5 sling stones
5 small belt pouches
3 candles
Wineskin
Winter blanket
1 Calmative potion
1 Flying ointment

Money

Total (pounds)________________________________


Experience          Treasure
~~~~~~~~~~          ~~~~~~~~
1,500,000            Coins
                     GP 87
                     EP 45
                     SP 22
                     CP 9

Gems/Jewels
~~~~~~~~~~~
?

Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Necklace of adaption                   \
Ioun Stone - +1 Protection              |-- Witch kit items
Figurine of Power - Obsidian Steed     /
ring of ram
ring of sustenance
cloak of protection +4 and allows wearer to become a bat 2 times/day
Witch staff of Power  (functions same as staff of power but allows witches to
                       use spells from it which aren ormally barred to them)




Spells in Book (* signifies spell memorised)  6/6/6/5/5/3/2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1st Level               2nd Level                    3rd Level
~~~~~~~~~               ~~~~~~~~~                    ~~~~~~~~~
read magic              choke (n)               *    bone club (n)
detect magic      *     death recall (n)             delay death (n)
cantrip                 detect life                  invisible mail
chill touch (n)         ghoul touch (n)         *    hovering skull (n)     *
detect undead (n) *     vocalise                     iron mind
corpse visage (n) *     spectral hand (n)            spirit armour (n)      *
copy                    summon swarm                 dispel magic
chromatic orb           insatiable thirst            feign death (n)
feather fall            ESP                     *    hold undead (n)        *
wall of fog       *     alter self              *    wraithform
identify                web                          tongues                *
spider climb            knock                        vampiric touch (n)
unseen servant    *     pyrotechnics                 phantom steed
colour spray      *     stinking cloud          *    fireball
grease                  wizard lock                  melf's minute meteors  *
fist of stone           rope trick                   Alamir's fundamental
hold portal             protection from cantrips       breakdown
enlarge                 darkness 15' radius      *   Max's stony grasp      *
                                                     Protection from missiles



4th Level                     5th Level
~~~~~~~~~                     ~~~~~~~~~
dimension door           *    Animate dead (n)
fire aura                     teleport                          *
fire shield              *    conjure elemental
contagion (n)                 wall of bones (n)                 *
wall of fire                  mummy rot (n)
enervation (n)           *    summon shadow (n)                 *
turn pebble to boulder   *    rary's telepathic bond
otilukes resilient sphere     mordenkainen's private sanctum    *
minor spell turning      *    force shapechange (n)
otilukes dispelling screen    throbbing bones (n)
                              invulnerability to normal weapons *


6th Level                               7th Level
~~~~~~~~~                               ~~~~~~~~~
death spell (n)                   *     finger of death (n)     *
black mantle (n)                        phase door              *
Bloodstone's spectral steed (n)         zombie double (n)
Forest's fiery constrictor        *     suffocate (n)
invulnerability to magical weapons
transmute water to dust           *R



Henchmen/Animal Companions
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Name    : Scythe            Race/Class       : Owl
AC      : 7                 HD/Level         : 1
Attacks : 3 (1-2/1-2/1)     Skills/Abilities : swoop



History :
~~~~~~~~~

                Before adventuring Career...
        Bernard Hallonan, or Grimm as he now calls himself, is the son of a
moderately wealthy merchant who traded in wines, the second of four brothers.
His aptitude for magical study was recognised early and an entry exam (plus a
suitable bribe) assured him a place in the academy of magic. During his first
few months, however, an accident during an attempted summoning caused a large
explosion and a momentary extraplanar rift which only he is known to have
survived. This was due to the influence of a demon alerted when the rift
opened, and who saw the potential for mischief in the apprentice. Dazed and
unnoticed in the confusion, Bernard wandered right out of the city and into
the forest, and was presumed dead (or worse) by the academy authorities.
Wandering in the wilderness, his mind somewhat unhinged by the incident,
Bernard was contacted by the demon for the first time. Awed by the presence
of the being and the promises of great power it offered, he accepted the
tutelage and proceeded to become a warlock skilled in the art of necromancy.
It didn't take long, though, before he began to rebell against the demands
placed upon him, and the constant intrusion into his thoughts and actions
made by the fiend. Eventually he broke free of its direct influence, but is
still harrassed by the demon's attempts to regain control of its "investment".
He took with him magical knowledge, a figurine of wonderous
power and a ring of the ram, all bribes by the demon to retain his confidence
and devotion.
        Lost in the forest with no skills to protect himself, Bernard would
probably starved to death if he had not stumble across a log cabin, the final
resting place of a retired adventuring thief (one of the few who die
peacefully). Although the place had already been emptied by enterprising
vandals, he managed to find a ring on the corpse which proved to be a ring of
sustenance and a silver necklace which he later sold for what little money he
has now and his few possesions. It was obvious to him that he had nowhere
near as many qualms about dealing with the dead than the earlier thieves had,
but then again, that's what being a necromancer is all about...
                The present day...
       Grimm's streak of luck continues to preserve him from his own belief in
immortality, although he has become a little bit more world wary. He tries
now to keep a good stock of defensive spells (just in case) and sometimes has
mood swings into the paranoid that can mean disaster for his travelling
companions. His speciality combined with his uncooperative attitude has
earned some attention from various authorities, though most are prepared to
dismiss him as a minimal threat to society. Indeed, his hunts for undead have
earned him occasional praise, as he restores the balance against those who
would cheat death - and any who stand in his way.

        Grimm is more than a little stressed by the life he has led so far, in
fact he's bordering on crazy. Surviving the accident, the demon and wandering
lost in the wilderness has led him to think that he may be destined never o
die. Combined with his learnings in necromancy and general society's
rejection of him, he is fast heading toward the belief that he is death
incarnate, an elemental force not to be denied, which is reflected by the
name he now choses to be known by. His monthly visits by the demon tend to
contradict this, which gives him all the more reason to hate it. It is ironic
that he would give anything to be rid of the true source of his power, and
just about the only thing at the moment that prevents him from become a
raving nutcase. He has little memory of his family, and has no desire to
associate with them again.

==============================================================================

Hnaef Scylding - Ranger
=======================

From: Anthony Ross <ross@EDU.LCLARK>

Name:  Hnaef Scylding           Class:          Ranger          Ht:     6'1''
Race:  Human                    Alignment:      Chaotic Good    Wt:     178
Clan:  Ozerfold                 Level:          2               Age:    20
Armour Class: Chain&S = 4       THACO:          19              HP:     18
==============================================================================
Strength        18 (38) +1 to hit, +3 damage, open doors 12, bendbars 20%
Intelligence    10
Wisdom          14
Dexterity       14
Constitution    16      +2 hit points
Charisma        07
==============================================================================
Description
        Lithe and muscular of build, Hnaef has the archtypical Northern
look, blond, ruddy, and dangerous.  While his friends know him as a quiet
joker, most strangers are more than a bit put off by his less than civilized
appearance. With his dog Holgar and a halting command of the common tounge,
Hnaef is generally assumed to be much more dangerous than he actually is.
Although he posseses all the skills and talents nessecarry to sucess in
combat, Hanef's companions learn quickly that he is smitten with ill luck
in combat and should not be counted upon.

Non-Weapon Proficiencies
========================
% Animal Tr. (Wis)      14      Train animal(s) to preform general & specific
                                tasks
% Endurance (Con)       16      Can perform strenous activity twice as long
% Hunting (Wis -1)      13      Check to get near prey and sneak up
% Speak Thyatian (Int +2)       12      Mediocre in this newly learnt tounge
% Speak Northern (Int +9)       19      Almost fluent in his native tounge
% Survial, Cold (Int)   10      Knowledge of hazards, can check to find
                                food/water
% Tracking (Wis)        14      Check with various modifiers to track

Weapons                 Skill   Wt.     Size    Type    Spd.    Dam S-M Dam L
Longsword               (Prof.) 4       M       S       5       1-8     1-12
Longbow*                (Prof.) 3       L       -       8       ---     ---
Arrows, Flight                  3.9     S       P       -       1-6     1-6
Dagger                  (Prof.) 1       S       P       2       1-4     1-3
Battle Axe              (Prof.) -       -       -       -       ---     ---

to hit, Long 630ft at -5 to hit

Thieving Skills
===============
Move Silently 15%
Hide In Shadows 10%

Encumberance
============
Equipment (101.5) +
Weapons    (11.9) +
Booty         (0) = 113.4 lbs, moves at 13"




Equipment
=========
% Wearing:
Chain mail (40)
Heavy woolen under and outergarments (3)
Fur-lined coat (5)
Great helm (10)
Medium shield (10)
Magical ring of unknown properties (Ring of Protection +1)
Longsword with rune
Scabbards at left side: two daggers

% In large sack:
50ft of half inch dimater hemp rope (15)
Loose linen pants & Sandals
White linen outfit with green/yellow/blue trim
Waterskin (2)
Dog leash & studded collar (1)
Flint & steel, 3 whetstones and an oily rag
3 torches (1.5)
1 flask of oil (1)
Set of hunting knives (3)
Leather gourd holding a potion of Halfling Control (1)

% In large sack:
8 partiallly corroded magical masks (4)
Grappling hook (3)
Wine bottle labled RShireton BubbyS (Actually is Type M poison)

% Horse - Wengar
% War Dog - Holgar

Background
==========
        Born to Bercilak and Margan Scylding (who died giving birth) of
the Ozerfold clan on their steading, in the Soderfjord Jarldoms  in the
Northern Reaches.  There is minimal agriculture and food sources are
mostly derived from hunting and trade, in your region.  Berilak was greatly
affected by the loss of his wife and spent much time away from the stead on
long hunting trips in the surrounding mountains and hills.  While his
father was away, Hnaef was under the care of his Uncle Ofeig, and elder brother
Sven.  They taught you to wield the longsword, as well as train the
wolf-dogs that are used as guards on the steading.  Eventually his father
began to take him on the hunting trips, where Hnaef's ranger skills were
acquired.  At the age of 19 he obtained the permission of Vandrad Horiks
on, his clan head, and set forth by ship from Whiteheart, to explore the
world.

Beliefs instilled in upbringing
===============================
% Loyalty lies with family, clan and friends, and anyone who does not
  defend their honor is a coward.
% Hospitality and generosity are to be valued and respected.
% Wealth in itself is not a virtue.
% Courage is honorable, it is dishonorable to whine or complain.
% The gods determine fate, and wit and humor in bad times is to be valued.
% Forgiveness is a sign of weakness.
% Long discussions are pointless and should be avoided at all costs.
% One's word is binding, but to mislead by clever speech or omission (not
  lies) is neither dishonest or immoral.
% Exaggeration of ones deeds is acceptable to a point.
% Merchants, thieves and especially wizards are to be accorded little
  respect as they are sneaky, evil and dangerous, yet timid in combat.
% Priestly magics are acceptable and virtous.
% Nature is to be respected, revered and protected, and must be allowed to
  coexist with other life.

Game History
        Hnaef is most famous for his utter failure as a combat machine, to
the frequent disappointment and frustration of his player.  He never did
anything truly heroic (partially because his player was often absent) and
never really lived up to his ancestry and training.

===============================================================================

Keldin Linsiber - Cleric/Thief
==============================

From: Brother Tyrus 
<C9108613@AU.EDU.NEWCASTLE.CC>

Character    : Keldin Linsiber
Players Name : NPC (Sethi's Follower)      Race     : Human
Class        : Thief (cleric)              Level    : 7(4)
Alignment    : CG (CN tendencies)          Family   :
Sex    : M     Age  : 35    Social Class : LMC          Status     :
Height : 5'10" Wt.  : 160#  Birth Rank   : unknown      # Siblings : unknown
Hair   : black  Eyes : dark brown   Appearance   : serious, wrinkled


ABILITIES

15   STR  Hit: 0    Dmg: 0    Wgt: 55   Max Press: 170   O/D: 8  BB/LG: 7%
18   DEX  React Adj   : +2      Miss Att Adj : +2        Def Adj : -4
16   CON  HP Adj      : +2      System Shock : 95%      Res.Sr  : 96%
14   INT  # Languages : 4
16   WIS  Mag Def Adj : +2  Bonus Spells : 2*1st, 2*2nd
13   CHR  Max Hench   : 5    Loyalty Base : 0    Reaction Adj : +1


       MOVEMENT                    SAVING THROWS
       ~~~~~~~~                    ~~~~~~~~~~~~~

                             Modify.  Paralyze/  Save.
Base Rate: 12               _______   Poison    __10___
Light  (56-85  ) _______             Rod,Staff,
Mod    (86-115 ) _______    _______   or Wand   __12___
Hvy    (116-145) _______             Petrify/
Svr    (146-170) _______    _______  Polymorph  __11___
Jog    (  x2   ) _______              Breath
Run    (  x2   ) _______    _______   Weapon    __15___
Run    (  x2   ) _______
Run    (  x2   ) _______    __+2___   Spells    __13___
                             (ma)

ARMOR                                           HIT POINTS   Hits Left
_______  Adjusted AC     Armor Type (Pieces)
\ A C /  Surprised ____  Leather +1___________    ___57_        57
 \ 1 /   Shieldless____  _____________________
  \_/    Rear      ____  _____________________



WEAPON COMBAT
WEAPON         #AT  ATTACK ADJ/DMG ADJ  THAC0 DAMAGE (SM/L) RANGE     SPEED
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Knife
 (thrown)
Short Sword
Quarterstaff

Special Attacks
~~~~~~~~~~~~~~~
backstab damage x??


Special Abilities/Limitations         NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                      9 slots (5 priest)


GEAR (Supplies included) Location       Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Money

Total (pounds)________________________________


Experience          Treasure
~~~~~~~~~~          ~~~~~~~~
                     Coins
+10%                 GP
                     EP
                     SP
                     CP

Gems/Jewels
~~~~~~~~~~~


Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ring of Feather Falling
Ring of Regeneration
Leather +1
Hilt of the Weapons Master

Spells in Book (* signifies spell memorised)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


==============================================================================

Kyle Quickfinger - Thief
========================

From: Brother Tyrus 
<C9108613@AU.EDU.NEWCASTLE.CC>

Character    : Kyle QuickFinger
Players Name : Jeremy Paddison             Race     : Halfling
Class        : Thief                       Level    : 16
Alignment    : Neutral Evil                Family   :
Race/Clan    :                             Homeland :
Liege/Patron :                             Religion :
Sex    : M     Age  : 27    Social Class :              Status     :
Height : 36"   Wt.  : 64    Birth Rank   :              # Siblings :0
Hair   :Blonde Eyes : Brown Appearance   :Quite Handsome. Mischevious eyes


ABILITIES

  15 STR  Hit: norm Dmg: none Wgt: 55   Max Press: 170   O/D: 8  BB/LG: 7%
  19 DEX  React Adj   : +3      Miss Att Adj : +3        Def Adj : -4
  15 CON  HP Adj      : +1      System Shock :90%       Res.Sr  94%
  16 INT  # Languages : 5   Spell Lvl :8th  Chance : 70%   Max/Lvl : 11
  11 WIS  Mag Def Adj : 0
  13 CHR  Max Hench   : 5    Loyalty Base : 0    Reaction Adj : +1


       MOVEMENT                    SAVING THROWS
       ~~~~~~~~                    ~~~~~~~~~~~~~

                             Modify.  Paralyze/  Save.
Base Rate: 12               _+4____   Poison    __10___
Light  (56-85  ) _______             Rod,Staff,
Mod    (86-115 ) _______    _+4____   or Wand   __8 ___
Hvy    (116-145) _______             Petrify/
Svr    (146-170) _______    _______  Polymorph  __9 ___
Jog    (  x2   ) _______              Breath
Run    (  x2   ) _______    _______   Weapon    __13___
Run    (  x2   ) _______
Run    (  x2   ) _______    _+4____   Spells    __9 ___


ARMOR                                           HIT POINTS   Hits Left
_______  Adjusted AC     Armor Type (Pieces)
\ A C /  Surprised _2__  elven chain +3_______    _78___     78
 \-2 /   Shieldless_-2_  _____________________
  \_/    Rear      _-2_  _____________________



WEAPON COMBAT
                                        mod                           mod
WEAPON         #AT  ATTACK ADJ/DMG ADJ  THAC0 DAMAGE (SM/L) RANGE     SPEED
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Knife           1       0         0      13    1d3/1d2       --       0
  (thrown)      2       +4        0       9    1d3/1d2      1/2/3     0
Hand Crossbow   1       +3        0      10    1d3/1d2      2/4/6     2
Short Sword     1       0         0      13    1d6/1d8       --       0
Broad Sword     1       0         0      13    2d4/1d6+1     --       2

2 more to choose



Special Attacks
~~~~~~~~~~~~~~~
BackStab: +4 chance to hit. Negate enemy's shield and dexterity bonus.
Damage multiplier: x5

+1 bonus when using thrown weapons or slings
-4 penalty to opponent's attacks when you surprise them
-2 penalty to opponent's attacks when a door/screen must be opened first



Special Abilities/Limitations         NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thief Skills -                        Rope use             dex/0   1
Pick Pockets: 95%                     Reading Lips         int/-2  2
Open Locks: 95%                       Ventriloquism        int/-2  1
Find/Remove Traps: 90%                Riding, Horse        wis/+3  1
Move Silently: 95%                    Forgery              dex/-1  1
Hide in Shadows: 95%                  Set Snares           dex/-1  1
Detect Noise: 85%                     Tumbling             dex/0   1
Climb Walls: 95%                      Juggling             dex/-1  1
Read Languages: 95%                   Jumping              str/0   1
                                      Tightrope walking    dex/0   1
                                      Disguise             cha/-1  1

                                      Languages - Halfling
                                                - Common
                                                - Theives Cant

Bonus to saves vs rods/staff/wands,
  spells, poison
Use Scrolls: 25% Failure. If fails then the effect can be reversed.
Infravision 60'
Determine Grade of slope or passage
Determine Direction



GEAR (Supplies included) Location       Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You have to fill this out


Money

Total (pounds)________________________________


Experience          Treasure
~~~~~~~~~~          ~~~~~~~~
1,500,000            Coins
+10%                 GP
                     EP
                     SP
                     CP

Gems/Jewels
~~~~~~~~~~~


Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bolt of Tracking
Wooden Knife
Sword +2, Idrenal
elven chain +3

-=-=-=
Sword +1, Idrenal

Idrenal is a specially made +1 shortsword. In the hands of a thief, it
becomes +2. Furthermore, when Idrenal is used for a backstab attack, it
advances the thief an additional step of multiplier (i.e., x3 instead of
x2, etc.) normal to their level.

-=-=-=

Wooden Knife

It is magical knife of elven design made of magically hardened wood.
It will disregard all inorganic armor when it is
used to hit.  It will pass through plate mail, chain, any metallic armor
(but without causing the armor any damage either).
Upon the thiefs command, once per day the knife can also cause an
additional 1d6+4 magical damage to the target, whether thrown or used
in melee.

-=-=-=-=
Bolt of Tracking

 An enchanted Bolt.  No bonuses to hit or damage but if fired at a target
 & missess, instead of falling to the ground, it stays aloft & turns around
 to try again (NOTE: it could be a back attack this time).  This continues
 until either a successful hit is made or d4 tries have been attempted (not
 counting the initial to hit roll for firing the  bolt).The  bolt locks on
 one target (whether dead or alive). If a 1 is rolled on a to hit roll, a
 mis-lock occurs & the person who fired the bolt  is now the acquired
 target. Other than turning around, this bolt  does not avoid obstacles.
 As such, hitting a solid object will stop the bolt.
-=-=-=-=

==============================================================================

Logastor Lockpicker - Thief/Psionicist
======================================

From: Brother Tyrus
<C9108613@AU.EDU.NEWCASTLE.CC>

Ok this one is really bizarre, a kender thief psionicist. I am not quite sure
what i think of it yet, I'll see once he is play tested....

Character    :Logastor Lockpicker
Players Name :Liam Burns                   Race     :Kender
Class        :Thief/Psionicist             Level    :13/10
Alignment    :Lawful Neutral               Family   :Live
Race/Clan    :Kender                       Homeland :Kendermore
Liege/Patron :                             Religion :Athiast
Sex    :Male   Age  :20     Social Class :Middle      Status :
Height :3'9    Wt.  :99p    Birth Rank   :2nd of 4    # Siblings
Hair   :Brown  Eyes :Blue   Appearance   :tidy and neat

ABILITIES

STR 11    Hit:    Dmg:     Wgt:40   Max Press:115    O/D:6   BB/LG:2%
DEX 19    React Adj   :+3         Miss Att Adj :+3      Def Adj :-4
CON 12    HP Adj      : 0       System Shock :80%       Res.Sr  :85%
INT 14    # Languages :4
WIS 15    Mag Def Adj :+1
CHR 8     Max Hench   :3      Loyalty Base :-1     Reaction Adj:0


       MOVEMENT                    SAVING THROWS
       ~~~~~~~~                    ~~~~~~~~~~~~~

                            Modify.  Paralyze/  Save.
Base Rate:          *       __+4___   Poison    __10__
Light  (       ) _______             Rod,Staff,
Mod    (       ) _______    __+1___   or Wand   __8___
Hvy    (       ) _______             Petrify/
Svr    (       ) _______    __+1___  Polymorph  __8___
Jog    (       ) _______              Breath
Run    (       ) _______    __+1___   Weapon    __13__
Run    (       ) _______
Run    (       ) _______    __+4(5)   Spells    __9___
                                (ma)

ARMOR                                           HIT POINTS   Hits Left
_______  Adjusted AC     Armor Type (Pieces)
\ A C /  Surprised ____  Leather Armor +4_____     53         53
 \ 4 /   Shieldless____  _____________________
  \_/    Rear      ____  _____________________
                         {note that only wear armor when in
                         battle or otherwise told}


WEAPON COMBAT
                                       mod                        mod
WEAPON        #AT  ATTACK ADJ/DMG ADJ  THAC0 DAMAGE (SM/L) RANGE  SPEED
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hoopak +4       ????
dagger +2      1      +2        +2      12     1d4/1d3      --     0
 (thrown)      2      +6        +2      8      1d4/1d3     1/2/3   0
Shortsword +1  1      +1        +1      13     1d6/1d8      --     0
Sling          1      +4        +0      10     1d4+1/1d6+1 5/10/20 3 

unmod THAC0 : 14

Special Attacks
~~~~~~~~~~~~~~~
Psionics
Backstab * 5 for damage
+1 to attack with thrown weapons & slings
surprise

Special Abilities/Limitations         NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Can only go to level 10 psioncist     Harness Subconscious      wis/-1  2
+3 to save vs poision & spells        Hypnosis                  cha/-2  1
determine grade or slope of           Rejuvenation              wis/-1  1
  passage                             Meditative Focus          wis/+1  1
                                      Blind Fighting            NA      2
Thief Skills :-                       Gaming                    cha/0   1
PP.....95%                            Juggling                  dex/-1  1
OL.....95%                            Reading Lips              int/-2  2
F/RT...75%                            Tumbling                  dex/0   1
MS.....90%                            Ventrilquism              int/-2  1
HS.....90%                            Rope Use                  dex/0   1
DN.....65%
CW.....80%
RL.....55%                            Languages - Kender                0
                                                - Common (R/W)          1
Can use mage and cleric scrolls                 - Elven                 1
                                                - Dwarf                 1
                                                - thieves cant          0


GEAR (Supplies included) Location       Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Clothing                   Worn              5
100 pouches


Money

Total (pounds)


Experience          Treasure
~~~~~~~~~~          ~~~~~~~~
750000/750000       1000 gp

                    (all treasure in bag of holding)
Gems/Jewels
~~~~~~~~~~~
2x500gp gems
10x100gp gems

Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Luckstone (placed in a pouch)
Healing Potion (heal spell)(placed in a pouch) 
Amulet of life Protection (worn but covered up by clothing)
Medalion of ESP 90' range (worn but covered up by clothing)
Bag of Holding (worn)
Ring of mind shielding (worn but covered up)
Hoopak +4
Dagger +2
Short Sword +1


Psionic Powers:
~~~~~~~~~~~~~~~
4/5/15/5
Diciplines : Psychokinesis (PK)
           : Psychoportation (PP)
           : Telepathy (T)
           : Metapsionics (MP)

Total Sciences (5) - Detonate (PK)
                   - Telekinesis (PK)
                   - Summon Planar Creature  (PP)
                   - Teleport (PP)
                   - Mindlink (T)

Devotions (15) - Ballistic Attack  (PK)
               - Molecular Agitation (PK)
               - Control Flames  (PK)
               - Control Wind    (PK)
               - Molecular Manipulation (PK)
               - Astral Projection (PP)
               - Dimensional Door  (PP)
               - Contact (T)
               - Aversion  (T)
               - DayDream  (T)
               - ESP       (T)
               - Invisibilty (T)
               - Magnify (MP)
               - Psionic Sense (MP)
               - Psychic Drain (MP)

Defense Modes - All of them!!

PSP Points:  110
~~~~~~~~~~~

History:
~~~~~~~~
One day was adventuring with a party, got the party into strife.
The party had had it with him. The party found a portal and threw
him through it. The portal lead to greyhawk. The portal closed
after Logastor went through it.


Pouches:
~~~~~~~~
1-Flint and steel
2-Picklocks
3-3 rocks 
5-Vial of perfume
6-Herbs
7-Cinnamon, Spice
8-2 gold pieces
9-Raisans
10-1 gem (50gp)
11-Vial of writing ink
12-Soap
13-Map
14-Hourglass
15-2 cups of rice
16-3 shetts of paper
17-Picklocks
18-3 fishhooks
19-2 sticks of chalk
20-Lock, Good condition
21-1 key (Don't know what for)
22-Little mirror
23-2 pounds of nuts
24-Feather of a Pelican
25-Spyglass
26-2 pounds of candlewax
27-2 orc teeth
28-1 big earing
29-1 spear head
30-5 gold peices
31-3 pounds of sugar
32-Piece of paper with a picture of a red dragon on it
33-Belt Bukle
34-1 Mitten
35-Cats fur
36-3 Marbles
37-1 pen
38-Picklocks
39-Broken pair of Glasses
40-A little pot of honey
41-A dead mouse
42-Half of a broken flute
43-Someones Diary
44-Luckstones
45-Greek Fire Oil
46-Football Scorecard (Parramatta 100 - Canterbury 0)
47-Brooch
48-Pin
49-Dog Bone
50-Peg from a clothes Line
51-Computer Disk
52-Scissors
53-Tooth Brush set
54-Time table for Caravan departure from Kendermore
55-Thick black Texta
56-Comb
57-Needle
58-String
59-Picture of his mother
60-Paper Clip
61-Pieces of glass (not sharp) 
63-30 gold coins
64-Juggling ball
65-Safety Pin
66-Thimble
67-Little statue of a horse
68-Juggling ball
69-Tweasers
70-Juggling ball
71-sewing needle thread
72-Thumtacks
73-File
74-Potion Of healing
75-Little bottle
76-Paint Brush
77-Shcrewdriver
78-Shell
79-Pencil Sharpener
80-1 sock
81-Deck of Cards
82-Dried ear
83-10 gold pieces
84-Brass ring
85-Old toenail from somewhere
86-Fine silk (only a  little bit)
87-Horse shoe
88-Dried apple pieces
89-Pencil
90-Fossil with an imprint of a jaw
91-Rock
92-Lockpicks
93-1 pound of herbs
94-1 Finger bone
95-Pen
96-Picture of Family
97-1 gem (50gp)
98-1 string of guitar wire
99-30 gold coins
100-5 pieces of paper

==============================================================================

Loraginos Eldrekkena - Invoker
==============================

From: Brother Tyrus 
<C9108613@AU.EDU.NEWCASTLE.CC>

Character    : Loraginos Eldrekkena
Players Name : Liam Burns                  Race     : Human
Class        : Invoker                     Level    : 1
Alignment    : Lawful Neutral              Family   :
Race/Clan    :                             Homeland :
Liege/Patron :                             Religion :
Sex    : M     Age  : 22    Social Class :              Status     :
Height : 5'7   Wt.  : 58kg  Birth Rank   :              # Siblings :
Hair   : brown Eyes : blue  Appearance   :


ABILITIES

10   STR  Hit: 0    Dmg: 0    Wgt: 40   Max Press: 115   O/D: 6  BB/LG: 2%
16   DEX  React Adj   : +1      Miss Att Adj : +1        Def Adj : -2
15   CON  HP Adj      : +1      System Shock : 90%      Res.Sr  : 94%
18   INT  # Languages : 7   Spell Lvl : 9th Chance : 85%   Max/Lvl : 18
9    WIS  Mag Def Adj : 0
10   CHR  Max Hench   : 4    Loyalty Base : 0    Reaction Adj : 0


       MOVEMENT                    SAVING THROWS
       ~~~~~~~~                    ~~~~~~~~~~~~~

                             Modify.  Paralyze/  Save.
Base Rate: 12               _______   Poison    __14___
Light  (41-58  ) _______             Rod,Staff,
Mod    (59-76  ) __6__*_    _______   or Wand   __11___
Hvy    (77-96  ) _______             Petrify/
Svr    (97-110 ) _______    _______  Polymorph  __13___
Jog    (  x2   ) _______              Breath
Run    (  x2   ) _______    _______   Weapon    __15___
Run    (  x2   ) _______
Run    (  x2   ) _______    _______   Spells    __12___


ARMOR                                           HIT POINTS   Hits Left
_______  Adjusted AC     Armor Type (Pieces)
\ A C /  Surprised _8__  none_________________    __5___         5
 \ 8 /   Shieldless_8__  _____________________
  \_/    Rear      _8__  _____________________



WEAPON COMBAT
WEAPON         #AT  ATTACK ADJ/DMG ADJ  THAC0 DAMAGE (SM/L) RANGE     SPEED
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dagger          1      0          0       20    1-4/1-3       --        2
  thrown        2      +1         0       20    1-4/1-3      1/2/3      2


Special Attacks
~~~~~~~~~~~~~~~
none


Special Abilities/Limitations         NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Opposition schools : charm/        1  Spell Craft
  enchantment, Conjuration/        1  Ancient history
  summoning, illusion.             1  Modern Languages (Perrenlandish)
Unable to use magic items which    1  Etiquette
  come from opposition realms      1  Religion
Opponents save at -1 against       1  Riding, Horse
  invocation/evocation spells      1  Ancient Languages (Thracian)
+1 to save vs invocation/          1  Swimming
  evocation spells                 3  Languages - Common
+2 at 17th                                      - Elvish (R/W)
+3 at 20th                                      - Dwarvish
Bonus spell each spell level
  (invocation/evocation only)




GEAR (Supplies included) Location       Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
humble village clothing  backpack                  5
3 daggers                belt                      3
Clothing                 worn                      5
Belt                     waist                     -
Riding Boots             feet                      -
Fine fur Coat            worn                      -
gloves                   worn                      -
knife sheath             belt                      -
vest                     worn                      -
Backpack                 back                      2
Large belt pouch         belt                      1
small chest              back                     10
candle                   chest                     -
flint and steel          pouch                     -
hemp rope (60')          on pack                  20
3 weeks iron rations     backpack                 25
Spell Book               backpack                  7

Money                                             .5

Total (pounds)________________________________    73.5


Experience          Treasure
~~~~~~~~~~          ~~~~~~~~
                     Coins
+10%                 GP 13
                     EP 1
                     SP 4
                     CP

Gems/Jewels
~~~~~~~~~~~
none


Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



Spells in Book (* signifies spell memorised)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1st Level : Read magic, Detect magic, Magic Missile*, Alarm, Shield,
            Wall of Fog, Tenser's floating disk, Fire Burst, chromatic
            orb*

History :
~~~~~~~~~
        As a student at school, he persevered the fine art of magic
especially those in the way of invoker spells, but also learning the
best form of defense is offense.  An only child, he was brought up as
little spoilt as he comes from a fairly rich family.
        He is furthering his career and powers to one day return and
confront his one time best friend but now enemy ands show he was not
brought up like a coward.

        Your background is this : Leaving the school of magic when you had
graduated from a novice to a first level mage, you decided to set out on your
own and make your fortune, and leave your mark on the world.  You lived in the
Free City of Greyhawk, with wealthy parents, who were quite angry and
disapointed that you had left the security and prestige ofthe school of magic.
 You won't be able to expect much help from them...
        Before anybody new of your immanent departure from the school, you
experienced your first betrayal.  Jealous of your rise to power and eager for
your position in the school, your best friend, a novice named Jehovic, tried
to have you killed.  He bungled the attempt, and fled into the slums.  You
would have pursued him and avenged yourself, but you had made arrangements to
travel with a caravan heading south east, which was leaving the following
morning.  Saying goodbye to those you knew, you joined the van and left the
safety and comfort of Greyhawk.
        You soon became bored with the caravan, nothing exciting occured at
all, so when the van stopped at a mansion in the midle of the woods, you put
the word around the mansion servants that you were looking for adventure.  As
luck would have it, an adventuring party was staying in the Manor at this very
moment, and were planning to set off to the Hold of the Sea Princes in the
morning.  To quickly gained an audience wit hthe master of the manor, a chap
named Lirdrium Arkayz, and asked him if he could pass on the message to the
adventurers that you wished to join them.  It appears they have agreed, and a
servant has just informed you that you are being waited on at the front gates.

==============================================================================

Sir Pellaeus - Paladin
======================

Name: Sir Pellaeus                          Edition: 1st

Class: Paladin    Level: 7                  Age: 27           Eyes: Blue
Race: Human       Alignment: Lawful Good    Height: 6' 2"     Hair: Blonde
Deity: Guldur     Pantheon: Kolgurnian      Weight: 187 lbs
Place of origin: Jalensin City              Sex: Male

STR  17  +1 to hit/+1 to damage/open door 1-3/bend bars 13% 
INT  14  add lang 4  
WIS  13
DEX  12
CON  18  hit point adj +4/sys shock 99%/resur surv 100%
CHA  17  max # henchmen 10/loyalty base +30/ reaction adj +30

Weapon Profs          Armour
============          ======
Broad sword           Armour worn = plate mail    Actual AC = 2
Battle axe            AC base = 3                 Rear AC = 3
Short bow             Magic adj = none            Surprised AC = 2
Spear                 Dex adj = none              Shieldless AC = 3
Two-handed sword      Shield = large

Hit points
==========
Hit die type = d10   Con bonus = +4   Hit points = 70
Hit points per level = 3/10/6/2/5/9/7

Saving throws
=============          base save    bonuses    modified save
Poison/paralyzation       10          +2          8
Petrif/polymorph          11          +2          9
Rod/staff/wand            12          +2         10 
Breath weapon             12          +2         10
Spells                    13          +2         11

Turning Undead
==============
Turning level = 5th
Skeleton  Zombie  Ghoul  Shadow  Wight  Ghast  Wraith  Mummy  Spectre
   T        T       T      4       7     10      13     16      20

Magical items                  Money
=============                  =====
Broad sword +3                 Copper pieces = 127      Jewelry = none
Spear +1                       Silver pieces = 39
12 arrows +1                   Gold pieces = 12
Potion of gaseous form         Electrum pieces = none   Other = none
Potion of healing (2 off)      Platinum pieces = none
                               Gems = none

Equipment
=========
High,hard boots  Iron rations (3 weeks)   20 normal arrows
Cloak (wool)     Water skin (2 pints)     Quiver and bowcase
Gloves           Whet stone and oil       Bowstring (3 off)
White tabard     Bullseye lantern         Large belt pouch
Belt             Lantern oil              Holy symbol
Sword belt       Tinder box               Holy water (3 flasks)
Baldric          Flint and steel          Holy wafers (20 off)
Backpack         2 sets of clothing       Consecrated wine (1 pint)

Background
==========

 Sir Pellaeus was born the son of a well off merchant in a city called 
Jalensin in the heartlands of Cytharin. At the age of 14 he left his family
and joined the temple of Guldur as an initiate. At age 16 he joined the 
militant arm of the temple, initially to train as a temple guard. However, 
it was noticed by his tutors that Pellaeus had both honesty and virtue as 
well as a natural flair for the sword. 
 He was thus apprenticed to Sir Tinandis, a Knight of Guldur, who was to 
instruct Pellaeus in the codes of honour, law, combat, and ettiquette, as 
well as holy scripture. Sir Tinandis and Pellaeus rode upon many missions for
the church, and never once did Pellaeus disgrace himself or his church.
 At the age of 21, Pellaeus was formally knighted and entered into the ranks  
of the Knights of Guldur. 
 Since that time he has travelled in several adventuring companies, always
fighting for the poor and unjustly treated and spreading the word of Guldur
where it would be heard by those who would listen.

==============================================================================

Quentin Dorvard - Bard
======================

From: Alexande Shternshain 
<s1105272@IL.AC.TECHNION.TECHST02>

name : QUENTIN DORVARD      S: 10
race : HUMAN                I: 14
class: BARD                 W: 5
level: 2                    D: 16
HP   : 10                   CO:8
AC   : 3                    CH:18
AL   : N                    CM:don't use this attribute, but probably 18
THACO: 20(19 with bow)
AGE  : 20

WEAPON PROF.: LONGSWORD , LONGBOW
NON-WEAPON PROF.: SINGING, MUSICAL INST.(LUTE), DANCING, JUGGLING,
R/W COMMON, SPELLCRAFT, CARD TRICKS.

THIEVING SKILLS: PP 30% (10% W/ARMOR) RL 20% CW 50% (30% W/ARMOR)
DN 30% (20% W/ARMOR)

MAGICAL ITEMS: NONE

NON-MAGICAL ITEMS: CHAIN MAIL, WEAPONS OF PROFICIENCY, SET OF FINE
TRAVELLING CLOTHES, PAPER,PEN,INK, DECK OF CARDS, LUTE, SPELLBOOK (holds
color spray, feather fall, floating disc and wall of fog)

APPEARANCE: Standing 6'11"(1.81), at weight of 74 kg(dunno how much it's
in lbs.), you may say Quentin has a light body frame. His brown hair
(he keeps it long - up to his shoulders ) nicely underlines the tanned
color of his skin, and suits his blue eyes well. He is just FILTHY HANDSOME.

Every teen-aged-girl wet dream. Everywhere he goes, they just swarm around
him. There's nothing he can do about it. His true and only love, however
(besides women, other people's pockets, and music) is STORIES. He can sit
in a tavern for hours, telling old travel and war tales (in a very charming
and interesting way). Although he presents all of them as personal
experiences, this is (as you may have guessed) false most of the time.
The audiences don't mind, as long as the tales are entertaining. He also
likes to listen to other people stories (so he can tell them later). He's
what you might call a social chameleon. His greatest weakness, however, is
his almost childish naiveness (just check his low WIS). He is utterly and
completely gullible, and is likely to be used by the simplest con-men.
He is also notorious for participating in a theft or other illegal act,
and then just going around telling his friends (and others) about it.
He just likes socializing, no matter the cost. Until now, he managed to
stay out of jail and other troubles, partly because he's  so charming,
and partly just by shear luck.

==============================================================================

Rumpy - Conjurer
================

From: WonderBoy <GUNNARH@NO.DHHALDEN>

Name: Rumpeltstiltskin, or "Rumpy" among friends.
Alignment: Chaotic Neutral
Race: Human
Class: Mage - Conjurer specialist.
Level: 3
Family: Married - Father was stamped on by a rabid horse and killed
        just after my birth.
Social class: Upper Middle Class
Religion: None
Status: Adventurer
Number of siblings: 3
Birthrank: 3/4
Homeland: Vlac 2 hours walk from the village of Homlet.
Sex: Male (No, I'm still a virgin)
Age: 16
Heigth: 162 cm.
Weight: 77 kg.
Hair: Dark brown.
Eyes: Blue

Stats-------

Str: 15
Dex: 13
Con: 15
Int: 17
Wis: 14
Chr:  8 
Com:  7 
Hitpoints: 14
Armor Class: 6 <-From the Armor spell. 10 whithout it.

Weapon proficiencies: Dagger.

Nonweapon proficiencies: Reading/Writing
                         Engineering
                         Ancient Languages
                         Spellcraft (x2)
                         Riding
                         Animal Handling
                         Artistic Ability - Acting
                         Swimming
                         Weather sense
                         Religion

Spells:

    1st lvl: Affect Normal Fires
             Armor
             Chill Touch
             Light
             Magic Missile
             Phantasmal Force
             Read Magic
             Shocking Grasp
             Sleep
             Spider Climb
             Tenser's Floating Disc
             Wizard Mark


    2nd lvl: Glitterdust
             Ray Of Enfeeblement

Spells he has failed to learn:

    Mirror Image  - failed by 18
    Charm Person  -      "    20
    Feather Fall  -      "    23
    Detect Undead -      "    22

Exp: 6067
Bonus: 10%
To Next Level: 10,000

Treasure: 3 gp

Magic Items:
            Dagger - Unknown
            One Hand Staff - Unknown, at least +3 to hit.
            Sceptre - Used to open/activate a machine that turns
                      people into ghasts. Glows when in light and
                      humms loudly when close to said machine.
            Spellbook - Of course.

Non magical items:
            Backpack
            Wineskin
            Large Beltpouch
            Winter Blanket
            Dagger Footbelt
            Dagger Chestbelt
            Sack containing 4 live chickens
            13 pairs of artificial eyes (Rumpy's very fond of these)
            Alabaster Box containing spell components
            100 Spikes
            Hammer
            8 Wooden Stakes
            6 Torches
            Mirror
            Lots of daggers - one silver
            2 Greek Fire
            Bag of 100 caltrops
            2 iron plates 4x6 feet
            6 ballons
            Flint & Steel TM

Current Adventure:
                    Temple Of Elemental Evil/Village Of Homlet ++
A lot of this adventure remains. We still haven't proceded to enter
the temple itself.

Background:

Rumpeltstiltskin was born on the 30th of November 16 years ago.
Shortly after his birth, his father died a tragic death, leaving him
in the care of his big sister, Virga, who later turned out a priest of
Torm. Not very typical for a Torm follower, Virga was a real bitch of a
half-breed (charisma of 6). We do share the same mother, who is
also a bitch - literally, although her father is the mayor of Vlac -
an elf. Nothing really interresting happened to Rumpeltstiltskin
during his childhood, apart from being one of the great wizard,
Kalkaryn's, students. Kalkaryn is not really all that smart, but
Rumpy thinks he is. Rumpeltstiltskin was of course very tired of the
way his mother behaved, so he along with his sister and some friends
headed off to Homlet to meet Rumpy's good childhood friend (yes, he
has some friends) Roger, a bard, to seek out fame and fortune.......

==============================================================================

S'questr'n Yll'vajin - Fighter/Cleric/Mage
==========================================

Name: S'questr'n Yll'vajin                  Edition: 2nd

Class: F/C/M      Level: 9/9/10             Age: 464          Eyes: Red 
Race: Drow elf    Alignment: CE             Height: 4' 9"     Hair: White 
Deity: Lolth      Pantheon: Elven (?)       Weight: 121 lbs
Place of origin: Aluth-kyorl                Sex: Female

STR 17  +1 to hit, +1 to dam, open doors 10, bend bars 13     
INT 17  add lang 6, spell level 8th, learn spell 75%, max # spell/lvl 14
WIS 16  mag att adj +2, bonus spell 2x1st 2x2nd
DEX 15  defence adj -1
CON 16  hit point adj +2, sys shock 95%, res surv 96%  
CHA 13  max henchmen 5, react adj +1                              

Weapon Profs          Armour
============          ======
Long Sword (s)        Armour worn = Bracers AC3   Actual AC = -4
Dagger                AC base = 3                 Rear AC = -3
Morning star          Magic adj = +6 (ring/cloak) Surprised AC = -3
Hand crossbow         Dex adj = -1                Shieldless AC = -4
Javelin               Shield = none 

Non-weapon profs      Languages          Special abilities
================      =========          =================
Healing               Common             Dancing lights  Dispel magic
Running               Deep gnome         Faerie fire     Detect magic
Spellcraft            Dwarven            Darkness        Clairvoyance
Survival              Kua-Toa            Levitate        Detect lie
                      Ettercap           Know alignment  Suggestion
                      Duergar

Hit points
==========
Hit die type = d10/d4/d8  Con bonus = +2   Hit points = 61
Hit points per level (f)=  8/6/6/3/2/7/10/4/7 
 "    "     "    "   (m)=  2/1/4/2/2/3/4/3/4/3
 "    "     "    "   (c)=  8/6/8/2/4/7/5/3/4

Combat
======
Thac0 = 12      Weapon in hand: Long sword
Magic resitance = 70%

Saving throws
=============          base save    bonuses    modified save
Poison/paralyzation        7          +6           1 
Petrif/polymorph           9          +6           3 
Rod/staff/wand             9          +8*          1 (1*)
Breath weapon              9          +6           3 
Spells                    10          +8*          2 (1*)


Turning Undead
==============
Turning level = 9  
Skel|Zomb|Ghou|Shad|Wigh|Ghas|Wrai|Mumm|Spec|Vamp|Ghos|Lich|SPEC
----+----+----+----+----+----+----+----+----+----+----+----+----
 D* | D* | D  | D  | T  | T  | 4  | 7  | 10 | 13 | 16 | 19 | 20

Spells (mage)
======
Spells/level                                                          
1st=4  2nd=4  3rd=3  4th=2  5th=2 
                                                                          
Spells learnt                                                          
1st= magic missile (x3), feather fall
2nd= invisibility, web, ray of enfeeblement, blindness
3rd= lightning bolt, fireball, slow
4th= fire shield, stoneskin
5th= domination, feeblemind

Spells in spell book
1st= alarm, charm person, enlarge, feather fall, gaze reflection, identify
     magic missile, shield, sleep
2nd= blindness, detect invisibility, forget, invisibility, mirror image,
     ray of enfeeblement, web
3rd= fireball, haste, lightning bolt, non-detection, slow
4th= fire shield, ice storm, stoneskin, wall of ice
5th= cone of cold, domination, feeblemind

Spells (cleric)
======
Spells/level
1st=6  2nd=6  3rd=3  4th=2  5th=1

Spells learnt
1st= cure light wounds (x4), protection from good, cause light wounds
2nd= hold person (x2), heat metal (x2), slow poison (x2)
3rd= dispel magic, feign death, meld into stone
4th= cure serious wounds (x2)
5th= cure critical wounds

Magical items                  Money
=============                  =====
Bracers AC 3                   Copper pieces = ?                      
Ring +3                        Silver pieces = ? 
Cloak +3                       Gold pieces = ?  
Long sword +2                  Electrum pieces = ?                    
Hand crossbow +1               Platinum pieces = ?    
Wand of fireballs              Gems = ?   
Wand of illusions              Jewelry = ?
Master tentacle rod            Other = ?

Equipment
=========
                                                                
 Unspecified, but includes flash grenades, smoke grenades, unholy water,
spider silk rope, 20 bolts for hand crossbow, sleeping poison for bolts, 
and 3 javelins (similarly poisoned).

Background
==========

 S'questr'n was born to one of the minor noble houses of Menzoberranzan, but
was forced to leave or be killed at an early age.
 Similar to many of her kind born to a noble family she was trained in the 
arts of combat, magic, and religion.
 Unlike many of her kind she did not choose a single profession once she'd 
completed her basic training; instead S'questr'n decided to continue to 
practice all three arts. This incited the wrath of the high council and she
was ordered to either choose or die. S'questr'n instead decided to flee. She
travelled from drow city to drow city, learning from masters of each art along
the way. 
 Eventually, S'questr'n wondered into the new outpost city of Aluth-Kyorl.
She was tired of wandering and decided to settle there and continue her 
studies. 
 The council of the city was fairly inexperienced and its leader completely
out of her depth. After many botched raids and failed "crops" the city began
to run short of food. S'questr'n saw this as a chance to seize power and 
using her arts to the full gain entrance to the council chamber.
 The victory was surprisingly easy as many of the council decided to settle
old scores whilst S'questr'n fought their leader and her leftenants. 
S'questr'n then went on to kill those that remained of the council.
 Once the battle was over S'questr'n declared herself leader of the council
and appointed a new council of nobles.
 S'questr'n has survived many attempted coups and has put each down with such
easy ruthlessness that none have been attempted for many years.

==============================================================================

Sanas Dengrill - Fighter
========================

Name: Sanas Dengrill                        Edition: 1st

Class: Fighter    Level: 4                  Age: 18           Eyes: Brown
Race: half-elf    Alignment: Neutral Good   Height: 5' 6"     Hair: Black 
Deity: Corellan   Pantheon: Elven           Weight: 135 lbs
Place of origin: Kinsholm                   Sex: Male

STR 18/54  hit adj +2, dam adj +3, open doors 1-4, bend bars 25%
INT 11  add lang 2   
WIS 13 
DEX 15  defence adj -1
CON 17  hit point adj +3, sys shock 97%, res surv 98%  
CHA 15  max henchman 7, loyalty base +15%, react adj +15%         

Weapon Profs          Armour
============          ======
Long sword            Armour worn = Plate mail    Actual AC = 0
Dagger                AC base = 2                 Rear AC = 3
Long bow              Magic adj = +1 (shield)     Surprised AC = 1
Short sword           Dex adj = -1                Shieldless AC = 2
                      Shield = medium (+1)

Hit points
==========
Hit die type = d10   Con bonus = +3   Hit points = 36
Hit points per level = 7/4/6/7/

Combat
======
Thac0 = 18      Weapon in hand: Long sword

Saving throws
=============          base save    bonuses    modified save
Poison/paralyzation       13          --           13
Petrif/polymorph          14          --           14
Rod/staff/wand            15          --           15 
Breath weapon             16          --           16
Spells                    16          --           16 

Magical items                  Money
=============                  =====
Long sword +1                  Copper pieces = 14                     
Shield +1                      Silver pieces = 11
ring of feather fall           Gold pieces = 45 
7 +1 arrows                    Electrum pieces = none                 
potion of heroism              Platinum pieces = none 
                               Gems = none
                               Jewelry = none
                               Other = none

Equipment
=========
High boots      Parchment (4 sheets)     20 days iron rations   
Grey cloak      Bottle of ink            Water flask (1 pint) 
Grey tabard     Quill pen (4 off)        Sharpening stone   
Backpack        Rope (50 ft)             Flasks of oil (2 off)
Quiver          Grapnel                  Tinder box
Bowcase         Iron spikes (15 off)                              
20 arrows       Hammer                                          
                                                                      

Background
==========
 Sanas was born in Kinsholm, a small village near one of the forests of the 
wood elves and one of the few places of man that they visit.
 Sanas was born of an elven father and a human mother. His father left his
mother once he found she was pregnant. His mother died after his birth. Sanas 
was raised by his uncle, who ran the inn in Kinsholm.
 His childhood years were not that happy. His uncle blamed him for the death
of his mother and treated more as a servant than as his nephew. The people of
the village hated him for being a half-breed and a bastard, and the children
of the village bullied him and ridiculed him because of his elven looks.
 At the age of 15 Sanas fled Kinsholm in search of his father, whether for
vengeance or recognition no-one knew. With him Sanas took his maternal 
grandfather's sword and shield; which he still carries today.
 Sanas journeyed into the forest and was promptly captured by the elves ,who
believed him to be either thief or spy, and were about to kill him when he 
told them of his quest for his father. Sanas was taken to one of the elven
tree-villages, where he was put into the custody of his father's family.
 They told him of how his father had gone on a trading mission to one of the
border cities and had not come back; that had been two years ago. His 
father's family believed his father to be dead and urged Sanas to give up his
search. Sanas would not and left the forest two weeks later heading for the
city of Candanus.
 That was three years ago and Sanas's search for his father has lead him all
over the Kingdoms, but he knows his father is at least alive.

==============================================================================

Sethi - Thief
=============

From: Brother Tyrus
<C9108613@AU.EDU.NEWCASTLE.CC>

Ok here is Sethi.  This one is my favourite in the party I am running. 
At the end are his followers who are currently running his small gang 
operation in his home city while he is out adventuring with only Keldin for 
company. Enjoy!

Character    : Sethi
Players Name : Craig Barnett               Race     : Half Elf
Class        : Thief                       Level    : 16
Alignment    : Neutral                     Family   : None
Race/Clan    : None                        Homeland : Duchy Ulek
Liege/Patron : None                        Religion : To be decided
Sex    : Male  Age  : 96    Social Class :              Status     :
Height : 5'11' Wt.  : 175pd Birth Rank   :              # Siblings :
Hair   : Brown Eyes : Blue  Appearance   :
Honor  :         (Base Honor___)              Reaction Adjustment :


ABILITIES

17   STR  Hit: +1   Dmg: +1   Wgt: 85   Max Press: 220   O/D: 10 BB/LG: 13%
18   DEX  React Adj   : +2      Miss Att Adj : +2        Def Adj : -4
15   CON  HP Adj      : +1      System Shock : 90%       Res.Sr  : 94%
13   INT  # Languages : 3   Spell Lvl : 6th Chance : 55%   Max/Lvl : 9
11   WIS  Mag Def Adj : 0
13   CHR  Max Hench   : 5    Loyalty Base : 0    Reaction Adj : +1

Languages : Common, Neutral, Thieve's Cant


       MOVEMENT                    SAVING THROWS
       ~~~~~~~~                    ~~~~~~~~~~~~~

                             Modify.  Paralyze/  Save.
Base Rate: 12               _______   Poison    __  _10
Light  (56-85  ) _______             Rod,Staff,
Mod    (86-115 ) _______    _______   or Wand   __  _8_
Hvy    (116-145) _______             Petrify/
Svr    (146-170) _______    _______  Polymorph  __  _9_
Jog    (  x2   ) _______              Breath
Run    (  x2   ) _______    _______   Weapon    __  _13
Run    (  x2   ) _______
Run    (  x2   ) _______    _______   Spells    __  _9_


ARMOR                                           HIT POINTS   Hits Left
_______  Adjusted AC     Armor Type (Pieces)
\ A C /  Surprised _-1_  Bracers ac2__________    __69__        69
 \-5 /   Shieldless_-5_  ring prot +3_________
  \_/    Rear      _-1_  _____________________


Base THACO 13

WEAPON COMBAT
WEAPON         #AT  ATTACK ADJ/DMG ADJ  THAC0 DAMAGE (SM/L) RANGE     SPEED 
Long Sword(+3)  1            +4    +4     9     1d8/1d12(+4)  -         9
Dagger(+4)      1            +5    +5     8     1d4/1d3(+5)   -         2
Short Sword     1            +1    +1    12     1d6/1d8(+1)   -         3
Bastard Sword(1h) 1          +1    +1    12     1d8/1d12(+1)  -         6
Scimitar        1            +1    +1    12     1d8/1d8(+1)   -         5
Mace, Footmans  1            +1    +1    12     1d6+1/1d6(+1) -         7


^^^^ These are weapons Sethi has proficiency with. Adjustments
show magicical effects (eg +3 for the longsword)

Special Attacks
~~~~~~~~~~~~~~~
Backstab    +4 to hit and x5 damage


Special Abilities/Limitations         NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NWP's - 10 slots

Blind Fighting          2 slots     NA
Appraising              1 slot      Int 0
Tumbling                1 slot      Dex 0
Riding, Land Based      1 slot      Wis +3
Swimming                1 slot      Str 0
Direction Sense         1 slot      Wis +1
Animal Handling         1 slot      Wis -1
Jumping                 1 slot      Str 0
Rope Use                1 slot      Dex 0

Infravision to 60'
30% resistance to Sleep and Charm
Secret Doors found on 1-2 on d6 when searching
Concealed Doors - find auto on 1 on d6 within 10'
                  found on 1-3 on d6 when searching

Can use mage scrolls (25% failure)

Thieving abilities -
Pick Pockets            95% +5 for no armour = %100 (95%)
Open Locks              95%
Find/Remove Traps       95%
Move Silently           95% +10 for no armour = %105 (95%)
Hide in Shadows         95%
Detect Noise            90%
Climb Walls             90% +10 for no armour = %100 (95%)
Read Languages          25%


GEAR (Supplies included) Location       Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bracers AC2                 Arms
Ring Invisibility           Hand/Pocket
Ring Protection +3          Hand
Ring Spell Storing          Hand
    (Feather Fall, Fireball) 
LongSword +3                Belt
Dagger +4                   Belt
Knife                       Boot (inner) Sheath
2 Bags of Holding           Belt
Thieves Tools               Belt Pouch
Belt Pouch                  Belt
Spare lock pick             Boot Heel
Boots, soft leather         Feet
Tinderbox and Flint         Belt Pouch
Belt                        Waist
Cloak, Hooded               On
Well made Clothing (black)  On
Spare set clothing          Bag of Holding
Black face mask/hood        Bag of Holding
2 Candles                   Belt Pouch
Magnifying Glass            Bag of Holding
Spyglass                    Bag of Holding
Winter Blanket              Bag of Holding
2 Wineskins                 Bag of Holding
2 Weeks Iron rations        Bag of Holding
Small Metal Mirror          Belt Pouch
5 Flasks Greek fire oil     Bag of Holding
2 Large sacks (black cloth) Bag of Holding
Grappling Hook and Rope     Bag of Holding
5 Torches                   Bag of Holding



Money

500 gp                      Bag of Holding
+ some gems (whatever, about 2000 gp worth)

Total (pounds)________________________________


Experience          Treasure
~~~~~~~~~~          ~~~~~~~~
                     Coins
+10%                 GP 500
                     EP
1500000 XP's         SP
                     CP

Gems/Jewels
~~~~~~~~~~~
See above. Not much, but Sethi intends to change that...


Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Command word for wand is "Foozle"


Spells in Book (* signifies spell memorised)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
None.


History :
~~~~~~~~~



FOLLOWERS :
~~~~~~~~~~~
This first chap is your constant companion, the other dozen are your
gang who are on call and run things while you are away.

Name : Keldin Linsiber
Race : Human
Class : dual thief/cleric
Level : 7/4

Personality : Dry, laconic wit, holds no-one and nothing in awe, is
rarely impressed by anything anybody does.  Very cynical, and has a
tendency to overdrink, when he becomes very bitter.  Otherwise he is
usually quite joking.

Equipment : magic shortsword
            ring feather falling

Appearance : Wear's dull clothing basically, mostly greys, and leather
armour.  Very, very quick, and seems to be extremely wise with some of
his observations.  He has a face which is not ugly, but has permanent
wrinkles from his cynical frowning, and his eyes are quite dark.

Misc : Keldin is a cleric of Trithereon, God of Liberty, Justice and
Retribution.  Sometimes to your amazement, Keldin has taken damage
that would kill any normal man, yet gets back on his feet within
minutes...you are beginning to suspect something is going on.

NAME                    RACE            CLASS                           LEVEL
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Relkinthrin 'The Hand'  dwarf           thief                           1
Threndin Cleaver        dwarf           thief                           6
Yoon Ruben              halfling        thief/fighter                   2/2
            gnome           thief/illusionist               1/1
Isan Jargo              gnome           thief/illusionist               1/1
Zim Rustion             human           thief                           3
Hummil Gulgonen         human           thief                           6
Finn Gale               human           thief                           6
Jang Irland             human           thief                           7
Kal Ziv                 human           thief                           1
Runnick Qadir           human           thief                           4
Gaarn Fuker             human           thief                           4
Jusan Yespe             human           thief                           4

When you are out of town, business is overseen by Jang Irland, a thief
with a very good reputation as an honest merchant in the town.  He has
been with you for a long time, and you trust him with your life.

==============================================================================

Tandeska Dundarrin - Mage
=========================

Name: Tandeska Dundarrin                    Edition: 2nd

Class: Mage       Level: 13                 Age: 47           Eyes: Green
Race: Human       Alignment: LN             Height: 5' 11"    Hair: Grey  
Deity: Mystra     Pantheon: F. Realms       Weight: 173 lbs
Place of origin: Suzail, Faerun             Sex: Male

STR  9  open doors 5, bend bars 1%                          
INT 18  add lang 7, spell level 9th, learn spell 85%, spell/level 18
WIS  9 
DEX 15  defence adj -1,
CON 16  hit point adj +2, sys shock 95%, res surv 96% 
CHA 10  max henchmen 4                                            

Weapon Profs          Armour
============          ======
Staff                 Armour worn = Bracers AC4   Actual AC = -3
Dagger                AC base = 4                 Rear AC = -2
Sling                 Magic adj = +6              Surprised AC = -2
                      Dex adj = -1                Shieldless AC = -3
                      Shield = none 

Non-weapon profs      Languages
================      =========
Riding, land          Goblin
Rope use              Elven
Swimming              Dwarven
Ancient history       Red dragon
Herbalism             Kobold
Languages, ancient    Giantish
                      Orc

Hit points
==========
Hit die type = d4    Con bonus = +2   Hit points = 52
Hit points per level = 4/3/3/2/4/3/1/3/2/4/1/1/1

Combat
======
Thac0 = 16      Weapon in hand: Staff

Saving throws
=============          base save    bonuses    modified save
Poison/paralyzation        11          +4          7 
Petrif/polymorph            9          +4          5 
Rod/staff/wand              7          +4          3  
Breath weapon              11          +4          7 
Spells                      8          +4          4  

Spells
======
Spells/level                                                          
1st=5 2nd=5 3rd=10(5) 4th=4 5th=4 6th=2
                                                                          
Spells learnt                                                          
1st= magic missile (x2), colour spray, enlarge, detect magic
2nd= detect invisibility, web, mirror image, ESP, knock
3rd= fireball (x3), dispel magic (x2), hold person, wraithform, haste,
     non-detection, suggestion (see magic items)
4th= stoneskin, improved invisibility, ice storm, charm monster
5th= hold monster, wall of force, teleport, cone of cold
6th= disintigrate, true seeing                                                                     

Spells in spell book
1st= colour spray, spook, friends, spider climb, magic missile, shield, 
     wizard mark, detect magic, burning hands, enlarge, shocking grasp, 
     armour
2nd= web, knock, detect invisibility, scare, strength, invisibility, 
     misdirection, mirror image, alter self, ESP
3rd= haste, hold person, suggestion, non-detection, explosive runes, fireball,
     dispel magic, wraithform, infravision
4th= stoneskin, dig, fumble, enchanted weapon, charm monster, ice storm, 
     improved invisibility, Evard's black tentacles
5th= hold monster, wall of force, plant growth, cone of cold, teleport,
     contact other plane
6th= death fog, true seeing, invisible stalker, disintegrate

Magical items                  Money
=============                  =====
Bracers AC4                    Copper pieces = 97                     
Ring +4 (+2 on saves)          Silver pieces = 58
Cloak of the bat               Gold pieces = 47 
Ring of wizardry               Electrum pieces = 21                   
 (doubles 3rd level spells)    Platinum pieces = 13   
Staff of striking              Gems = 5x50gp base gems, 2x100gp base gems,
Dagger +4                      1x250gp base gem
4 x daggers +1                 Jewelry = none
Sling +2
potion of diminuition          Other = mone
potion of gaseous form

==============================================================================

Telieq - Necromancer
====================

From: Brother Tyrus
<C9108613@AU.EDU.NEWCASTLE.CC>

Character    : Telieq
Players Name : Matthew Skerritt            Race     : Human
Class        : Necromancer                 Level    : 1
Alignment    : Neutral                     Family   :
Race/Clan    :                             Homeland :
Liege/Patron :                             Religion :
Sex    : Male  Age  : 19    Social Class :              Status     :
Height : 5'7"  Wt.  : 167#  Birth Rank   :              # Siblings :
Hair   : brwn  Eyes : Grn   Appearance   :
Honor  :         (Base Honor___)              Reaction Adjustment :


ABILITIES

12   STR  Hit: 0    Dmg: 0    Wgt: 45   Max Press: 140   O/D: 7  BB/LG: 4%
16   DEX  React Adj   : +1      Miss Att Adj : +1        Def Adj : -2
13   CON  HP Adj      : 0       System Shock : 85%      Res.Sr  : 90%
18   INT  # Languages : 7   Spell Lvl : 9   Chance : 85%   Max/Lvl : 18
16   WIS  Mag Def Adj : +2
11   CHR  Max Hench   : 4    Loyalty Base : 0    Reaction Adj : 0


       MOVEMENT                    SAVING THROWS
       ~~~~~~~~                    ~~~~~~~~~~~~~

                             Modify.  Paralyze/  Save.
Base Rate: 12   *           _______   Poison    __14___
Light  (56-85  ) _______             Rod,Staff,
Mod    (86-115 ) _______    _______   or Wand   __11___
Hvy    (116-145) _______             Petrify/
Svr    (146-170) _______    _______  Polymorph  __13___
Jog    (  x2   ) _______              Breath
Run    (  x2   ) _______    _______   Weapon    __15___
Run    (  x2   ) _______
Run    (  x2   ) _______    _______   Spells    __12___


ARMOR                                           HIT POINTS   Hits Left
_______  Adjusted AC     Armor Type (Pieces)
\ A C /  Surprised ____  robes________________    __4___
 \ 8 /   Shieldless____  _____________________
  \_/    Rear      ____  _____________________



WEAPON COMBAT
WEAPON         #AT  ATTACK ADJ/DMG ADJ  THAC0 DAMAGE (SM/L) RANGE     SPEED
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Quarterstaff    1       +0       +0       20    1-6/1-6       --        4


Special Attacks
~~~~~~~~~~~~~~~



Special Abilities/Limitations         NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
opponents save at -1 vs nec           Herbalism      2
  spell cast by necromancer           Spellcraft     1
  or against undead controlled        R/W Common     1
  by necromancer                      Etiquette      1
saves at +1 vs Necromancy spells      Cooking        1
  and attacks by undead creatures     Swimming       1
can memorise 1 extra spell per        Fire Building  1
  spell level (necromancy only)       Astrology      2
                                      Riding (horse) 1



GEAR (Supplies included) Location       Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spell Book               backpack               7
Backpack                 back                   2
Backpack                 slung                  2
Embroidered Robes }_     worn                   5
Soft boots        }
Travelling cloak         backpack               -
Quarterstaff             right hand             4
Knife and Sheath         belt                   .5
Belt                     worn                   -
Belt pouch (small)       belt                   .5
1 week dry rations       backpack               7.5
Torches (4)              backpack               4
Flint and Steel          backpack               -

Money                    pouch                  -

Total (pounds)________________________________  32.5


Experience          Treasure
~~~~~~~~~~          ~~~~~~~~
0                    Coins
+10%                 GP 9
                     EP
                     SP
                     CP 3


Gems/Jewels
~~~~~~~~~~~


Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



Spells in Book (* signifies spell memorised)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1st Level : Read Magic , Detect Undead, Chill Touch*, Corpse Visage,
            Detect magic, Cantrip, Magic Missile*, Wizard Mark


History :
~~~~~~~~~

I was born in Veluna, to moderately wealthy parents.  (bottom of the upper
class), and grew up there. I had no other siblings. I was a solitary child,
never having any friends or ever associating with the other kids at all, I
always got on better with older people, but preferred solitude. I was always
fascinated by magic, and when I was old enough, attended a magic school in
Grayhawk City. It was there that I discovered Necromancy, and at the first
possible chance, left the school to become the apprentice of a Necromancer
living outside of Greyhawk. (ie .. in the wilderness outside Greyhawk, far
enough away to be a typical Necromancer's solitary dwelling.) My mentor wasn't
overly kind, but still wasn't overly cruel. He made me earn my keep, but
didn't overwork me. Eventually, when I became skilled enough in my Necromancy,
I left my mentor, and started adventuring.

PERSONALITY.

Telieq is a VERY controlled person. He exhibits NO show of emotion at all,
though this doesn't mean that he doesn't have emotions. As with most
Necromancers, he is withdrawn, but not humourless, however rarely shows his
sense of humour because of his high value of self control. Because of his
great control, Telieq doesn't suffer from the bouts of depression that so
many Necromancers are prone to. As with most Necromancers, Telieq prefers to
be alone, and speaks very little. Telieq dislikes having to trust and/or rely
on other people, he likes to be as self sufficient as possible.

==============================================================================

Tweck - Ranger/Thief
====================

From: Brother Tyrus
<C9108613@AU.EDU.NEWCASTLE.CC>

Character    : Tweck (Ranger of Fellfurn County/The Shadow of Fellfurn)
Players Name : Raul Pollicino              Race     : Human
Class        : Ranger - Thief              Level    : 10 - 14
Alignment    : Neutral Good                Family   :
Race/Clan    :                             Homeland : Fellfurn County
Liege/Patron :                             Religion :
Sex    : M     Age  : 36    Social Class : Upper        Status     :
Height : 5'9"  Wt.  : 150#  Birth Rank   : 3rd          # Siblings : 0
Hair   : brown Eyes : blue  Appearance   :


ABILITIES

15   STR  Hit: 0    Dmg: 0    Wgt: +200 Max Press:       O/D: 1-2 BB/LG: 7%
17   DEX  React Adj   : +2      Miss Att Adj : +2        Def Adj : -3
15   CON  HP Adj      : +1      System Shock : 91%      Res.Sr  : 94%
15   INT  # Languages : 4   Spell Lvl : 7   Chance : 65%   Max/Lvl : 11
15   WIS  Mag Def Adj : +1
09   CHR  Max Hench   : 4    Loyalty Base : 0    Reaction Adj : 0


       MOVEMENT                    SAVING THROWS
       ~~~~~~~~                    ~~~~~~~~~~~~~

                             Modify.  Paralyze/  Save.
Base Rate: 12               ___1___   Poison    __8 ___
Light  (56-85  ) _______             Rod,Staff,
Mod    (86-115 ) _______    ___1___   or Wand   __8 ___
Hvy    (116-145) _______             Petrify/
Svr    (146-170) _______    ___1___  Polymorph  __9 ___
Jog    (  x2   ) _______              Breath
Run    (  x2   ) _______    ___1___   Weapon    __9 ___
Run    (  x2   ) _______
Run    (  x2   ) _______    ___2 (1)  Spells    __9 ___
                             (ma)

ARMOR                                           HIT POINTS   Hits Left
_______  Adjusted AC     Armor Type (Pieces)
\ A C /  Surprised __5_  Leather_+3___________    __91__         91
 \-1 /   Shieldless__2_  Ring Protection +3___
  \_/    Rear      __2_  _____________________



WEAPON COMBAT
                                        mod                           mod
WEAPON         #AT  ATTACK ADJ/DMG ADJ  THAC0 DAMAGE (SM/L) RANGE     SPEED
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Short Bow       2       +2        0       9     1d6/1d6     5/10/15   5
Dagger          3/2     0         0       11    1d4/1d3     --        0
  (thrown)      3       +2        0       9     1d4/1d3     1/2/3     0
Spear           1       +2        0       9     1d6/1d8     1/2/3     4
2Handed Sword   3/2     0         0       11    1d10/3d6    --        8
Long Sword +2   3/2     +2        +2      9     1d8/1d12    --        na
 (two handed)*  3/2     +2        +2      9     1d8/1d12    --        na
Bastard Sword   3/2     0         0       11    2d4/2d8     --        6 
Scimitar        3/2     0         0       11    1d8/1d8     --        3

unmodified THAC0 : 11

Special Attacks
~~~~~~~~~~~~~~~
when using long sword of quickness 2 handed you recieve a bonus of 2 to
  your AC as well as the +2 to hit and damage
+4 to hit Giants (true giants only)
may wield two weapons with no penalty
Backstab (Theif ability)

Special Abilities/Limitations         NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Animal Empathy                        Tracking                  Wis/+3  0
Priest spells                         Blind fighting            NA      2
Use magical and clerical scrolls      Animal Handling           wis/-1  1
                                      Animal training           wis/0   1
Theif Skills -                        Tumbling                  dex/0   1
Pick Pockets : 95%                    Animal lore               int/0   1
Open Locks : 95%                      Running                   con/-6  1
Find/Remove Traps : 95%               Set snares                dex/-1  1
Move Silently : 95%                   Survival                  int/0   2
Hide in Shadows : 95%                 Riding, Horse             wis/+3  1
Detect Noise : 70%
Climb Walls : 95%                     Languages - Common
Read Languages : 32%                            - Thieves Cant




GEAR (Supplies included) Location       Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Long Sword of Quickness  scabbard
Short sword              scabbard
5 daggers                belt/knife/back
Short bow                slung
quiver + 30 arrows       slung
Clothing                 Worn
Leather Armour +3        Worn
Backpack                 Back
Tinder Box               Pack
Thieves' tools           Pack/Pouch
Belt Pouch, small        Belt
Small sack               Pack
Vial of Holy Water       Pack
Flask of Oil             Pack
Acid Flask               Pack
1wk Standard Rations     Pack

Money                    Pack/Pouch

Total (pounds)________________________________


Experience          Treasure
~~~~~~~~~~          ~~~~~~~~ 
+10%                 GP : 121
                     EP : 1
R - 500,000          SP : 20
T - 1,000,000        CP : 10

Gems/Jewels
~~~~~~~~~~~
5@100gp pearls
1@1500gp diamond (sewn in hem of shirt)

Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Long Sword of Quickness - is a specially dweomered blade that enables the
wielder to strike first in every combat round. It is also a +2 magic weapon,
with the bonus applicable to both hitting and damage.
Leather +3
Ring protection +3
Short sword +1, Luck Blade (contains an unknown number of wishes!!! & gives
                            +1 to saves)


Cleric Spells Memorised  (2 x first level, 1 x second level)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1st:

2nd:



History :
~~~~~~~~~
Tweck began life as being the 3rd son of the village leader. Not being the
eldest Tweck was not expected to become leader of the village but earned a
high standing by become the local ranger. But such a perfect tale had its
tarnished areas because Tweck was also a cleptamaniac! This may have been
seen as him trying to gain acceptance with the poorer folk, but it turned
into an even worse situation! Tweck started to enter the city at night and
commit even more daring robberies... soon he became to be know as the shadow
of Fellfurn! Greatest burgerler of the whole of Fellfurn county, robs froms
the rich and returns it if he feels like it, a very cunning theif who even
deliudes Tweck, the county ranger who is constantly on his trail...

==============================================================================

Tyrus Wolfenbane - Fighter/Thief
================================

From: Robert Andrew <roband@au.edu.monash.cc.monu6>

Name : Tyrus Wolfenbane
Occupation : Assasains Guild Contact Man. Tyrus is one of those responsible 
for organising meetings and "hits" for the Assasain's guild in freehold. As 
such he commands a large salary and several personal guards.
Description : Tyrus is a well built man in his late 30's, standing around 6' 
tall he wears a dark beard and long black, braided hair. Often when meeting 
with "contacts", he wears a dark brown leather cloak, large balck boots and 
a dark blue or green brigga. His weapon of choice is a hand crossbow with 
poison tipped bolts. Tyrus is a strong willed man, used to giving orders 
(from several years in the Ducal Guard). He has an abrasive personality that 
irritates many people, many of whom are forced to put up with it to continue 
hiring the Guild. Tyrus is one of the few contact men who prefer meeting 
contacts in the street, often meeting in a crowded market with his guardsmen 
all around him (but unseen to the contact).

Level : 5/6 Fighter/Thief
AC 7 hp 55 MV 12" Att 1 Dam 1-8 + poison (RNG:5/10/15) Thac0: 12

Tyrus' Bodyguards.
Grug - A minotaur -- the ultimate in shows of strength. Well over 8' tall 
and a wall of muscle.
Level 4 Fighter
AC 3 hp 45 MV 12" Att 2 Dam 1-8 + 3/1-8 + 3 Thac0: 12
Grug carries two hand-axes and wears chain mail over his normal hide. He is 
powerful and to all appearances stupid, but he actually is quite intelligent 
and cunning.

Mythor - A dwarf -- seemingly a merchant.
Level 3 fighter
AC 4 hp 32 MV 6" Att 1 Dam 1-10 + 1 Thac0:17
Mythor often hangs around Tyrus attempting to sell him goods, this ruse is 
used to keep him close to Tyrus but above suspicion. He carries a battle axe, 
normally kept in a stall nearby.

===============================================================================

Uriah Heape - Fighter/Mage/Cleric
=================================

From: Brother Tyrus
<C9108613@AU.EDU.NEWCASTLE.CC>

Character    : Uriah Heape
Players Name : Peter McNamee               Race     : Half-Elven
Class        : Fighter/Magic User/Cleric   Level    : 1/1/1
Alignment    : Neutral Good                Family   :
Race/Clan    :                             Homeland :
Liege/Patron :                             Religion :
Sex    : M     Age  : 22    Social Class :              Status     :
Height : 5'9"  Wt.  : 138#  Birth Rank   :              # Siblings :
Hair   :       Eyes :       Appearance   :
Honor  :         (Base Honor___)              Reaction Adjustment :


ABILITIES

18/70* STR  Hit: +2   Dmg: +3   Wgt: 160  Max Press: 305   O/D: 13  BB/LG:25%
14     DEX  React Adj   : 0       Miss Att Adj : 0         Def Adj : 0
17     CON  HP Adj      : +3      System Shock :97%        Res.Sr  :98%
16     INT  # Languages : 5   Spell Lvl : 8th  Chance :70 %   Max/Lvl : 11
17     WIS  Mag Def Adj : +3  Bonus Spells : 2/2/1
12     CHR  Max Hench   : 5    Loyalty Base : 0    Reaction Adj : 0



       MOVEMENT                    SAVING THROWS
       ~~~~~~~~                    ~~~~~~~~~~~~~

                             Modify.  Paralyze/  Save.
Base Rate: 12 *             ___0___   Poison    __10___
Light  (56-85  ) _______             Rod,Staff,
Mod    (86-115 ) _______    ___0___   or Wand   __11___
Hvy    (116-145) _______             Petrify/
Svr    (146-170) _______    ___0___  Polymorph  __13___
Jog    (  x2   ) _______              Breath
Run    (  x2   ) _______    ___0___   Weapon    __15___
Run    (  x2   ) _______
Run    (  x2   ) _______    ___0___   Spells    __12___


ARMOR                                           HIT POINTS   Hits Left
_______  Adjusted AC     Armor Type (Pieces)
\ A C /  Surprised __10  none_________________    ___8__         8
 \10 /   Shieldless__10  _____________________
  \_/    Rear      __10  _____________________



WEAPON COMBAT
WEAPON         #AT  ATTACK ADJ/DMG ADJ  THAC0 DAMAGE (SM/L) RANGE     SPEED
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Two Handed Sword 1      +4(+5)   +5(+8)  16(15) 1-10/3-18    -         8
  (+2 Sword of The Rock)
Long Sword       1      +2 "     +3 "     18    1-8/1-12     -         5
Short Sword      1      +2 "*    +3 "     18    1-6/1-8      -         3



Special Attacks
~~~~~~~~~~~~~~~

none

Special Abilities/Limitations         NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
30% Resistance to Sleep and all       Two Weapon Style Specialisation
  charm related spells                Blind Fighting
Infravision 60'                       Swimming
Detect Secret/Concealed doors         Running
                                      Religion
                                      Hunting
                                      Languages - Alignment
                                                  Common (R/W)
                                                  Elvish (R/W)
                                      Endurance


GEAR (Supplies included) Location       Encumberance #
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Clothing                 worn                   5
Two-Handed Sword +2      back                   15
(Golden Sword of the Rock)
Holy Symbol              neck                   1
 (Neckchain : burning fist
  clenching medicinal herbs
  enclosed by disk)
Spell Book               backpack               15
Backpack                 back                   2
Large Sack               horse                  .5
Torch                    sack                   1
50' rope                 sack                   20
Belt pouch (small)       belt                   .5
Riding horse             --                     --
Gauntlets of Ogre power  hands                  1

Money                    pouch                  4.5


Total (pounds)________________________________  65.5


Experience          Treasure
~~~~~~~~~~          ~~~~~~~~
1390/1390/1391       Coins
                     PP 12
+10%                 GP 1151
                     EP
                     SP 12
                     CP

Gems/Jewels
~~~~~~~~~~~
2*500gp gems

Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gauntlets of Ogre Power


Spells in Book (* signifies spell memorised)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Magic User Spells...(1)

Level 1 : Read Magic, Unseen Servant, Detect Magic, Feather Fall, Light,
          Magic Missle*

Cleric Spells...(3)

Level 1 : command, CLW*2

History :
~~~~~~~~~
Uriah was born on the island of Markesh.  His parents Elahb and Amaryiah were
merchants of high standing.  An old drifter came through the town and took a
room at the local inn.  At night, around the communal fire he took to telling
stories of far away lands, and adventures he had had in his youth.  These
stories stirred Uriah into asking the drifter, by the name of Heape, if he
could accompany him when he left the village.  The old man replied that he
could.  Two weeks later Uriah and Heape left the village.  Heape died one year
later, after passing on his starting knowledge of the fighting, healing and
arcane arts which he had picked up during his journeys.  Uriah, whose last
name was originally Tahr, took the old mans name in honour of his teachings.
He also took the two handed sword which the old man always carried with him,
and that he had bequithed to Uriah.  Uriah now carries on the old mans dream
of seeing as much as the world has to offer.

Appearance: Small tattoo of dragon on left upper chest, scar from friends
mistress on right side of groin, long dark hair and olive skin.
Quirks: Prefers the two handed sword in battle, but, if the need arises, will
fight with two handed with long and short sword .

Uriah is an outgoing chap.  He enjoys the company of friends.  In his village
he had many good friends.  However, due to the closeness of family and friends,
 he also had those that envied him, and hated him because of this.  One such
man was Chiross.  Chiross and his clan were part of the heirarchy of the
village.  However, they felt that the people were giving the leadership, and
their alliances to the Tahr clan.  Trying to disrupt this state of affairs,
Chiross sent his daughter Uma to first seduce Uriahs best friend, and then
Uriah himself, in an attempt to split them up, and discredit Uriah's family.

However, Chiross's son Jiren was not as evil as the rest of his family, and
truly wanted the village to be at peace, no matter who was in power.  So he
warned both Uriah and his friend Erale.  The lads decided to have a bit of fun
with Uma.  When she did come to seduce Uriah, he said nothing to her.  After
they had had sex, she told Uriah that she would leave Erale for him, but Erale
would have to be "gotten rid of".  Uriah told her in no uncertain terms that
he knew of her plan, and that she was as exciting to him as a dry corpse.  In
her rage, she bit him on the side of the groin, leaving him with a permanent
scar.  Uriah made the plan known to the village, and Chiross and his family
were publicly disgraced.

The Tahr clan was asked to take power in the village.  This they accepted.
Uriah, not wishing this for himself (but happy for his family), took the
option of leaving with Heape when the opportunity presented itself.  Jiren
stayed with the Tahr clan, and last Uriah heard, he had been adopted by them.

As for Chiross and his clan (including wife, daughter and other sons), Uriah
has not heard of them since the incident.

The tattoo he earned while travelling with Heape.  "The Dragons" are a misfit
clan of fighter/clerics who wander the world in search of adventure.  Uriah
saved the leaders son Maxx, and was given honarary status within the band,
which is signified by the tattoo.

==============================================================================

Valentine - Thief
=================

From: Vampire Kiss <HERR1516@bitnet.SNYPLAVA>

Name:  Valentine    Str. 15    Description:
Race:  Half-Elf     Int. 14    5'6" 118lbs
Class: Thief        Wis. 16    White Blonde Hair, Eyebrows, and Eyelashes
Level: 12           Dex. 18    Light Green Eyes; Golden Skin
Exp:   451,931      Con. 11    Tatto of a Red Dragon on Left Shoulder
Ali:   N            Cha. 16    Tatto of Orange and Black Tiger on
HP:    71           Com. 18    right thigh.
Ac:    1
Thaco: 16

Weapon Proficiencies:  Weapons:                   Non-Weapon Proficiencies:
Bastard Sword          Bastard Sword +2              Tracking (6)
Sling                  Sling w/ 30 bullets           Disguise
Long Bow               Long bow w/ sheaf Arrows      Gathering Information
Dagger                 Daggers: Right wrist +1       Riding, Land
Dart                            Left Thigh (outer)   Rope Use
                                Right arm (upper)    Tight rope Walking
                                Right Boot           Setting Snares(2)
                                Left Boot (hidden)
                       Lasso
                       Dart 30, kept in Bandolier
                       Caltrops 30, kept in box

Items and Supplies:                                  Treasure and Magic:
Midnight Blue Cloak  Thieves Tool (hidden in cloak)  20 Beads of Force
Black Boots          Gloves, Kid                     Ring Of Invisibility
Black Pants          Torch                           Leather Armor +3
White Shirt(silk)    Candle (2)                      12 Light spheres
Black shirt(silk)    Whetstone                       2400gp in gems
Back Pack            Wineskin
Grappel              Oil 5v
50' Rope, silk       Saddle Bags
3 Belt Pouches       Horse*
Tack and Saddle      Bandolier
Sewing kit           Spare Darts 10
Maps                 Sleeping Posion **
Salt                 Box of Caltrops
Tent, small          Bed Roll



Saving Throws:              Thieves Skills:    Languages:
Para, Posion, Death 11      OL   77            Elvish
Petri, Polly 10             PP   99            Common
Rod, Staff, Wand 10         F/RT 75            Halfling
Breath 14                   MS   94            Dwarvish
Spell 11                    HiS  77            Gnome
                            HN   35
                            CW   99
                            RL   60


Character Notes:
Valentine is a citizen of the Forgotten Realms, specifically Ten Towns.
She travels frequently, some times in the company of her brother, Sabastian.
Both are thieves, Sabastian's speciality involving the seduction of weathly
widows, while Valentine's is high stake thieft, specifically jewels and
magical items.  To accomplish the latter she often enlists the aide of a
10th level mage called Hazard, whose specialities include small glass
globes which shatter, each globe has a different effect.  Valentine also
dabbles in the field of bounty hunting, her favorite targets are known slave
traders. In person Valentine is very gregarious, she loves to gamble
and play darts (the latter of which she rarly loses at).