Tennyson Seowian Carpenter    (Human Male Magic-User (Channeler))
Character Information   
Name: Tennyson Seowian Carpenter XP/Next lvl: 0 / 2,600
Class: Magic-User (Channeler) HP:curr/max 4 / 4
Alignment: AC:reg/rear/no shield / /
Race: Human Level: 1
Age: 20 Height: 6'00
Weight: 198 Gender: Male
Encumbrance: Movement: 40
Languages: Common, Black Tongue, Dwarf, Elf
Ability Scores   
STR: 8 (-1: Melee Attack/Damage and Force Door)
INT: 17 (+2: Language | Language Ability: Read/Write | +1: 1st Level Spell | +1: 2nd Level Spell)
WIS: 10 (0)
DEX: 13 (+1: Missile Attack/Damage | -1: Armor Class.)
CON: 9 (0)
CHR: 14 (4: Number of Henchmen | 8: Henchmen Morale)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
14 13 11 15 12

Notes:

Description and Background   
Description:
Tall and highbrow. He wears finely tailored and embroidered woolen tunics compliments of his mother, and carries a sturdy staff hand-crafted by his father.

Background:
Tennyson, an only child named after his father, became the man of the house after his father's untimely demise due to a work-related accident four seasons ago. Born of relative privilege, Tennyson was afforded the opportunity to pursue academics instead of manual labor, and certainly carries himself in a highbrow manner as a result. Now, having reached his twentieth year, he is finally allowing himself the opportunity to satiate his endlessly curiosity.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Quarterstaff 1 1d6-1/1d6-1 n n Blunt | Two-handed weapon
Equipment
Qty Item Location
1 Backpack Worn
1 Bedroll Backpack
4 Sack, Small Belt
1 Sack, Large Backpack
1 Bottle (Glass) Small Sack 1
2 Caltrops (1 Bag/5 feet) Small Sack 2
12 Candles Backpack
1 Case, Map or Scroll Backpack
3 Chalk, Piece Small Sack 3
1 Crowbar Backpack
1 Flint and Steel Small Sack 2
1 Grappling Hook Small Sack 2
1 Ink Vial Small Sack 1
2 Quill Pen Small Sack 3
6 Paper Sheet Case, Map or Scroll
4 Ration (Day), Unpreserved Backpack
3 Ration (Day), Preserved Backpack
1 Rope, Silk (50 ft) Backpack
8 Torches Backpack
2 Waterskins Backpack
28 Coins Small Sack 4
1 Spellbook Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 15 0 8 5
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 0
Detect Magic
Read Magic (Arcane)
Write

Level 1
Light (Reversible)
Protection from Evil


Spell Book


Level 1
Detect Magic
Light (Reversible)
Protection From Evil
Read Magic (Arcane)
Wall of Glass
Write


Notes
Arcane Channeling (p 32, 52)
Magic-users may channel (cast) any Level 1 spell for Detect Magic or Read Magic.


Spell Channeling (p 52)
Clerics may spontaneously convert any first level spell for Cure Light Wounds. Illusionists and magic-users may spontaneously convert any first level spell for Detect Magic or Read Magic (Arcane).
Scrolls (p 32)
Arcane spell-casters may write their own spell scrolls (250gp per level) with a one week writing time per spell level. Scrolls can hold a maximum of three spell levels. Only spells currently cast may be scribed.
Spell Memorization Limit (p 32)
Arcane spell-casters, like divine ones, may not memorize the same spell twice in one day without the use of a magical item.
Bonus Spells (p 32)
All arcane spell casters with Intelligence 15 or higher receive one additional first level spell per day, and when reached, one second level spell per day.
Arcane Spellbooks (p 52)
During the course of an adventure, a wizard may desire a backup spellbook, as spellbooks can be destroyed. The process requires 1,100 gold pieces and one week per spell level. For example, if a book contains three Level 1 spells and one Level 2 spell, the process costs 5,500 gold pieces and five weeks. This process requires rigorous, cloistered study and concentration for the time period required. Spellbooks are highly valued. Many wizards will create duplicate books, one for travelling and one hidden away from danger (use the above for approximate cost).
Reversible Spells (p 52)
Some spells may be cast in reverse. A spell which is reversible is noted in the spell description. If a player character wishes to cast a reverse spell, s/he must indicate at the time of casting. In some instances, a cleric may face disapproval if s/he casts a reversed spell that counters the alignment or doctrine of their faith.
Spell Descriptions (Various)
(1) Detect Magic (p 66)
Level: 1
Duration: 1 Turn
Range: 10 Feet/10 Feet per Level

This spell allows the caster to identify a magical object or being in the area of effect for the duration of the spell. This includes objects or beings that are permanently or temporarily under any form of enchantment.

(2) Light (Reversible) (p 83)
Level: 1
Duration: 6 Turns/1 per Level
Range: 12 Feet

This spell imbues an object with the brightness of a torch and sheds light in a 20 foot radius. The spell is normally cast on a movable object (functions as a light source impervious to drafts and gusts of wind). This spell may be cast on a being’s eyes. In this case the target is allowed a save (Spell) to negate. The target is blinded for the spell’s duration if a save is failed.

The reverse of the spell, Darkness, provides the opposite effect. The caster can also use Darkness to target the eyes (save applies).The two spells counter each other to return to normal lighting conditions.

(3) Protection From Evil (p 94)
Level: 1
Duration: 3 Rounds/Level
Range: Touch

This spell protects the caster from attacks by evil beings and monsters. Specifically, the spell calls forth a magical barrier that wards against forms of mental control as well as contact with summoned creatures. The protection moves with the recipient.

The spell provides two protective bonuses: the recipient receives a +1 to saving throws and armor class. Next, the spell prevents evil beings and summoned creatures from touching the recipient and causes them to recoil in fear.

The spell does not preclude missile attacks. The protection from contact by summoned beings terminates if the subject of the spell makes a physical attack.


(4) Read Magic (Arcane) (p 95)
Level: 1
Duration: 2 Rounds/Level
Range: N/A

By means of Read Magic (Arcane), a wizard (illusionist or magic-user) can decipher unintelligible arcane writing (on scrolls, books, weapons, etc.). The spell does not activate magic on an item, but it can if cursed. Once cast, the mage can read that specific item at-will without the need for Read Magic (Arcane).


(5) Wall of Glass (p 114)
Level: 1
Duration: Permanent
Range: 30 Feet/10 Feet per Level

By means of this spell, the caster conjures a 10x10 foot pane of 1/4 inch glass. The caster must merge the glass, at least in part, with surrounding walls or floors to provide support. The caster may choose to conjure transparent, opaque, mirrored, or frosted glass at the time of casting. The spell cannot create one- way glass or mirrors. The wall has AC: 10 and HP: 1. When destroyed, the wall shatters into glass shards. Any creature running through the glass takes 1d4 points of damage and must save versus Stone or be stunned for one round (unable to act). A missile fired through the wall breaks the glass and renders the attack ineffective. The wall can support 15 pounds of weight before it collapses. Any creature falling through the glass takes the same damage outlined above. The spell can also be cast in the air and fall on targets with the same effect.


(6) Write (p 116)
Level: 1
Duration: 6 Turns/Level
Range: 0

This spell allows an illusionist or magic-user to transpose a spell into his or her spellbook. The spell allows the inscription of new spells the wizard cannot currently cast due to level.

The inscription process requires six turns per spell level. The caster must make an Intelligence Check (modifier applies) to inscribe the new spell. The check is adjusted by the difference between the caster’s level and the level of the spell. A bonus of +2 is applied to the Intelligence Check if the spell is the same level as the caster, +1 if one level higher, and 0 if two levels higher. If the spell copied is three levels or greater than the wizard’s current casting ability, a -1 penalty is applied. For each level beyond three, an additional penalty of -1 is applied. In many instances, spells may be learned automatically. However, a wizard can only attempt to learn a spell twice. If both checks fail, s/he cannot learn the spell in question.
Retainers (p 265, 287)
Retainers are a type of non-player character (NPC) hired by player characters during an adventure. Retainers are found in taverns, local businesses, word-of-mouth, or by town-crier.

A player character’s Charisma Ability Score determines the number of retainers s/he can hire and their morale.
Retainers are not mindless slaves. A retainer will not knowingly endanger his or her life. If a PC repeatedly asks a retainer to risk their life, the Maze Controller must roll a Morale Check. Failure means the retainer refuses or flees. Treating retainers poorly will result in a poor reputation and make it harder to hire retainers in the future.

There are four categories of retainers: Torch-Bearers and Porters, Men-at-Arms, Henchmen, and Specialists.

Torch-Bearers and Porters are unskilled laborers. Men- at-Arms are Level 0 Fighters, Henchmen are classed, and Specialists are non-combatants (such as an alchemist or sage).

---

> Torch-Bearers and Porters
Rate of Pay: 5sp/Day*
Treasure?: No
Experience Points?: No

> Man-at-Arms
Rate of Pay: 1gp/Day*
Treasure?: No
Experience Points?: 1/2

> Henchman
Rate of Pay: N/A
Treasure?: Full
Experience Points?: Full


*Three day’s payment must be made in advance.


---

Men-at-arms begin play at -1500 experience points. Upon reaching zero experience points they advance to a classed henchman and roll ability scores.
Subject to the discretion of the Maze Controller, purchasing new weapons or armor for a man-at-arms or a henchman will increase their morale by +1.

Maze Controllers should be aware of the economy of retainers in an adventuring locale. If too many retainers die in the employ of a specific adventuring party, and the supply thins, the cost will increase per retainer. Also, some retainers, through word of mouth, may demand danger pay in addition to their normal rate.

Specialists include alchemists, animal trainers, blacksmiths, weaponsmiths, armorers, engineers, sages, spies, etc. The expertise of specialists is costly and varies from 400gp to 1,800gp (plus costs) for consultation and project delivery.

---

How do I generate retainers? (p 287)
You can use Meatshields: The Classic Fantasy Hireling and Henchman Generator at barrowmaze.com or use the following general parameters: Porters and torch- bearers have 2-3 hit points and are non-combatants. Men-at-Arms have 3-6 hit points and function as Level 0 Fighters. Henchmen are classed NPCs, normally Level 1, and receive all the abilities of their race and class.
Magic-User 101 (p 288)
Magic-users and illusionists are weak at low levels but are essential adventuring companions. The below represents guidance on how to play arcane spell- casters in the Dragonslayer Role-Playing Game.

• Carry food (this can distract low intelligence monsters). •Carry backup weapons for fighters.
• Load crossbows to increase rate of fire.
• Direct the hirelings, charmed monster, or war dog.
• Use ranged weapons.
• Coup-de-Grace unconscious opponents. • Always be equipped with holy water, caltrops, oil.
• Attack prone opponents (+4 to hit).
• Map the dungeon.

As a magic-user you are one of the educated members of the party. Ask the Maze Controller to let you roll an Intelligence Check to glean information, history, or lore to help the party.


> General
• Do not cast your spell in the first encounter. Wait until you are truly needed to turn the tide of battle.
• You must always exercise combat discipline and remain at the periphery of melee. Melee combat is not your forte, unless it is mop-up duty (and then maybe).
• If combat occurs, use cover to avoid being a missile target and improve your armor class.
• Being a magic-user is more about role-playing than combat. Try to come up with ideas (like potential traps, potential hidden treasure locations, potential ambush sites, alternate ways of dealing with monsters other than frontal assaults, etc.), be the smart/cautious player when everyone else is rushing forward to die victory.
• Never try and outdo other classes at what they do. Your magic user will never be able to fill in effectively due to your class limitations. Instead, find a niche that your magic user can fill and then play to that niche.
• Charm Person gains the wizard a “loyal” bodyguard.
• You have scores of cool spells nobody else can cast. But do not rely on spells alone. Set traps (caltrops, burning oil, trip wires). Lure dim monsters into the dungeon’s own traps (get a bunch to chase you across a rope bridge then cut it, etc.). Save Sleep for when you get into real trouble and need to escape.
• You cannot wear armor and cast spells. But you can wear armor after you cast all your spells. Alternatively, because you do not wear armor you can use stealth and exceptional movement range (40 feet if medium- sized, or 80 feet if running) to your advantage.
Retainer List
(1)
Name:
Type:
Race:
Hit Points:
Gender:
Weapons:
Armor:
Alignment:
Background:
Possessions & Knowledge:
Notable Features:
--
Rate of Pay:
Days Paid:
Experience Points:

(2)
Name:
Type:
Race:
Hit Points:
Gender:
Weapons:
Armor:
Alignment:
Background:
Possessions & Knowledge:
Notable Features:
--
Rate of Pay:
Days Paid:
Experience Points:
Family
Father: Tennyson (deceased)
- Profession: Woodworker

Mother: Eloise (alive)
- Profession: Needleworker (seamstress/embroiderer)

Tennyson, an only child named after his father, became the man of the house after his father's untimely demise due to a work-related accident four seasons ago.

Born of relative privilege, Tennyson was afforded the opportunity to pursue academics instead of manual labor, and certainly carries himself in a highbrow manner as a result.

Now, having reached his twentieth year, he is finally allowing himself the opportunity to satiate his endlessly curiosity.