From: "Nadler, David" <[n--dl--d] at [uh2297p01.daytonoh.attgis.com]> Subject: DQN - March 1996 - v3n3 Date: Fri Apr 19 13:22 EDT 1996 ================================================================ || || || DRAGONQUEST Newsletter March 1996 || || || || Volume 3 / Number 3 || ================================================================ The DQ Newsletter is for discussions of the DragonQuest role playing game. The key addresses you need to know are: Philip Proefrock (Editor, Article Submissions, Etc.) [p s proefr] at [miamiu.muohio.edu] David Nadler (Distribution Coordinator) [n--dl--d] at [uh2297p01.daytonoh.ATTGIS.com] Drake Stanton (FTP Site Coordinator) [d--ac--e] at [netcom.com] All articles are copyrighted property of their respective authors. Reproducing or republishing an article, in whole or in part, in any other forum requires permission of the author or the moderator. The DragonQuest Newsletter also maintains an ftp archive site: [ftp://ftp.netcom.com/pub/dr/drache] which includes back issues of the newsletter and other articles of interest to DragonQuest players and GMs. ----------------------------------------------------------------- C O N T E N T S [v3/n3] ================================================================= Editorial Letters -- Martin Gallo -- Dave Nadler Column: The BEASTIARY -- Raccougar Equipment for Professions -- Russell Whyte Magical Items -- Keith Smith Column: DQ ARCHIVE -- DQ NPC Generator Web Page Advertisements ----------------------------------------------------------------- EDITORIAL: Some Thoughts on Connections & Change ================================================================= This issue of the Newsletter is late by almost half a month, due mostly to matters concerning my real life as a graduate student in his last semester. But my final reviews also bring up questions about the direction of the DragonQuest Newsletter in general. In a couple of months I will be graduating from the university which currently serves as my connection to the 'Net. Likewise, Daniel Allbutt, who created and who maintains the DQ Home Page on the WWW is approaching graduation and a change of venue for his 'Net connections. While we will be connecting with the DragonQuest community in new ways, should we use this time to also change the overall format of the DQ Newsletter? In the last couple of years, the Newsletter has grown from a handful of people who mutually contacted one another when the topic of DragonQuest came up in the rec.games.frp.misc newsgroup to over one hundred current and former DQ players and GMs who are still interested in the game. Managing the distribution of the DQ Newsletter is becoming a bigger and bigger problem for Dave Nadler. We have considered looking for a site from which the Newsletter could be operated as an automated news list. Until now, I have resisted this, and the overall tone of the Newsletter has been more one of articles than of discussion, and so the moderated Newsletter has seemed to be the best approach. I know that a sizable percentage of the Newsletter readership are no longer active DQ players, and I wonder how much active discussion there would be if we changed formats in this way. All of this ruminating is just to bring some of these issues up for discussion and to solicit your views and opinions about the distribution and content of the Newsletter. I hope to hear from some of you with some ideas about these things. ------------------------_L_E_T_T_E_R_S_-------------------------- ================================================================= When last I played DQ (more years ago than I like) one of my players decided not to use magic and created a character that did not belong to any college. We used some rules for this that gave him tons of EP to spend on skills, etc, and it completely blew up the campaign. This is one of the reasons I have not played for years. Has this ever happened to you guys, and if so, how do you deal with it? -- Martimer P.S. Maybe this could go in the FAQ. -- Martin Gallo ([m--ti--r] at [interramp.com]) {Because this letter was sent to Dave Nadler, he issued a first response on the topic (below), but it would be good to get some discussion going here by getting other responses from the rest of you. -- ED} ----------------------------------------------------------------- Personally, whenever I've had a character that didn't have magic (which is very common for the campaigns/adventures I've played and GMed), I've seldom been given extra EPs to make up for the lack of magic skills. The non-magic characters tend to get very good at non-magic skills, including some weapons skills, and the magic characters get OK to good at magic skills. In my opinion, giving anyone extra points allows one to get better at skills quicker than other players, thus giving that person an unfair advantage. I'd have to find a better reason for giving extra EPs than "she doesn't use magic". -- Dave Nadler ([n--dl--d] at [uh2297p01.daytonoh.ATTGIS.com]) -------------------_The_ _B_E_A_S_T_I_A_R_Y_--------------------- ================================================================= Raccougar -- Philip Proefrock ([p s proefr] at [miamiu.muohio.edu]) The raccougar is a dangerous beast found almost exclusively in unexplored forests and remote wilderness areas. In appearance, it looks much like a muscular raccoon, with the bandit mask face and bushy, ringed tail. It is as large as a mountain lion, though much heavier in body. However, unlike a raccoon, its nature is that of a predator, rather than a scavenger. It has the intelligence of a raccoon, and its paws are dexterous enough for it to be able to manipulate objects, although in general they are not tool users. Raccougars are fast and nimble climbers, and spend much of their time in trees and other places above ground. Move: Running: 300; Climbing: 200 PS: 18-20 MD: 24-30 AG: 18-24 MA: 5-10 EN: 20-22 FT: 33-36 WP: 14-17 PC: 18-23 PB: 6-9 TMR: 6/4 NA: Fur absorbs 2 DP Weapons: Unlike other felines, the raccougar has a relatively weak claw attack (BC of 25%, -5 damage) but a dangerous bite (BC of 40%, -2 damage). Due to its dexterity, the raccougar can be ranked up to Rank 7 with its claws, but only to Rank 3 with its bite attack. GM's Notes: Due to their intelligence, even a single raccougar can be dangerous to a travelling party. The raccougar will try to single out a weak victim, and will wait for an opportune opening to attack, rather than confronting a stronger foe. Capturing and keeping a raccougar can be particularly difficult because of the animal's ability to unfasten hinges, untie knots, and even force simple locks. Introducing raccougars to an urban context could be particularly troublesome, too because the aggressive, highly intelligent animals would take full advantage of the protected, bountiful environment. ----------------------------------------------------------------- EQUIPMENT FOR PROFESSIONS -- Russell Whyte ([russell whyte] at [sheridanc.on.ca]) ================================================================= One problem I have with the skill descriptions in the DQ rulebook is that there are no description of typical tools or equipment a character would typically have. While some things are hinted at (navigator's maps, thief's picks), there are no real details on what a character would be equipped with. This file attempts to deal with that! So, I'm listing skills and typical items a character would likely possess. Some skills will require more tools than others. Also, this list obviously shows my personal preferences for skills, since they're the ones with the most equipment defined! Any other ideas anyone comes up with will be most welcome. Finally, the first category is basic equipment I feel all characters should have. It's rather pathetic watching characters plan out watch schedules, set up a defensible camp, and settle in, only to discover they're going hungry because noone brought cooking gear or utensils to eat with! To prevent that, the following is a suggested list of items a character should possess. * Miscellaneous *************************************************** sharpening stone and oil bow repair kit (glue, small knife, sections of wood/horn) weapons repair kit, includes: sharpening stone and oil small files mess kit: mug or cup knife, fork, spoon bowl plate extra set of clothes money purse blanket or sleeping bag extra set of footwear cloak or overcoat hood, cap, or hat travel rations - jerky, hardtack, dried fruits (small quantity) canteen, jug. flask, or other container for water/wime/ale/whatever a backpack, knapsack, shoulder bag, or similiar transportable storage container for their possessions. Emphasize "transportable". A chest or trunk is not appropriate. (Yes, I've had characters try this. They wanted to travel everywhere by wagon.) Maybe a cooking kit with food? Other basic items may be suggested, depending on your campaign. ------------------------------------------------------------------------ * Acrobat ******************** long staff (for tightrope walking or pole vaulting) appropriate clothes juggling items (pins, balanced knives, coloured balls) soft shoes or slippers * Administrator ******************** pens, pencils, paper or parchement abacus or slide rule where appropriate, copies of the book(s) of law or manuals of policy * Alchemist ******************** very few tools are usable by an alchemist outside the lab. Specimin containers (sealed jars mostly) are the most common. Maybe a small chemical kit, with portable scales, basic instruments, and a small selection of base chemicals/elements. (Acid and other dangerous items usually won't be carried due to the risk of breakage) * Assassin ******************** camoflage/disguises concealed weapons (knife, sap, garrote, blowgun) Basic torture implements (knives, needles, candles, branding irons, pliers, etc) * Astrologer ******************** Telescope (the more powerfull, the better) Star charts (basic ones are given by the character's instructor at Rank 0, the character will probably create his/her own, and perhaps trade with other astrologers.) Ephemeris (tables containing calculated positions of key planets/bodies) Clear view of the night sky Possibly tarot cards, runes, or numerology texts to be used to help clarify an astrological reading Adventure tip - characters could have to guard a famous astrologer to a site where a new astrolonomical event is about to occur. Competition wants to prevent the astrologer's arrival so they can take the credit. * Beast Master ******************** Leash or harness for the animals food whip or crop (optional) medical kit for treatment of animals (I give basic veterinary first-aid to beast masters) Other items dependent on type of animal ie, glove and harness for hawks, strong leash for a wolf, shoulder bag for a ferret * Boat Handler ******************** gaff belaying pin marlin spike (use as a knife/dagger) or a knife wet weather gear (picture your typical east coast fisherman in rain gear) Maps and log books * Courtesan ******************** Makeup kit (for quick touch-ups), includes perfumes Other items dependent upon specific skills chosen Sewing kit (to fix sudden tears in clothing) small shoeshine kit, to touch up scuffmarks * Craftsman ******************** Depends on the exact craft. Examples include: * Carpenter - hammer, nails screwdrivers chisels awls sandpapers levels various jars of stains and finishes brushes glue * Smith - hammers, tongs portable anvil (used by some celts, it's a spike with a crossbar and a 4x4 inch flat head. Drive the spike down into the ground until the crossbar is on the ground. Place the metal to be hammers on the flat head, and start pounding). chisels files * Tailor - needles, threads pattern books extra cloths and accessories (buttons, zippers) * Engineer ******************** Shovel Pick Compass Small telescope with a collapsing tripod (for surveying) Ropes A small eyepiece for examining detail work Ruler, scale, and any other small measuring device appropriate An abacus, slide-rule, or any other computational device you may have available in your campaigns * Farmer ******************** Pipe and tobacco Jug of white lightning * Fisher ******************** some sort of fishing knife or a marlin spike maybe a gaff * Healer ******************** Healer's bag, Contains: needles thread and/or sutures variety of bandages and linens scalpels, scissors, tweezers, probes washcloth and towels herbs - GM's choice, I usually allow the player to choose, limited to local geographic climate, and common and uncommon herbs only. If a player wants a rare herb, the GM should send them on a quest for it. Refer to Arcane Wisdon section 94 for more info on typical herbs. I limit the quantity to 5 doses of each herb to start. Small flask of grain alcohol for cleaing wounds and equipment Basin, cup, and small kettle Candles, flint & steel, and candle holders soap water cords (for tying splints, or to tie patients down while they're being worked on. Anasthetics aren't always available) a small, very sharp saw hardwood sticks for splints (patients can also clench one to distract from the pain of being mended) * Mechanician ******************** Basic tools such as screwdrivers, wrenches, pliers A small eyepiece for examining detail work Ruler, scale, and any other small measuring device appropriate An abacus, slide-rule, or any other computational device you may have available in your campaigns * Merchant ******************** Pack animal and harness (if you can afford one) backpack with external frame for carrying goods yourself cash box maps with trade routes marked out (In a competetive area, these could be worth a fortune. Adventures could be based around obtaining these, or rescuing them) goods to sell Eyepiece to evaluate goods Scales If appropriate, catalogues * Miner/Prospector ******************** Picks Shovels Sample bags or jars Compass * Naval Scientist ******************** Maps Telescope * Navigator ******************** Maps Rutters Telescope Sextant * Ranger ******************** Backpack, with external frame, contains: (quiver and scabbards can also be attached to the frame) extra clothes tarp blanket cooking kit - pot, skillet, plate, bowl, mug, knife, fork, spoon herbs and spices for cooking basic foodstuffs (flour, coffee/tea, small sack onions, potatos, etc) 50' rope 50' cord ball of twine, 20' 10' wire - for snares Various large and small pouches on the backpack and the harness for the frame, for storing smaller items A bush knife/machete or a hatchet small shovel Candles, or a lantern with oil flint and steel birch bark for starting fires small woodcarving knives Mapbook and/or journal, pens/quills, inks, pencils compass foul weather clothing (poncho for rain, furs for winter, robes for desert) Camo paint Animal calls fishing line, tackle, misc fishing gear Emergency Kit (usually a small bag worn around the neck by a thong) Typically Carries: couple of gold coins (for emergency purchases) small reel of fishing line with a couple of fishing hooks folded sheet of paper and a charcoal/graphite pencil small piece of chalk small tin whistle razor blade folded handkerchief jerky/dried fruits/any other typical trail food that keeps forever flint, steel, some birch shavings Tent, if desired, or some other appropriate type of shelter Snow goggles (Eskimos made this one famous) Musk oil, or some other type of insect repellant Bear traps (substitute desired animal) Walking/hiking staff - mine usually have a hidden blade installed for emergencies Good boots - anyone who spends most of their time walking in the outdoors cannot live without this item! Where appropriate, a mode of transportation can include: a horse/donkey/pony/camel/any other appropriate riding animal kayak or canoe dogsled chariot snowshoes or skis needle and thread, cloth patches * Sailor ******************** Gaff belaying pin knife * Spy/Thief ******************** lockpicks crowbar or large screwdriver jemmy/claw nail extractor pliers screwdriver set awl chisel set (wood and masonry) hammer hacksaw keyhole saw 150 feet of twine bag of marbles (toss these little darlings on a floor while being chased, and watch your pursuers go flying.) tool bags and pouches extra-long lockpicks (for those locks set in deep) key blanks wax for key molds files climbing spikes (strap on version) bit and brace set (for drilling out locks, etc) thin sheet of metal for slipping latches probes for checking for traps small round mirror mounted on a telescoping rod small hand mirror for checking around corners oil listening horn lodestone or magnet razor ring or a sharpened coin soft shoes or thick socks for scouting tacks coal-black appropriate clothes (ie black for night work, fingery for scams, disguise for spies) * Troubador ******************** Extra parts for instrument ie strings for fiddle/lute/mandolin/guitar horse hair for fiddle's bow skins for drums reeds for oboe, clarinet oil for wooden instruments Small carving knife for repairs to instruments ----------------------------------------------------------- Copyright - I hereby place this into the public domain. It may be freely given away to anyone who asks for it. All I ask is that if any improvements are made, please let me know so everyone can benefit, and leave my name in. Thanks! ----------------------------------------------------------- -- Russell Whyte ([russell whyte] at [sheridanc.on.ca]) ----------------------------------------------------------------- MAGICAL ITEMS -- Keith Smith ([k--i--h] at [ihug.co.nz]) ================================================================= Net of Entanglement ------------------- This net has an additional Strike Chance of 10% and, unless the target succeeds in a Modified Agility check, the target will be automatically entangled. The net will constrict around the target to reduce movement to a minimum. Once pinned the target is prone and can only get free with the help of outside assistance or by rolling under 15 + 5 * Escapology rank (0 if unranked). Value: 5000 sp Flask of Liquid Purification ---------------------------- This normal looking bronze flask holds one quart of liquid. Any liquid poured into this flask is transformed into pure water. This can only be done four times a day. Value: 1500sp -- Keith Smith ([k--i--h] at [ihug.co.nz]) ---------------------_D_Q_ _A_R_C_H_I_V_E_----------------------- ================================================================= [Archive ftp site is at: ftp.netcom.com in the pub/dr/drache directory. [ftp://ftp.netcom.com/pub/dr/drache] Archivist and ftp Guru: Drake Stanton ([d--ac--e] at [netcom.com])] DQ NPC Generator Web Site Not an item in the Archive, this is, instead, another online resource on the WWW you may want to check out. It is a Web page which generates a new DQ character each time you access it. You get a one-line physical description of the character, basic stats, weapon abilities (including Strike Chance) and skills. While not elaborate, this is a wonderful resource for whipping up some quick random NPCs. The experience level of the characters generated varies, and one additional feature I would like to suggest would be the ability to select the approximate type of NPC to be generated (ie. Mercenary, Adventurer, or Hero). I suspect that there will be future refinements to this page, and I look forward to seeing what comes next. The URL for this page is http://www.imsweb.net/cgi-bin/garyl/dq-char.cgi or you can link to it from Daniel Allbutt's DragonQuest Web Site. I don't know if the creator of this site is a DQN subscriber or not, but I think there might be some other DQN readers who would like to get a copy of the source code for this page. Review by: Philip Proefrock ([p s proefr] at [miamiu.muohio.edu]) ------------------------ADVERTISEMENTS--------------------------- ================================================================= DRAGONQUEST NEWSLETTER WEB SITE http://miamiu.muohio.edu/~psproefr/dqn.html )NEW SITE!( This page has just been made accessible, but it will probably not be up for a long period of time because the university account that supports it will be closed after I graduate (soon! soon!). But these pages will probably reappear somewhere else later this year, so don't make any permanent links to it, yet, and watch this space for more details. The DQ Newsletter Page has some local mirroring of features found at the Australian DQ Web Site, as well as some other items. Links to communicate with the Newsletter Editors (hopefully) as well as connections to other DQ sites are included as well. ########################################################### ### End of DragonQuest Newsletter v3/n3 -- March 1996 ###########################################################