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||   DRAGONQUEST Newsletter                    December 1996  ||
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||   Volume 3 / Number 11                                     ||

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.)

    David Nadler (Distribution Coordinator)

    Drake Stanton (FTP Site Coordinator)

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:
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/n11]


 Letters  -- Jerry Stratton

 Water Works Update -- Philip Proefrock
 Adventure Sequence Rules -- Stephen Martin

 Column: DQ ARCHIVE -- Archive Update


EDITORIAL: Building a Wider DQ Web

  As many of you have unfortunately discovered, the Archive site has not
been recently updated.  This has made the Water Works adventure
unavailable (although other means of distributing it have been temporarily
set up; see following article).
  The recent problems with the DQ Archive show that collecting everything
in a single site is not enough.  We need a broader base in order to make
things available to the DQ community.  Some duplication of files is
already present, but sites like the DragonQuest Home Companion and Surge's
site are mirrors, rather than actively curated collections.  To broaden
the accessibility of DQ materials, we need some more active sites to hold
  Rather than keeping everything at a single Archive site, I think we need
to have multiple sites which can hold some of the DQ Archive material.
With a number of distributed sites we can develop the redundancy to keep
all of the materials available.  In order to do this, I would like to
solicit some other contributions of server space.  If you can set up a
publicly accessible folder, you can help make this project happen.  Those
of you who can help make articles and other things available should get in
touch so that we can set things up.
  I hope that over the next few months we can start seeing other DQ Web
(or ftp) sites which have some of the materials available for access.  It
will be important to keep these sites updated so that a catalog of what is
available stays current, and so that active sites can be easily
interconnected.  In addition to its present role, the Newsletter will
serve as the hub to coordinate these materials.
  Since the inception of the Newsletter, my attitude has been that
DragonQuest materials need to be shared and distributed.  Now that there
is an active and involved online community of DragonQuest players, it only
makes sense to broaden the network to make this informaion more easily


[This letter from Jerry Stratton, who maintains a set of DragonQuest files
on the Web, updates the URLs for those files.  Those of you with links to
that site should revise your links accordingly. --  ED.]

The FTP site and Gopher site {Cerebus or Negative Space} are unfortunately
no more. The files are still available via the web:

and via e-mail:

(the message "ls /pub/Role-Playing/Fantasy/DragonQuest/" will get a list
of the files and directories that exist there)

Note that "www.hoboes.com" and "hoboes.com" can be replaced by
"nspace.cts.com", and things will also work. The 'nspace.cts.com' address
will remain as long as I am with CTS as an Internet provider, but the
'hoboes' addresses should remain forever, or at least as long as this
addressing system is in use on the Internet.

 -- Jerry Stratton  (nspace@cts.com)

 -- Philip Proefrock  (dqn@ntsource.com)

  The Water Works adventure (which was supposed to be available at the
Archive) is now available via e-mail.  I am still working on getting
publicly accessible portions on my website, so that these files can be
downloaded as well.
  There was also a problem because the map was drawn up in PageMaker on a
Macintosh, and there were file compatability problems.  However, thanks to
Tom Tucker's diligence and assistance, there is now a TIFF file of the
map, so that I can e-mail both the text of the adventure _and_ the map to
anyone who wants to get a copy.  (For my sake, though, if you don't need
the file right now, please wait.  I'm still trying to get a public file
area set up, and I hope the files will be downloadable fairly soon.)

 -- Philip Proefrock  (dqn@ntsource.com)

 -- Stephen Martin  (stephen@cogita.co.nz)

A few expansions for some fairly minor rules.

Eating & Drinking * Rest & Recuperation * Infection * Falling


   The amount of food and water required per day is dependent on many
factors.  These include the person (endurance, weight, build, metabolic
rate and race); the activity (light, medium, hard or strenuous) and the
environment or terrain.
   On average 8 lbs of food and water per day is required.

   2.1 STARVATION OCCURS: when a character does not have at least 1
nourishing meal a day.
   2.2 EFFECTS OF STARVATION: the character will have their Fatigue
maximum and Endurance temporarily reduced by 1 each day.  This decrease
will last until the character starts receiving proper nourishment.
   2.3 RECOVERY: a starved character's Fatigue maximum and Endurance will
recover by 1 point each day, after the first, that they receive proper
nourishment.  A healer or physician may increase this by 1 (+1/4 Ranks)
per day.  A herbalist may prepare meals which will increase this by 1
(+1/3 Ranks) per day.

   3.1 DEHYDRATION OCCURS: when a character does not have at least 2 pints
of water a day.  This will increase in high temperatures, +1 pint per 10
degrees above 20 (Centigrade).  Note: Alcohol counts as 50% water*, liquid
foods such as soup count as about 90% water, magical potions count as 100%
water.  [*NOTE: Alcohol is a diuretic (causing the body to lose water) and
would probbly be detrimental in most conditions.  I would count beer or
weak wine as 50%, normal wine as 25%, and stronger liquors as just 5 -
10%.  -- ED.]
   3.2 EFFECTS OF DEHYDRATION: the character will have their Fatigue
maximum and Endurance temporarily reduced by 5 each day.  If the character
receives part of their water requirement, the penalty is reduced.  For
every 20% (or fraction) less than the daily requirement they lose 1 from
FT max and EN.  This decrease will last until the character starts
receiving adequate quantities of water.
   3.3 RECOVERY: a dehydrated character's Fatigue maximum and Endurance
will recover by 5 points each day, after the first, that they receive
adequate quantities of water.  A healer or physician may increase this by
1 (+1/4 Ranks) per day.  A herbalist may prepare meals which will increase
this by 1 (+1/3 Ranks) per day.


   Fatigue is lost through minor damage, exhaustion, spell casting and
some spells.  Fatigue may be recovered by two main methods.
   1.1 EATING: A character may recover Fatigue by eating meals.  The
amount of Fatigue recovered depends on the quality of the meal:

     Filling   1
     Hot       1
     Balanced  1

These are cumulative, if a meal is Hot and Filling then it is worth 2 Ft.
The benefits of a meal may be had not more than three times a day.  At
least 4 hours must pass between the meals for them to have an effect on
   1.2 RESTING AND SLEEPING: The amount of Fatigue that may be recovered
due to rest and sleep depends on the restful qualities of the activity.

     Relaxation      1
     Nap             2
     Sleep           3

* RELAXATION: The character may not perform any action that requires
physical exertion or uses Fatigue.
* NAP/SLEEP: If a character sleeps for less than 3 hours then they are
considered to be napping.  A character who chooses to Nap may remain half-
aware of their surroundings while resting.
   A character that does not get at least 8 hours of rest and/or sleep per
day, will have their Fatigue maximum temporarily reduced by 1 FT per hour
(or fraction) of sleep under 8.  This may be recovered at the rate of 1 FT
per 4 hours sleep.

   There are many causes of a character taking Endurance damage.  However,
once damaged there are two primary methods of recovering.
   2.1 NATURAL HEALING: A character will recover 1 Endurance for every 2
days rest.  The recuperation will be ineffective and interrupted if the
 - takes any further EN damage
 - uses more than half their FT
 - does not receive adequate nourishment. [Ref. Eating & Drinking]
   2.2 BEING HEALED: Healers, physicians, and some magics may aid the
recovery of Endurance.  The exact effects can be found under the
appropriate skill or magic.

   Endurance loss resulting from Specific Grievous injuries may not be
healed normally.  The specific injury must be healed, then the Endurance
may be recovered.
   3.1 NATURAL HEALING OF SPECIFIC INJURIES: Many injuries will not heal
naturally.  The following states which injuries will heal, and how long it
will take.
* BROKEN BONES: Will knit in 4 weeks for a simple fracture, or up to 10
weeks for a compound fracture.  A bone must be properly set before the
bone may knit together.
* INTERNAL INJURIES: A character will usually die from internal injuries.
If the character is comfortable, unmoving, and kept alive by a healer or
physician, internal injuries will heal 1 Endurance point per week.
* OPEN WOUNDS: Will heal at half the normal rate, provided that they are
kept free of infection.  Open wounds will leave scars.
* REMOVED BODY PARTS: Will not regrow naturally.  However, they will heal
over at quarter the normal rate, provided they are kept free from
   3.2 MAGICAL HEALING OF SPECIFIC INJURIES: Healers and certain magics
may heal specific injuries.  The time taken and effects of these magics
may be found under the appropriate skill or magic.


   In this world there exists a number of malign influences which cause
sickness and disease.  A healthy person is rarely troubled by these
influences, for they are repelled by a clean mind and healthy body.
However, when you are feeling weak or have been wounded, the influences
can successfully invade your body.  Once they have a foothold, they will
not be driven forth easily, nor will they let your wounds heal.
Eventually these insidious influences will drain all the life essence from
your body, and breed in the lifeless husk.

   When an entity is wounded or otherwise suffers Endurance damage, there
is a chance that they will become infected.  The chance of becoming
infected depends on the entities health, the type of injury and the
environment the entity is in, modifiers are cumulative but only one from
each category.

   Current Endurance is...
     Half or more    10%
     Less than half  20%
   There is a wound which is...
     Shallow +5%
     Deep    +10%
     Exposed bone/Organs     +25%
     Penetrating Abdomen     +50%
   There is a wound which is...
     Dirty   +20%
     Heavily contaminated    +50%
   The environment is...
     Dry     - 5%
     Humid   +20%
   The average temperature (Centigrade) is...
     Below 0   +20%
     1 - 5     +10%
     30 - 40   +10%
     Above 40  +20%

A roll is made every 12 hours after the Endurance damage was received,
until the entity is completely recovered.  If the roll is under the
infection chance then the entity is infected.  If the entity also has
Specific Grievous injuries, make an additional infection check for each

   An entity with an infection will be slowly poisoned by the infection.
The damage is [D-4] Endurance per day, until the infection is cured.  An
infected wound may not be healed until the infection is cured.

   There are two ways to recover from infection.  The first is to tough it
out.  The second is to be healed by a healer or physiker.
   3.1 TOUGHING IT OUT: An infected character may make a roll every day to
recover naturally.  BC: Endurance %.
   3.2 HEALING: An infected character may be cured by the arts of a Healer
or Physician, or by magic.  The rank at which this is possible, and the
chance of success can be found under the appropriate skill or spell.


   1.1 ENDURANCE DAMAGE: The damage taken from a fall is equal to (height
in feet)/5 general endurance damage.
   1.2 SPECIFIC INJURIES: For every full 10 feet fallen after the first
10, one roll must be made on the appropriate Specific Grievous Table (see
Combat - Specific Grievous Tables). Most falls do "C" class damage but
falling onto stakes would be "A" class and falling onto sharp rocks might
be "B" class.
   1.3 LANDING ROLL: Some or all of the above damage can be annulled if
the entity can fall in such a way as to do less damage to themselves when
landing.  The chance of landing well is ((AG +(2/Rank of Acrobat)) x
Difficulty Factor) - (height fallen in feet).
   A Sucess reduces the endurance damage taken by 2 and the number of
Specific Injuries by 1.  A 'Double Effect' reduces the endurance damage
taken by 4 and the number of Specific Injuries by 2.  A 'Triple Effect'
reduces the endurance damage taken by 6 and the number of Specific
Injuries by 3.
   1.4 DIFFICULTY FACTOR: This is largely based on the surface which is
being landed on.  Some guidelines follow:
     Water or a Pile of hay      5x
     Even surface                4x
     Uneven surface              3x
     Steep slope                -1x
     Hard, unforgiving surface  -1x
Ex. Landing on the side of a rocky mountain would be 1x (Uneven, Steep,
Hard surface).

 -- Stephen Martin  (stephen@cogita.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.
Archivist and ftp Guru: Drake Stanton (drache@netcom.com)]

  The Archive seems to be in temporary hiatus since we haven't heard from
Drake in a while.  All of the old files are still available, but the
Archive is not being actively maintained, so new items haven't been
getting added.
  We are looking towards developing a distributed network (see this
issue's editorial) which will make it easier for DragonQuest materials to
be available and accessible, without relying on any single individual to
carry the entire load.
  If you are interested in getting involved in the Archives Project, see
the editorial, and then get in touch.

The Barrow of Calimendil
ARCHIVE NAME:  not yet archived
  There is also a small adventure by Tom Robinson which was waiting for
the DragonQuest Adventures Newsletter.  Since that has been delayed, I
wanted to make to available through the Archive, but since we are having
problems with that, too, I am going to have to email it to people by
  This adventure is really just a capsule adventure.  Its author states,
"This adventure was designed as a 'filler' or 'starter' for use in a
larger campaign."  A GM could use this as a small adventure to start a
larger quest, as an adventure in itself, or even just as an involved
encounter in the midst of a larger, unrelated adventure.  I particularly
like the scale of the adventure because of this.  A GM could easily
elaborate on what is given in the adventure, turning it into something
more than it is.  I also think that the smaller size of the adventure
makes it more useful to more campaigns where different GMs may want to use
it in different ways.  It would be easy to substitute a different history
for the Barrow, or a different treasure, or to use it as a means of
introducing a larger adventure.  This flexibility makes it very useful and
very worthwhile.
  The adventure has been put together using Adobe Acrobat, so it is cross-
platform compatible.  [To display the files, you will have to have the
Acrobat reader (which can be downloaded for free; you can find it at
http://www.adobe.com). --  ED.]  It is also available in Word 6 format
with an EPS map file.  (The same problem we had converting the Water Works
map may occur here as well.  However, it seems to work in the Acrobat
format, so that may provide a working solution.)  Overall, the production
values in this are equal to what you might expect of a commercially
produced module (were such still being produced for DQ).  I applaud Tom
Robinson for this effort, and encourage everyone who finds this adventure
useful to email him with their feedback and their thanks.  This kind of
authorship should be supported as strongly as possible.
  Because of the current Archive problems, this file is not in the
Archive.  However, it can be emailed to you, and we are working on getting
it accessible from another site.  We'll let you know as soon as that
happens.  If you don't need a copy of this adventure right away, wait for
us to get it into a downloadable site, rather than having my mail clogged
up with a lot of requests.

Review by: Philip Proefrock

DragonQuest URLs:
(If you know of any other DragonQuest related sites, please let us know.)

 --DragonQuest Home Page
 --DragonQuest Newsletter Page
 --DragonQuest Archive
 --DragonQuest Home Companion (and other files)
 --Shannon Appel's RPG Archives (DQ Index)
 --Surge's (Unofficial) Mirror Archive

###   End of DragonQuest Newsletter v3/n11 -- December 1996