||                                                            ||
||   DRAGONQUEST Newsletter                       March 1996  ||
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||   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.)

    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/n3]


 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


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.


  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 (martimer@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

  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  (nadled@uh2297p01.daytonoh.ATTGIS.com)

 -------------------_The_ _B_E_A_S_T_I_A_R_Y_---------------------

 -- Philip Proefrock  (psproefr@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
  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.

 -- Russell Whyte  (russell.whyte@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
 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 ********************
 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
 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 ********************
 belaying pin
 marlin spike (use as a knife/dagger) or a knife
 wet weather gear (picture your typical east coast fisherman in rain
 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
             various jars of stains and finishes
* 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).
* Tailor - needles, threads
          pattern books
          extra cloths and accessories (buttons, zippers)

* Engineer ********************
 Small telescope with a collapsing tripod (for surveying)
 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:
  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
  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
 If appropriate, catalogues

* Miner/Prospector ********************
 Sample bags or jars

* Naval Scientist ********************

* Navigator ********************

* Ranger ********************
 Backpack, with external frame, contains: (quiver and scabbards can also
    be attached to the frame)
 extra clothes
 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
 foul weather clothing (poncho for rain, furs for winter, robes for
 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
 snowshoes or skis
 needle and thread, cloth patches

* Sailor ********************
 belaying pin

* Spy/Thief ********************
 crowbar or large screwdriver
 jemmy/claw nail extractor
 screwdriver set
 chisel set (wood and masonry)
 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
 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
 listening horn
 lodestone or magnet
 razor ring or a sharpened coin
 soft shoes or thick socks for scouting
 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@sheridanc.on.ca)

 --  Keith Smith (keith@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 (keith@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.
Archivist and ftp Guru: Drake Stanton (drache@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


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  (psproefr@miamiu.muohio.edu)



)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