DragonQuest Campaign Newsletter issue 8.0

Go To Issue #9.0

Main Page - DQ Main Page - DQ Campaign - Campaign Chronicles

Rumors - Tidbits - Rules

Where We Left Off..

Game Date: June 6

The party, following Gfand’s intuition about the location of the Amulet, departed from Kalinin to head for Mirzapur in search of the hermit Guru Amar Das. Mirzapur had been his home before he became a hermit, and the party hopes to find some clue as to his whereabouts.

Along the way, the party accidentally released an imprisoned demon which then was terrorizing a nearby village. The group managed to re-imprison the demon, and perhaps even killed it. They arrived back at the village on the evening of June 4, and spend the next two days there recuperating and training.

It is now Sunday, June 7th, and the group is once again ready to move out.

Rumors & News of Current Events (top)

Tidbits (top)

Anadyr (Northern Continent)

The people of Anadyr have been famed for their horse breeds. Anadyr horses tend to be the finest stock known, and they fetch a very high price on the market. Likewise, the horsemen of Anadyr are renowned as some of the best light and medium cavalry in the world. The reason for this is simply that the people of Anadyr have some Elvish blood in their veins from the Ladeldar branch of Elven-kind. The Ladeldar, also known as Plains Elves or Elf Riders, were practically born and raised in the saddle. The last of the pure Ladeldar disappeared with the legendary Eastern Continent, and the half-elves of Anadyr are all that remain.

People of Anadyr are considered to be half-elves with the added bonus that they only pay half cost for the Horsemanship skill. Anadyr horses will have slightly higher stats than normal horses of similar type.

Nifflheim

Dwarves of Nifflheim are Viking Dwarves. They pay only three-quarters cost for SeaHand and Navigator skills.

Kolyma Rangers

The Rangers of Kolyma are famed for their woodcraft and bowmanship. If they take Ranger specializing in Woods, they pay only three-quarters cost. They also receive a +5% bonus for use of any standard bow (short, long, composite).

Rule Clarifications, Notes, and Extensions. (top)

Dwarves & Gnomes

Dwarves do not receive the -1 TMR penalty. They do still suffer the -4 AG, which is in effect a -1 TMR also.

Gnomes still do receive the -1 TMR, but they only get a -2 AG instead of -3.

Restraining

Characters have a "grapple" chance of ((5 x Unarmed Combat) + PS + AG). If they are Weapon Masters specializing in Unarmed Combat, then their Weapon Master rank is added to their Unarmed Combat rank. If they are Weapon Masters but did not specialize in Unarmed Combat, then their Unarmed Combat rank is treated as being one higher.

When attempting to restrain another character, the base chance is found by adding the grapple ratings for each Restrainers, and subtracting half of the grapple rating of the Restrainee. If successful, the restrained character can attempt no action other than attempting to break free. (Adepts may attempt to cast a spell without use of hands, and must make 3 x Will Power to maintain concentration. Quick casts would probably be appropriate). When a character attempts to break free, his chance of success is determined the same way - i.e. as if he were attempting to restrain his Restrainers. The chance to break free can not be lower than 1%. The Restrainee must match the degree of the success which the Restrainers achieved. If they had rolled an outstanding success, then the Restrainee must roll an outstanding success to break free. The Restrainers may attempt to get a better hold on the Restrainee by rerolling their restraining attempt, with a +20% bonus.

Flails

Due to their awkwardness, Flails have an increased fumble chance. Instead of the normal fumble on 00, Flails and Morning-stars are fumbled on rolls of 99-00. Their base break number is 98 instead of 99.

Main Page - DQ Main Page - DQ Campaign - Campaign Chronicles

Go To Issue #9.0

Top - Rumors - Tidbits - Rules