DragonQuest Campaign Newsletter issue 12.0
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Where We Left Off..
Game Date: Wednesday evening, July 17th
The party had just rescued Caranthirs family from some assassins. Unfortunately, Caranthir had been injured by an assassins poisoned blade. Before he dies, he gives the party the following:
"You want to follow the trade road to Kosh Madh until you get beyond the hills. Then you want to head Northwest, skirting the wasteland. You shall see a pass into the mountains, and within that pass is the village of Juglum Katund. Go to the village, and seek out Kalush Rramab. For an orc, he is trustworthy (no offense to the orcs in the party), provided the price is right, and Das has kept him very well paid. Here - take Rumils necklace, the medallion on there will help identify yourselves to Kalush as working for us. He can lead to you Das cottage.
"Please keep an eye out for Taleth, our servant who ran messages up to Das. About a month ago he was with a caravan heading North to Sumapur, and then on to Kosh Madh. The caravan was attacked by orcish raiders, and I fear he was slain. We have not heard anything since, but Taleth was a decent woodsman and very resourceful - so we have hoped that he has managed to survive somehow."
Rumors & News of Current Events (top)
Adventurers Guild Postings (top)
Tidbits (top)
Shangri-La
Many legends revolve around the supposed idyllic valley of Shangri-La. The legends are based on an actual valley called Sanrillad, which was home a branch of elves known as the High Elves, or Noldor. The High Elves were a very advanced people in knowledge and crafts. They were particularly well known for their Arts, and Noldor crafts were often the most beautiful in the world. Sanrillad was on Eastern Continent, and contact was lost in the cataclysm which sank Tol Eargwaith beneath the waves, breaking the sea-trade routes to the Eastern Continent. At that time, there were pockets of High Elves left on the Northern and Southern Continents. Since then, they have intermingled with more common elves, and the lineage is very dilute. However, some vestiges of their culture survive. In some places, nunneries of the Sisterhood of Sanrillad are still run, offering shelter and aid to the poor and weary travellers. Occasional artefacts of High Elven manufacture are still found, as well.
Demon Banes
Demon Banes are weapons which were crafted thousands of years ago specifically for the purpose fighting Demons. They are capable of harming Demons, and often even do damage above and beyond the physical wounds. Often they are used in binding rituals to control or trap Demons.
Rule Clarifications, Notes, and Extensions. (top)
Earth Magics Spell of Healing (G-6)
The herbs and salves required for this spell must be on hand to be used. The quality of the materials does have an affect on the effects of the spell, similar to the quality of alchemical ingredients:
Common 4P / dose (2oz) 50% effective
Uncommon 15P / dose (2oz) 75% effective
Rare 60P / dose (2oz) 100% effective, increase chance of double or triple effect by 5%
Very Rare 4Cr / dose (2oz) 200% effective, increase chance of double or triple effect by 15%
Enchanted spells
The effects of enchanted spells may be increased by limiting their effectiveness. The Demon Banes are good examples of this. Often particular spells are woven into the weapons to inflict extra damage, but it is limited to only causing the extra harm to Demons. In such cases, because of the narrow focus of the spell, it is often more powerful. This is the means by which more powerful artefacts are often made. Particular weapons have been created which targeted Giants, Trolls, Dragons, etc. All of which were more powerful due to their limitations on targets.
Disarming
Disarms do not automatically force the target to drop their weapons - they get to make a saving through similar to a fumble.
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