Steve's DragonQuest Page

Welcome to my DragonQuest page!  This page consists of the following (scroll down to see it all):  

  1. Information about my Classic DragonQuest PBEM Campaign (back in action!)
  2. Information about  the never-fully published 4th book of DQ, Arcane Wisdom.
  3. Information about Worldly Endeavor, my "book" of new skills, professions, magic, etc. (version 2.0 nearing completion, inc. 2 color illustrations)
  4. A complete DQ adventure you can download, The Blue Sarcophagus, COMING someday...
  5. Links to other DQ and RPG web pages, some of which are very interesting and include supplemental materials you can download.  This classic FRP game is alive and well on the Internet...

(This page uses the Thalia font (the font SPI used for DQ) and a couple of other unusual fonts that you may not see correctly.  If you don't have Thalia, at least, email me and I'll get it to you. This page looks best at 1024x768 resolution. Updated 7/18/02).


1. My "classic" DragonQuest Online Campaign utilizes the following:

  • DQ 2nd Edition rules (SPI) -- why not the 3rd edition? Because TSR cut out 2 cool magical colleges in that edition, The College of Black Magics and The College of Greater Summonings! ..and made a number of other odd changes.
  • Arcane Wisdom, the never fully published 4th book of DQ, for its additions to the magic system
  • My own house rules, including Worldly Endeavor (see below)
  • The Frontiers of Alusia area (SPI's only area map published for the game)
  • Parts or all of many original SPI DQ adventures:  The Palace of Ontoncle, The Blade of Allectus, The Enchanted Wood, The Camp of Alla Akabar, The House of Kurin, and The Treasure of Socranti
  • Parts or all of many other published DQ adventures and supplements:  The Magebird Quest (JG), Starsilver Trek (JG), Heroes and Villians [sic] (JG), and The Shattered Statue (TSR)
  • My own adventures, including The Blue Sarcophagus, The Forbidden Crypt, The Thornewood Adventure, and The Tower of Desai
  • Those interested in following along or joining the campaign should email me (see bottom of this page).

    The Player-Characters:

    Major NPCs:

    The Saga!

    CHRIS SHORT! If you are out there, email me!!


    2. Arcane Wisdom was to be SPI's fourth book of DragonQuest (the original 3, Character Generation, Combat; Magic; and Skills, Monsters, Adventure were included in the game).  It was never published in totality, as SPI's assets were taken over by TSR in early 1982 (TSR only published parts of the supplement in The Shattered Statue and the 3rd edition of DQ). However, most of Arcane Wisdom has been available on the internet for some time and is well-worth checking out.  It is mostly an expansion on the magic system in the game, and includes the following numbered sections:

    89. The College of Lesser Summonings
    90. The College of Rune Magics
    91. The College of Shaping Magics
    92. Magical Research and Spell Construction
    93. Guide to Magical Rocks, Stones, and Gems
    94. Guide to Herbal Lore
    95. Magic Items
    96. an alphabetized master list of all DQ magic rules, etc. (not available, nor really even necessary)
    97. Magic System Designer's Notes

    You can freely download a nice .pdf version of Arcane Wisdom at Snafaru's DragonQuest Fan Page. Please note that this is a rather large download (on the order of 1.5 megs)!


     

    3. Worldly Endeavor, the  virtual "Fifth Book of DragonQuest", is available for free!

    In gathering material for my online campaign, I decided to compile a bunch of new skills as well as some professions and other stuff into a virtual 5th book of DQ.  Most of the contents of this is my own, but some ideas come from a variety of other sources (all credited with the best info. I have available). The book, now up to version 2.0a and featuring 2 vintage color illustrations (plus, content reorganized, added to, edited, yet still being edited and tweaked) provides some interesting expansions to this great vintage RPG, consisting of some 41 pages of the following: Professions, New Skills, Devotional Paths, New Magic, Equipment, and Adventuring.

    Professions:  I've got 23 professions written up.  These includes such stuff as Aristocrat, Bandit, Explorer, Soldier, etc.  These are mostly just useful skill groupings for NPC's, making them easy for the GM to create, and also making them more realistic and well-rounded in a pseudo-medieval setting. However, WE includes rules for PC's following an actual profession, if so desired. The Knight, Monk, Priest, Warrior, and hybrid Warrior Priest are especially designed to appeal to some PC's. Don't worry, these are NOT character "classes" that any player-character must follow rigidly.

    New Skills:  I've compiled 27 new skills from a variety of sources.   Most are my own ideas tailored specifically to my pbem campaign, while others are based on skill ideas I've found on the net.  Cool skills such as Acrobat, Arms Master, Berzerker, Chevalier, Devotee, Martial Artist, and Weaponsmith are included.  In addition, more mundane skills to flesh out realistic NPC's (or add some diversity to Player Characters) such as Administrator, Artist, Orator, Planter, Scholar, Teamster, Tradesman, etc. are included.  Finally, some simple but useful adventuring skills are available: Cartographer, Climb, Hunter, Sailor, and Swim.

    Devotional Paths:  DQ lacks a religious system, so WE adds a rather simple one whereby certain characters can optionally choose one of 3 "Paths": Light, Dark, and Gray.  This makes sense especially in conjunction with professions such as Knight, Monk, and Priest.  Characters following a certain Path may have advantages or disadvantages in certain situations.

    New Magic:  I have a College of White Magics here, chosen from one of 2 I found on the Internet.  Also, the Colleges of Magic are reorganized somewhat (including a new Branch -- The Devotionals -- I've come up with) to include those found in Arcane Wisdom.

    Equipment:  Some simple rules for durability, wear, and tear of equipment.  Also, an additional equipment list is included.

    Adventuring:  Expanded Character Generation and Birthrights, Revised Heritage tables, New Starting Character Skill suggestions, and EP costs for all the ranks of the new skills. And, there are new, ahem, exciting optional rules on Sex in DQ.

    Worldly Endeavor is free to anyone who'd like a copy of it to look at.  As I said, this is really just a large part of my "house rules" for my own campaign, but I'd be very interested in comments anyone may have on what I have compiled so far.

    Email me (see below) and I'll send you the current version of Worldly Endeavor (about 830K in .doc format, about 600K zipped).  I'd love to hear comments and ideas for possible inclusion.


    4. The Blue Sarcophagus adventure

    Originally an adventure I designed way back in 1981 when I was a teenager, The Blue Sarcophagus has been revised and expanded by me to fit into my Classic DragonQuest PBEM Campaign.  Journey to a mysterious old "Orc Hold" hidden inside the cliffs of Alusia and do battle with the minions of a distant evil leader with designs on the fair Barony of Carzala!  Along the way, meet up with several interesting NPC's and try to clear out the hold and report back to your mysterious "silent benefactor" with crucial information. 

    The adventure includes 2 pages of maps, several NPC's, and over two dozen room descriptions!  The adventure starts out with this cryptic message posted near the Seagate Adventurer's Guild:

    Adventurers Needed!
    Only the brave need apply
    See Conrad at the Bloody Dagger Tavern
    9 PM sharp
    Great Danger yields Great Rewards!

    A complete adventure for 4-6 beginning or low skill rank characters with hints for expanding into a campaign. 


    5. Links (as of 7/02).  Here are a few of the MANY sites out there.

    Vintage Sites (I've known of these since the 90's):

    Some NEW sites I found in the Summer of 2002:


    Email me at...

    ssclark@comcast.net