TEXT: Another 'i)rajonQue,i Accessory 
  amesmaster; creen 
  Carries all 
  of the important 
  charts and tables 
  for DragonQuest , 
  the fantasy 
  role-playing 
  game. 
  Copyrig' (0 19eD, S imu lalicms Publications. Inc .. New York, N. Y. 10010 
  " DRA,GONQUEST" is SPl's name for its 9ameoffamasy role-plavJng_ T.M. applied for. 
  2nd Edition 
  COMP1' B 
  Can be used 
  in conjunction with 
  the entire line, of 
  Dragon Quest 
  adventures and 
  supplements. 
  3310 
  
  [17.5] SHIELD CHART 
  ~ 
  ~v 
  SHllLD TYPE 
  ,~:.;~,~~~ 
  Buckler 
  3 21/"a 
  s 
  Small Round Shield 
  s 3•a -2 
  8 
  Large Round Shield 
  lQ 4•a -3 10 
  Kile Shield 
  lS 
  SG7o -4 1.5 
  Tower Shield 
  :ZS M'o -6 20 
  Main-Gauche• 
  2'1o 
  - 20 
  Weight: The weight of the shield, a. 
  pressed in pounds. 
  Defense/Rank: The percentage 
  by 
  which the figure' defense is increased per 
  Rank while that shield i prepared. 
  Ma nuat Dexterity Lon: The number of 
  points the figure's Manual Oeitterity is 
  reduced by for all purposes while that 
  shield is prepared. 
  Co81: The cost in Silver Pennies for a 
  shield of average workmandtip. 
  -The Main Gauche does not ublract its 
  defense from any Fire attack and cannot 
  make a Shield Rush attack (see 16 . .5). 'fhe 
  Main Gauche runctions bo1h as a weapon 
  and a lhickl, and only ont Experience 
  Point expenditure is used to rise in Rank 
  in both, that of the weapon listed in 87. 
  When a sbield i not prepared, it is con-
  sidered slung on lhe back of lhe r11ure 
  carrying it. All shields a~I the Tower 
  Shield and the Main Gauche are con~ 
  su·uctcd of wood and hides and do r101 a f ~ 
  feel the flow of mana in regard 10 Adepts. 
  EQUATION SUMMARY 
  Initiative Valua for Engaged Figures: 
  Perception+ Modified Agility+ Rank (wilh any prepared wt,apon) 
  Initiative Roll for Non-Enpged Flgure8 
  DlO+ {Perception+ Military Sden1i 1 Rank of Leader) 
  Strlce C'-'ce with Ranked W.apon 
  Weapo n's Base Chance+ Attacker's Modified Manual Dexterity 
  +{4 x Rank with Weapon) - Opponent' Defen e 
  Strlce Chana with Non-R.lked WNpon 
  Weapon' .~ Base Chance-Oppornmt 's Ddcn e 
  Figure's Defense 
  Modi 1ed Agility+ Shield Defensr: tifany) 
  Repuln a Charge Attack 
  DlO ersus Rank of Repulser's Prepa rc"<I Weapon 
  Whhdnrw from CloM Combat 
  DIO Tomi Frie'odl ' Physical Stren_f!rh - To1al Ho tile 
  Physio.;al Streng1h 
  Strike Chance to Trtp 
  401110 • ..\Hac k e r ·~ fodified Manual Dexterit y 
  + (4 
  Rank wi1h \\l1:upon) - Orponenr's Defen.-;e 
  Doma1?e: DJO 
  
  Re•train 
  {(Phy~kal Strenglh + Agilit y of A1tacker) 
  - (Physical Strength+ Agility or Dc:fc:nd.:rl] x 3 
  Shield Rush 
  40Cli'n 
  A tracker'' Modified Manual Dc:'i:trritv 
  (4x Rank wt1hShicld) - Opponcnt' Defense 
  Damage: DIO- 2 
  Disann 
  - 20 to S1 rikc Chance 
  Ent.ngle 
  Same a~ norm a I Sr ri ke Cha nee "'i 1 h We11pon 
  Damage: D/0- 4 
  Knockout 
  [18.1] ARMOR CHART I 
  I' ¢~ 
  ~:) 
  oiUIMORTYPE 
  .;~/ " .... ~ c.l' f;; ~ 
  Clm h Alone or 
  0 
  10 
  s 
  Hea'')' Furs, etc. 
  Lea1he 
  3 4 
  - I 
  20 
  0 
  Scale 
  4 
  5 
  - J 100 
  - s 
  Chainmail 
  7 
  6 - 2 200 - 10 
  Parttal Plate 
  6 
  6 -2 2.50 
  -15 
  Full Plate 
  8 
  7 -3 300 -20 
  Improved Plate ' 
  g -3 35.0 -20 
  Weight The number hy which a figure's 
  ize i mulliplled 1011114 che weight of the 
  armor in puWlds. Sile: num~ mr the 
  t:haracter races are: Halfling (.J); Dwarf 
  (4); 
  If (5): Ore (5); Human (6); (Jiant 
  (15). For female figure5, 0.5 h.ould be 
  ub1racted from the muhiplc:s. 
  Protection: The 1mmber or Dam~e 
  Point 1hearmorab orbs. 
  Agility Lo••: The number of points the 
  figure'~ Agility is reduced fol' all purposes 
  wl)en that armor i · wprn. Doe not in-
  clude possibk alidilional Agili1y 10.ss for 
  the weight of the armor; s.ee 82.9_ 
  Cost: The cost Jn Sil~·er Pennies l"or the 
  armor. Cost a:ssumc:s avcrage workman-
  s.hip and man-sized armor; h1rger or 
  ~ma.lier armor should cmi.I proportionally 
  m9re or less. 
  Stealth Adjustment: The amount by 
  which a figure w.caring that type or armor 
  has his Stealth pen:enlage adjusted. 
  Note: d cnh armor i'I worn underneath all 
  01her armors and its proteclion at\d 
  weigh 1 arc faS?I oi;ed in to 1 h osc armors. 
  Mu~t do damaReaffecting Eruiurance 
  Avoid Weapon, Bnaing or Being Dropped 
  D J 00 roll less than or equal to 3 x Modified Manual Dex terity 
  Stun Recovery 
  (2 x Willpower) +Cum.:111 Fa1i •ue 
  Pllrry Re.Ult 
  DIO + E\•ad er'~ Rank -
  Allacker·~ Rank 
  1,2,3 or lc.ss: Succ£s~fu l Parry; Evader mu ~• Pa'is next P ul~e 
  4,5,6,7: Disarm 
  8 or greater: DL'iarmp/urn R lpo~ce: Evader ma) :0.'1clec anack 
  
  . 
  [IS. 7) ACTION SUMMARY 
  ........... ., •••• d ......... 
  • Mclee Attack 
  •Evade 
  •Withdraw 
  •Pass 
  •Prepareor Loosc a SpeD 
  • Close and Orapple 
  •l#C&o.QMMAJ\ .. 
  •Grapple 
  •Withdraw 
  •PISS 
  Aclia•.-Oaed 
  ,,, ........ ••dRiluim: 
  • Mmre up to full TM1l 
  •Move up to ~ TM1l and Mclee anack 
  • Move up to ~ TM1l and Cbaqe 
  andCIOle 
  • Move up to~ TMlland Bvade 
  • Move u_p 10 full TM1l and Chatae wi1h 
  1 Pole Weapon 
  •Retreat 
  •Fire 
  •Pass 
  • Prepare or Loose a Spell 
  EQUATION SUMMARY 
  lnltt.tlve Value for fna•ved F'19un111: 
  Perci:plillrl + Mudlfied 
  ~i l i r + Rank 
  (1~i 1 h ;:rny prq~nrcd wca prn 1 ~ 
  Initiative Ron for Non-lnoaoM Fl!gures 
  DIO ..- (Perce r11011 + 
  1 1li1nr~ Sc1cn11 1 Kaul 
  of I c:11.lcr1 
  Sbike Chance with Raniked W..POll'I 
  \l/ea pon' ~ B~'c Cha1wt: 
  Allll ·kc.r\ Motlif:ie-d 
  l'\lt1n1.11e l 0~~ 1 ni l ) + (4 x Ran 
  ~i r h \'ilc-.1p,1n) 
  - Opr1 • 11em ·~ Dekmc 
  Strike Che.- with Non-Ranked Weepon 
  Wcap11 11'• 811"'-' 
  han ·~ - Q pponen1 \ Ddcn't: 
  Figure'• Defen•a 
  MuLlificd A 
  i l ir~ + Shi •Id Ddc n<il'(it a ny) 
  R.,1 .. • Cherge Attad: 
  Ol(h·cr\ 1.1, Run o f Rc-rni l 
  ' f'rcr:m:dWea[>t•n 
  Withdrew from CloHCombet 
  O In + T"1al Friendly Plt)'i"al 1r.-ns1 h- T••1;1I 
  Hosr ilc Ph · ~i('.3 1 
  1 r~ 11 ~1 h 
  Strike Chence to Trip 
  40~ ! All;i·~~c-r\ M "d i fi~>d l'IT:inual [k~ 1 m 1 ~ 
  + (4 
  R, n ~ w11h Wrnr•'nj 
  Orl'< 'll~Hl\ 
  Odens~ 
  Dam11.~e: DIO 
  Reet,..m 
  UPhy•i.:al m:ng1 h + A1liLu ~· ol All aclcrl 
  - (l'ny. i al . 1re 11g•h + Al!ilil} of 
  D k ndt'r)I " l 
  Shletd Rusti 
  -IO'*'o ,. 
  I litc~~r\ M<>dified Manual De 1eri1v 
  + (J x RunJ.: w11f1 Sh.iddj - Oppo nent'' lkl'cnsc 
  DamU!f.t': tJIO 2 
  ots.m 
  _o w Sr n \.e C ha ni:~ 
  EnUingle 
  S11111e a. nurm;il Sin k<'. ChanL·~ " il h WeJ pon 
  Do111t.1~t: DIO- 4 
  Knockout 
  Mu c d(•,rfamu1u•,iff«rilre Errd11ronc.t 
  Avoid Weapon Breaking cw Being Dropped 
  11 I OOrnll le.•.s lh:m or cqu11l w 3 
  l'\lod1 i'lt'Cl 
  ~·la mi.
  1 Dc\ r~ri r y 
  Stun Recovery 
  (1 x V. illpo" r) t C urie rtl Fa 1igut> 
  P'llrry Rnult 
  11 In ... J·quJer'._ Ra nk - A 11ad<'.·r·, R a11~ 
  1.2.3 •'r It·,,: SUC"L't:" lu l Pmry; 
  E' <ukr nit1,1Pa"
  11e" Pul...: 
  ... 5.1\, : Di arm 
  ~ or ~r~o.;u~ r : Di armrilu a R•l1•1'l\'.; 
  1~ ,ader rt UJ ~· i\kk<'. ~ 11 nck 
  (17 .6] STRIKE CHANCE MODIRERS SUMMARY 
  a..c.n.t ......... 
  ADYAl'IT .... 
  RMI. .• 
  NllAl.TV 
  FOR._ 
  +I 
  ... each point attacker's PS is greater than targc1's PS 
  -3 
  .•. every hex 1hrough which a Thrown Weapon travels 
  +20 
  ••• target ha.JO Fatigue Points remainina 
  -3 
  .•. each five hexes(or fraction) after the first rwe 
  +20 
  ••. tarJCt is Stunned 
  through which 1 Missile Weapon travels 
  - s 
  .•. target is currently movina 
  PENALTY 
  .,.,_ 
  -10 
  .•. tartet is kneeling or prone 
  -I 
  ... each point taraet's PS is greater than attacker's PS 
  - 20 
  ... target is currently E\1\dina 
  -20 
  ••• auacker has 0 Fatigue Pointi remaining 
  -20 
  •• • target occupies Sheltered hex 
  ... c.n11111--. 
  llDVMITAGI 
  FOil. .• 
  + 10 
  •• . waet has 0 Fatigue Poinas remaining 
  UilltlnlCDll•an-...a 
  + IS 
  ••. target being attacked through a Flank hex 
  P-..&J'¥ 
  '°""" 
  + JS 
  ••. target is Stunned 
  -10 
  .•. starry niaht or shadowy interior 
  +20 
  ... tarsft is kneeling or prone 
  - 20 
  ... cloudy night 
  +20 
  .•• attacker is Chargin1 with Pole Wea~ or Shield 
  - 30 
  •.. cave or unlit interior 
  +30 
  .•. target being attacked through a Rear hex 
  -«» 
  .•. pitch blackness 
  NllALTY 
  fOlt ... 
  -4 
  . . . each Rank the target has with his pJ'Cplaml 
  weapon if Evading 
  Mla1•n11•.....,. 
  -10 
  ... target is currently Evading (in addition to above) 
  "'8IAdY 
  ~-
  -10 
  ..• attacker has 0 Fatigue Points remaining 
  - 20 
  •.• strikingweapon held in attacker'5 Secondary band 
  -IS 
  ... attacker is Charging with non-Pole Weapon 
  -10 
  •.. muhiplc strlke: attack with weapon in Primary hand 
  -20 
  ..• attacker is Mc&ce attacking while Withdrawina 
  -30 
  ... muhiple suike; attack with weapon in 
  Secondary hand 
  ......... C.......llo ..... 
  - 10 
  ... multiple strike; attack with each weapon 
  ADVAlllTAU '°"··· 
  if ambidextrous 
  +10 
  •• .target being attacked throuah a Flank hex 
  -20 
  ..• multiple strike with Clau B two-handed weapon 
  +10 
  •.• target is Stunned 
  +10 
  • •• attacker is kneeling 
  +20 
  ••• target being attacked through 1 Rear hex 
  Each modifier is added to the Strike Chance or lbc auacker in 
  eacb insl&DCe where it applies; all modirications arc cumulalM:. 
  
  [18.3] GRIEVOUS 
  INJURY TABLE 
  Cius A weapons do Grievous Injuries on 
  roJls of OJ through 20. Class B weapons do 
  Grievou lnjurics on rolls of 21 1hrough 
  80, Class C weapons do Grievous Injuries 
  on rolls of 70 through 100. 
  0100 Result 
  OHli Con1ratulalions.! H's a bleedtt in your 
  primary annt Tllk~ l Damage Point from En· 
  dul'lUICeimmediatelJI and I per Pu!R 1hrteaf1cr 
  until the flow is ~Utllt'ldled b)' a Healer of R,ank 
  Ooraboveoryou die. 
  08-07 Oh no! Your opponent's weapon Ills 
  enlcred your secondary arm's elbow jOint and 
  Lbr tip hu broken off. Take 2 Damqe Points 
  immediately rrom Enduran~ illd thal arm is 
  U5ele!1$ until !he liver has bCftl removed b )' a 
  Healer of Rank 3 or above. Also, increase i.hc 
  thllll« or infection by 30. 
  08 A vicious punctuTt wound in your groin! 
  Takt 3 Damage Points hnmtdiately Crom En· 
  durance arid mluce your TMR by 2 until fuUy 
  ttcovcred. which will take two moRlhi. In ad.di· 
  tion, add 30 to your chilncc of being infected 
  (assuming you live lon1 eoouah for s.ueh thinp 
  1oma1tcr). 
  Ol-10 You have been 1tabbed in your secon· 
  dary arm. Drop wha1r1er you wc:tt holdillj In it 
  and llllce 2 Damaae Poinli immedialely from 
  Eruiun.nce. h will take a full 'll'eek for 1he arm 
  co be ofany use to you whatsoever. 
  11 Your aorta i severed and you ate quite 
  dead. Rest assur.ed your companions will do 
  their best 10 comb le your wi&Jw(et). 
  12 "' nomad! puooure. Nuty. You suff'c:r 3 
  Dama&( Polncs lmmedia1,e!y from Endurance 
  and lose 2 from your TMR until fully recovered. 
  which will take 1wo monthS. Also, you ar.e 
  automatically Stunned for the next Pulse (;f yw 
  mn•t alrdldy), af1er 1Ntric:h )'OO vrlll ~tt. 
  Add 20to 1he chance to be infected. 
  13 Your opponent's weapon bas entered yoor 
  eye: roll DI 0. On a roll of I, the: ....eapon has 
  entered your brain and you are dead. On a roU 
  of l -5, yOlilr ~rt eye j5 blinded; on a roll or6-l0. 
  your l'i&hl eye l.s blinded. If yoo are lueky 
  enouah to be blinded instead of klllcd, you have 
  wffcred 2 Damage Point~ IO Enduranc!!. In ad-
  dition, a ligure who is blind in ooe eye suffers 
  lhe following 5u.blractiDOS; - 2 from Phpical 
  Bea111y; - 4 from Perception: -1 from Manual 
  Dc-it;terity. A figure blinded in one eye redll(ft 
  his Base Chance with. any Missile or Thrown 
  Weapon by 3Q. 
  14-18 Tsk. Ts.k. A wound of the solid vi5cera. 
  Usu.ti)' fatal. Taite 3 Damage PoiDU to En-
  durance immediately and I per Pulse thereafter 
  until the blttding is lllopped by a Realer of 
  Rank 2 or "llbon or fOIJ die. Add 30 10 the 
  chanec of infection. 
  19-20 Take a stab in the leg (your choice as 10 
  whk:h om:) n::suldn1 111 • Ctccp pum:tul'"( of the 
  thiab mu.sck. Suffer 1 Damagt Poin1 to En-
  durance immcdiatdy and reducc_your TMR by 
  I until you heal, which will take 4 wttks. 
  _ 21-21 A chest wound •. Take l Damage Poinu 
  to Endurance immediate!¥ and reduce your 
  TMR by I until nxovtred (about l months}. 
  Look on the briJbt lide, I.hough. Your 
  0 100 ....... tt 
  auacka's weapon b caugh1 in your rib ~cand 
  has been wrtticlied from his grasp. 
  21-27 Bad luck! Yoursc;wndary hand lw been 
  se\lered at the wris1. Take 2 Dam.qe Points to 
  Eindul'Uli;c immedJacely and :iubtratl l point 
  per PulSIC from Fatigue thereafter (Endurance 
  when Fatigue is c:xhau5ted) 1U1til you are dQKI or 
  1he b~ 
  is stauru::bed b~· a Healer of Rank O 
  01 above. lf you live, [educe yo1Jr Manl»ll Dc11-
  tmt)' by 2. 
  28-30 Worse luck! Your primary hand ha.~ bc:i:n 
  .severed. See result 26-27 ror effects. 
  31-34 A minor wound. V0ur face i8 wheel 
  open, ruining your boyish iood looks and caus-
  ing blood 10 spurt inlD your ~- Rttluoe your 
  Physical Beauty by 4 pumaneolly. 
  3& Your RC£tmdary lrm l !llittd off at the 
  shoulder. Take ' DamaJe Poinis immcdiatd.y 
  from Endurance and I per Pulse therurter 
  from Fatigue (Endurance whm Fatigue is o -
  hlwstcd> u1nll you are dead or the bl.ceding ls 
  sUtu.ru:bed by a Healer or Rank l or a.bo ... e. 
  RcdDce your Manual De•erlty by 2 and yout 
  Agility by I. 
  31 The same ali 35, cic.~t it' 
  your good 
  primacy arm 1ha1 has been lopped orf. 
  31-40 Yau have: bc:c:tl c:vi11«ratcdt Take 4 
  Dam• PoiRl.li immediately from Endurance 
  and 1 point per Pulse rrom Fatigvc thr:rcafi~ 
  (EndllJ'llnce when Faiig11e Is exhaus1ed) until 
  )'IXI are unconscious. Increase your chance of 
  infection by AO. 
  41-42 A glancing blow lay1 Oj)C'lt your S<:alp 
  and se en onHar tyoor hoiceauo "'llit'h oni:). 
  Take l Damase Points lmmedi.atel)' from En· 
  dllJ"llnce. Reduce: your Percerition by .2. 
  43 A sava1C slash rips OJ)CJ1 )'OU r check uid 
  jaw. 'J'akr an auromatlc Pns a11tlon MXl Puhe 
  due 10 1he shock of the blow. Your Phy.!ikal 
  Beau!)' is ltter~ b)' l, 4iftce your d.i$fil;ur~ 
  mi:nt will bring OUI Ille malernal/ patemal in-
  st i nct~ in lheopposile gender. 
  44-&ll A slash along one arm, and it's a bleede£! 
  Take 2 Damqe Points immediacely from En· 
  durance and lose I point from Fatigue (~n­
  durance when Fatipe is "'hausied) each Pulse 
  until 1he bleeding Is ~opped by a Hcalt-r or 
  Rank I orabove or you die. 
  51-52 Rammunr:t Roll 010. O.o a roll of 1-4, 
  if is your lefl leg. On a roll of .S-1 o, ii i your 
  right. T11ke 4 Damqe Poinls immcdia1Clly from 
  Endurance and fall prone. You may not sllllld 
  unas.sisted until the wound is healed (which 
  should iake lhree mon1hs), Rfduoe your Agility 
  by 3 pmnanendy. 
  53-4!0 Your primary arm is. criwlcd by a wick-
  ed $Im.hi Take 2 Damage Points immediately 10 
  Enduranee and drop an)'lhing you ha\'c in your 
  primary hand. The ann i.1 unuuble until h'1aled, 
  which should 1ake 3 months. 
  11-87 Yout secondary arm is cdppled; ~e 
  S3-60 rordctaib. 
  • ·89 A nasty slash in lhe region of the 
  should.e~ and neck . Roll DJO. On a r'°ll of 1-3, 
  yow hcild iJ; ~creel and your c~e tumbln to 
  1he ground. On. a roll of 4-6, your secondary 
  collar bone: i5 crushed; on a roll of 7-10. your 
  primar)' collar bone is crushed. U your collar 
  bone b c.,..hed, thi;- ~is BR idcnlkal 10 
  'l-60, ocept you uffer 4 Damqcr Points 10 
  Endurance. 
  0 100 Result 
  70-74 A cru hin1 blow masfies your helmet 
  and callSCs a concuss.ion. Take 3 Damag11: Points 
  from Endurance and suffer a reduction of 4 in 
  both MB.11ual Oc~rc:rity and A,gility lasi!ng for 3 
  day~ 
  ~ 
  A maS11ive chci1 wound accompanied by 
  broken ribs and crushed tissues. Very ugly, 1his. 
  lake: S Darqgi: Poinis bnmediatc:l)I from 
  n-
  duranee. Re.duce yonr Man\Ull Dexterity and 
  Agility by l i:ach unril this wound hcilb tshOu!d 
  cake about 4 mon1h.11), ll:icrease your chance of 
  lnf«tlun II}' 10 . 
  81-84 A crushing blow llffillshes tissue and pro· 
  duocs intcmal tnjuric~. Vou Stiffer 2 Damage 
  Points immediately to Endurance and I per 
  Pul!IC 1hereaf1er to Fatigue (Endarance when 
  FaU,ue is allaustecl) until unconscious or ~ou 
  T~e lhe au.cruion or a Hc:akr or Rank 2 Qr 
  above. 
  86-87 Ajatrlng blow to yoor ririmary !houldcr 
  inflicts 2 Damage Poin1s immediately to En-
  durance. Roll 010; the: resuh bi 1h11: number pf 
  Pulser; the arm 16 useless. Vou immediately drop 
  anything hdd in 1ha1 lland. 
  •-19 Similar to 8S- !7 ~xcept it ls your Mron-
  dary i;houldcr. 
  90-92 Your rlghl hip is smashed horribly. Taite 
  S Damagt Peints immediately to Endurance 
  and fall prone. Vou will be unable to walk on.Lil 
  the dam• h.a5 healed (takn,about 6 months). 
  Good run. When hl!BJed, yau will still have: a 
  limp whlch vr; [JI reduce your TMR by I and your 
  Ag.ility by 2. 
  11-94 The same a~ 90-92 except it is your left 
  hip 1ha1 ls 11mashcd. 
  9a-17 Your opponent's weapon hu come 
  crashing down on )'<'Ur head and fractured your 
  skull. You rail prone and are uncon.sc:iou , and 
  take 8 Damage Poin1,i; ta:Endurancc. l(you sur-
  vive, you loise 2 from Agility, 2 from Manual 
  Dex1crity, and l fr(lm Perception. II will tllfe a 
  year in bed lo recover. 
  98-100 Crushing blow 10 your pelvis breaks 
  bone and I.Cars liSSIK'. Take 1 Dama,e Points 
  immedlately co Eru:luJ'IUltt and fall prone. Tcy 
  10 roll under yaur Willpower on DIOO to avoid 
  falling unconsdQUS. lf ou sun:Ivt. yoo will be 
  unable to move for 010 month5. 
  NOTES: 
  The sugsested recovery times are a guide-
  line for the GM' to we in detmnining 
  how long characters should be kept out of 
  action. The actions of a compclent Healer 
  ~Y alter these times in some instances. 
  These Grievous Injuries an: designed for 
  combat between human·sized opponents; 
  any injurie1 sustained involving larger 
  monsters should be applied judiciously by 
  the GM, caking into account sil:c and mus 
  differen'1e5, etc. Simply stated, a haU1ing 
  would be bard put to drive hL' dagger into 
  the eye of an elephant, and in situations 
  such as these, the GM may have to disallow 
  the Gdt:vcius lnjury or i::hangeits effecq. 
  Any damage which results from a one. 
  vous Injury is in addition to the End11wu:e 
  damage already determined. 
  
  (81.1) COIN VALUE CHART 
  --~ ,, 
  Co~ d 
  4oz. 
  4/lsp 
  Fart • 
  Silver 
  Penny 
  sp 
  l oz. 
  12/lgs 
  Gold 
  as 
  J oz. 
  21/111 
  Shilling 
  Truesilver 
  Guinea 
  11 
  2oz. 
  [27. 7] MAGIC CAST CHANCE 
  MODIFIERS 1.181' 
  71w JollowilQ mod(flns "" ot.IMd ro 
  tlw castinr cltturlcl6)CllSI Clttmc.: 
  Each poinl lhe caster's MA is lesi 
  - I 
  than 15 
  Each poin1 the caster's MA is 
  greater 1han 1.5 
  Each Rank the au;ler has with the 
  3 
  spell he is a11lin1 
  Each bour(maximum of 10) the 
  3 
  character spends preparing the spell 
  [1 8.21 SPECIAL DAMAGE 
  CHART 
  DAMACl ~ 
  MODIFIED 
  POS5181.E 
  OIA«:TLV 
  5TRll<E 
  GAiEllOOS 
  AffEC'JING 
  CHA MCE 
  INJU llY 
  ENDURANCE 
  Ol...09 
  01 
  10 ... 16 
  01 
  OL. .02 
  17 ... 23 
  01 
  01. .. 03 
  24 ... 28 
  01 
  0] ___ 04 
  29 ... 36 
  Ol...02 
  Ol.. .C)5 
  37 .. .43 
  01 ... 02 
  0 1. .. (16 
  44 .. .49 
  Ol. .. 02 
  0 1. .. 07 
  50 ... 56 
  Ol. .. 03 
  01. .. 08 
  57 __ _ 63 
  01...03 
  01...09 
  64 ... 69 
  01 ... 03 
  01. .. 10 
  70 ... 76 
  01 ... 04 
  01... 11 
  77 ... 83 
  01. .. 04 
  01...12 
  84 .. . 89 
  01. .. 04 
  01. .. 13 
  9CL96 
  01 ... 0S 
  Ol. .. 14 
  97 ... 103 
  01.. .05 
  01. .. 15 
  104 ... 109 
  01...05 
  01... 16 
  I I0 ... 116 
  01...06 
  OL .. 17 
  117 ... 123 
  01. .. 06 
  01 ... 18 
  124 ... 1?9 
  01...06 
  01... 19 
  130 
  01.. .. 07 
  01 ... 20 
  Note: Though thL chart lists Modified 
  Strike Chance of gttater than 100, 1hcst' 
  art' usefol onl ' in delennining 1hc ran11c 
  uf damage affec1i11g Endurance and 
  Grievo us lnj uries. The highest possible 
  S1rike C heck ii;. 100. A figure who rolls a 
  99 mu 1 check if the weapon ha:s broken, 
  amJ a figure who rolls a 100 musl check 10 
  ~ee if he dropped the weapon. Both 
  check -~ are ( J x MD) or less on D100. 
  (30.1) BACKFIRETABLE 
  Dk» S.t:ldh R...,/t 
  01- 10 How unforiuruue! Nol 11nly do }'OU 
  fail rn casl the spell, but y<1ur F111iguc i rNLl~­
  cd b)• a number equal m 1he FBligue alrcad)' e.\· 
  pended in lheaumipt. 
  11-17 Worse )'Cl! You fail Ill cas1 1he spell, 
  and your f111iguc i. reduced by a number of 
  poinu; equal 10 twi« 1he Fa1l.11ue already ell· 
  pended in , he au empt. 
  18-22 For ~hamc! You i.hould be j!.ra1eful 
  11la1 ~·our leac;hen canno1 see )'OU in )IOUr h(•ur-
  t1f dcgn•dallun. Not onl dl' !lU fail rn ca. 11he 
  ~pell , but )'OOr Farigue is rcduci:d by a number 
  u( points cqu11I lo 1hrce 11me Ilic 
  aritoe 
  already expended in •he a11emp1. 
  23-» Thl i imply nol yuur da • Yoo fail lo 
  ca~1
  1 he~ll nd yuu mw.1 reduce )'Our Fa1i11,ue 
  by a number equal to four 1imes !he number of 
  poin t ~ alrnady e pcllded in 1he at 1cmp1. 
  2S Mafi m11 no1 be your calllng. Vou m igh1 
  considA:T a ru1urc in ani~I hu~bandry i11s1ead. 
  YPu lla\'C railed lU casl yuur pell and your 
  FatilJU(' is reduced try a number of puim equal 
  10 five tuno I.he F111iguc already c:;xpcndi:d in 
  1hea11cmp1. 
  211-• Your spell ha~ reversed i1scH and rs 
  rrC!IC!ltly ui1ci11g fLlll arf«t. on)' ur 1•wn pe~·n 
  1ns.1 cad of on thi: illti:nded 1arge1. 
  ._.. On(c again your ~pell ttiu reversed 
  iJqlf a In rtsull 26-35. Howc.,tt, thi tim , in 
  additi'nn 10 lhC' cffccis of 1he re\•er al, your 
  faliguc is reduced b 11 number llf poi111~ equal 
  10 the Fa1igue expended in a11cmpling 10 ~asl 
  1hcspell. 
  41..a> Your companic>M ma)' •ell cun;e yl•ur 
  name for thi I The GM a~~ign~ a numbC'r to 
  each charac1cr withill Range and rol.b DIO_ 
  The charwer whO!IC number i first rolled i 
  the 1~1or1he ~11. lf nocharac1CT'~ number 
  is rolled, 1he GM rolls Qllin umil one 
  ch11.racrer' number i~ rolled. 
  11-815 " mull :i.imlJar ID 46-.SO 
  CC1'4 th l 
  1he spcll'seffcct is doubled (GM choosing whal 
  auribu1e of the pell ••ill be doubled). 
  II-ID Yuur pell uikescrfcct, but only at half 
  sucn11h. 
  The 
  GM 
  determines 
  wh:t1 
  char1ctcristic i 10 be halved and doe\ 5iCI (roun-
  dlng down). 
  11 
  You ate cursed wilh toial hlindne IA51in1 
  OlOWttkr.. 
  IZ You an: cursed wilh 1mal blind!lfis Ill 1in1 
  a number or week equal 101wo1ime1DIO. 
  13 You arc cursed with 101111 blindMK~ lasLing 
  a number of weeks equal 10 threetime~ D IO. 
  M 
  You are cursed with 10111 deafn~~ lasiing 
  a number of week~ equal to 1he tc!iult or a DlO 
  die roll. 
  E 
  Yoo art cursed with 1otal deafn~s i.~ 1 lng 
  a number of weeks equal 10lwo1imc DIO 
  • 
  You are cursed with iotal dearness las1inJ 
  a number of week equal 1 chree tima 0 10, 
  Dice BM:lcflltl Ruult 
  ff1 
  Yoo are cursed with being tot.Uy mute for 
  a number of week. equal 10 11lc re5ull or a 010 
  dicroU. 
  • 
  You 11.re cursed with bemg 1111ally mule for 
  a number of week\ equal 10 t•o rimn OJO. 
  • 
  You are cursed " 'ilh being totally mu1.e for 
  a number uf wcckuquaJ 10 thrtt timeiDIO. 
  10 You are cursed with Insomnia and night· 
  ma.res and may onl)' repiin half F111igue 
  (rounded up} during sleql periods for DIO 
  weeks. 
  71 
  Yoo are cursed with insomnia and 
  nighcmare5 and may only regain ha.If Fatigue 
  (rounded up) during slccp periods ror a 
  number gf,,,1.-eck equal to 1wo limts 0 10. 
  72 You att cuned "'ilh ln50lllnia and 
  nightmares and may onfy rep.in ha.If Fatigue 
  ~rounded up) during 
  ~Jeep periods filr a 
  number ofwcc:ks equal m three rimes 0 10. 
  n..'1& Yoo are cuned with a virulent skin 
  disease v. hich will cau~ you lntcmc P41in and 
  make you hideou' to look upon. The disca~ 
  will reduce your Phy~ical Beauty by 10 and 
  your WillpQwcr by j until cured by magic or 
  1 he arlli of a hmler. Oocc ~-urtd, I.he diseaw will 
  still rcdutt your Ph~ical Beaut)I by I for each 
  full wttk durin1 which ii affected you. This 
  r«luction is a permanent re.sull of scarring. 
  71-m You an: cursed with periodic muscle 
  pa~ms of random Qeturttrl~ and unpredict-
  a~e durailon whkll tend 10 lea'lle you limp and 
  e:xhauued. The spasms will persist until yoti arc 
  cured by magic or I.he ans of a Rank 2 healer. 
  Reduce Dex1eri1y by 5 and Endurance by half 
  (round dl!Wn) until cured. 
  81-• You beain to suffer from in1cnse and 
  regularly 1Xr11rrina miJn.ines which ndU« 
  your Willpower by I and )lour Mqical Apll-
  tudc by l untU cured of your affliction cil.bcr 
  by milk or a Rank ~ braler. 
  11-• You become arththlc and cnfeebkd 
  and will remain so until cured by rqgic or 1 ~ 
  arts of a hcaltr. Reduce yOUJ Fansue by hair 
  (round down) and ubtract 4 from Dc;xterity 
  and 3 from Agilil)' un1il C'IJred. 
  11-• 
  You have become subject 10 crteping 
  ~eniliry which will last un1iJ cured by magic 
  (only) and whkb wiU become wane as time 
  1oes on. Your Mqical Aplituclcis immediately 
  reduced by 2 and ls reduced by an addiliona.I 2 
  at I he beginning Of each week until cured. Omic 
  c:ured of )lour affUction, you will have 10 
  relearn any spells forJ(14ten during the period 
  of your illnes . All ~pell auempcs made durina 
  the illne55 will have their~ Chance of ta kins 
  effec1 rcdumt by 10. 
  11-100 You are cur ed wi1h tocal • mne5ia 
  111d ~ 
  aU $kills, ranks and magi.cal abilhies 
  for a period equal 10 one clay 1ime.s 0 10. Ollt-
  lng thiJ time, you may not cul ~Us. ~ 
  special skills or talm.ts or 115e a wr:spon ncepl 
  in its unranked late. Your friends wiU have 10 
  care for you sinc:t your surroundinp •~ 101aUy 
  unfamillar-and your survival dcf cnsa will ~ 
  been quite crrec1ively shon-cin:uitcd. You will 
  willingly take 1helr orclen and ad'llice, bill yoo 
  would just u willinaJy follow an ogre into his 
  cave if he a11ked you. 
  
  1)raaonQae,t 
  Camesmaster; 
  screen 
  [3 l .4] MAGIC RESISTA,llCE 
  MODIFIERS UST 
  Caster choos~ m decre.a~e target 
  - 20 
  characler's Magic Rcs:islanreas 
  per28.2 
  1· 
  • 
  Target and caste·r are of opposed 
  - 5 
  Brancl1es or Magic (see 39.1) 
  Target and cas:~er ar~. of the same 
  + 5 
  Branches or Magic 
  Target is not a member of any 
  + 20 
  Coll,ege of Magic 
  Ta gee i 'Utlder protection of 
  + 30• 
  co~mte:rspell affecting spell 
  Target is srnnding on eons~rated 
  + 50 
  ground 
  •Plus. 1 per Rank 
  (64) REACTION TABLE 
  DlcfJ "9actJon 
  01-10 ·Enraged: lmmcdialelya11a~kspar1y. 
  11·20 Belligerenl: Immediately attacks unles!; somehow 
  mollified. 
  21-30 
  Wary~ Inclined lo attack. but doe$ not immcdia1ely 
  cltarp:. 
  31-40 Unfriendly: Willing to communicate on a limited 
  ba.si$. but will not cooperate and may attack if patience is 
  lricd too severely. 
  41-m 
  Neutral: Willi111 10 communicate or to allow the 
  party to pa$S by without hinderancc. Has no positive or 
  negative feelings about the party. 
  11-11 Plcuanl: Willing to communicate, Including in hi 
  conversation UICful hints aboul the area. but still intent 
  upon his own business. 
  11-11 Frimdly: Wlllina to communicate and provide 
  minor assistance (such as providing temporary lodging). 
  •1& Charmed: Willing to assist the pany in any way 
  which does not imperil the NPC/monster•s own in1eresti>. 
  He may C\lcn be talked lnto joining the party temporarily. 
  18-100 En.raptured: Willing to join the party immediately 
  upon bei111 asked. Will totally identify with the party and its 
  interests even to his own peril. 
  The nature and det,Iee of11ny modirJCation will~ upon the 
  race or fflCCl1;5 of the mo!Ula or NPC encounttn:d, on the manner 
  In whic:h the character. habitually treat entities they encounter, and 
  on such unprodkt1blc dctaib 115 whcthi:r the monster currmtl~ hlQ 
  lta youna ln tow and is thtu primanly concerned with their welfare. 
  Once the initial reaction bu been dclcr-mincd. lhe elll uing interac-
  tion or lhe characters with the monster or NPC wm de]:lC'lld upon 
  the ac:tual lntmiction of the J)layen ,nd GM. as modif"ted by their 
  resp«tive pc1Upllons of the pJejudic:es, percepliom, and 
  chara~erl$tiC$ of their cluira~ers . 
  (82.9) FATIGUE AND ENCUMBRANCE 
  ,,,,,,,,_ CHART 
  .,,.,,,,,,, 
  \tWi1ht of Load (lbaJ 
  Ma 
  3-1 
  0 
  0 
  D 
  10 
  18 
  2S 
  3, 
  40 • 
  .... 
  0 
  0 
  10 
  JS 
  20 
  lO 
  50 
  60 
  l5 
  9-12 
  0 
  10 
  lS 
  20 
  30 
  .so 
  10 
  80 -
  13-17 
  10 
  15 
  20 
  30 
  50 
  70 
  90 
  IOD -
  18-a 
  IS 
  20 
  30 
  40 
  60 
  90 
  120 
  130 -
  21-23 
  20 
  30 
  so 
  60 
  80 
  120 
  160 
  170 -
  2W7 
  30 
  40 
  60 
  70 
  IOD 
  140 
  180 
  190 
  221 
  21-32 
  40 
  so 
  80 
  90 
  120 
  160 
  200 210 -
  ... 
  so 
  60 
  UlO 
  120 
  160 200 
  2<40 
  2'° 211 
  3MD 
  60 
  70 
  120 
  ISO 
  190 
  225 
  270 290 321 
  ,,.,..,&etclae 
  . 
  FArKlUI! l'OPiT 
  L0$61HO(Jfl • 
  I iahl 
  0 
  0 
  0 
  ~ 
  Yi 
  1 
  2 
  l 
  s 
  Medium 
  0 
  0 
  Yi 
  Y.i 
  1 
  1 
  3 
  4 
  6 
  Hard 
  Y.i 
  \Iii 
  1 
  l 
  2 
  3 
  5 
  6 
  8 
  Suenuous 
  2 
  2 
  3 
  3 
  4 
  5 
  6 
  7 
  9 
  tf,ff{/JJ:'j,~T• 0 
  I 
  2 
  3 
  5 
  7 
  9 
  10 
  12 
  Weitht of Laecl llbe.I: Tht wci&ht, in pouAda, 1ha1 a char-'« Is carry. 
  ln1. rounikd off co the neatat mny on the approprialc Physical Slmt,ph 
  row (if Ille wcilhl 15 cUClly belwun two entrift, UK the pat« one). The 
  Ba5k Ooods Cost I.Ji• (11.4) 5hould be U$Cd to calClllate 1oeal *Ciabt. 
  Nett: A mount can carry weipt for a dlaractcr while he Is tidlng. 
  Mu: The maiumuni load, in pounds, that a chal'Klcr can carry for a sm-
  tained period or time. 
  Rate of bercile: Sec Bl. I. 
  Alllty Points Lost: The temp()nry Aaillty Point 1o5, Mfc:red by a char-
  acter tocins the pvcn wcighl in combat. 
  u~ the protedUtt in rule 12.5 10 use 1hil chart. 
  
  Another 'j)ratonQuest Accessory 
  amesmaster; &creen 
  Ask your dealer 
  about the other 
  fine products in the 
  Dragon Quest 
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  3310 
  ·-
  ' . 
  A Masterful Solution ... 
  _. lor the !Jllrnesmastl!f who is 1ired of sl'll!fching 
  whole llookk!ls t11 find an elusm oomber 
  .. .for ttie !JilITTe:wlllSter wlio need:; •ce ~ 
  frorn the w.,si9 eye!S of o~ereagl!f play~rs 
  "'li. -
  The Dr&gonOue.sr Game!llTia!Oter's Screen 
  provides the g.ames.master with privacy 
  and ir>stan! access 10 DragonQuest's most 
  lreqmm!Py consu lted charts and ta!Jiles. 
  For the players. tliere is a copy o l the 
  Woal)Ql1$ Chart and associated ctiarts an.d 
  summaries . To u~ the Screen, simply set 
  it betw ll!Hl the players and the g<imes-
  master, partially fold the end par>els to-
  w;m1 the gamesrr>ast~r ~s show n, and 
  you'r<i ready for ad11enture! 
  
SOURCE: textdata/thevault/DragonQuest (osr)/2nd Edition/DragonQuest 2e - Gamemasters Screen.pdf