……AAaaaaaaaand here we are at the end of Dragon Warriors Week. We’ve looked at how it handles combat and  what made this wonderful, dinky role-playing game so unique. We’ve looked at it’s monsters, it’s magic, it’s maps and it’s puzzles - and we’ve barely scratched the surface of the game.

forkhorn Dragon Warriors Week Day Seven

I’m going to leave you on this last day of Dragon Warriors Week with a list of just some of the things I’ve not covered. Any one of them is a terrific reason to download the game and take it for a spin. Go on. You know you want to.

  • Assassins as a base class, complete with player usable Poison rules. Oh yes. They’re the Dragon Warriors uber-class, and work best in solo one-on-one sessions. Y’know – that thing that’s….. uhhh….. difficult in 4e.
  • Eighteen complete adventures. Yes, 18, and most are playable in a single session. That’s at least one ready-to-run game session (if you play once a week) for over four months.
  • Elementalists – including Darkness Elementalists
  • Steath and Perception rules that work, just like in 4e D&D. 23 years ahead of time.
  • Warlocks. Also 23 years ahead of time. Assassins + Darkness Elementalist + Warlocks = Dragon Warriors isn’t afraid of evil (or at least morally unconscious) characters
  • The Grey Hood, Blue Men, Black Riders and White Ladies!
  • Bloodrage!
  • Kraken worship!
  • Nightmare Huts! Pirates! Wreckers! Curses! Diseases!
  • Fang Warriors straight out of Jason and the Argonauts!
  • Spider Magic!
  • THE Temple of Balor! Not just “A” temple, but “THE” Temple!
  • The Isle of Albion!
  • Crime and punishment rules including percentage chances to bribe a judge.
  • Jousting rules!
  • ……and much, much more.

Have you geekgasmed yet? I have.

Dragon Warriors is a classic role-playing game released in 1985 as 6 trade paperback books. It is now available for free download. Happy Dragon Warriors Week!