DestinyQuest: The Raiders of Dune Sea
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About this ebook
You are an orphan with a strange gift for magic. Hunted by the church, you have fled south to the desert lands of Khitesh, lured by tales of exotic adventure and fabulous riches. However, a simple treasure-seeking mission quickly turns sour, plunging you into the heart of a criminal underworld, where shady dealings and poisoned blades hide a deadly secret.
Do you have what it takes to survive on the cut-throat tides of the Dune Sea? You decide in this epic fantasy adventure – one where you make the decisions.
Michael J. Ward
Sheffield-born writer, Michael J. Ward, was first introduced to the fantasy genre through the Fighting Fantasy gamebooks in the eighties. Now living in the Midlands, Michael divides his time between writing DestinyQuest novels, working freelance and playing - by his own admission - far too many video games.
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DestinyQuest - Michael J. Ward
Town: Thunder Creek
Green Quest: Widow maker
Green Quest: For whom the bell tolls
Orange Quest: Digging for diamonds
Blue Quest: The climb
Red Quest: A natural divide
Red Quest: Trouble out of Tombstone
Town: Crown Mesa
Boss Monster: Tumbleweed
Legendary Monster: Karkadann, Lord of the Plains
Legendary Monster: The Grundy Family
Legendary Monster: Gimloc and King Crab
Legendary Monster: Deadeye Jack and the Sinister Seven
Legendary Monster: Carrion, Scourge of the Wasteland
Town: Sand Port
Green Quest: The pyramid of peril
Green Quest: Training day
Orange Quest: Knives in the dark
Blue Quest: Crossing the line
Red Quest: Night in the necropolis
Bonus Dungeon: The tomb of Garriot
Boss Monster: The black pyramid
Legendary Monster: Bahamut the Sand Whale
Legendary Monster: Empusa the Devourer
Legendary Monster: The Crassus Crew
Copyright © 2019 Michael Ward
All rights reserved.
Apart from any fair dealing for the purposes of research or private study, or criticism or review, as permitted under the Copyright, Designs and Patents Act 1988, this publication may only be reproduced, stored or transmitted, in any form or by any means, with the prior permission in writing of the publishers, or in the case of reprographic reproduction in accordance with the terms of licences issued by the Copyright Licensing Agency. Enquiries concerning reproduction outside those terms should be sent to the publishers.
Matador
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Tel: 0116 279 2299
Email: books@troubador.co.uk
Web: www.troubador.co.uk/matador
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ISBN 978 180313 822 0
British Library Cataloguing in Publication Data.
A catalogue record for this book is available from the British Library.
Matador is an imprint of Troubador Publishing Ltd
Cover illustration by Paul Cheshire
Map illustrations by David Atkinson
For Mary, who battles each day with the strength of heroes.
You are my inspiration.
Contents
Act 1 Map: The Badlands
Act 2 Map: The Dune Sea
Title Page
Copyright Page
Dedication
Welcome to DestinyQuest!
Prologue: Crime and Punishment
Glossary Special abilities
Welcome to DestinyQuest!
‘The drifter will step to a song of change, across desert sands that will weep at his coming.’
Cornelius the Prophet
Unlike ordinary storybooks, DestinyQuest puts you in charge of the action. As you guide your hero through this epic adventure, you will be choosing the danger that they face, the monsters that they fight and the treasures that they find. Every decision that you make will have an impact on the story and, ultimately, the fate of your hero.
Your choices, your hero
With hundreds of special items to discover in the game, you can completely customise your hero. You can choose their weapons, their armour, their special abilities – even the boots on their feet and the cloak on their back! No two heroes will ever be alike, which means your hero will always be unique to you.
Limitless possibilities, endless adventure
You can play through DestinyQuest multiple times and never have the same adventure twice. With so many options and paths to choose from, the monsters that you encounter, the people that you meet and the loot that you find, will be different each time you play. There are numerous hidden secrets to discover, bonus items to collect and unique special abilities to unlock – in fact, every turn of the page could reveal something new for you and your hero.
Discover your destiny…
The next few pages will take you through the rules of the game, outlining the hero creation process and the combat and quest system. Don’t worry, it won’t take long – and then your first DestinyQuest adventure can begin!
The hero sheet
Let’s start with one of the most important things in the game – your hero sheet. This a visual record of your hero’s abilities and equipment. You will be constantly updating this sheet throughout the game, as you train new abilities and find better armour and weapons for your hero. (Note: The hero sheet is also available as a free download from www.destiny-quest.com.)
Attributes
Every hero has five key attributes that determine their strengths and weaknesses. These are speed, brawn, magic, armour and health. The goal of DestinyQuest is to advance your hero from an inexperienced novice into a powerful champion – someone who can stand up to the biggest and baddest of foes and triumph!
To achieve this, you will need to complete the many quests throughout the desert lands of Khitesh. These quests will reward you with new skills and equipment, such as weapons and armour. These will boost your hero’s attributes and give you a better chance of survival when taking on tougher enemies.
The five attributes are:
• Speed (Sp): The higher a hero’s speed score, the more likely they are to score a hit against their opponent. A hero who puts points into speed can easily bring down stronger enemies thanks to their lightning-fast reflexes.
• Brawn (Br): As its name suggests, this score represents your hero’s strength and muscle power. A hero with high brawn will be able to hit harder in combat, striking through their opponent’s armour and dealing fatal blows.
• Magic (Ma): By mastering the demonic powers of the shroud, a hero can command devastating spells and summon fiendish monsters. Heroes that choose this path should seek out the staffs, wands and arcane charms that will boost their magic score, granting them even deadlier powers to smite their foes.
• Armour (Ar): Whenever a hero is hit in combat, by weapons or spells, they take damage. Wearing armour can help your hero to survive longer by absorbing some of this damage. Warriors will typically have a high armour score, thanks to the heavy armour and shields that they can equip. Rogues and mages will typically have lower scores, relying instead on their powerful attacks to win the day.
• Health : This is your hero’s most important attribute as it represents their life force. When health reaches zero, your hero is dead – so, it goes without saying that you should keep a very close eye on it! Armour and equipment can raise your hero’s health score – and there are also potions and abilities to be discovered, to help your hero replenish their health during combat.
Starting attributes
Every hero begins their adventures with a zero score for brawn, magic, speed and armour. These attributes will be boosted throughout the course of your adventures. All starting heroes begin with 30 health.
Equipment slots
On the left side of the hero sheet there is a series of labelled inventory slots (head, cloak, gloves, feet etc.). Each of these slots represents a location on your hero where you can equip an item. Whenever your hero comes across a new item in the game, you will be told which slot on the sheet you can place it in. You can only have one item equipped in each slot. For example:
Special abilities
The special abilities box on the right of your sheet is where you can record notes on your hero’s special abilities. Every hero has two special abilities, which they learn when they train a career. Items of equipment can also grant special abilities for your hero. All special abilities are explained in the glossary at the back of the book.
Paths and careers
Your hero starts their adventure as an untrained novice, with no remarkable skills or abilities. Once your hero has gained some experience however, three paths will become available to you – the path of the warrior, the rogue and the mage. Your hero can only choose one of these paths, and once that decision is made, it can’t be changed – so choose wisely. The chosen path will determine the careers and abilities that your hero can learn throughout their adventures.
Your hero’s path and current career should always be recorded at the top of your hero sheet, and its special abilities should be recorded in the special abilities box on the right of your sheet. A hero can only be trained in one career at a time, but you can swap a career for another one, provided that you have found the relevant trainer or reward item. When your hero trains a new career, all abilities and bonuses from the old career are lost.
Backpack
Your hero also has a backpack that can hold five single items. On your travels you will come across many backpack items, including useful potions and quest items. Each backpack item takes up one slot in your backpack – even if you have multiple versions of the same type of item (for example, health potions).
You may discover opportunities to expand your backpack space, giving you slots for a further two items.
Money pouch
The main currency in Khitesh is the silver sol. These coins can be used to purchase potions and other special items whenever you visit a town, village or camp. Your hero begins their adventure with 30 silver.
The vault
Once you have reached a certain milestone in your adventure, you will have opportunity to unlock a special vault. Once the vault is open, if you swap equipment during your adventure, you may put the item you are replacing inside the vault rather than destroying it. (Note: You cannot place backpack items in the vault, only inventory items.) The vault has slots to store up to ten items. Once the vault is unlocked, you can access it at any time to swap items between your hero and the vault.
Quests and monsters
The lands of Khitesh are a dangerous place, full of ferocious monsters, wild beasts and deadly magical forces… bad news for some people perhaps, but for a would-be adventurer it means plenty of paid work! By vanquishing foes and completing quests, your hero will grow stronger and more powerful, allowing you to take on tougher challenges and discover even greater rewards.
The maps
The story is divided into two chapters – known as ‘Acts’. Each Act has its own map, which shows you the locations of all the different quests that your hero can take part in. To select a quest you simply turn to the corresponding numbered entry in the book and read on from there, returning to the map when you have finished.
Choosing quests
Each map will provide you with a number of different quests. Some quests are harder than others. A simple colour-coded system ranks the quests in order of difficulty:
Green quests: These are the easiest quests to complete. Heroes with even the most basic of equipment will still emerge victorious.
Orange quests: Heroes will find these tasks a little more challenging, requiring them to defeat numerous enemies to succeed.
Blue quests: Things get a lot tougher with blue quests. Monsters are more likely to have powerful abilities and higher attribute scores, meaning your hero will need to be fully prepared and equipped for the dangers they may face.
Red quests: These quests should only be attempted once you have completed the majority of green, orange and blue quests. Your hero will need to use everything they’ve got to overcome these tough challenges and triumph.
While it is possible to complete some quests in any order you wish, it is wiser to progress through the quests in order of difficulty to ensure that your hero has the equipment and abilities necessary to tackle the later challenges. Once a quest has been completed it cannot be revisited.
Legendary monsters
On each map you will also see some spider symbols. These represent ‘legendary monsters’: opponents that are tougher than your average foe. Only the bravest of heroes, who are confident in their abilities and have good gear from their questing, should seek out and battle these mighty opponents.
Boss monsters
Each Act of the story has a final boss monster that must be defeated before you can advance the story to the next Act. These boss monsters are represented by the skull symbol on the map.
It goes without saying that these final bosses are no pushovers and should only be attempted once you have fully explored each map and completed most of the quests.
Towns, villages and camps
Every Act of the story has its own town, village or camp, which your hero can visit any time between quests. They are represented on the map by the building icon. Simply turn to the corresponding page entry whenever you wish to visit. These locations can provide your hero with items to purchase, additional quests, hints and tips and even some career trainers.
Where possible, it is always a good idea to visit these areas first, whenever you start a new map. The inns and taverns can be a great source of rumour and information regarding the challenges ahead.
Upgrading equipment
The primary goal of DestinyQuest is to equip your hero with better weapons, armour and equipment. These will boost your hero’s attributes such as brawn and magic, and help them to survive longer in battle.
At certain times in the story you will be offered a choice of rewards for your hero. Usually this will be the result of killing a monster or completing a quest, but there are also many other ways of gaining rewards – some easier to find than others.
When you are offered a choice of rewards, you will be told how many items you may pick from the selection. It is up to you to decide which reward/s will be best for your hero. These rewards, such as rings, pieces of armour, weapons and necklaces, will commonly give boosts to certain attributes. Select your rewards wisely to boost the attributes that are the most essential for your hero.
When you have chosen your reward, you write its name and details in the corresponding slot on your hero sheet. Make sure to update any attributes that are affected by the new reward. Remember, it is your decision what rewards you take. You can always pass on items if they don’t interest you.
Replacing equipment
Your hero can only carry one item in each slot. When you choose a reward and your hero already has an item in the corresponding slot, the new item replaces the old one – and the old item is destroyed. When you destroy the old item, all attribute bonuses and abilities that it provided are lost, to be replaced by those from the new item. (Note: Once you have unlocked the vault, instead of destroying an item, you can place it inside the vault instead.)
Combat
The deserts of Khitesh can be a wild and dangerous place. Most of the creatures you encounter will be hostile and it will be up to you (and your hero!) to battle and defeat these monsters, to emerge victorious.
When you enter into combat, you will be given your opponent’s attributes. These are usually speed, brawn (or magic), armour and health. Some may also have special abilities that you will need to take note of.
The combat sequence
Combat consists of a number of combat rounds. In each round of combat you roll dice to determine who hits who and who takes damage. (Note: A die is considered to be a standard 6-sided dice.) Once damage has been applied, a new combat round starts. Combat continues until either your hero or their opponent is defeated.
In each combat round:
1.Roll 2 dice for your hero and add their current speed score to the total. This is your hero’s attack speed.
2.Roll another 2 dice for your opponent and add their speed score to the total. This is their attack speed.
3.The combatant with the highest attack speed wins the combat round. If both scores are the same, it is a stand off – the combat round ends (see step 7) and a new one begins.
4.The winner of the round rolls 1 die and adds either their brawn score or their magic score to the total, whichever is highest. (Note: Monsters will only have one or the other, not both.) This will give you a damage score.
5.The loser of the round subtracts their armour value from the damage score. Any remaining damage is then deducted from their health. (If the damage score was 8 and the loser had an armour of 2, they would take 6 health damage.)
6.If this damage takes your hero’s or your opponent’s health to zero, they are defeated and the combat automatically ends. If both combatants have health remaining, then the combat continues.
7.At the end of each combat round, any damage from passive effects (such as bleed and thorns) are applied to any affected combatants. This damage occurs simultaneously. If you and your opponent still have health remaining, then a new combat round begins. Return to step 1.
Example of combat
Sir Hugo has awoken a slumbering serpent and must now defend himself against its venomous attacks.
Special abilities
• Venom: Once you have taken health damage from the serpent, at the end of every combat round you must automatically lose 2 health .
Combat round one
1.Sir Hugo rolls 2 dice to determine his attack speed. He rolls a and a giving him a total of 6. He adds on his speed score of 4 to give him a final total of 10.
2.The serpent rolls 2 dice to determine its attack speed. The result is a and a making 11. The serpent’s speed is 6, making its final total 17.
3.Sir Hugo has a speed score of 10. The serpent has a speed score of 17. The serpent has won the first round of combat.
4.A dice is rolled for the serpent to determine its damage score. The result is a Its brawn score of 3 is added onto this, to give a final total of 9.
5.Sir Hugo subtracts his armour value of 5 from this total. This means he only takes 4 points of health damage (9-5=4). His health is reduced from 30 to 26.
6.Sir Hugo and the serpent both have health remaining, so the combat continues.
7.Sir Hugo is poisoned by the serpent’s venom special ability. He automatically takes another 2 points of health damage, reducing his health to 24.
Combat round two
1.Sir Hugo rolls 2 dice to determine his attack speed. He rolls a and a giving him a total of 10. He adds on his speed score of 4 to give him a final total of 14.
2.The serpent rolls 2 dice to determine its attack speed. The result is a and a making 5. The serpent adds its speed score of 6, making its final total 11.
3.Sir Hugo has a speed score of 14. The serpent has a speed score of 11. Sir Hugo has won the round!
4.Sir Hugo rolls a for his damage score. He chooses to add on his brawn (which is higher than his magic score). His final total is 12.
5.The serpent subtracts its armour value of 2 from this total, so takes 10 points of damage. The serpent is left with 2 health.
6.Sir Hugo and the serpent both have health remaining, so the combat continues.
7.Because the serpent applied its venom special ability in the last round, Sir Hugo must now deduct another 2 points from his health – reducing it from 24 to 22.
Combat then moves to the next round, continuing until one combatant’s health is reduced to zero.
Restoring health and attributes
Once you have defeated an enemy, your hero’s health and any other attributes that have been affected by special attacks or abilities are immediately restored back to their normal values (unless otherwise stated in the text). In the above example, once Sir Hugo has defeated the serpent, he can return his health back to 30 and continue his adventures.
Spending magic
Casting powerful spells can be draining on the mind and body. Some special abilities require a hero to ‘spend magic’ in order for the ability to be activated. When spending magic, you must simply lower your magic score by the specified amount. If you do not have enough magic points to spend, then the ability cannot be used. Always be careful when spending magic, as the effect persists until you are able to restore your magic back to its normal value again (e.g. by winning a combat).
Dungeon delves
Some quests will be labelled dungeon delves. These are very tough challenges, designed to test the bravest of adventurers! When participating in a dungeon delve, you cannot restore your health or any lowered attributes between combats. Instead, you must move from one combat to the next with only the health (and attribute scores) you have remaining. On the plus side, all special abilities are restored between combats, so don’t forget to use them!
Fighting multiple opponents
In some combats you will be fighting more than one opponent. When faced with multiple opponents, combat follows the same rules as for single combat – the only difference is that, at the start of each combat round, you must choose which opponent you will be attacking. You must then roll against their speed score. If you win the round, you must direct your damage against your chosen opponent (or multiple opponents if you have an ability that lets you do so). If you lose the round, only your chosen opponent will strike back against you (unless otherwise stated in the text). All opponents must be defeated to win the combat.
Using special abilities in combat
As your hero progresses through the story, they will discover many special abilities that they can use in combat. All abilities are explained in the glossary at the back of the book.
There are five types of special ability. These are: speed (sp), combat (co), modifier (mo), passive (pa) and warp (wa) abilities.
• Speed (sp): These abilities can be used at the start of a combat round (during steps 1 and 2), and will usually influence how many dice you can roll or reduce the number of dice that your opponent can roll for speed. You can only use one speed ability per combat round.
• Combat (co): These abilities are used either before or after you or your opponent roll for damage (during step 4). Usually these abilities will increase the number of dice you can roll, or allow you to block or dodge your opponent’s attacks. You can only use one combat ability per combat round.
• Modifier (mo): Modifier abilities allow you to boost your attribute scores or influence dice that you have already rolled. You can use as many different modifier abilities as you wish during a combat round. Modifier abilities can be used at any time, as per their description.
• Passive (pa): Passive abilities are typically applied at the end of a combat round (during step 7), once you or your opponent has taken health damage. Abilities such as bleed and thorns are passive abilities. These abilities happen automatically, based on their description.
• Warp (wa): Warp abilities are special abilities that you will learn more about during your adventures. Warp abilities can typically be used at any time during a combat round, however to activate a warp ability you will need to spend health . You can only use one warp ability per combat round.
Unless otherwise stated in their descriptions, each ability can only be used once during a combat – even if you have multiple items with the same ability (i.e. if you have two items with the piercing ability, you can still only use piercing once per combat).
Damage score and damage dice
Some special abilities will refer to a damage score and others will refer to rolling damage dice. A damage score is when your hero rolls one die and adds their brawn or magic to the total (as in the previous combat example). This is the most common means of applying damage to your opponent.
However, some abilities allow you to roll damage dice instead. Damage dice are simply dice that are rolled for damage, but you do not add your brawn or magic score to the total. For example, the special ability cleave allows you to inflict 1 damage die to all your opponents, ignoring armour. You would simply roll 1 die and then deduct the result from each of your opponents’ health. You do not add your brawn or magic to this total.
Using backpack items in combat
The outcome of many a combat can be decided by the clever use of backpack items, such as potions and elixirs. From restoring lost health to boosting your speed, never underestimate how useful these items can be in turning the tide of battle. However, you can only use one backpack item per combat round so choose wisely! Also note that every useable backpack item has a number of charges. Once these have been used up, they are gone forever.
Runes, glyphs, dyes and other special items
During your adventures, you will come across a number of special items that allow you to upgrade an item of equipment by adding attribute bonuses or additional abilities. These unique upgrades cannot be stored in your backpack and must be used immediately when they are found to add their relevant attribute/ability to a chosen item. Each item of equipment can be upgraded three times.
Death is not the end
When your hero dies, their adventure isn’t over. Simply make a note of the entry number where you died and then return to the quest map. Your health is immediately restored back to full, however any consumable items that were used in the combat (such as potions and elixirs) are gone forever! You can now do the following:
1.Return to the entry number where you died and try it again.
2.Explore a different location on the map, such as a town or another quest.
You can return to the entry number where you died any time you wish. If you are having difficulty with a particular combat, then try a different quest, or purchase some helpful potions or items from a local vendor.
Note: In some quests, when your hero is defeated, there are special rules to follow. You will be given an entry number to turn to, where you can read on to see what happens to your hero.
Taking challenge tests
Occasionally, during your travels, you will be asked to take a challenge test using one of your attributes (such as speed or brawn). Each challenge is given a number. For example:
To take a challenge test, simply roll 2 dice and add your hero’s attribute score to the result. If the total is the same as or higher than the given number, then you have succeeded. For example, if Sir Hugo has a speed of 4 and rolls a [2] and a [3], then he would have a total of 9. This means he would have successfully completed the above challenge.
Advanced rules: Pets and minions
During your adventure, you may be given the opportunity to train a pet or summon a magical minion to fight by your side. These allies will give you valuable bonuses in combat, however they can be vulnerable to attack – so managing them in combat will be key to your success.
If you have access to multiple pets or minions, then you must decide which pet/minion you will be taking into combat. You can only have one pet or minion active at a time. Each pet or minion will have its own attribute scores for brawn (or magic), armour and health.
At the start of each combat round, you must decide if your pet or minion will be in an aggressive stance or a passive stance.
Aggressive stance: Your pet or minion is actively seeking to get in the way of your opponent’s attacks. If you lose a combat round and would suffer health damage as a result of an opponent’s attack, then your pet or minion will automatically suffer the damage instead. The pet/minion also inflicts damage back to the attacking opponent (even if the pet or minion is defeated by the attack), equal to their brawn or magic score, ignoring the opponent’s armour. If a pet or minion is defeated by an opponent’s attack, any surplus damage from the attack is not passed on to the hero.
Passive stance: Your pet or minion is actively seeking to avoid your opponent’s attacks. If you lose a combat round and would suffer health damage as a result of an opponent’s attack, then roll a die. On a result of or more, you suffer this attack as normal, and may then use any combat abilities you might have to avoid or reduce the damage. On a result of your pet or minion will automatically suffer the damage instead – however, they will not inflict any damage back to the attacking opponent.
You can switch pets and minions between aggressive and passive stances at the start of each new combat round.
Note: Pets and minions are immune to all special abilities that an opponent might have, such as passive effects (like bleed and venom). If these would trigger on an attack, then they are ignored. If you are completing a dungeon delve quest or a series of linked encounters, then (like your hero) pets cannot heal between combats. If they are defeated, then they are not available again until you have an opportunity to rest and restore your health.
Take your adventures online!
Join the DestinyQuest community at www.destiny-quest.com for the latest information on DestinyQuest books, hints and tips, player forums and exclusive downloadable content (including printable hero sheets, item lists and an advanced combat walkthrough).
It’s time to begin
Before you start your adventure, don’t forget to check that your hero sheet has been fully updated. It should display:
• Your hero’s name
• A 30 in your hero’s health box
• 30 silver in your hero’s money pouch
Now, turn to the Prologue to begin your adventure…
Prologue: Crime and Punishment
‘So let’s get this straight.’ You lean your elbows on the table, arms crossed, and narrow your eyes at the woman. ‘You’re here to kill me. For a crime I’ve yet to commit.’
The assassin nods curtly, as if such a notion is not so out of the ordinary.
You take a moment to let your own words sink in. ‘Well, I gotta hand it to you. That’s a new one on me.’
Her face remains impassive. ‘You’re taking it well, considering.’
You grimace at the compliment. ‘And you’re just gonna do it, right here and now?’
‘No better time.’
‘Time. Yeah.’ You slouch back in the chair, dropping a hand into your lap. Inching it towards the handle of your scabbarded sword.
As crazed gun-toting loons go, she was not your usual suspect. You can tell by the way she holds the flintlock it’s for show and nothing else. The magic around her is palpable though. Call it a special gift you have, an eye for the glimmer that betrays a magic user.
‘And you ain’t gonna tell me what I do that’s so terrible?’
She shakes her head. ‘It’s yet to happen. Knowledge of the act isn’t going to help you.’
‘I’ll take it to my grave then. Come on, give me something at least.’
‘The guilty have no rights.’
You suck at your teeth. ‘Hmm, not exactly fair though, is it? Playing judge, jury and executioner, and I have no say in how this is gonna go.’
The woman is silent.
Time for a change of tact. ‘So, am I what you expected?’
She studies you thoughtfully. ‘I thought you’d be harder to find,’ she states flatly, disappointment drawn across her hard features.
‘Yeah, me too.’
If you’d seen this one coming, you’d have known she was trouble. You’ve learnt to read people well on the road. Part and parcel of staying alive. The dusty coat, that’s her obvious camouflage. But underneath, the green-dyed leathers don’t have a speck of dirt on them. Her tanned face is too clean. No stink of the road. This one is just slumming it like an actor might take on a role. She ain’t lived it. That you can tell.
Besides, no road traveller would so brazenly display such finery. The emerald at her throat and a similar chunk in the band on her middle finger, tapping now on the table top. You find yourself appraising them greedily. Force of habit.
Probably enough to buy this whole damn stink-hole.
But it’s the glow that really has your attention. That green flicker that moves the air around her.
You glance down at the barrel of the pistol, still pointed at your chest. ‘You don’t really need that, do you? Not someone of your talents.’
The woman shifts slightly in the chair, her body masking her intent from the rest of the taproom. ‘I need you to know I’m serious. What else am I going to do, point at you with my pinkie?’
‘A fair point.’
‘And I don’t want you doing anything stupid.’
That draws another indignant snort. ‘But you can tell the future. Surely, you gotta know what I’m gonna do next?’
The woman sneers. Clearly such games are beneath her. ‘You could flip this table, hope it creates enough distraction to reach for that sword. Or the knife in your boot. Else you could just go for the draw and hope you’re quicker. Blade against my pistol. Neither will end well for you.’
Damn, she was good.
Your hand ceases its steady crawl to your sword.
‘On the table. Both of them. Where I can see them.’
You oblige with a heavy sigh, hands flat against the sticky wood. ‘Can I at least pour myself a drink? You know, toast the moment. The moment of my death.’
You take her silence for approval. As you lift the jug and pour a cup of ale, you let your eyes move steadily across the taproom, weighing up any slim opportunities. Quiet night for this frontier town. No rowdy drunks or unwashed pioneers, telling fanciful tales of monsters and gold. Not here. Just a sleeping dog stretched out by the fire. Two old timers playing cards with a bottle of whiskey. A dusty traveller at the bar swapping tales with the bar man. A quiet night.
As you raise your cup to your lips, your gaze settles briefly on the taproom door, wondering what is holding the others up. They were option three. After that, you’re plain out of options.
Hold her attention. Keep talking.
‘Cheers.’ You tip back the cup, swallowing the contents, then slam the cup back on the table. The woman doesn’t even flinch. You wipe the froth from your mouth with the back of your hand.
‘You’re not the first are you, to try this?’ You wag a finger at her playfully.
The woman tilts her head, her interest piqued.
‘Back when I was a kid. Someone like you – with the green glow about them. The magic. Yeah, I saw them. Actually did me a favour back then. Saved my life. But maybe they were there to kill me too. Just like you.’
The woman cocks an eyebrow. ‘Go on.’
It’s not a story you’ve been inclined to share with anyone else before, not even Harmon and he’s been like a father to you. No, the past is something you like to keep locked away. A dark piece of you that never needs to see the light.
But things change. Turns out an assassin with a gun trained on your chest can be a surprisingly forceful incentive. You pour another cup of ale, your hand shaking. It’s never done that before. Not since the orphanage…
Hell, the past was coming back. It was a bad thing, twisting inside your gut. But needs must.
Hold her attention. Keep talking.
‘I was twelve, I think. It was an autumn day…’
The wagon bounced and clattered along the dusty track, passing trees of vivid red and pumpkin orange, bright through the early morning mist that still clung stubbornly to the landscape. The knight had left you a few hours before. A young man, four years your elder, handsome and with an easy confidence that made you sour with jealousy. He was heading out east, still a month or two of travel ahead, to a place called Tithebury Cross. He was going to become an apprentice. To somebody real important. Oh he was proud of that. Fresh out of the academy, clad in fine armour with a family crest vividly emblazoned on the scabbard of his blade. He had a noble air. A young man starting out on a new adventure, blessed with every advantage in life that you had sorely lacked. You were relieved at his leaving, yet saddened also – as his many stories had kindled something inside of you, a longing for a better life, and in his absence that sudden longing was already fading to embers.
The other two boys were still talking about the knight. Young Eddie was using a wooden sword to imagine some fight with a fearsome monster. Wills was urging him on, back propped up against a basket of clothing, his knife cutting strips off a piece of bark.
He catches you looking at him and quickly frowns.
‘Hey, you’re not gonna mess up today are you? Master only keeps you on cos o’ that talent you got. Not much use for you if you can’t even do that.’
You pick up a juggling ball and throw it in his direction. Your aim is perfect, despite the rocking of the wagon, forcing him to raise an arm to deflect it. ‘Shut up, Wills. I’ll do my part.’
‘You better,’ he grimaces. ‘You know what’ll happen if you get on the wrong side of Gimbal.’ He makes a stabbing motion with his knife.
The wagon gives a sudden lurch, rattling your teeth. The iron-shod wheels are now clattering against stonework. You crawl past a clutter of boxes to reach one of the grimy windows. Pressed close to the glass, you look out on a winding river and patchwork fields stretching away into the curling fog. The village is close now and the familiar feeling of nervousness begins to churn your stomach. Always the same before a performance. And worse afterwards, when the magic is spent.
You hear your master, Gimbal, calling and hooting from the seat of the wagon. A few moments later and you are passing farmers waving from the fields. A woman in a blue cotton dress looks up from her milking. The goat bleats, chin whiskers trembling. Children start to run alongside the wagon, barefoot and cheering excitedly. Out here, in the great wide nowhere, the arrival of a group of entertainers is a rare occurrence, a celebration. You allow yourself a smile. Perhaps this is how a knight must feel, returning home from a grand adventure.
‘Stupid fools,’ glowers Wills, his mouth all worked up in an ugly leer. He shoves you out of the way to get a better look. ‘They don’t see what’s coming. Like sheep for the slaughter!’
He was great at ruining the moment.
This was Boggart’s Hill, a small village nestled around its namesake, a craggy hill of moss and rock where a wooden church building loomed high on its summit, made dark against the white tumbling cloud. After more than a year on the road, one village has become much like the rest. A dozen or so homes cluttered around a square. Some farm buildings set away in the fields, a tavern or coaching inn taking prominence by the roadside.
Gimbal was good at choosing his targets. This little village had no inkling of real magic. They were a simple folk, dedicated to their work and their faith. The church was evidence of that, presiding over the village from its lofty peak like a priest at his pulpit. You shiver at the thought, the memories of the church orphanage still haunting your waking hours and turning sleep into feverish nightmares. An irony then that you will be acting out the part of their most revered idol.
By afternoon, storm clouds have started to gather, but the village-folk are unperturbed. Gimbal’s juggling and card tricks keep the children and adults spellbound, while you and the other boys set up the stage and prepare the props. Food and drink is offered freely and in abundance – goat’s milk and freshly-baked bread, still warm, with honey and berries. A basket of sweet cakes follow. You filch some away in the back of the wagon, ready for the journey ahead. Gimbal makes it a rule that you never stay over. Too much danger of getting caught. ‘In and out’, he says, with a knowing wink. ‘Quick. Like a knife to the heart.’
A young girl hands you a garland of flowers, cheeks flushed red. Her friends watch and giggle. You graciously accept the gift, smelling the sweet fragrance of maple and lemon. Then, later when she is gone, Wills rips the garland from around your neck and tramples it into the dirt laughing.
The show runs slickly as always. Gimbal makes a fine narrator, his voice a well-tuned instrument for invoking excitement and mystery. The play is one you have performed many times before: the ascension of Judah. You’ve never cared for books or teachings – all you know is what Gimbal has told you, through the words of his play. Judah was the devoted messenger of the One God, sent down from the heavens to spread the holy word. He had travelled east with seven angels to fight the demons of the heathen lands, but there he had been captured and nailed to a Mordland cross.
If Wills had the chance, you’re almost sure he would gladly have used real nails. But instead he makes the motions of tapping them through the palms of your hands as you stand against the wooden cross, arms outstretched by your sides. He makes a good Mordland guard, all ugly and sneering. You doubt there is little acting there. Meanwhile, Gimbal has the audience hanging on his every word, beckoning them nearer to the stage with his hushed and dramatic tones. Women hold their wide-eyed children close, while menfolk mutter and grumble at the unfairness of it all. A few hands stray to their own crosses. Each and every one of them unwitting victims.
Unseen, like a ghost, young Eddie moves between their vacant homes, his fast fingers finding coins and valuables alike – what little these simple folk have – and stuffing them into his bags, and many hidden pockets.
Victims. Just like the last village, and the one before that…
You look down at them from the elevated stage, with dirty white robes flapping around your bare legs, body held rigid against the cross of wood. Above you the angry heavens broil and threaten a storm. Perhaps a sign of the One God’s incoming rage, his own review of this mummer’s mockery. Wills steps to the side, ready to pull the painted screen across the stage, to prepare for the grand finale. Your great magic trick.
You take a deep breath, steeling yourself for what is to come. Closing your eyes, you picture the side of the wagon. Every detail meticulously memorised. The gaudy lettering curling across the panels, spelling ‘Gimbal’s Tricks and Miracles’. Places where the old lettering can still be seen, but only if you look hard enough. Every detail. The chipped paint. The notches in the wood. The rotten slats and the mud spattered wheels. The lead-framed window. A chip in the glass.
You have to see everything as if it was real. As if it was right there, in front of you.
The magic starts to pull.
Wait, not yet. Not until your cue…
You open your eyes.
It is then that you see the three riders, guiding their horses carefully around the crowd, shadowed faces turned to the stage. A shiver runs along your spine, followed by a queasy and unsettling fear.
There is no mistaking their professions. One wears a battered hat and long-tailed coat, a brace of flintlock pistols visible against his chest. A witchfinder – a hunter of the church, dedicated to rooting out evil doers and the misuse of magic. Beside him, two devout acolytes, their faces hidden by the cowls of their riding cloaks. One a woman, sitting straight-backed and proud atop her pale horse. Crosses and talismans flash about their necks, and holy sigils burn in the glittering thread that trace bright patterns across their robes.
‘Then behold, for Judah did speak to his betrayer,’ Gimbal sweeps a hand across the captive crowd. ‘With words of forgiveness, and then a prayer.’
You feel your stomach tightening. ‘Wills,’ you hiss between your clenched teeth. ‘We have to stop. We have to…’
Your words are lost to a rumble of thunder. Rain spatters against the wooden stage.
‘Wills!’
The boy starts to drag the painted screen across the stage.
‘And Judah, faithful Judah, did rise up then, way up high!’ Gimbal throws his arms up to the darkening storm clouds, head tipped back, his body shaking and trembling with divine rapture. ‘Rising up to his father, O’ bright heaven in the sky.’
‘Do your job, loser,’ growls Wills, as the screen finally obscures you from sight.
It was time.
But you are panicking. The witchfinder and the acolytes are disciples of the church and you have already learned what punishments they can hand out to those who foolishly display their magic unchecked. For them magic is an evil thing, to be punished or locked away. At least, that is what the harsh beatings at the orphanage had taught you.
You close your eyes, trying to calm yourself. Picture the wagon. Every detail. The gaudy lettering curling across the panels…
‘And then in a burst of the purest white.’ Gimbal’s voice booms loud, competing against the thunder and hiss of rain. ‘He vanished then. Gone from sight!’
….the chipped paint. The notches in the wood. The rotten slats and the mud spattered wheels…
‘Behold, the One God’s true miracle!’
…lead-framed window. A chip in the glass.
The magic pulls you.
It is a sickening lurch through green space. Spots flicker before your eyes, burning like suns. A flash and then you are stumbling dizzily into the side of the wagon, out of sight of the distant crowd. You drop to your knees, the stunned cries of the audience carrying on the wind. Then the nausea hits. You throw up your guts, retching painfully as you grip your aching stomach.
There is rapturous applause.
For those simple onlookers, it would have been a miracle. When the screen was pulled back, the cross would have been empty. You had vanished, just like their beloved Judah. Gimbal will have taken his customary bow, and then with greedy eyes, tipped his dirt-stained hat, ready to receive the crowd’s grateful blessings.
Just like the last village, and the one before that. Hands would gladly find their purses. Coins and other gifts quickly filling the hat. Some of the devout may even have fallen to their knees, crying out prayers to their One God. Through it all, Gimbal would be licking his lips with glee. A fine ending to a fine performance.
A shadow passes over you. Then a hand slaps down hard on your shoulder, fingers closing and gripping like iron. The creak of leather and smell of sulphur. You look up fearfully into the eyes of the witchfinder, burning bright beneath the brim of his hat.
Before you can protest or beg for forgiveness, you are being dragged through the mud. Desperately, you kick and struggle. Legs scramble for purchase, hands grasping futilely for something to slow your progress. But with a strength that belies his narrow frame, the witchfinder hauls you past the stunned faces of the crowd.
You cry out for Gimbal, turning your head to try and see onto the stage. One of the acolytes blocks your view, walking beside you – muttering a prayer. Fingers worry at the beads and cross around their neck.
‘A demon has taken hold of this infidel,’ the witchfinder snarls, spittle flying from his lips. ‘And the demon will be exorcised, in the light of the One God!’
Gasps and cries from the villagers. A child has started to cry. Dogs barking. You see the face of the girl who handed you the garland. Her expression is one of disgust. She throws the first stone.
More follow. Cutting and bruising, and dragging screams of pain.
The witchfinder does not slow, pulling you past mossy rocks and simple graves, marked by stones and wooden crosses. You are ascending the hill towards the looming presence of the church.
‘Please,’ you beg. Rain washes blood down your face. You choke on your next words.
‘Do not speak to me, demon,’ growls the witchfinder. ‘Your reckoning is here.’
Doors are kicked open. You smell tallow and incense. Booted feet creak on wood. A new and agonising pain assaults you, like a thousand pins stabbing into your skin.
‘Yes, demon,’ snaps a woman’s voice. ‘See how the holy word mocks your power.’
You are dragged past vacant wooden pews to the foot of an altar. The stone shimmers before your blurred vision, the holy sigils dancing and writhing, burning through your eyes and into your skull. It takes a moment before you realise the maddened screams are your own.
‘Repent, demon. Repent your sins.’ The witchfinder clasps the back of your head and forces it closer to the altar. Other voices are raised in prayer. A woman’s and a man’s. You sense the two acolytes standing behind you.
‘Repent or else we will cut the demon out of you, infidel!’ You hear steel being drawn.
From somewhere deep within you, a raging anger begins to rise, ripping through the pain and issuing forth from between bloodied lips. ‘Never! I will never bow to your god!’
The sigils burn ever brighter, but they are awash now in a green flickering light. For a moment you are convinced it is emanating from your own broken body – but there is a sudden thunderous boom to your left, a scuff of boots. The pressure leaves the back of your head, where the witchfinder’s fingers had once clasped you tightly.
You manage to turn your aching body, to see a figure stumbling through a whirling cloud of green fire. The magical flames lick and writhe about their body, a lean shape of muscle, swathed in silken strands of cloth. Two eyes, dazzling like emeralds, shine brighter than the surrounding flame. Knives spin into their hands. The witchfinder is already on his knees, a hole blown clean through his body.
One of the acolytes hurls a spell – a white bolt of light that pierces through the green flame and slams into the stranger. They stagger backwards, the green fire that once surrounded them now dimming to a flicker.
You take a breath, sucking in the sulphurous air.
Then you are running. And you don’t look back.
White robes, wet with rain and blood, slap around your legs. The pain from your cuts and the magic of your aggressors only fuels your panic, driving you past the graves and rain-slick stones. Villagers hurry out of your way, fearful of the apparition that you have now become, a crazed looking lunatic, desperate to escape.
The stage is gone. The wagon too. So much for the loyalty of Gimbal and his gang.
You run, and run. And do not look back.
Alone and afraid into the big, wide no-where.
You trace the rim of your cup with a finger. ‘Happened just as I told it. I ran and ran, and didn’t look back. Never touched the magic since. Well, not that kind of magic. Figure I’m better off without it.’ You glance up at the woman sat across from you. Since mentioning the stranger, she has appeared increasingly agitated.
‘Who was it?’ she demands, almost shouting. Realising she may have drawn attention to herself, she drops her voice and repeats the question.
‘I don’t know.’ You shrug your shoulders. ‘Thought I owed them a favour for what they did. But now… I’m not so sure.’ Your eyes flicker across the green light surrounding the woman. Was the stranger that day somehow linked to this female assassin?
The woman raises the flintlock, the corners of her mouth twisting into something ugly, something you’d only ever seen on Wills. A real evil sneer.
You settle back with a sigh. ‘Well, you found me. So guess you better get on with it.’ Your hands shift to the table edge. You tense, ready to spring into action.
‘This is for Cronus,’ the woman spits.
At that instant, the door of the taproom bursts open. A woman steps through the whirling cloud of dust. ‘Howdy,’ she calls.
The gun blast is loud, setting your ears to ringing.
Blood and bone explode in a crimson miasma. The assassin rocks in her chair, then slumps forward, the back of her head a pulpy mess.
You wipe something bloody from your face. ‘Guess you didn’t see that one coming, did you?’ You grin at the assassin’s corpse. ‘Thanks Sahna.’
The woman snorts. A man follows her into the taproom, big and burly, with bushy black hair and a tangled beard to match. Harmon.
He nods to you and then eyes the rest of the taproom warily. The dog has bolted behind the counter, where the bar man is stood rigid, eyes wide. The traveller has his elbows against the bar, hand resting on the pommel of his sword. The two old timers continue to play cards, seemingly unconcerned by anything that has transpired.
‘What kept you?’ you ask as you snatch up your backpack and hat.
‘Ran into one of those ourselves,’ says Sahna, kicking the assassin’s chair. ‘Fool tried to take us both on.’
The bar man waves a hand for attention. ‘Look, I don’t want no trouble you hear. This is an honest establishment.’
Sahna holsters her flintlock. ‘Relax. Trouble has come and gone.’
‘And this is for the mess.’ Harmon reaches into a pouch at his belt and flips a large coin onto the bar – a glittering gold and platinum piece. You see Sahna’s eyes widen for a second, then her customary steely mask returns.
The bar man snatches up the coin, testing it between his teeth. He looks equally surprised as he turns it over in his hands, realising it is real.
‘Come on, we’re riding out,’ Sahna scowls.
‘Now?’ You adjust your hat, pushing the brim up to your hairline. ‘I thought…’
‘Change of plan.’ She turns and leaves.
You move to follow, then check yourself. Quickly, you step back to the table and grab the assassin’s hand. ‘Figure you owe me one.’ You slip the ring loose and push it onto one of your own fingers. Then you follow the others out into the swirling dust.
Turn to 11 to begin the first stage of your adventure.
1
You weave between the tables, filtering out the more jovial conversations from those that seem of more serious merit. ‘Damn savages came from no-where,’ a grizzled-looking traveller recounts to his rapt audience. ‘Attacked the wagons and took everything we had. Water, weapons, food – even the damn horses. Just left us, good as dead out there on the plains. Would have been better to kill us. Had to watch three of my company die on the journey back. Ain’t no way I’m attempting the crossing again. Not without proper guards.’ There are disgruntled mutterings and much nodding of heads.
Elsewhere, a young man has his audience laughing and jeering, despite the intentness of his manner. ‘I’m telling you, I saw it all with my own eyes. An oasis of sparkling waters. Pure as anything and a tree, the biggest I ever saw growing up into the sky. Leaves like stars.’ There is more taunting laughter from his listeners. ‘Think you had too much of the ol’ juice,’ says one, knocking back his own drink. ‘Ain’t no magical oasis,’ snorts another. ‘Everyone knows, south of ‘ere the water’s gone bad. Real bad.’
Will you:
2
‘To take away a people’s faith… their god. There has to be another way.’ You look to Valya expecting anger, but instead find a thoughtful expression on her face. ‘There must be another way,’ you persist.
‘You are not the first to question my design, but I have meditated on this and with the elder tree’s blessing I have seen the truth of it. If we do not make a stand, then they will come again and again – testing our magic, our boundaries. They will break through eventually and what you saw in that cavern, the life and bounty we are sworn to protect, will all be put to flame.’ Valya’s grip tightens around her staff. ‘When something is rotten, you cut away the badness to save that which is strong and healthy. We must make such a sacrifice before the whole becomes despoiled. This is a time for such action. Or else the elder tree will be no more and the Hinba will grow ever more enslaved to the will of the demon.’ Turn to 121.
3
Manders lifts up a battered and rusted shield from a snag of thorns. Wiping the grime from its surface, he reveals the faded image of a dragon, curled around its own tail. A similar mark is chiselled into the stonework above an isolated archway.
‘Ah yes, the sigil of King Gerard,’ he muses, scratching his cheek and leaving a smear of mud behind. ‘This must have been a military outpost back in the day. Did I tell you I once played the great King Gerard in Jostler’s epic, The Sword of the Crusades? I was adorned in such a mark as the acclaimed lead, one of the best perform…’
You snatch the shield from him and look it over. Despite its age, you believe it could still be serviceable. If you wish, you may now take:
Dragon ward
(left hand: shield)
+1 armour
Ability: slam
When you have updated your hero sheet, turn to 53.
4
The man shoves
