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Domain of The Deathless King - Sample Booklet

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0% found this document useful (0 votes)
4K views57 pages

Domain of The Deathless King - Sample Booklet

Uploaded by

Loukas Paquette
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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–– A ROLEPLAYING ADVENTURE SERIES ––

–––––– ONE ––––––

Expedition
––– BOOK ONE –––

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Eagles Watch ib

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• FREE SAMPLE version•


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ROVERS
WEND

Eagles
WATCH

ASCAY

K R A K E N S E A

ELDERVORE
–- DOMAIN OF THE DEATHLESS KING -–

Expedition
––– BOOK ONE –––

to

Eagles Watch
FREE SAMPLE version

• No DM? No Problem.
• Too many characters and not enough games?
• Want to play D&D without a DM?
• No game for your Tabaxi Sun Soul Monk?
no worries, We got you covered.
• Want to play a proper game of D&D but solo?
• Control a whole D&D party by yourself… easy.
• WAnT An Epic D&D Adventure for 1 to 4 players?
• Fast paced solo D&D adventure - Impossible?
• What does D&D do about its Dungeon Master crisis?
• No friends to play with? no problem.

Published by Archmage Press Ltd. ©2024 Archmage Press


Domain Of The Deathless King © Archmage Press Ltd. All Rights Reserved

All rights reserved.


No part of this publication may be reproduced, stored in or introduced into a retrieval system or transmitted, in any form, or by any means (electronic, mechanical,
photocopying, recording or otherwise) without the prior written permission of the publisher or unless such copying is done under a current Copyright Licensing
Agency license. Any person who does any unauthorised act in relation to this publication may be liable to criminal prosecution and civil claims for damages.
Knowledge of 5th Edition Essential
This book assumes that you know most of the rules to
the 5th Edition version of the world’s most popular role
playing game. If you don’t, the adventure will not make
sense to you. It also requires that you have access to the
5th Edition Player’s Handbook (either 2014 or 2024).

Introduction
Creating your Party
On a desperate errand to thwart the Deathless King,
four adventurers must cross the fallen Kingdom of The game may be played solo or with up to four
Corodon on a last-ditch mission to save their homeland. players. Each player must create a character using the
From sky-touching mountains to treacherous swamps, rules in a 5th Edition Player’s Handbook (either 2014 or
through monster-infested cities and storm-wracked 2024). Player controlled characters are called PCs.
deserts, the adventurers have a long journey to reach the You will be adventuring in a party of four.
ancient fortress of Eldervore. They will need skill and If you are playing solo, you must choose three NPCs
fortune to survive the many monsters, traps and assassins (non-player characters) from the back of this book.
that lie in their way – for only the boldest adventurer If there is more than one player, add NPCs to the
can hope to survive the Domain of the Deathless King. party until you reach a total of four adventurers.
Greetings, adventurer. You hold in your hands
NPCs are simplified versions of regular player characters.
a gamebook designed to allow you to have a 5th
They have fewer special abilities to keep track of and
Edition adventure campaign without a Dungeon
do not require complicated inventories. To make up for
Master. Instead, this book, with a little help from
their lack of abilities they are quite tough, with more hit
you, will become the Dungeon Master for you.
points and spells than a normal starting character. You
You can play this book solo, or with up to four players. It has can choose any combination of NPCs, but it is wise to
been designed to be played at the tabletop, like a normal 5th choose ones that complement the abilities of your PCs.
Edition game. The only person missing will be the Dungeon
Master. The book will give you a good challenge, and you
will need to keep your wits about you. In a team, you should Option for Advanced Solo Players
carefully discuss your options when deciding what to do. If you would prefer the challenge of running more than
one Player Character, you can replace any number of NPCs
This is Book 1 of Domain of the Deathless King. with Player Characters of your own creation. They follow
If you survive, you may proceed to reference 1 in the all the rules for a normal Player Character, including the
next book – Across the Fire Marshes. If some party ability to have their own separate inventories. Beware,
members have died along the way, don’t worry – you’ll though, that it can be hard to keep track of so many complex
have the chance to find more adventurers at the start characters! You may prefer the simplicity of the NPCs,
of the next book. But let’s not get ahead of ourselves! so you do not have to keep track of so many abilities.
Prepare your party and get ready for adventure!
Player Characters
Legal
When making your Player Character, you can use any
This work includes material taken from the 5th Edition Player’s Handbook, and any official (or
System Reference Document 5.1 (“SRD 5.1”) unofficial) sourcebook you like. You begin at 1st level
by Wizards of the Coast LLC and available at: with no experience points. When determining your
https://dnd.wizards.com/resources/systems- ability scores, you should use a non-random method,
reference-document. such as point buy or the standard array. There is only
The SRD 5.1 is licensed under the Creative Commons one main restriction during character creation:
Attribution 4.0 International License available at:
Your Player Character cannot have access to flight.
https://creativecommons.org/
licenses/by/4.0/legalcode. This means that you cannot select a race or species
that can fly, nor can you choose spells or abilities Rations
that grant flight or levitation – even temporarily.
Rations in this gamebook are kept track of in days.
Each day of rations is enough for the whole party (this
Guidance for making your character is true even if some party members have died). One of
your Player Characters should record how many rations
Although nothing except flight is illegal in the game, you have remaining. At the beginning of the adventure
you may find the following advice helpful. you have run out of food, and you have no rations.
• When choosing spells, combat-related magic is always a safe
bet. Because your Dungeon Master is a book, they may not Gold
give you the opportunity to use out-of-combat spells such as
minor illusion or detect thoughts as often as you would like. All your party’s gold should be pooled together and given to
one of your Player Characters. You receive starting gold from
• Likewise, abilities that grant very specific information, such the Background your character has picked. Each NPC in your
as a Paladin’s divine sense or a totem wolf Barbarian’s ability party will contribute 10 gold pieces to your pool of money.
to track by smell might not factor into the game. Sometimes
the book may offer an option based on these abilities, but you
should not count on them being available for use all the time. Short Rests and Long Rests
• A good variety of skills is useful. Most skills will be After a battle, you will often be allowed to have a
checked at some point during your adventure – though short rest. The book will tell you when you can do
some will be checked more often than others. this. NPCs do not have Hit Dice, but they recover
5 hit points every time you have a short rest.
Equipment At the end of a day, you will normally be required to have
a long rest. To gain the benefit of a long rest, reduce your
A player character begins with the recommended rations by 1 day and gain all the usual benefits such as
starting equipment from their class and the recharge of spells, abilities, hit points and hit dice.
background. However, the following rules apply.
When you take a long rest, you may also level up your PC
• You begin with no rations at the start of the provided you have enough experience points to raise in level.
game (see the section on rations below).
If you do not have any rations left when taking a long rest,
• You do not have to keep track of ammunition, oil or light you gain no benefits from your rest. Additionally, you must
sources in this game. It is assumed that you always have halve the current hit points of each PC and NPC in your party.
something to shoot with any ranged weapons you have or
find, and that you will be lighting your way with torches
in dark places (this doesn’t mean that the light spell is not NPCs
useful, as it can provide light in places where a flame cannot
burn). Thrown weapons can be used once per battle – if you Each NPC has a two-sided card, listing their statistics
own two handaxes, you can use each handaxe once. You and abilities. One side of the card is marked ‘Low Level’
get your thrown weapons back at the end of the battle. and the other is ‘High Level’. At the beginning of the
game, all NPCs should have the ‘Low Level’ side face up.
Only Player Characters keep track of their equipment
inventory. NPCs do not carry additional items, except for NPCs do not carry extra equipment from your travels.
those written on their NPC card. They can be equipped If you found an item such as a bronze ring it must
with certain magical items – see the section on NPCs. be added to a PCs equipment list, not an NPC.

Items you can add to your equipment list are printed in


bold. Usually, you can decide whether to take an item
or not – however sometimes the text will tell you to add
something, in which case you must write it down. There
are no restrictions on the number of items you can carry.
NPCs and Magic Items Special Note: Another party member cannot use
the ‘Help’ action from the Player’s Handbook to
Usually, all magic items must be given to a PC. However, grant advantage on the check. This would cause
sometimes the text will offer you the choice of giving every skill check to be made with advantage, which
a certain magic item to a certain NPC. For example, would break the difficulty scale of the book.
you might find some magical +1 Plate Armor and the
text might say that you can give this item to Grimnir
the Dwarf if you wish. If you choose to do this, put a Combat
tick in the +1 box next to Grimnir’s Armor Class. This
will remind you that his Armor Class has improved There are two ways of fighting monsters in Domain of
thanks to the magical armor. If you give an NPC a magic the Deathless King; Basic Battles, and Full Battles.
item, you cannot take it back unless that NPC dies.
When an NPC gains a +1 or +2 item, remember to add that Basic Battles
bonus (either AC or a hit and damage bonus) in combat.
Basic Battles are simple combats, that don’t require
any tactical skill or movement finesse. You do not
NPCs and Potions use a battle map for basic battles, instead you simply
decide which party members are fighting in melee
During the game, you might want an NPC to use their combat, and which ones are standing back to support
action to drink a potion that you are carrying. If you do, with spells and ranged weapons. At all times, at least
cross it off your equipment list and apply the effects. It is one party member must be fighting in melee.
assumed that the NPC was carrying the potion all along!
When the enemy creature takes its turn, it will
attack a random party member in melee range.
NPCs and Spells If the creature defeats all party members in melee
range, you must choose another party member to
NPCs recover all their spell slots when they have a long rest. fight the creature in melee combat immediately.
Party members using ranged weapons and spells may
Levelling up NPCs freely attack the creature with no risk of hitting their
When a Player Character reaches 5th level, flip own party members by mistake. Even area affect spells
over all NPC cards onto their ‘Higher Level’ side. such as thunderwave or fireball can be used safely, as it
Remember to tick any magic item boxes they have. is assumed you manage to catch the enemy creatures on
the very edge of the blast without hitting friends. Spells or
In some, rare cases, it may be possible to abilities with an area affect hit all enemies in the battle.
level up an NPC before you reach 5th level.
The text will tell you if this happens. Likewise, ranged weapons suffer no hit
penalties, as it is assumed the party member
waits for a clear shot before firing.
Skill Checks
You will often be asked to make a skill check. When this
happens, choose a single party member, PC or NPC, to make
the check. If you have spells or special abilities you can use
these to help the party member succeed. For example:
• Casting a guidance spell will improve
the check by 1d4 points.
• A bard using bardic inspiration can use their
ability just before the check as well.
• Casting a friends spell will give you advantage on Charisma
checks (provided it is the caster who is making the check).
Full Battles to attack that party member will all its melee attacks.
A full battle uses a battlemap and miniatures to represent • If no party members are in movement range, it will attack
the battlefield and all the combatants. If you do not have a random party member it can see with a ranged weapon.
your own battlemap (we recommend a dry-erase one), you
could also use a digital tabletop to draw the battlefield. • If the Skirmisher has no ranged weapon, or it
cannot see any party members, it will double
A full battle will have a map of the surrounding area, which move towards the nearest party member.
shows the terrain and the location of all the creatures.
Party members are represented by tokens with the letter Some Skirmishers have ways of avoiding opportunity attacks
‘P’. When setting up the battlemap, you can choose which – the text will tell you if this is the case. If a Skirmisher is
party members begin on each location marked ‘P’. Some prevented from moving (by the Sentinel feat, or by a spell), it
battlemaps have tokens with the letter ‘S’ – you can only will instead attack a random party member in melee range.
deploy on these tokens if the text tells you to do so. Artillery
Fight this battle as if it were a normal tabletop When an Artillery takes its turn, it will
combat, rolling initiative for each player and NPC. act with the following priority:
The battle description will tell you the initiative scores • If one or more party members is within 20 feet of the
for the enemy creatures. In the event of a drawn Artillery at the start of its turn, it will move its speed
initiative, party members go before enemies. directly away from the closest party member, suffering
Controlling the Enemy an attack of opportunity if necessary. It will then
When an enemy takes its turn, it follows rules according make a ranged attack against that party member.
to its Behaviour. You will find a creature’s Behaviour • If no party members within 20 feet of the
in its stat block, just under its hit points. Whenever an Artillery, it will make a ranged attack on a random
enemy moves, it always moves in a straight line towards party member in range that it can see.
its target, unless it is forced to move around due to an
obstruction or another creature being in its way. It will • If the Artillery cannot see any party members, it will move
not avoid squares that might damage it or cause it to make towards the closest party member, stopping as soon as it
a saving throw unless that square also blocks movement. sees a party member and attacking them with a ranged
attack. The Artillery is cautious and will never double move.
Brute
When a Brute enemy takes its turn, it will If it is the last enemy creature on the field, the
act with the following priority: Artillery will attack a random party member with
a ranged attack if it can, or with a melee attack if
• If one or more party members are in range of its any party members are within melee range.
melee attacks, it will attack a random party member
in range that it can see with all of its melee attacks. Special
Enemy creatures whose Behaviour is Special have
• If a party member is in range of its movement, separate rules to determine their actions. The
it will move adjacent to the closest party text will tell you how this creature behaves.
member it can see and attack them.
NPC
• Otherwise it will double move towards A creature with the NPC behaviour is an ally of
the closest party member. yours and is under your control. They count as
If two or more party members are equally close, party members for the duration of the battle.
determine the targeted party member randomly. Summoned Creatures, Familiars, etc
Skirmisher If a PC has access to summoned creatures, owns special
When a Skirmisher takes its turn, it will pets granted by their class, controls a pack of undead
act with the following priority: monsters, etc, these creatures are all considered party
members when determining enemy behaviours. At the
• Choose a random party member who is within range of the start of the battle, you may place them in squares as close
Skirmisher’s movement speed. It will move adjacent to that as possible to the controlling PCs starting position that
party member, suffering opportunity attacks if necessary, are currently free of creatures or obstructing terrain.
No Retreat Using Spells and Abilities while Exploring
Neither your party nor the enemy creatures can As you play through the book, you will encounter
ever leave the battlefield. If ever a spell, special many events where the use of spells or special
ability or effect would force a creature off the abilities would be useful. You might want to cast a
battlemap, they instead halt at the edge of the map. healing spell between battles, or use an ability that
helps you overcome a challenge. You can use these
abilities whenever they would be appropriate.
Being Fair to the Baddies
For example, if a party member was about to attempt a
The above rules are loose and simple to allow you to fight difficult climbing challenge, you could cast the spider
battles without too much fuss. Inevitably, situations will climb spell to give them a climbing speed (this will
turn up which these rules do not cover. When that happens, usually grant an advantage or automatic success to
rather than have a monster skip their go, you should act the roll). You could also cast healing spells between
for them, always assuming that the enemy creature wants battles to keep party member hit point totals up.
to kill your party members to the best of their abilities.
Generally speaking, you cannot cast spells
For example, if your Druid PC casts spike growth and that grant an advantage in battle (such as bless,
catches a group of Skirmishers in its blast, consider invisibility, or haste) before that battle begins. These
letting the Skirmishers use their ranged weapons spells should be cast in the combat itself.
rather than charge right through the deadly area. Your
Cleric has cast a blindness spell on an enemy Brute
monster, and now it can’t see its targets? Consider Special Rule: But I can do this…
letting it attack with disadvantage rather missing its
turn all together because it can’t see any enemies. 5th Edition is a complex game with many moving parts,
and it is impossible for any ruleset to capture all the things
There are too many exceptions to cover. Always consider a player might be able to do. Sometimes, the book may
what would I do if I were in the enemy’s place? Be honest hit you with a consequence that you feel you could have
with yourself and you’ll have a much better game. avoided with a special power or spell. If all players are in
agreement, and you feel you have a strong case, you can use
your power or spell to avoid an effect that might harm you.
Death and Dying
For example, if a jet of poisonous gas suddenly washes
Enemy creatures are defeated, either slain or beaten over your party, but a party member has the gust of wind
unconscious, when they reach 0 hit points. PCs and spell prepared, you could cast this spell to avoid the poison
NPCs follow the usual rules for Death Saving Throws damage of the gas. If a party member takes falling damage,
in the Player’s Handbook. A stabilised PC or NPC a feather fall spell could reasonably be cast to avoid it.
is restored to 1 hit point when the battle ends.
In all cases use your imagination, common
sense, and sense of fairness. This book is
written to entertain, not constrain you.
Have fun – and good luck!
- DOMAIN OF THE DEATHLESS KING -

1 at that moment realised the foolishness of what he had


done. Knowing that he would soon lose all connection to his
You did not mean to stop at Rover’s Wend at all. Your humanity, he finally allowed his granddaughter to rule in his
party was heading south to explore the forgotten temples stead and exiled himself in distant Eldervore, the great castle
of Noccora when you heard the dreadful news from a he made to protect the eastern border of the land. Unable to
traveller; your homeland of Corodon was under attack. die, he vowed to seal himself away forever from the living.”
Apparently, the invasion began small, with Raçoso shakes his head, sipping ale to clear his
hauntings and localised raids by bands of rotting throat. “Alas, even his iron willpower could not hold
skeletons in the outlying farmsteads. Within weeks off forever. In time the wicked spirit of the lich took
legions of undead were marching towards the fortified over, and the Deathless King began to use his sorcery
towns. Each undead legionary whispered the same to warp and change the lands of the east. Good people
chant: ‘The Deathless King will retake his home’. abandoned it, and soon only the wicked hearted and
Unsure what you could do against such odds, you terrible monsters lived beyond the Barrisor peaks.”
nonetheless marched at full speed towards the capital The archmage leans closer. “He must be destroyed,
city of Manillia, determined to offer your services against both for his own as well as our good. King Estaban would
this threat. Your ration packs were empty by the time you be horrified at the creature he has become. As to why
reached the small village of Rover’s Wend, and it is there it must be you … alas, I am well known to the Deathless
you made an encounter that would change your lives King. He knows my face and will be well prepared for
forever. For staying at the Sleeping Lion, the only inn in the me. The Deathless King will not be expecting a group
village, was no less a figure than the archmage of Corodon of unknown adventurers approaching on foot. You will
himself, Blasco Raçoso. He too was making his return to have the element of surprise. As to your inexperience
the city, and at first you thought to travel with him back to … believe me, after tracking through the chaos lands
Manillia. Raçoso’s eyes lit up when he saw you, however, and you shall quickly learn what you are capable of.”
it soon became apparent he had a different plan for you.
Raçoso reaches into his robes and produces a map of
“My friends,” he said gravely, the firelight from the the east. “Your mission shall see you cross the Pike River and
hearth illuminating his features, “another sword in Manillia into the bandit ruled territory of Eastern Corodon. Several
will make no difference. Even I, with all my magical might, small villages, which no longer pay fealty to the kingdom, dot
can only hold off this force for so long. But a sword in the the way, before you reach the slopes of the Barrisor Peaks. At
heart of the Deathless King may make all the difference in the top of the mountains you shall find the last friendly town,
the world. No, your journey is not west to Manillia, but east the settlement of Eagle’s Watch. The Watchmaster is a good
to Eldervore, the fortress of the Deathless King himself.” friend, and you might consider confiding your mission with
You join the archmage by the fire and press him him if you feel it is safe to do so. Otherwise, keep your task
with questions. Who is the Deathless King? How far secret – for spies of the Deathless King have been abroad in
is your journey? How can a band of inexperienced the bandit lands for years. Should the Deathless King know
adventurers succeed where an archmage cannot? you are coming, your greatest advantage will be spent.”

Raçoso draws upon his pipe and calls for more ale from “Past the mountains you must wade across the
the worried barkeep. “The Deathless King is no less a figure dreadful Fire Marshes, a perpetually wet inland soaked by
than Estaban Camacho, founder of the Kingdom of Corodon the waters of the Kraken Sea to the south. Mount Ignis, a
himself. In his mortal years he ruled long and wisely, volcano steeped in sorcery and rare materials will provide
establishing a safe and just kingdom in a land overtaken with the only dry land across the marsh, but beware, for it is the
chaos and marauding monsters. As he aged he grew fearful, home of giants and worse creatures, and it ever threatens
believing that his successors were not worthy of running the the land with its fiery rivers and clouds of choking ash.”
kingdom in his absence, and he used many magical potions “Beyond the marsh stands the city of Áscay,” growls the
and artefacts to extend his life. By the time he had turned Archmage. “I wish I could tell you it was a safe respite from
a century old, even the most powerful magics were failing your long travel, but this would be a lie. It is the domain of
him and he sought darker methods to guarantee his rule. He wicked hearted men and terrible monsters that live with
achieved the cursed state of lichdom, of living death, and

- BOOK ONE : Expedition to Eagles Watch -


- DOMAIN OF THE DEATHLESS KING -

each other in tenuous peace. However, you might find an You must take a long rest. Unless you have eaten
ally there. As far as I know, my colleague Leena Gendrel at the inn, consume one day of rations, and recover
still lives somewhere in the city. She is a wild elf, and knew your hit points, hit dice, spell slots and abilities. If you
the Deathless King when he was still a mortal man. Few do not eat, you gain none of these benefits from your
know more about the dead king and his territory, for Leena rest. Additionally, you must halve the current
has refused to leave the land she calls home even as it hit points of each PC and NPC in your party.
has fallen to evil. Find her and ask for her aid. She may
know of the weaknesses of the Deathless King, and might You permit yourself a little longer in bed, this
advise you how to breech his fortress of Eldervore, as she morning, waiting for the sound of the village market
was one of the original designers of that strange place.” to open. Once the hawkers have begun to cry, you
pack your things, bid farewell to the barkeep, and
“Past Áscay, you must plunge into the chaos wastes make your way into the village square.
themselves, a land so near the Deathless King it has
been changed into a jumble of deserts, frozen wastes, Turn to 66.
jungles and broken plains. Storms wrack the land, and
terrible monsters, twisted by the king’s sorcery, roam 3
the wastes, wild and flesh hungry. The remnants of You make good speed through the woods, even as the
forgotten towns and temples might provide you with sun begins to trail towards the horizon. You pass a
some protection from the ever-changing weather, but they nearby cave from which the stench of animal dung and
are just as likely to hold savage beasts as sanctuary.” death strongly reeks. Large bear prints are impacted
“Lastly, surrounded by a sea of shattered glass, you into the earth near the entrance of the cave.
shall come upon Eldervore itself,” says Raçoso, his eyes Explore the cave (turn to 45)?
heavy. “No sane creature has set foot within its walls for the Travel onwards (turn to 152)?
last four hundred years. Breech that terrible fortress and
slay the mad monarch within. Hopefully, Leena Gendrel will
have provided you with the means to overcome him – but 4
by fair means or foul he must be stopped. Destroying him
will shatter his undead legions and save our homeland.” You see no reason why you should budge. Make
a DC 13 Charisma (Intimidate) check.
Raçoso leans back in his chair, tired to his
bones. “To even state your mission aloud makes it If you succeed, turn to 165.
seem impossible. And yet it must be attempted. Be If you fail, turn to 148.
tight lipped and watch for spies of the enemy. Remain
secret, move quickly, be curious and be strong of heart.
Know that the good wishes of Corodon go with you.” 5
Your party talks long into the night, well after Raçoso You try to concentrate on the ritual, joining the druid in his
has retired to bed. You agonise about whether to accept the chant. The blood from your hands never ceases its flow!
mission, but eventually realise that there is little choice. You
might slay a few skeletons in Manillia, but only by destroying Each party member must succeed on a DC
the Deathless King will your land be safe. Resolute, you get a 11 Intelligence (Nature) check or lose another 5
good night’s sleep, for you have a long journey ahead of you. hit points. If this is enough to reduce a party
member to 0 hit points, their flesh sloughs from
Turn to 21. their bones and they collapse, quite dead!
Finally, the ritual ends and the wounds on your
2 hands abruptly close. The druid nods, satisfied. “The
earth is content with your sacrifice. You may go.”
Feeling tired, you withdraw to your room, locking the
door soundly behind you. There are enough beds for Drained and weak, you stagger from the stone
everyone, and you may sleep safe and sound until morning. circle and back towards the woods. The ritual wasn’t

- BOOK ONE : Expedition to Eagles Watch -


- DOMAIN OF THE DEATHLESS KING -

completely without benefit, however. All PCs gain


the ability ‘Bloodless’. As a reaction, you can use
this ability to ignore all damage from a single attack. 9
Once you have used this ability, it is gone forever.
Finally, just before sunset, a path begins to wind up
Gain 50 experience points from your the hillsides. Not trusting to sleep in the shadow of the
strange adventure and turn to 93. crumbling rocks, you make your way steadily upwards. You
are startled when a young woman comes stepping from
behind some rocks, a pleading expression on her face.
6
“Please!” she begs, her amber eyes welling
Battle at the Farm. Battlemap overleaf. up with tears. “You must help me!”
If you win, turn to 29 if Cray is still alive, If you think you know who this is, turn to 81.
or 57 if Cray has been reduced to 0 or fewer hit points. Will you offer to help the young woman (turn to 158)?
Or command her to stay back (turn to 86)?

7 10
Wary that there might be something hiding here that you Avoiding the faerie tree, you clamber across a rocky area
cannot see, you split up around the room and search it of the woodland which you hope will provide suitable
thoroughly. One party member grabs the scrap of paper cover from the mischievous fey. Alas, as you jump down
that was fluttering across the room. It is covered in from a rocky slope, you end up face to face with a startled
spidery symbols which seem to twist before your eyes. bear who was lolloping around the corner. There is
Have a PC in the party make a DC 12 Wisdom no possibility of calming the beast, who feels you have
saving throw. If they pass, they manage to screw up jumped to attack him. You must defend yourself!
the paper and cast it out of the window in time. Fight a Basic Battle against the Brown Bear.
If they fail, the symbols burn into their eyes where
they hang in their vision without fading. This PC Brown Bear Large Beast
has been cursed. Until the end of this book, the PC
makes all ranged weapon and spell attacks with
AC 11 (Natural Armor) HP 34
disadvantage, as the symbols interfere with your aim. STR DEX CON INT WIS CHA
+4 +0 +3 -4 +1 -2
Except for the cursed paper, the room appears empty.
Examine the alcove (turn to 119)? --- Actions ---
Climb the stairs and unbolt the trap door (turn to 187)? Multiattack: The bear makes two attacks,
one with its bite and one with its claws.
Leave the tower quickly (turn to 34)?
Bite: Melee Weapon Attack, +5 to hit,
reach 5ft, 1d8+4 piercing damage.
Claws: Melee Weapon Attack, +5 to hit,
8 reach 5ft, 2d6+4 slashing damage.

“I’ll tell you what, I’ll throw in an arrow to


If you win, gain 50 experience points and turn to 193.
your gut!” snarls the bandit leader, raising his
hand. One of the archers draws back an arrow
threateningly. “It’s thirty gold, no more, no less!”
Will you pay the toll (turn to 31)?
Threaten to kill the bandits if they
don’t step aside (turn to 113)?
Draw your weapons and attack (turn to 13)?

- BOOK ONE : Expedition to Eagles Watch -


6 - Battle at the FARM

Icon Enemy Behaviour Init


Orc Leader Artillery 21
Orc Casualty Brute 5

Orc Raider Brute 7


Cray NPC 16

Orc Leader Medium Humanoid


AC 13 (Hide Armor) HP 7 (wounded)
Speed 30ft Behaviour Artillery
STR DEX CON INT WIS CHA
+3 +1 +3 -2 +0 +0
-- Actions ---
Heavy Crossbow: Ranged weapon attack, +3 to
hit, range 100/400ft, 1d10+1 piercing damage.
Great Axe: Melee weapon attack, +5 to hit,
range 5ft, 1d12+3 slashing damage.

Orc RAIDER Medium Humanoid


AC 13 (Hide Armor) HP 15
Speed 30ft (+30ft bonus action) Behaviour Brute CRAY Medium Humanoid
STR DEX CON INT WIS CHA AC 11 HP 12
+3 +1 +3 -2 +0 +0 Speed 30ft Behaviour NPC
Aggressive: As a bonus action, the orc will move up to
STR DEX CON INT WIS CHA
its speed towards a hostile creature that it can see. +2 +1 +2 +0 +0 +0
-- Actions --- -- Actions ---
Pitchfork: Melee weapon attack, +4 to hit,
Greataxe: Melee weapon attack, +5 to hit,
range 5ft, 1d6+2 piercing damage..
range 5ft, 1d12+3 slashing damage.

--- T E R R A I N ---
Orc Casualty Medium Humanoid Fence: Fences cost an additional 5 feet of movement to
AC 13 (Hide Armor) HP 3 (wounded) vault over.
Speed 30ft (+30ft bonus action) Behaviour Brute Hay bales: The hay bales are difficult terrain and provide
cover from ranged attacks.
STR DEX CON INT WIS CHA
Barn: It is possible to climb up onto the roof of both the
+3 +1 +3 -2 +0 +0 barn and the farmhouse. It takes 20 feet of movement to
Aggressive: As a bonus action, the orc will move up to climb up.
its speed towards a hostile creature that it can see. Farmhouse: The farmhouse is on fire – so you cannot
-- Actions --- climb it. It blocks line of sight.
Club: Melee weapon attack, +5 to hit, range If you win this battle and Cray is still alive, turn to 29.
5ft, 1d4+3 bludgeoning damage.
If you win this battle but Cray is slain, turn to 57.
- DOMAIN OF THE DEATHLESS KING -

11 The morning light reveals the town of Draughstad


in the distance. It might be possible to reach it by
You can’t say you weren’t expecting it. The statues spring the end of the day if you move quickly. Choosing a
to life, striding towards you menacingly, their bloody fists clear route towards town, you set off. Turn to 103.
raised. Fight a Basic Battle against two animated statues!

Animated Statue Medium Construct 15


AC 15 (Natural Armor) HP 35 With the monsters defeated, you begin a grizzly search
STR DEX CON INT WIS CHA of the hag’s cottage. You cannot bring yourself to
+3 +0 +2 -5 -4 -5 search through the piles of dead bodies but do manage
to find an intact potion of healing on a shelf, next
Damage Immunities: poison, psychic
to less salubrious ingredients. You find an enchanted
Condition Immunities: blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned
mask on the mantlepiece above the fire. It is a mask of
frightful visage and will grant its wearer advantage
--- Actions --- on any Charisma (Intimidate) checks they make.
Multiattack: The statue makes two slam attacks.
Slam: Melee Weapon Attack, +5 to hit, reach You may take a short rest.
5ft, 1d6+3 bludgeoning damage. Your search completed, you make your way back to
the path. Gain 100 experience points and turn to 99.
If you win, turn to 174.

16
12
You make good progress down the winding
The zombies crash to the ground, dead at last. The earth road. Increasing your pace, you hope to make
around the path seems unsettled, as if more zombies Draughstad before nightfall. Turn to 104.
were trying to make their way to the surface. Not wanting
to hang around to find out, you quickly move on.
17
Gain 50 experience points and turn to 25.
The bridge soon comes within sight. A decent stone
bridge of old Corodon manufacture, it arches over the
13 riverbank, clusters of rushes waving in the breeze at its
base. Unfortunately, the rumour of bandits turns out to
Battle at the Toll Bridge. Battlemap overleaf. be all too true. Swaggering across the bridge, more than
If you win, turn to 136. half-a-dozen bandits strut towards you, the leader spitting
over the stone railings to demonstrate his contempt.
“Thirty gold pieces to cross the bridge,” he
14 grunts, his hand on the hilt of his scimitar. Behind
You reach the hilltop just as darkness falls around you. him, several bandits with bows have arrows nocked.
At last safe from landslides, you settle down to camp. Will you pay the bandit’s fee (turn to 31)?
Roll a D6. If you roll a 1 or 2, record this reference Try to bargain the bandit’s fee down (turn to 175)?
number (14) and then turn to 194. Otherwise, read on. Threaten to kill the bandits if they
don’t step aside (turn to 113)?
You must take a long rest. Consume one day of rations, Draw your weapons and attack (turn to 13)?
and recover your hit points, hit dice, spell slots and abilities.
If you do not have any rations left, you gain none of these
benefits from your rest – additionally, you must halve
the current hit points of each PC and NPC in your party.

- BOOK ONE : Expedition to Eagles Watch -


13 - Battle at the Toll Bridge

Icon Enemy Behaviour Init


Bandit Brute 8
Bandit Archer Artillery 11
Bandit Leader Skirmisher 14

Bandit Medium Humanoid


AC 12 (Leather Armor) HP 11
Speed 30ft Behaviour Brute
STR DEX CON INT WIS CHA
+0 +1 +1 +0 +0 +0
-- Actions ---
Scimitar: Melee Weapon Attack, +3 to hit,
range 5ft, 1d6+1 slashing damage.

Bandit ARCHER Medium Humanoid


AC 12 (Leather Armor) HP 11
Speed 30ft Behaviour Artillery
STR DEX CON INT WIS CHA
+0 +1 +1 +0 +0 +0
-- Actions ---
--- T E R R A I N ---
Shortbow: Ranged Weapon Attack, +3 to hit,
range 80/130ft, 1d6+1 piercing damage. Water: Squares with water in them are uncrossable as the
Dagger: Melee Weapon Attack, +3 to hit, river is too deep and rapid to swim in.
range 5ft, 1d4+1 piercing damage.
The Bridge: The sides of the bridge provide cover from
ranged attacks provided a creature is adjacent to the bridge
Bandit LEADER Medium Humanoid railings and the attacker is on the other side.
AC 13 (Leather Armor) HP 16 Large Trees: The large trees are difficult terrain and
Speed 30ft Behaviour Skirmisher provide cover from ranged attacks.
STR DEX CON INT WIS CHA The Toll Booth: The toll booth is impassable terrain and
+1 +2 +1 +0 +0 +0 blocks line of sight.
Agile: Opportunity attacks against the Bandit
Leader are made with disadvantage. If you win this battle, turn to 136.
-- Actions ---
Scimitar: Melee Weapon Attack, +4 to hit,
range 5ft, 1d6+2 slashing damage
- DOMAIN OF THE DEATHLESS KING -

18 Wend have set off to offer their swords to the army of


Corodon, and most preserved food has already been
The mirror is well polished and is about a foot taken. Nonetheless the innkeep spares all he can, clapping
square. You examine it carefully but find nothing you on your back in appreciation of your courage.
special about it. Now turn back to 151.
Note that you have two days of rations for your party.
Pool your gold together. You have
19
whatever gold pieces owned by your PC(s), plus
Few pass a faerie tree without a magical boon or 10 gold pieces for each NPC in the party.
curse! Roll a D6 on the table below, adding 2 to the
Leaving Rover’s wend, you head east, soon coming
result if the faeries are impressed with you.
to the banks of the Pike River. You have heard from
the locals that there is a bridge crossing the river to the
D6 --- R E S U LT ---
Roll north, but that bandits have begun charging a toll to use
Curse of Clumsiness: You blunder about like month- it. You might consider following the river a little to the
1-3 old kittens, crashing into things and tripping over south – perhaps it will narrow and you can cross it safely?
your own feet. Until the end of the book, all party
members suffer disadvantage on Dexterity checks. Head northeast to the toll bridge (turn to 17)?
Curse of Boils: Boils and weeping sores pockmark your face Follow the river south and try to find
4 and hands. You look revolting! Until the end of the book, all your own crossing (turn to 108)?
party members suffer disadvantage on Charisma checks.
Boon of Silky Words: You project confidence and
5-6 attractiveness. Until the end of the book, all party
22
members have advantage on Charisma checks.
Boon of Ineffable Grace: You move with elegance and poise, The ogre is a fierce opponent.
7-8 the earth itself rising to soften your steps. Until the end of the Fight a Basic Battle against him.
book, all party members have advantage on Dexterity checks.

The curse or boon affects the whole party, and will last OGRE Large Giant
until the end of this book. If you manage to reach Book AC 11 (Hide Armor) HP 74
2: Across the Fire Marshes, the effect will wear off.
STR DEX CON INT WIS CHA
Not wanting to raise the ire of the fairies, you +4 -1 +3 -1 -2 -2
swiftly bid them farewell, the faeries waving -- Actions ---
(or laughing) as you depart. Turn to 193. Greatclub: Melee Weapon Attack, +6 to hit,
reach 5ft, 2d8+4 bludgeoning damage.

20 If you manage to slay the ogre, turn to 163.

The glass man looks doubtful. Make a DC 15


Charisma (Deception) check. If you succeed, 23
turn to 76. If you fail, turn to 144.
You drop a full day’s rations for your party before the
alpha wolf. It sniffs your offerings and then draws its
21 lips back to show its fangs. “More!” it snarls greedily.

You wake early, the bright summer sun glaring through Will you give the wolves another
the cloudy windows of your inn room. Once downstairs, day’s rations (turn to 73).
you find that Raçoso has already gone before the dawn. Or tell the wolf that is all it is getting (turn to 125).
However, he has organised with the innkeeper to provide
you with rations for your journey. There isn’t much
to spare, as many young men and women of Rover’s

- BOOK ONE : Expedition to Eagles Watch -


- DOMAIN OF THE DEATHLESS KING -

24 Climb the stairs and unbolt the trap


door at the top (turn to 187)?
You accompany the hillfolk, who seem quite friendly Leave the tower quickly (turn to 34)?
and at ease in your presence now. They lead you
over the hills towards the smoke you saw trailing
earlier. Are they taking you towards their village?
28
After a few minutes of travel, the leader of the hillfolk
This is a necromantic ritual, not a druidic one. The
stops and raises his hand. The other hillfolk ready their
old man is using your blood to strengthen some kind
spears and you draw your weapons in alarm. A sudden
of undead power in the woodlands. You believe you
howling fills the air, and emerging from hiding places
might be able to disrupt the ritual and ruin its effects.
come a pack of gnolls. Forming into a tight circle with
On the other hand, you suspect that, if you survive the
your hillfolk allies, you prepare to hold off the attack!
ritual, it might provide you with a beneficial effect.
Turn to 130.
Disrupt the ritual at the key moment (turn to 102)?
Go along with the ritual for now (turn to 5)?
25
Night is rapidly approaching and there is still no sign 29
of Torrova. You have travelled far today, and decide to
The battle is over, and Cray is overwhelmingly grateful for
encamp upon a nearby hill and continue at dawn.
your rescue. Between you, you manage to save the boy,
Roll a D6. If you roll a 1, record this reference number Cray’s plucky younger brother. The orcs have destroyed
(25) and then turn to 194. Otherwise, read on. much, but Cray refuses to abandon his home. “The crops
have been left intact, and we can live in the barn until
You must take a long rest. Consume one day of rations, the house is rebuilt,” he says firmly. “I hear things are
and recover your hit points, hit dice, spell slots and abilities. even worse in the west, with the undead rising and the
If you do not have any rations left, you gain none of these Deathless King’s return. We’ll take our chances here.”
benefits from your rest. Additionally, you must halve the
current hit points of each PC and NPC in your party. Nowhere is truly safe, you muse, and there is little
more you can do for the brave young brothers. They
The sun rises over the mountains to the east, your insist on giving you some additional traveling rations
cue to continue your journey. Packing up your belongings, (gain an extra day of rations) and gather up as many
you rejoin the road and head east. Turn to 36. coins as they can from the fallen orcs. Six gold pieces
isn’t much, but it’s generous given the circumstances.
You take a short rest to gather your strength, and
26 then bid the brothers farewell, returning to the path.
Battle in the Bear Cave. Battlemap overleaf. Gain 125 experience points and turn to 84.
If you win, turn to 106.
30
27 The narrow gulches begin to widen slightly as you navigate
through the hills. Tired of being hemmed in, you make your
Clambering back into the tower, the party
way through a gradually widening valley, a trickling stream
member drops a rope for their comrades – this
winding along the valley bottom. Just as you are beginning
time keeping a hold of the far end!
to enjoy your walk, you hear an ominous crumbling sound
Eventually the entire party are gathered from the top of the gorge – the poorly quarried hillside is
together in the tower, exhausted but unbowed. beginning to collapse, and heavy rocks begin rolling down!

- BOOK ONE : Expedition to Eagles Watch -


26 - Battle in the Bear Cave.

Icon Enemy Behaviour Init


Giant Centipede Skirmisher 12

Giant Centipede Small Beast


AC 13 (Natural Armor) HP 4
Speed 30ft Behaviour Skirmisher
STR DEX CON INT WIS CHA
-3 +2 +1 -5 -2 -4
Scuttle: The giant centipede has an AC of
15 against opportunity attacks.

-- Actions ---
Bite: Melee Weapon Attack, +4 to hit, range 5ft, 1d4+2
piercing damage, and the target must succeed on a DC 11
Constitution saving throw or take 3d6 poison damage.

--- T E R R A I N ---
Tunnel Exit: Your party can flee the battle by moving off
the bottom edge of the board through the tunnel, though
any fallen party members must be left behind if you do this.
If you manage to flee, turn to 152.
Rocks and dead bear: Rocky squares and the dead bear
are difficult terrain.
If you win this battle, turn to 106.
- DOMAIN OF THE DEATHLESS KING -

Each party member must make a successful 34


DC 10 Dexterity saving throw or take 2d6
points of bludgeoning damage from the falling It is too dangerous to remain here. Swiftly
rocks. They take no damage on a pass. exiting the tower you keep a low profile until you
Cursing these wretched hills, you reach the safety of the road. Turn to 16.
make your way onwards. Turn to 9.
35
31 The food is a simple dish of stew and potatoes, but it
What’s a few gold pieces to avoid a bloody tastes heavenly after two days on the road. Because
battle? You hand over the money. The bandit you have eaten today, you do not need to cross off a
leader grunts, counting each coin. day’s rations when you sleep this evening. The food is
not portable, so you cannot buy extra rations here.
Remember to cross off the gold
pieces you paid to the bandit. “Food’s getting expensive,” admits the
barwoman. “But you might be able to buy
Finally satisfied, the bandits stand aside, watching something at the market tomorrow.”
you warily as you cross the bridge. You half expect them
to try to ambush you, but apparently they are honourable Spend 2 gold pieces on a round of
enough to keep their word. Keeping an eye on them until drinks for the inn (turn to 77)?
they are out of sight, you head east into the countryside. Hire a room for 5 gold pieces (turn to 2)?
Or will you save your money and sleep
Gain 50 experience points. Now turn to 176. outside the village (turn to 156)?

32 36
Ogres are simple creatures, but even they You continue to make your way down the badly paved
have standards. To please the ogre, your song road, more often walking along the tufty banks of the
must have the following elements: path than risking twisting an ankle on the uneven paving
stones. Cries of violence ahead send a shiver down
• It must feature ogres your spines, and you draw your weapons warily. Sure
• It must feature food enough, around a bend in the road, a party of howling
• It must be at least 4 lines long orcs, as brazen as you please, come charging towards
• The song must rhyme (either each line must you. More cries are heard in the distance, making it clear
rhyme with the next, or the rhymes must alternate). that this is merely the edge of a much larger battle.
If your song meets all these criteria, turn to 117. The orcs are in no mood for negotiation and there
If your song doesn’t meet these criteria is nowhere to hide. Battle is inevitable! Turn to 95.
(it is too short, complex or pretentious) the
enraged ogre will attack (turn to 22).
37
33 The faeries pinch you and get tangled up in your
hair. Your bootlaces are tied together, and you
The monstrous hag staggers back, and you gasp for stumble to the ground. You are in a foul mood and
breath. As the rest of your comrades prepare to enter the the faeries are unimpressed with you! Turn to 19.
cottage to help you, they hear an ominous clucking from
the yard. The old woman’s chickens have come to aid
their mistress – only they aren’t chickens! Turn to 91.

- BOOK ONE : Expedition to Eagles Watch -


- DOMAIN OF THE DEATHLESS KING -

38 43
The hillfolk are delighted by your offer, and gobble There must be more to this sinister ritual than meets the
down your proffered food. Lose one day of rations. eye. Attempt a DC 12 Intelligence (Arcana) check.
If you are successful, turn to 28.
Soon they are embracing you and slapping you on the Otherwise, turn to 5.
back. They move to leave but beckon you to follow them.
Will you accompany the hillfolk (turn to 24)?
Or shake your heads and make 44
your own way (turn to 135)? The bronze key is strong but old. You wonder
what lock it fits? There is certainly no clue
on the key itself! Now turn back to 151.
39
Battle against the wolves. Battlemap overleaf.
45
If you win, turn to 80.
Lighting your lanterns, you enter the cave, weapons
drawn. The taller members of the party must duck their
40 heads slightly, but the cave soon opens up into a rough
chamber. Surrounded by the bones of eaten deer, a large
As the woman falls you see her body convulse. A small red bear is curled up in the middle of the cave. It is still,
imp comes crawling out of her mouth, immediately taking except for the movement of its belly, which rises and falls
to the air. “Shame,” it cackles. “I quite enjoyed that body. unevenly. The animal looks unwell, its fur matted and wet.
I’ll find another soon enough, you can be sure of that!”
Cast the speak with animals spell and
With a flash of smoke and a flutter of wings the imp speak with the bear (turn to 132)?
vanishes. The woman lies dead, and in grief at being Attempt to tend to the poorly bear (choose
forced to slay her you give her the best burial you can. a party member to do this and turn to 68)?
Cursing the cruelty of the malign creature, you press Search its chamber, hoping the
onwards. Gain 125 experience points and turn to 14. bear will not rise (turn to 122)?
Attack the bear while it is down (turn to 75)?
Leave the cave and travel onwards (turn to 152)?
41
“Forget the talk – I’ve heard it all before,” yawns 46
the sergeant. “It’s six gold pieces now, or
you can sleep in a ditch tonight.” “What brings you to the Deathless King’s land, faithless
maggot?” spits the glass man. “The road is closed, and
If you pay the guards six gold pieces, turn to 141. common peasants like you are forbidden to pass.”
If you would rather sleep outside than pay, turn to 153.
Will you claim to be mercenaries and offer your
services as soldiers to the Deathless King (turn to 144)?
42 Claim to be merchants, selling food
and supplies (turn to 109)?
It’s now or never. You draw your weapons and prepare Charge the wall and try to climb over it (turn to 157)?
to fight your way out. The wary glass folk, not fully Back up and make your way overland
trusting your story, are quick to respond. Turn to 157. through the hills (turn to 127)?

- BOOK ONE : Expedition to Eagles Watch -


39 - Battle Against The Wolves

Icon Enemy Behaviour Init


Wolf Pack Leader Brute 17
Wolf Skirmisher 7
Lean Wolf Skirmisher 9

Wolf Pack Leader Medium Beast


AC 13 (Natural Armor) HP 15
Speed 40ft Behaviour Brute
STR DEX CON INT WIS CHA
+2 +2 +1 -4 +1 -2
Pack Tactics: The wolf has advantage on an attack roll
against a creature if at least one of the wolf’s allies is within
5 feet of the creature and the ally isn’t incapacitated.
-- Actions ---
Bite: Melee Weapon Attack, +4 to hit, range 5ft, 2d4+2
piercing damage and the target must pass a DC 12
Strength saving throw or be knocked prone.

Wolf Medium Beast


AC 13 (Natural Armor) HP 11
Speed 40ft Behaviour Skirmisher
--- T E R R A I N ---
STR DEX CON INT WIS CHA
+1 +2 +1 -4 +1 -2 Bushes: The bushes provide cover from ranged attacks.
Pack Tactics: The wolf has advantage on an attack roll Large Trees: The large trees are difficult terrain and provide
against a creature if at least one of the wolf’s allies is within cover from ranged attacks. Climbing a tree costs 20 feet
5 feet of the creature and the ally isn’t incapacitated.
of movement. Whilst in a tree a party member cannot be
-- Actions --- attacked, but also cannot make attacks or cast spells.
Bite: Melee Weapon Attack, +4 to hit, range 5ft, 2d4+2
piercing damage and the target must pass a DC 11 If you win this battle, turn to 80.
Strength saving throw or be knocked prone.
If your entire party manage to climb up the trees, turn to 149.
LEAN Wolf Medium Beast
AC 12 (Natural Armor) HP 8
Speed 40ft Behaviour Skirmisher
STR DEX CON INT WIS CHA
+0 +1 +0 -4 +0 -2
Pack Tactics: The wolf has advantage on an attack roll
against a creature if at least one of the wolf’s allies is within
5 feet of the creature and the ally isn’t incapacitated.
-- Actions ---
Bite: Melee Weapon Attack, +3 to hit, range 5ft, 1d6+1
piercing damage and the target must pass a DC 10
Strength saving throw or be knocked prone.
- DOMAIN OF THE DEATHLESS KING -

47 50
Hauling themselves up from the worm-ridden Although you feel a little foolish bowing to statues
earth, a pair of hideous zombies lurch forwards you do so anyway, moving confidently past them
to attack. You must defend yourselves! Fight to climb the stairs. They remain utterly still.
a Basic Battle against the two zombies:
Gain 75 experience points and turn to 150.

Zombie Medium Undead


51
AC 8 HP 22
You have been set an interesting challenge. You have five
STR DEX CON INT WIS CHA minutes to come up with a song about ogres and food. Set
+1 -2 +3 -4 -2 -3 a timer, and then write down the lyrics of your song.
Saving Throws: Wis +0 Damage Immunities: poison
Condition Immunities: poison If you run out of time, the hungry ogre will
Undead Fortitude: If damage reduces the zombie to 0 hit accuse you of stalling and attack (turn to 22).
points, it must make a Constitution saving throw with a DC of If you finish your song within five minutes, turn to 32.
5 + the damage taken, unless the damage is radiant or from a
critical hit. On a success, the zombie drops to 1 hit point instead.
--- Actions --- 52
Slam: Melee Weapon Attack, +3 to hit, reach
5ft, 1d6+1 bludgeoning damage. The rising sun glitters through the trees, eating up the
morning mist. You decide to begin heading slightly
If you win, turn to 12. northwards, hoping to reach the town of Torrova by evening.

48
The hillfolk seem to come to a consensus and turn to face
you. They soon begin an impressive but intimidating war
dance. You cannot claim to understand all the subtleties,
but the general point is clear – go away, or prepare to fight!
Will you back away (turn to 184)?
Or stand your ground (turn to 4)?

49
The branches of the woodland trees provide merciful
cover from the heat of the summer, and glittering flecks
of sunlight dance across the heathery floor as you
make your way out of sight of the road. Your stomachs
grumble and you wonder if it would be worth spending
a little time hunting to increase your rations?
Go on a brief hunt and try to catch
some small game (turn to 164)?
Press on through the woodlands to
make better progress (turn to 3)?
Travelling through the wood has been
disorientating. You are not exactly lost, but neither
could you point to precisely where you are on a map.
After a few hours the trees begin to thicken, to the

- BOOK ONE : Expedition to Eagles Watch -


- DOMAIN OF THE DEATHLESS KING -

extent that you are forced to hack a path through the 56


undergrowth to make progress. To your surprise, you come
upon an archway composed of entwined trees. Through The old woman has the strength of an ogre! Your party
the archway, a sort of tunnel or corridor, roofed by the member must make a DC 13 Strength (Athletics) check.
interlinking branches of trees, leads off into the gloom. If they succeed, they manage to tear the old
A woman, dressed all in white, is standing woman’s hands from their throat (turn to 33).
by the archway. Wordlessly, she beckons If they fail, there is a dreadful cracking sound as their
you forward, before walking softly into the neck is snapped! This party member has been slain.
tunnel. She does not respond to your calls. If this party member was the only PC, your adventure
is over. Otherwise, the rest of the party prepare to avenge
Will you follow the woman through their fallen comrade … only to hear an ominous clucking
the archway (turn to 120)? from the yard. The old woman’s chickens have come to
Or avoid this sinister place and aid their mistress – only they aren’t chickens! Turn to 91.
forge onwards (turn to 93)?
57
53
The battle is over. Alas, the valiant young Cray has
The road winds through the hills, through many a wooded been slain in the intervening conflict. You rescue his
copse and past running streams. There is not a soul in younger brother, Tom, from the flames of his burning
sight – hardly surprising given the road was forcibly closed. house. Tom is brave and plucky, but to lose everything,
To the north an old tower looms into view, stately and his home, his parents and his brother in a single day is
mysterious. To reach it will require a diversion, however. overwhelming, and he clings to you like a limpet. You
eventually discover that he has family in Torrova, and you
Head north and explore the tower (turn to 88)? offer to escort him there, much to his sniffled thanks.
Stay on the road and press on eastwards (turn to 16)?
You scavenge six gold pieces from the orc bodies
54 and have a short rest to get your breath back, but
do not want to stay any longer than you have to
You invoke your spell and address the wolves in their and risk upsetting Tom. With your young charge in
own tongue. The wolves seem astonished that a ‘two- tow, you return to the road and head onwards.
legs’ can speak their language, and send their alpha
pack leader to the front to negotiate with you. He Gain 100 experience points and turn to 84.
demands food, or he will make food out of you.
58
If you want to give the wolves some
of your rations, turn to 23. You make a sudden sprint for it, but a pair of
If you want to attempt to frighten howling dogs with shards of glass for legs
the wolves away, turn to 192. intercept you before you can get far.
Turn to 157 to fight, but change the
55 initiative score of the shard hounds to 25.
Although you do not share a language, the hillfolk
understand your raised hands and peaceful intentions. 59
Looking at them more closely, it is obvious that they are
starving, and that times must be tough for their tribe. With a bit of ingenuity and patience you manage to
create a firm enough seal across the damaged bottom
If you have any rations, and wish to of the boat. It still leaks a bit, but it holds long enough
share them with the hillfolk, turn to 38. to ferry the party to the far side of the bank. Drawing
Otherwise, after a few kind words, you the boat on land, in case its owner ever comes back
make your way onwards (turn to 135). for it, you hoist up your packs and walk eastwards.

- BOOK ONE : Expedition to Eagles Watch -


- DOMAIN OF THE DEATHLESS KING -

Gain 75 experience points. Now turn to 176. pole. If a party member passes this check, turn to 27.

60 63
The shortsword has a wonderfully sharp blade and is What will you offer the faeries?
perfectly balanced. It is a +1 shortsword. You may If you offer them a magical ring, or a curious
keep it for yourself, or, if Nassir is in your party, give toy, the faeries gleefully snatch the object and
it to him. If you choose to do so, tick the +1 box next play with it – you have impressed the faeries!
to Nassir’s shortsword to remind you that he has +1 to You can also offer them 10 gold pieces,
hit and damage with his shortsword from now on. and this will impress them as well!
Everything else you have is far too mundane and
Now turn back to 151. the faeries will be unimpressed. Now turn to 19.

61 64
The berries are bitter and inedible, and the rabbits The woman is supernaturally strong, and seemingly
flee at the first sound of your approach. Cursing filled with bloodlust! Fight a Basic Battle against her.
the wary wildlife of the wood, you trudge
onwards, bellies rumbling. Turn to 152.
Mysterious Woman Medium Humanoid
62 AC 13 HP 52

The skeletons have been smashed to pieces – but there STR DEX CON INT WIS CHA
is no guarantee they will stay dead! You crouch to +4 +3 +2 +2 +1 +2
search the area, finding 14 gold pieces in loose coins. Damage Resistances: bludgeoning, piercing
and slashing from non-magical attacks.
The skeleton champion was dressed in a --- Actions ---
cobwebbed suit of +1 chainmail. A PC may take Slam: Melee Weapon Attack, +6 to hit, reach
5ft, 2d6+4 bludgeoning damage.
this item, or, if Niblet the goblin is in your party, you
may give it to her. Put a tick next to the +1 by her
If you win, turn to 40.
armor class to remind you that she possesses it.
You may also take a grey crystal 65
shard from the ground, if you wish.
Battle at the Henge. Battlemap overleaf.
Gain 200 experience points.
You may take a short rest if you wish.
If you win, turn to 87.
Now, you need to find a way out of here! Despite
searching for a secret exit, you find nothing. The smooth
iron pole appears to be your only way out. Once, the pole 66
was greased, but the intervening centuries have dried up The village market is quaint, largely selling domestic goods
the oily residue. Nonetheless, it will still be a difficult climb. such as cloth, tools and furniture. Food is rather rare, and
Choose a party member to attempt the climb, most of it is fresh and ill-suited to travelling. You do manage
and make a DC 15 Strength (Athletics) or Dexterity to find a stall that sells a few interesting items, however.
(Acrobatics) check. If your party member has a climb A surly human with a pair of gruff dwarf
speed, make the check with advantage. On a failure, bodyguards, stands at a table full of knickknacks and
they will slip and fall, taking 1d6 points of damage. weapons. A few items do stand out, but the marketeer
You must repeat this check until either your refuses to let you handle them until you buy them.
party is slain, or a party member manages to climb the If a party member knows the detect magic spell

- BOOK ONE : Expedition to Eagles Watch -


65 - Battle at the HEnGE

Icon Enemy Behaviour Init


Old Man Special 2
Woman Special 4
Skeleton Skirmisher 9

Old Man Medium Humanoid


AC 12 HP 15
Speed 30ft Behaviour Special
STR DEX CON INT WIS CHA
+0 +1 +1 +3 +1 +1
Saving Throws: +1 to all saving throws.
-- Actions ---
Shocking Grasp: Melee spell attack, +5 to hit, range 5ft, 1d8
lightning damage (target gets no reactions upon a successful hit).
Ray of Frost: Melee ranged attack,+5 to hit, range 120ft, 1d8
cold damage (target’s speed reduced by 10ft next turn).
Chromatic Orb: Melee ranged attack, +5 to
hit, range 120ft, 3d8 cold damage.

WOMAn Medium Humanoid


AC 11 HP 15
Speed 30ft Behaviour Special --- T E R R A I N ---
STR DEX CON INT WIS CHA Entwined Trees: The entwined trees completely
surround the area and are impenetrable.
+0 +1 +1 +3 +0 +2
-- Actions --- Standing Stones: The standing stones are approximately 10
Shocking Grasp: Melee spell attack, +5 to hit, range 5ft, 1d8 feet high and provide cover from ranged attacks.
lightning damage (target gets no reactions upon a successful hit).
Ray of Frost: Melee ranged attack,+5 to hit, range 120ft, 1d8 --- BE H AV IOU R S ---
cold damage (target’s speed reduced by 10ft next turn).
Sleep: Range 120ft, puts 5d8 hit points of creatures to sleep, in a Old Man: In the first round of combat, the Old Man will
20ft radius, targeted on the point for maximum enemy targets. attack a random party member with his Chromatic Orb
Woman: In the first round of combat, the Woman will cast
Skelton Medium Undead the sleep spell on the point that covers most of the party
members (the Skeletons are immune to the sleep spell).
AC 12 (Armor scraps) HP 14
Speed 30ft Behaviour Skirmisher From the second round of combat, the Old Man
and Woman will act in the following manner:
STR DEX CON INT WIS CHA
+0 +2 +2 -2 -1 -3 • If one or more party members are adjacent to them,
this creature will use its shocking grasp on a random
Damage Vulnerabilities: bludgeoning
Damage Immunities: poison
party member within range and then move directly
Condition Immunities: exhaustion, poisoned away from that party member up to its speed value.
-- Actions --- • Otherwise, it will cast ray of frost
Dagger: Melee weapon attack, +4 to hit, on a random party member.
range 5ft, 1d4+2 piercing damage.
If you win this battle, turn to 87.
- DOMAIN OF THE DEATHLESS KING -

and wishes to cast it, turn to 177. Otherwise, read on. 69


The following goods are for sale: Each party member must make a DC 10 Constitution saving
throw. If they fail, they are chilled, and must make all attack
A bag of travelling rations for 10 gold pieces rolls and ability checks with disadvantage until the next
An ancient looking greataxe for 20 gold pieces morning. On a pass, they brave through the rain unharmed.
An etched brass ring for 5 gold pieces
A small mirror for 8 gold pieces Finally, the rainfall stops, and the merciful
A plain-looking shortsword for 12 gold pieces sun begins to dry you off. Wringing out your
A dull bronze key for 4 gold pieces clothes, you trudge onwards. Turn to 135.

You can buy any or none of these items as you see


fit. Once you have made your purchases, turn to 151. 70

67 The helmet looks in better condition than the sword, and


you lift it reverently from its place atop the broken spear.
You’ll need to be quick if you want to give Alas, the possessions of the dead man who wore it have
yourself time to outrun those shardlings! been cursed, and that curse has been transferred to you!

Have Nassir or a party member with thieves’ Choose a random PC in your party. That PC must make
tools make a DC 14 Dexterity (Thieves Tools) a successful DC 13 Wisdom saving throw or suffer
check. If you fail, the chest will not open in time a Curse of Weakness. A PC under this curse must
and you are forced to abandon the attempt. roll twice when rolling for damage with a weapon
or spell, and inflict the lower amount upon their
If you succeed, the chest pops open. Within, you find target. The curse lasts until the end of this book.
9 gold pieces and a slender apprentice wand. You can
use an action in your turn to cast a magic missile spell at Alas, the dead do not sleep well in Eastern Corodon
1st level. The wand may be used again after a long rest. since the rise of the Deathless King. Two pairs of
arms burst from their shallow graves… Turn to 47.
Now turn to 34.
71
68
The glass man grinds his teeth so hard blood emerges
Your chosen party member carefully approaches the from his lips. “Then you will die!” he hisses.
bear, uttering soothing words of comfort as they stroke
their hands across the bear’s matted fur. To your Turn to 157.
horror and surprise, a giant centipede bursts from
the flesh of the bear and tries to bite your hands! 72
Make an attack roll against your chosen party member, “That tax is a load of bull,” you state bluntly. “Now
with a +4 bonus to hit. The attack is made with advantage. step aside, unless you want your jaw broken.”
If the attack hits, take 1d4+2 points of piercing Make a DC 14 Charisma (Intimidate) check.
damage, and your chosen party member must make If you succeed, turn to 118.
a DC11 Constitution saving throw, or take 3d6 poison If you fail, turn to 41.
damage. If this damage reduces the party member to 0
hit points they are paralysed for the rest of the battle. 73
If the attack misses, you manage to pull Never taking your eyes off the wolf, you produce
your hand away just in time. Turn to 26. yet more rations for them to eat. “Go!” snarls
the alpha, stepping aside to let you pass.
Your hearts beating in your chests, you slip

- BOOK ONE : Expedition to Eagles Watch -


- DOMAIN OF THE DEATHLESS KING -

past the wolves as they begin devouring your The goal is six inches (15cm) wide and should be placed at
precious food. Lose two days of rations (remember, the long end of your table. Then take a coin (any coin will do)
each day of rations is rations for the whole and place it within two inches of the opposite edge. You can
party). At least you managed to avoid violence. flick the coin with your finger up to three times. If the coin
goes off the edge of the table, hits the side of the goal, or you
Gain 50 experience points and turn to 178. run out of flicks, you have failed. If you manage to flick the
coin through the goal without touching the sides, you win.
74
Each PC may play twice, bidding one gold
You cannot make head nor tail of the runes. piece each time they play. You get back your gold
They appear to be inactive in any case. piece and gain another gold piece on a victory.
Climb the stairs to the next level (turn to 11)? During the game you chat with your fellow
Quickly leave the tower before the contestants. They tell you of the dreadful difficulties they
statues animate (turn to 34)? have been having with orc raiders from the north, and
how many local farms have been burnt to the ground.
75 They are also worried about the road to the east.

Your weapons raised, you charge the bear, only to “It’s been blockaded by a sinister group
be showered in a sudden burst of dead flesh! To of creatures,” mutters an old dwarf, deep in his
your horror, three giant centipedes erupt from the cups. “Glass-folk, or Shardlings, we call them. Agents
bear’s pelt and come skuttling straight towards you. of the Deathless King, they are, born in the Sea of
Three more centipedes skitter from the shadows. Glass, the corrupted realm outside of Eldervore.”
You have a desperate fight on your hands! “Why are they blockading the road?” you ask.
Turn to 26. “They claim they have authority from the King,”
spits the dwarf. “But I think they are trying to keep
76 the locals away from something. Something their
master doesn’t want anyone to find. Avoid them,
The gates of the barricade swing open, and the gate unless you fancy your chances in deadly battle.”
guard waves you inside. Your heart beats quickly – it
won’t be long until your deception is discovered. You thank the dwarf for his advice.

Gain 50 experience points. Spend 4 gold pieces on some cooked food (turn to 35)?
Make a run for it, now you are on the Forget the food, and just hire a room
other side of the gate (turn to 58)? for 5 gold pieces (turn to 2)?
Launch an attack (turn to 42)? Or will you save your money and sleep
outside the village (turn to 156)?
77
The mood of the inn greatly improves once you get your
gold out and start buying rounds of drinks. You are
invited to the largest table in the inn to join in a game
of ‘Shove Gold’, a local game where you have three
attempts to flick a gold coin through a narrow wooden
goal. It requires a fine eye and good co-ordination.
If you wish to play, you must gamble 1 gold piece. Your
PC can either make a successful Dexterity check, difficulty
14, or you can play the game in real life on your table.
If you play in real life, mark out a goal using two dice.

- BOOK ONE : Expedition to Eagles Watch -


- DOMAIN OF THE DEATHLESS KING -

78 grey-looking crystal. Rotten old backpacks and piles of


uncoiled rope lie strewn about the chamber – were these
Your vision darkening, you pull your dagger from your all adventurers like you? Why did they never leave the
belt and thrust it toward the monstrous woman. Make an chamber? The answer is soon revealed to you. Above you,
attack roll against the wicked hag – her Armor Class is 13. your rope seems to take on a life of its own, unknotting
itself from the ironwork to flop into a coil at your feet.
Just as despair grips at you, matters get even
worse! The skeletons rise in unison, a hissing mantra
of death escaping their hollow chests. “The Deathless
King will retake his home!” they vow. Turn to 170.

80
The wolves lie slain around you, the hungry
creatures having fought to the death. If you had
the luxury of time, perhaps you would skin them
for their pelts? Alas, your mission leaves you with
little time. Instead, you quickly move on from the
scene and make your way deeper into the wood.
Gain 75 experience points. Now turn to 178.

81
If you believe you know the identity of the woman, write
down their name now and turn to 116. If you cannot
remember their name, you must decide what to do.
Will you offer to help the young woman (turn to 158)?
Or command her to stay back (turn to 86)?

If you hit, the hag cries out in pain and


releases her grip from your throat. Turn to 33.
82
You draw the sword from the ground at the head of the
If you miss, there is a dreadful cracking sound as your
grave. Oddly, the blade is still sharp despite its rust. You
neck is snapped! This party member has been slain. If
have found a magical necrotic longsword. It grants no
this party member was the only PC, your adventure is
bonus to hit or damage, but inflicts an extra 1d4 necrotic
over. Otherwise, the rest of the party prepare to avenge
damage on a successful hit. Keep it, if you wish.
their fallen comrade … only to hear an ominous clucking
from the yard. The old woman’s chickens have come to Alas, the dead do not sleep well in Eastern Corodon
aid their mistress – only they aren’t chickens! Turn to 91. since the rise of the Deathless King. Two pairs of
arms burst from their shallow graves… Turn to 47.
79
The ironworks look strong, so you securely tie off the end
83
of a rope at the top of the pillar. Clambering past the iron Although the runes do not glow, they are not quite
disc, you slide down the pole all the way to the bottom. as inactive as they seem. It appears that they
control or moderate the activity of the statues. You
You arrive with a crunch within a dome-shaped
cannot be certain, but it looks like if you bow to
chamber. The chamber is full of bones and splinters of
the statues first they might not animate.

- BOOK ONE : Expedition to Eagles Watch -


- DOMAIN OF THE DEATHLESS KING -

Bow to the statues and make your way 86


upwards into the tower (turn to 50)?
Leave the tower, in case your There is something about this situation you don’t like. This
supposition is wrong (turn to 34)? tearful pleading is a clear play on your emotions, and
anyone who lives alone out here in the hills should be
made of tougher stuff. When it becomes apparent that
84 you are not fooled, the woman smiles wickedly. “I’ll come
to you, then … and tear your heads from your shoulders!”
The road continues to wind through crumbling hills
and long abandoned farmsteads. The sun is getting At that, she leaps towards you like a tiger! Turn to 64.
low and you begin to despair that you will see Torrova
at all. Finally, the settlement winds into view, a
shabby looking town with a dilapidated wall. At 87
least there might be inn rooms and soft beds. The wicked necromancers lie dead, and all around you
Before you reach the town, you are intercepted by five the trees begin to unknot their branches, letting in the
burly guards, weighed down with rusty ringmail armor sunlight, free to sway in the breeze once more. You find 8
and the heavy halberds they bear. They bark at you to gold pieces scattered amongst the skeletal remains. On the
stop, demanding to know your business on the road. body of the old man, you discover a Ring of Protection
+1, a useful magical item that will increase your Armor
If you are being accompanied by Class and Saving Throws by 1 point while you wear it. If
Tom, turn to 110. If not, read on. you wish, you may give the ring to Firennia. If you do, tick
the +1 boxes by her Armor Class and Saving Throws.
You explain that you are travellers, footsore and weary,
and that you are merely passing through. The guards look Gain 125 experience points. You may take a short rest
at each other for a conspiratorial moment and then demand here, if you wish, before travelling onwards. Turn to 93.
you hand over 5 gold pieces as a tax for entering the village.
If you roll your eyes and pay the tax, turn to 141. 88
If you attempt to negotiate a better price, turn to 159. You break off to the north, scrabbling up
If you call out this obviously invented tax steep slopes or treacherous goat trails before
and demand to be allowed in, turn to 72. arriving at the foot of the tower.
If you refuse to pay the tax, insisting you are
not staying in the village anyway, turn to 153. A man, dressed in sorcerer’s robes, lies dead
with several slain shardlings around him. Beyond,
the entrance to the tower, a doorless archway,
85 looms large. A rope, tied to a balcony railing at the
very top, dangles on the far side of the tower.
The bandits faulter, taking in the hardened appearance
of your party. They outnumber you – but could they kill Examine the dead bodies (turn to 154)?
you without taking serious losses? The bandit leader Enter the tower through the front door (turn to 142)?
spits and stands aside. “Just go!” he snaps, defeated. Climb the rope to reach the balcony (turn to 161)?
Leave this haunting place and
You cross warily to the other side, but return to the road (turn to 34)?
the bandits have been cowed.
Keeping an eye on them until they are out of
sight, you head east into the countryside. 89
Gain 75 experience points. Now turn to 176. You follow the woman into the cottage. The moment
a party member steps inside, the old woman spins
around and grasps their throat (choose which party
member has been attacked randomly). To your
horror, you see that the inside of the cottage looks

- BOOK ONE : Expedition to Eagles Watch -


- DOMAIN OF THE DEATHLESS KING -

like a butchers shed, with streaks of blood across the Will you investigate the faerie tree (turn to 185)?
walls and a pile of half-eaten gnomes in the corner. Or give it a wide berth (turn to 10)?
The old woman’s eyes turn yellow, and her skin
seems to sag even further as she grips your neck tightly. 94
Your fellow party members cannot reach through
the door, but draw their weapons in anticipation. You move cautiously around the hillfolk, who remain
incredibly wary of you. However, they let you pass and
Have the party member pull the old woman’s soon you have left them far behind. Pleased to have
hands from their throat (turn to 56)? avoided a fight, you press onwards. Turn to 135.
Or have them pull out a dagger (if this party
member has one) and stab her (turn to 78)?
95
Fight a Basic Battle against three orcs.
90
You cautiously enter the ogre’s lair, hands raised Orc Raider Medium Humanoid
to show your good intentions. The ogre looks
delighted to see you. “Breakfast treats!” he cries, AC 13 (Hide Armor) HP 15
rubbing his hands together, drool dripping from his STR DEX CON INT WIS CHA
chops. “Which one of you shall I eat? Or perhaps +3 +1 +3 -2 +0 +0
you know a song about food? I’ll accept either.” --- Actions ---
Great Axe: Melee Weapon Attack, +5 to hit,
Will you attack the ogre (turn to 22)? range 5ft, 1D12+3 slashing damage.
Or try to compose a song (turn to 51)?
If you win, turn to 140.
91
96
Battle at the Cottage. Battlemap overleaf.
You examine the ring and are surprised at how valuable it is!
If you win, turn to 15. This is a ring of the flame serpent that grants its wearer
Fire Resistance. In addition, it allows you to speak in the
92 Ignan tongue, an exotic language spoken by fire creatures.

The chest is locked. If you have a party member Cross off the brass ring and replace it with the
with thieves’ tools, or Nassir is in your party, turn ring of the flame serpent, then turn back to 151.
to 67. Otherwise, the chest will not open, and
you have no time to force it. Turn to 34.
97
Try as you might, you just can’t keep the hole watertight.
93 In your annoyance, you break through another section
The trees begin to thin as you head northwards, and of the boat as you hammer a nail in. This is taking too
sunlight now dapples the many clearings in the much time. Cross with yourself, you abandon the boat.
wood. Ahead, you see a sight that is both wonderous, Swim across the river to the far side (turn to 160)?
and slightly worrying at the same time. A thick oak Walk back up the riverbank towards
tree, bedecked in tiny lanterns and clothing lines, is the toll bridge (turn to 17)?
the home to dozens of faeries. The little men and
women, none of them more than 6 inches high, flutter
and swoop between the branches, laughing and
brawling with one another in an unending frolic.

- BOOK ONE : Expedition to Eagles Watch -


91 - Battle at the cottagE

Icon Enemy Behaviour Init


Green Hag Brute 7

Cockatrice Skirmisher 16

green hag Medium Fey


AC 14 (Natural Armor) HP 28
Speed 30ft Behaviour Brute
STR DEX CON INT WIS CHA
+3 +1 +3 +1 +2 +2
-- Actions ---
Claws: Melee Weapon Attack, +5 to hit,
range 5ft, 1d8+3 slashing damage.

Cockatrice Small Monstrosity


AC 11 HP 22
Speed 30ft Behaviour Skirmisher
STR DEX CON INT WIS CHA --- T E R R A I N ---
-2 +1 +1 -4 +1 -3
Fence: The fence is low and can be hopped (or fluttered)
-- Actions --- over by spending an extra 5’ of movement.
Bite: Melee Weapon Attack, +3 to hit, range 5ft, 1d4+1 piercing
damage, and target must succeed on a DC11 Constitution saving Doors and Gates: Doors and gates can be passed through
throw against being magically petrified. On a failed save the at no extra movement cost.
creature begins to turn to stone and is restrained. It must
repeat its saving throw at the end of the next turn. Veranda: The veranda does not affect movement or attacks.
On a success the effect ends. On a failure the
creature is petrified and counts as slain. Large Trees: The large trees are difficult terrain and provide
cover from ranged attacks.
If you win this battle, turn to 15.
- DOMAIN OF THE DEATHLESS KING -

98 102
With the glass folk defeated you perform a quick search Just as the old man is raising his arms in invocation,
of their camp. You manage to find 8 gold pieces, but you throw a handful of dirt into his mouth. He
little else of value here. There are no notes or orders splutters and chokes, and there is a great undulation
left behind that might explain the barricade. Why beneath your feet. Skeletons rise from the earth,
were they so keen to keep people away? Perhaps howling as if in pain, clutching their bony hands to
you will find your answers further up the road? their bodies. In moments the skeletons collapse into
piles of dust, unleashing mournful wails of despair.
You may take a short rest if you wish.
Gain 175 experience points and turn to 53. “Blasphemers!” screams the young
woman. “You will die for this outrage!”

99 Gain 50 experience points for your quick thinking.

The sun is beginning to set, and it is clear that you will not Now turn to 65 and fight, but you do not
reach Torrova today. As you consider setting up camp by have to place any skeletons on the battle map,
the side of the road, you come upon a melancholy sight. A as these have already been destroyed.
pair of graves have been dug by the side of the road. Each
grave has been marked, the one on the left by a rusty sword 103
sticking out of the ground, the other by the broken haft
of a spear with an old metal helmet balancing upon it. Heavy rain clouds gather overhead as you progress
across the hills. It will not be long until there is a
Will you leave the dead in peace downpour! As you brace yourselves for rain, the path
and walk onwards (turn to 25)? splits in two. To the left, the path leads across the open
Will you draw the sword from the ground (turn to 82)? hills, with little protection from the rain. To the right, the
Will you lift the helmet from the spear (turn to 70)? path leads downwards towards a sheltered overhang in
the cliffside … but you also see smoke, as if from a large
chimney or bonfire rise above the right-hand path.
100 Will you take the left-hand path (turn to 129)?
Or the right-hand path (turn to 169)?
The glass man narrows his eyes suspiciously.
“The road is closed, loyal subject,” he says
sarcastically. “Go back the way you came.” 104
Will you offer your skills to the The village of Draughstad is in sight … sadly, this is where
Deathless King’s army (turn to 20)? we end our free sample. For now, you have two choices.
Charge the wall and try to climb over it (turn to 157)? You can create a new party and begin the adventure
Back up and make your way overland again. Try going down alternative paths – you may find
through the hills (turn to 127)? that your new adventure is quite different from your first.
Alternatively, you can buy the full version
101 of Expedition to Eagle’s Watch and turn to
reference 237 in that book. You can carry on your
The hillfolk lie dead, and you cannot feel particularly adventure with all the party members, equipment
good about it. Wondering if you could have played and experience points you earned here.
things differently, you make your way onwards.
Whatever you choose, good luck on your
Gain 50 experience points and turn to 135. travels, adventurer. We hope you’ll return to the
Domain of the Deathless King in the near future.
- The Archmage

- BOOK ONE : Expedition to Eagles Watch -


- DOMAIN OF THE DEATHLESS KING -

105 108
The greataxe is indeed ancient. It’s rusty, fragile blade You stroll down the riverbank, ducks and swans keeping
tumbles from the haft when you give it a practice a wide berth from you in case you try to turn them into
swing and shatters on the ground. It looks like the rations for your trip! Eventually you come to a small, run-
market owner sold you a dud! Cross off the greataxe down boathouse. The door lock has long since broken
from your equipment list. Now turn back to 151. and you peer inside. A small boat, just large enough for
your party, is tied to the moorings inside, but it has a hole
in the bottom and has half sunk into the reedbeds. Still,
106 it’s not far to the other bank. Perhaps you could try to
repair it enough to make it to the other side of the river?
With the centipedes dead, you search the chamber
thoroughly. The only treasure you find is on the body of Attempt to fix the boat (turn to 183)?
a dead dwarf, its hands still clutching a warhammer to its Swim across the river to the far side (turn to 160)?
chest. To your delight, you discover that the weapon is a Walk back up the riverbank towards
magical +1 warhammer. You may take this weapon if you the toll bridge (turn to 17)?
wish. Optionally, if Grimnir is in your party, you may gift
the warhammer to him. If you do so, tick the +1 box next 109
to Grimnir’s warhammer attack. From now on he will
gain a +1 bonus to hit and damage with his warhammer. The glass man looks genuinely interested.
Perhaps they too are suffering from the same
In addition, the dwarf carried 3 gold supply problems as the local villages?
pieces in a split pouch on his belt. Make a DC 10 Charisma (Deception) check.
If you wish, you may take a short rest. If you are successful, turn to 76.
With nothing else to detain you here, you If you fail, turn to 144.
leave the cave and head onwards.
Gain 75 experience points and turn to 152. 110
Tom pushes his way to the front of the party and quickly
107 blurts out your recent heroism, telling the guards you
have escorted him to Torrova to find his family.
You cast an eye over the potion bottles. You
suspect that the shardling was killed by a bad The guards quickly change their tune. “Stranger,
potion, so you want to be careful what you take. for fighting the orcs you have our thanks,” they
say gravely. “Nearly every farm in the region has
Make a DC 13 Intelligence (Arcana) check. If you been raided by those thugs. Food is scarce in
fail, you cannot identify any of the potions. Unwilling Torrova, but friends like you are welcome.”
to risk taking something that might explode in your
packs, you step away from the potion rack. They step aside, slapping you on the
back as you pass by them. Turn to 124.
If you succeed, you manage to identify a potion
of healing and a potion of poison resistance. The 111
potion of healing cures 2d4+2 hit points. The potion
of poison resistance grants resistance to poison until You draw your weapons and advance. The old man smiles.
you take a long rest. Both require an action to drink. “We shall take your blood another way, then,” he grins wickedly.
Now turn to 34. Suddenly the ground erupts, and the half-buried
bodies of skeletons, other victims of these ‘druids’,
stagger back into half life. “The Deathless King will
retake his home!” they hiss, raising their rusty weapons
threateningly. You must fight for your life! Turn to 65.

- BOOK ONE : Expedition to Eagles Watch -


- DOMAIN OF THE DEATHLESS KING -

112 116
Leaving Torrova behind, you make your way a few If you wrote down the name Bezagul, turn to 191. Otherwise,
miles along the road, the route becoming hilly and you hail the woman incorrectly. She looks puzzled. “Why
rather tiring to cross. Coming to a natural rise you see won’t you help me?” she pleads, advancing on you.
a disturbing sight. The road ahead is blockaded by a
number of sinister looking humanoids. A barrier has Will you offer to help the young woman (turn to 158)?
been erected between two cliffs to effectively seal off Or command her to stay back (turn to 86)?
the way onwards. A banner depicting a crowned skull
has been raised proudly above the wooden barricade. 117
Approach the barricade cautiously (turn to 143)? “That … is the best song I’ve ever heard, and I’ve heard
Slip off the road and climb the wild hills loads,” says the ogre, enthusiastically. “As a reward,
to avoid the barricade (turn to 127)? here’s a warning song my mum used to sing.”
If you the dreadful hydra meet,
113 Do not beat a quick retreat!
You glower at the bandit leader, drawing your weapon. Bravely shine the gem of light,
“Step aside, or I cut your throats,” you growl. The serpent beast will take to flight.

Make a DC 18 Charisma (Intimidation) check.


If you succeed, turn to 85.
If you fail, the outraged bandits
leap to an attack, turn to 13.

114
You approach the runes and study them. Make
a DC 12 Intelligence (Arcana) check. If you
succeed, turn to 83. If you fail, turn to 74.

115
You return to the rutted path, whistling merrily as you
walk away from the cottage. You are quite pleased
with the bargain you made for the extra rations. Alas,
you only discover a few days later that the pies you
have been sold have been made of elf and gnome
flesh. The ever-bleeding meat is quite inedible, and
you are forced to discard the pies in disgust.
Lose two days of rations.
Ignorant of this fact, you make
your way onwards. Turn to 99.

Thanking you for your song, the ogre returns to


cooking his goat, muttering the lyrics of your ditty
over and over to try to remember it. Pleased that
you have avoided violence, you take your leave.
Gain 125 experience points and turn to 30.

- BOOK ONE : Expedition to Eagles Watch -


- DOMAIN OF THE DEATHLESS KING -

118 Consent to undertake the Ritual of Caith (turn to 155)?


Draw your weapons and attack these allies
The guard sergeant pales in terror. “For goodness sake! I of the Deathless King (turn to 111)?
was only asking!” he stammers. “Go in peace, stranger!” Quickly flee this terrible place (turn to 166)?
Shouldering him, you stride past the
guard patrol towards the village.
121
Gain 25 experience points and turn to 193.
The ogre is too busy singing and cooking to look
around, and you steal quietly away down the path
119 until the ogre’s voice is little more than a murmur on
the wind. Gain 75 experience points and turn to 30.
The alcove has been cut into the pillar, which you can
now see is hollow. An iron disc, presumably designed to
hold a missing object, sits at human waist height. Below 122
it, an iron rod plunges into the darkness of the earth.
You carefully step around the bear, eyes scanning the
Around the exterior of the alcove is more chamber. You see a corpse in the corner holding an
ironwork, seemingly designed to hold the missing interesting looking hammer. You also spy a three-
object in place. Whatever was held here must have foot long centipede crawling over its body. You cry a
had a curious, angular shape. A crystal, perhaps? warning to your comrades, only to hear a sickening
slithering sound from the centre of the chamber.
Tie off a rope and slide down the iron rod to the
bottom of the hollow pillar (your PC will have a rope if they To your horror, three giant centipedes burst from
possess an explorer’s or dungeoneers pack – turn to 79)? the bear’s flesh and come skuttling straight towards
Cautiously search around the you. Three more centipedes come skittering from the
empty looking room (turn to 7)? shadows. You have a desperate fight on your hands!
Climb the stairs and unbolt the trap door (turn to 187)?
Leave the tower quickly (turn to 34)? Turn to 26, but you may lower the initiative
score of the giant centipedes by 5 points thanks to
the warning shouted by your fellow party member.
120
You make your way through the tunnel of trees, the sunlight 123
barely penetrating the thick canopy above. Soon enough
the tunnel opens out into a wide clearing, dominated by a You approach the barrier confidently but not
circle of crudely chiselled stones. A stone slab sits in the aggressively. If you can at least talk your way
middle of the circle, stained a dark brown with long-dried through the gates, you will be able to undermine
blood. The skeletons of dead humans peek from the fertile these strange creatures’ greatest advantage.
earth, their skulls grinning malignly in the green light.
“Hold there, scum!” snarls one of the
A man with a long grey beard stands by the altar. “You curious glass folk, his lips caught in a permanent
have come to a sacred place, friends,” he intones, holding snarl thanks to the shard of glass that projects
a sharp knife in his hands. “The old king’s return is through his bottom jaw. “Who is your king?”
nigh, and the worship of the true gods follows with
What will you reply?
him. We must prepare for his arrival with a festival
Estaban Camacho, the Deathless King (turn to 100)?
of blood. Come, give your blood freely in the Ritual
Morico Camacho, the living King
of Caith. Otherwise, we must harvest it from you.”
of Corodon (turn to 71)?
The young woman leans against a stone behind the Say that you follow no king (turn to 46)?
old man. “Do not be foolish,” she lilts. “Consent
to the ritual. We are mightier than we seem.”

- BOOK ONE : Expedition to Eagles Watch -


- DOMAIN OF THE DEATHLESS KING -

124 restock them in the poor villages of Eastern Cordova.


The watchman on the gate in Torrova gives the barest of Off the rutted path, to the north, you make out the
grunts as he waves you through the doors. The village curl of smoke from a distant building. It appears to be
beyond isn’t much, just a few ramshackle houses clustered a cottage of some kind, with a well-tended garden and
around an inn and a dilapidated village church. It is night, chickens in the yard. The smell of good cooking wafts from
and there will be no chance for any business until morning. the cottage. Perhaps a place to secure some more food?
If you are being accompanied by a boy Investigate the cottage (turn to 180)?
named Tom, turn to 189. Otherwise, read on. Keep to the path and head onwards (turn to 99)?
The Pied Bull Inn is the largest drinking house
in town, the other taverns apparently closed for the
127
night. Pleasing smells of cooked food waft through the
door, making your stomachs rumble. Indeed, the inn Leaving the road far behind, you make a wide detour to
is surprisingly full; rough looking men and dwarves the south. The going is extremely rough, for the hills
smoke long pipes and drink oversized cups of ale. The hereabout have been quarried extensively, creating
barwoman gives you a curt, if suspicious welcome. cliff walks and narrow trails that lead through tight
gulches. It is a maze of stone and wild thorny bushes.
“Food is four gold pieces for the lot of you,”
she grunts. “Five gold pieces for a room.” Make a DC13 Wisdom (Survival) check.
Spend 2 gold pieces on a round of If you succeed, turn to 167.
drinks for the inn (turn to 77)?
Spend 4 gold pieces on some cooked food (turn to 35)? If you fail, you get dreadfully lost in the wild
Forget the food, and just hire a room hills, to the extent that you cannot even find your way
for 5 gold pieces (turn to 2)? back to the road. Night falls, and you have not seen
Or will you save your money and sleep another soul in the hills. Exhausted and dispirited,
outside the village (turn to 156)? you set up camp, debating long into the night about
what route you should try tomorrow. Eventually
you attempt to settle down and get some sleep.
125 Roll a D6. If you roll a 1 or 2, record this reference
“No, that’s it!” you insist, locking eyes with the number (127) and then turn to 194. Otherwise, read on.
wolf. It snarls as it attempts to meet your gaze. You must take a long rest. Consume one day of rations,
The party member that cast speak with animals and recover your hit points, hit dice, spell slots and abilities.
must make a DC10 Charisma (Intimidate) check. If you do not have any rations left, you gain none of these
If you succeed, the alpha wolf reluctantly benefits from your rest – additionally, you must halve
lets you pass. Lose 1 day of rations and gain the current hit points of each PC and NPC in your party.
75 experience points (turn to 178). The next day you backtrack a little, and finally discover
If you fail, the alpha is enraged, and a path that leads you a little more eastwards. Turn to 167.
calls on his pack to attack! Turn to 39.

128
126
You draw your weapons and advance quickly towards the
You make your way along the weed-strewn path to Torrova, cottage, hoping to get the element of surprise. Kicking
the midday sun hot and bothersome as you stumble open the door, you are immediately confronted by the old
over loose paving stones. Your stomachs grumble, but woman, all pretence of humanity stripped from her. Her
you know you must be sparing with your rations during angular jaws jut with sharp teeth, flesh hangs heavy on her
your long trip – there is no guarantee you can easily bones and black claws sprout from the ends of her fingers.

- BOOK ONE : Expedition to Eagles Watch -


- DOMAIN OF THE DEATHLESS KING -

Before you can all force your way into the you. Three more centipedes skuttle from the shadows.
cottage you hear an ominous clucking from the yard. You have a desperate fight on your hands! Turn to 26.
The old woman’s chickens have come to aid their
mistress – only they aren’t chickens! Turn to 91.
133

129 The ogre continues to sing as you creep through his


lair. If he doesn’t turn around, perhaps you will be
You cannot expect to avoid bad weather on a journey safe! Have each party member make a DC 8 Dexterity
that might take weeks to complete. Pulling your cloaks (Stealth) check. If a party member is wearing heavy
around your shoulders, you keep your head lowered as armor, they suffer disadvantage on the check.
the rain comes thundering down. For a few minutes, you
are able to joke about your bad luck. As the miserable If the whole party succeed, turn to 121.
hours pass, your moods soon dampen. Turn to 69. If any party members fail, the ogre spins around
in surprise, roaring with anger at your intrusion!
You have a fight on your hands! Turn to 22.
130
Battle in the Wild Hills. Battlemap overleaf. 134
If you win, and at least one hillfolk is still alive, turn to 179. Your brave display sends the wolves recoiling in
If you win, but all the hillfolk are slain, turn to 171. fear. Convinced that they have bitten off more
than they can chew, they go howling back into the
undergrowth. Breathing a sigh of relief, you move a
131 little further onwards in case they should come back.
The room at the top of the tower has a sorcerous feel Gain 50 experience points. Now turn to 178.
about it. It seems to serve as both a laboratory and
bedroom, though its occupant is long gone. A shardling, 135
perhaps the one who lowered the rope, lies dead in the
middle of the room, a broken potion bottle lying in pieces After an exhausting day of travel, you are finally on the
beside him. Except for the balcony, only a trapdoor, downhill approach. You see the town of Draughstad
seemingly locked from the other side, provides an exit. in the distance and are now convinced that you can
reach it just before nightfall. Hurry onwards to 104.
One of your party members shouts a warning from
the balcony. A troop of twenty or so shardlings are
making their way towards the tower in the distance. With 136
only one way out, your search will have to be quick.
Crouching to search the fallen bandits, you find 7 gold
Search through the potion rack on the wall pieces from their previous robberies. Inside the toll
and try to find useful magic (turn to 107)? booth you find a curious toy, which you may take if
Open the chest at the foot of the bed (turn to 92)? you wish. It is a model of a globe that can be rotated
Escape via the rope while you can (turn to 34)? vertically and horizontally to make new islands and
continents. Perhaps it is of gnomish manufacture?
132
If you wish, you may take a short rest.
You invoke your spell and attempt to speak with the bear.
You are alarmed when a multitude of voices reply: “Yes! Pleased that these criminals at the doorstep
Fresh meat! Stay still! Stay still! Let us feed upon you!” of Rover’s Wend have been dealt with, you
hurry on down the path towards the east.
To your horror, three giant centipedes burst from
the bear’s flesh and come skuttling straight towards Gain 100 experience points. Now turn to 176.

- BOOK ONE : Expedition to Eagles Watch -


130 - Battle in the Wild Hills

GnOLL HUnTER Medium Humanoid


AC 13 (Leather armor) HP 22
Speed 30ft Behaviour Artillery
STR DEX CON INT WIS CHA
+2 +2 +1 -1 +1 -1
Rampage: When the gnoll reduces a creature to 0 hit points
with a melee attack on its turn, the gnoll takes a bonus action
to move up to half its speed and make a bite attack.
-- Actions ---
Multiattack: The gnoll makes two melee spear
attacks or two ranged longbow attacks.
Bite: Melee weapon attack, +4 to hit,
range 5ft, 1d4+2 piercing damage.
Spear: Melee weapon attack, +4 to hit,
range 5ft, 1d8+2 piercing damage.
Longbow: Ranged weapon attack, +4 to hit,
range 150/600ft, 1d8+2 piercing damage.

Gnoll Medium Humanoid


AC 15 (Hide Armor, Shield) HP 22
Speed 30ft Behaviour Skirmisher
STR DEX CON INT WIS CHA Icon Enemy Behaviour Init
+2 +1 +0 -2 +0 -2 Gnoll Hunter Artillery 10
Rampage: When the gnoll reduces a creature to 0 hit points 3
Gnoll Skirmisher
with a melee attack on its turn, the gnoll takes a bonus action
to move up to half its speed and make a bite attack. Hillfolk NPC 12
-- Actions ---
Multiattack: The gnoll makes two melee spear attacks.
Bite: Melee weapon attack, +4 to hit,
--- T E R R A I N ---
range 5ft, 1d4+2 piercing damage. Boulders: The boulders are difficult terrain and provide
Spear: Melee weapon attack, +4 to hit, cover from ranged attacks.
range 5ft, 1d6+2 piercing damage.
--- S PECI A L RU L E S ---
Hillfolk: The Hillfolk are fighting on your side, so you may
HILLFOLK Medium Humanoid control them as if they were NPCs.
AC 13 (Hide Armor) HP 17 If you win, and at least one hillfolk is still alive, turn to 179.
Speed 30ft Behaviour NPC If you win, but all the hillfolk are slain, turn to 171.

STR DEX CON INT WIS CHA


+2 +2 +1 +1 +1 +1
-- Actions ---
Spear: Melee weapon attack, +4 to hit,
range 5ft, 1d8+2 piercing damage.
- DOMAIN OF THE DEATHLESS KING -

137 141
You may as well soften up your opponents while you You don’t want any trouble and you have the coin to
can. Readying spells and missile weapons, you unleash spare. You count out the gold pieces into the sergeant’s
a barrage of fire at the glass folk on the walls. hands and he nods, practically salivating. “The Pied
Bull’s the best Inn, stranger,” he advises. “Food is
Turn to 157, but note that your party gains a pricy in town, what with all the orc raids. Take what
surprise round where each party member can attack you can get, while you can. That’s my advice.”
with a ranged weapon or spell before combat begins.
With this, the guards heft their halberds
and continue their patrol. You set off
138 towards the village gates. Turn to 193.
The old woman looks disappointed that you do not wish
to join her, but understands your youthful wish to get 142
on. “I can sell you a few pies. Food’s rather expensive
these days so it will be six gold pieces for them. Otherwise You pass through the main door of the tower, into
you can eat for free if you’d like to stay for dinner!” a wide, circular room dominated by a thick stone
pillar. The pillar is carved with strange, arcane runes,
If you would like to buy the pies, cross off six although they appear dormant at this time. A stairwell
gold pieces and add two days of rations. You can runs around the wall and leads to the second level
then make your way onwards by turning to 115. of the tower some fifteen feet above your head.
Or you could take up the woman’s A pair of stone statues stand in alcoves on either
offer of dinner and turn to 89. side of the stairs. They have been recently damaged
by spells and blades, and blood stains their massive
fists. For the moment, however, they seem dormant.
139
Examine the pillar in the middle
The bag contains some rather plain tasting but nutritious of the room (turn to 114)?
food. Cross off the travelling rations and note that you Climb the stairs to the next level (turn to 11)?
have an extra two days of rations. Now turn back to 151. Quickly leave the tower before the
statues animate (turn to 34)?

140
The orcs have few possessions and little money on 143
them. You find just 4 gold pieces amongst their You scramble towards the barricade, using the nearby
belongings. One orc had a handsome, but unenchanted rocks to cover your approach. Finally, you are able to get a
hand axe which you can take if you wish. good look at the humanoid figures. They seem deformed
Gain 75 Experience points. somehow, with painful looking shards of glass jutting from
their faces and the flesh of their bodies, their leather armor
Cries of defiance and anger can still be heard behind cut with holes to allow the jagged shards to poke through.
a nearby hill. The orcs are obviously fighting someone.
There are eight figures here, including
Will you rush to investigate (turn to 162)? two strange looking wolf-like creatures
Or take a short rest and move onwards with slivers of sharp glass for feet.
while the orcs are distracted (turn to 84)?
There is no obvious way to sneak past the
barricade, as it is built from wall to wall.

- BOOK ONE : Expedition to Eagles Watch -


- DOMAIN OF THE DEATHLESS KING -

145
You sing the faeries a few songs, tell some
jokes and perform a few tumbles.
If you have a spellcaster with the
prestidigitation or minor illusion cantrip, you
impress the faeries with simple magic.
Otherwise, you must succeed on a DC 11
Charisma (Performance) check in order to impress
the faeries. If you fail, they remain unimpressed.
Once you have cast your spell or
made your check, turn to 19.

146
The ogre continues to sing:
Never eat a goat with amber eyes,
Old Bezagul got there first,
Never eat a man with orange spies,
Bezagul’s quenched his horrid thirst!
If you see Bezagul call his name,
And out the body he shall pop,
His only weakness is his fame,
For clubs cannot Bezagul stop!

What drivel is this?


Approach the figures openly (turn to 123)?
Unleash a barrage of missile or spell Will you listen to more of the
fire on the creatures (turn to 137)? ogre’s singing (turn to 182)?
Charge the barricade and try to Attempt to sneak past the ogre whilst
clamber over it (turn to 157)? he is deep in song (turn to 133)?
Back up and make your way overland Hail the ogre (turn to 90)?
through the hills (turn to 127)? Launch an attack while his back is turned (turn to 22)?

144
147
“You expect us to entertain a wandering
group of vagabonds?” he snarls. “Get you This is a dangerous place for an old woman to live alone,
gone! This road is off limits to your kind!” and your suspicions have been raised. Appointing a
member of your party to sneak ahead, you watch from
Charge the wall and try to climb over it (turn to 157)? behind a rock as they creep towards the cottage.
Back up and make your way overland
through the hills (turn to 127)? Make a DC 12 Dexterity (Stealth) check.
If you succeed, turn to 172.
If you fail, turn to 186.

- BOOK ONE : Expedition to Eagles Watch -


- DOMAIN OF THE DEATHLESS KING -

148 Examine the alcove (turn to 119)?


Cautiously search around the
You cannot stare down these proud men. Refusing to yield, empty looking room (turn to 7)?
they attack. Fight a Basic Battle against four hillfolk. Climb the stairs and unbolt the trap door (turn to 187)?
Leave the tower quickly (turn to 34)?
Hillfolk Medium Humanoid
AC 13 (Hide Armor) HP 17
151
STR DEX CON INT WIS CHA
+2 +2 +1 +1 +1 +1 You leave the village of Torrova, passing back out of the
-- Actions --- gate and onto the road that leads east. If you bought
Spear: Melee Weapon Attack, +4 to hit, reach any items in Torrova, you may check them now.
5ft, 1d8+2 bludgeoning damage.
If you bought the travelling rations, turn to 139.
If you win, turn to 101. If you bought the greataxe, turn to 105.
If you bought the brass ring, turn to 96.
If you bought the mirror, turn to 18.
149 If you bought the shortsword, turn to 60.
If you bought the bronze key, turn to 44.
Thinking quickly, you scrabble up a tree, the snapping Once you have checked all your purchases, turn to 112.
wolves giving you the energy and strength needed to
climb into the high branches. The wolves howl and leap,
attempting to clamber up the tree trunk to reach you. You 152
are unable to use ranged weapons and spells to repel
them, since your hands are full gripping onto the tree. The sun sinks lower and lower in the sky, and soon
the trees are spreading dark tendrils of shadow across
All night they snarl and howl, making futile leaps the woodland floor. Your thoughts are just turning
at you and producing a terrible racket. You spend to finding a safe spot to camp when you hear the
a sleepless night up the tree, for it is only with the chilling howls of wolves. They are close – too close.
breaking of the dawn that the wolves give up their
attack and slink away frustrated and hungry. Peering through the dim light, you make out the
shapes of darting grey-coated wolves, circling your
You have a bleary-eyed breakfast, your night’s position excitedly. They are whipping themselves up into
sleep entirely ruined by the wolves. You must press on, a frenzy, as more and more of the pack arrive, howling
however. Every day wasted is another day your country and snarling at you, herding you into a tighter circle. They
suffers under the attack of the Deathless King’s forces. are building up their courage to attack, darting from the
bushes before pulling back to the safety of their pack.
Lose 1 day’s rations. You have not
managed to have a long rest. Turn to 52. Attempt to frighten the wolves away (turn to 192)?
Cast the speak with animals spell and
try to negotiate with them (turn to 54)?
150 Climb a tree to keep out of their reach (turn to 149)?
Attack the wolves (turn to 39)?
You have reached the second floor of the tower, the central
column still dominating the middle of the room. There are
no statues here this time, but there is an empty alcove in 153
the pillar. The stairs continue to wind around the inner
walls, coming to a trap door with a bolt drawn across it. The guards order you off the road, calling for the village
gates to be shut. It seems clear that you will receive
A piece of discarded litter suddenly lifts up in front of no welcome in Torrova tonight. If all the locals are
your startled eyes before dropping back to the floor. The petty criminals like these guards, you are probably
wind channelling from the arrow slits in the walls, perhaps? better off giving the place a wide berth! Turn to 156.

- BOOK ONE : Expedition to Eagles Watch -


- DOMAIN OF THE DEATHLESS KING -

154 157
You warily approach the bodies and crouch down to Battle at the Barricade. Battlemap overleaf.
examine them. All of them share the same injuries
– they have been battered to death, possibly with
clubs. Searching the sorcerer you find 3 gold pieces If you win, turn to 98.
and an architectural drawing of the tower. It looks
like this man was sent to assess or even repair the
tower, though why agents of the Deathless King would 158
be interested in this old structure is unclear.
You approach the woman, asking how you can help
Enter the tower through the front door (turn to 142)? her. In a moment she lashes out at you, her hand
Climb the rope to reach the balcony (turn to 161)? striking your flesh like an iron mallet! A party
Leave this foreboding place and member of your choice must lose 10 hit points.
return to the road (turn to 34)? Laughing, unarmored and completely unarmed, the
woman lurches to an insane attack! Turn to 64.
155
Fearful of the old druid’s power, you agree to undertake 159
the ritual. “Your blood shall feed the soil,” he declares. “If “You’re clearly hard working men and deserve a little
the spirits find it worthy, you shall be permitted to live. compensation,” you flatter them. “But let’s not get
Invoke the names of the elder spirits as you bleed!” silly and start making crazy demands like five gold
The druid slices your palms with his knife, pieces. Especially for a tax that doesn’t exist…”
and your vital juices begin to flow into the earth. Make a DC 12 Charisma (Persuasion) check.
Each party member must lose 3 hit points. If you succeed, turn to 173.
Will you chant with the druid, attempting If you fail, turn to 41.
to appease the earth spirits (turn to 5)?
Try to find some way to spoil the ritual (turn to 43)?
Slay the druid before he can 160
further harm you (turn to 111)? The water is cool and deep, and the flow is quite strong.
Flee from this terrible place (turn to 166)? However, you are fit adventurers and manage to swim
across to the far riverbank without too much difficulty.
156 Alas, you cannot keep your packs dry, and when you
reach the far side you find that your rations are soaked. You
Settling down a few miles from the village try and save what you can, but you have lost a lot of food.
walls, you make your camp.
Lose a day’s rations.
Roll a D6. If you roll a 1 or 2, record this reference
number (156) and then turn to 194. Otherwise, read on. Still, you are on the far bank and in one piece. Drying
yourself off as best as you can, you march eastwards.
You must take a long rest. Consume one day of rations,
and recover your hit points, hit dice, spell slots and abilities. Gain 50 experience points. Now turn to 176.
If you do not have any rations left, you gain none of these
benefits from your rest – additionally, you must halve
the current hit points of each PC and NPC in your party.
Carefully repacking your supplies, you make your
way onwards towards the rising sun. Turn to 112.

- BOOK ONE : Expedition to Eagles Watch -


157 - Battle at the barricade

Icon Enemy Behaviour Init


Shardling Crossbows Special 9
Shard Hounds Special 13
Shardling Warriors Special 7

Shardling Crossbows Medium Humanoid


AC 12 (Leather Armor) HP 12
Speed 30ft Behaviour Special
STR DEX CON INT WIS CHA
+1 +1 +3 +0 +0 +0
Mirror Shards: A creature that touches or hits the Shardling
with a melee attack while within 5 feet of it must make a DC 11
Dexterity saving throw, taking 1d4 points of piercing damage on a
failed saving throw or half as much damage on a successful one.
-- Actions ---
Light Crossbow: Ranged Weapon Attack, +3 to
hit, range 80/320ft, 1d8+1 piercing damage.
Dagger: Melee Weapon Attack, +3 to hit,
range 5ft, 1d4+1 piercing damage.

Shard Hounds Medium Beast


AC 12 HP 7
Speed 40ft Behaviour Special
--- T E R R A I N ---
STR DEX CON INT WIS CHA Cliffs: The cliffs rise to a height of 40 feet. They are
+1 +2 +3 -4 +1 -2 unclimbable unless a party member has a climb speed from a
Mirror Shards: A creature that touches or hits the Shard Hound spell or ability.
with a melee attack while within 5 feet of it must make a DC 11
Dexterity saving throw, taking 1d4 points of piercing damage on a Trees: The trees are difficult terrain and provide cover from
failed saving throw or half as much damage on a successful one. ranged attacks.
-- Actions --- Barricade: The barricade is 10 feet tall and provides cover
Bite: Melee Weapon Attack, +3 to hit, from ranged attacks to those standing on top of it. It blocks
range 5ft, 1d6+1 piercing damage.
line of sight to ground-level creatures on different sides of the
barricade. Unless a party member has a climb speed, it takes
Shardling Warriors Medium Humanoid 20’ of movement to climb the barricade.
AC 12 (Leather Armor) HP 12
--- BE H AV IOU R S ---
Speed 30ft Behaviour Special
Special: Until a party member has climbed onto or past the
STR DEX CON INT WIS CHA barricade, enemies act in the following way on their turn:
+1 +1 +3 +0 +0 +0
• If this creature has a light crossbow, it will make a ranged
Mirror Shards: A creature that touches or hits the Shardling
with a melee attack while within 5 feet of it must make a DC 11 attack on a random party member in range that it can see.
Dexterity saving throw, taking 1d4 points of piercing damage on a • Otherwise it will ready an action to attack the first party
failed saving throw or half as much damage on a successful one.
member who moves into melee range of it.
-- Actions ---
Pike: Melee Weapon Attack, +3 to hit, range As soon as a party member has climbed onto the barricade,
10ft, 1d10+1 piercing damage. or has moved past it, Shardling Warriors and Shard Hounds
Light Crossbow: Ranged Weapon Attack, +3 to become Brutes, and Shardling Crossbows become Artillery.
hit, range 80/320ft, 1d8+1 Piercing damage
If you win this battle, turn to 98.
- DOMAIN OF THE DEATHLESS KING -

161 If you succeed, or a party member has the


Natural Explorer (forest) ability turn to 188.
The climb is tiring, but manageable, and being able If you fail, turn to 61.
to brace against the side of the tower helps your
ascent. Once the entire party have reached the
balcony, you peer into the room beyond. Turn to 131.
165
You do not flinch, and, come the end of the
162 dance and a good deal of shouting, the hillfolk
finally give way. Shouting warnings, they back
You scrabble up the hillside and peer over, witnessing off, and finally turn on their heels and run.
a scene of shocking carnage. Six orcs are raiding a
farmstead. Most of the farmhands lie dead, with only Glad to have avoided confrontation, you press
a single man still alive protecting his burning house. A onwards. Gain 50 experience points and turn to 135.
boy screams from the top window of the burning
farmhouse, pelting the orcs below with his sling. The
slain livestock have already been carried away by a 166
larger troop of orcs in the distance – this is merely a
thuggish group of orcs finishing off what they started. You don’t like this place, and quickly take to your heels
and flee back down the tunnel of trees. The mocking
The odds look formidable. Even a single orc is a laughter of the old man rings in your ears, and soon the
powerful opponent, but here you are outnumbered. trees come to life, branches grappling your waists and
earthy roots choking at your throats. The archway is
Shout a challenge to the orcs and
so close … but the trees are choking the life from you!
engage them in battle (turn to 6)?
Send one or more party member to attempt Each party member must make a DC 14 Strength
to snipe at the orcs with ranged weapons to (Athletics) or Dexterity (Acrobatics) check. If they
thin out the orc numbers (turn to 181). succeed, they manage to pull themselves free and stagger
Or reluctantly depart the scene, feeling too weak through the archway to freedom. If they fail, they lose
and injured to risk an intervention (turn to 84)? 4 hit points as the roots and branches choke them.
Any party member that fails must repeat the check
163 until they succeed, losing 4 hit points each time they fail. If
a party member is reduced to 0 hit points they are slain,
With the ogre dead you search through his belongings. dragged into the trees and buried beneath the earth forever.
You manage to find 6 gold pieces tucked away under
a rock. Some parts of the goat are also edible, and Provided at least one PC survives, gain
you can gain 1 day of rations if you wish. Not wanting 50 experience points and turn to 93.
to tarry any longer, in case this is the lair of two
ogres, you quickly make your way onwards.
167
Gain 100 experience points and turn to 30.
You wind through the narrow gullies of the hills, making
good progress despite needing to scramble over fallen
164 rocks and sharp hillocks. Up ahead, you hear the sound
of loud, deep, terrible singing. You peek around the
The wood is rarely travelled and so seems a likely corner and sure enough see an ogre, booming out a
spot to find some food. Berries can be seen bursting melody whilst roasting a goat over an open fire.
from bushes and rabbits scamper from place to
place as you crunch through the undergrowth. Old man Glottris’ belly was large,
It was round as a bubble and big as a barge,
Make a DC 10 Wisdom (Survival) check. Old man Glottris went down a treat,

- BOOK ONE : Expedition to Eagles Watch -


- DOMAIN OF THE DEATHLESS KING -

Salted and peppered from his head to his feet! take the left-hand path (turn to 184)?
Or wait and watch what the hillfolk will do (turn to 48)?
Charming.
Will you listen to more of the 170
ogre’s singing (turn to 146)?
Attempt to sneak past the ogre whilst Battle at the Tower. Battlemap overleaf.
he is deep in song (turn to 133)?
Hail the ogre (turn to 90)?
Launch an attack while his back is turned (turn to 22)? If you win, turn to 62.

168 171
The old woman looks startled for a moment and peers You are victorious but at a bitter cost. All your hillfolk allies
around herself rather dramatically. Eventually she sees you lie dead. Without them accompanying you, you doubt you
and breaks into a wide smile. “Good afternoon, my dears,” would be welcome at their settlement, even if you could find
she croaks. “Have you come for a spot of lunch? Do come it. Looting the gnolls for 10 gold pieces, you set off across
inside. This awful sun is so dreadfully hot this time of year.” the hills. Gain 125 experience points and turn to 135.
The ugly chickens in the yard
seem to eye you suspiciously.
172
Will you join the old woman in the cottage (turn to 89)?
Offer to buy some food from her (turn to 138)? You wait patiently (and nervously) for your comrade to
Or apologise for disturbing her and return. When they do they look ashen-faced and sickened.
make your way onwards (turn to 99)? The cottage is a site of butchery! The walls are streaked
with blood and piles of dead gnomes decay in the corners.
The old woman is some kind of monster in disguise!
169 Will you creep away from this
Swiftly scrambling down the hillside, you make it to shelter slaughterhouse (turn to 99)?
just in time. Water pours down from the lip of the overhang Or confront the terrible hag (turn to 128)?
like a waterfall, and you stand in cover for several minutes
to avoid the worst of it. When it becomes apparent that
the rain will not soon stop, you quickly dash from one 173
piece of cover to the next in order to make progress. “Two gold then,” grumbles the sergeant. “Pay
You are surprised to encounter a group of hillfolk up or you can sleep outside!”
taking shelter in the same manner as you. The hillfolk If you pay the guards two gold pieces, turn to 141.
are a native culture of humans who reject the use of If you would rather sleep outside than pay, turn to 153.
iron and magic. The old kings of Cordova came to a
peace treaty with them, but it has been a hundred years
since this region has been under the control of your 174
kingdom. They eye you suspiciously, discussing amongst
themselves what they should do about your trespassing. The statues lie in pieces at your feet. Stowing your
weapons, you make your way past them and up the stairs.
Will you approach and speak
with the hillfolk (turn to 55)? Gain 50 experience points and turn to 150.
Will you move past the hillfolk, being careful
not to make any aggressive moves (turn to 94)?
Will you go back the way you came and

- BOOK ONE : Expedition to Eagles Watch -


170 - Battle at the tower

Skeleton Spellweaver Medium Undead


AC 12 HP 28
Speed 30ft Behaviour Special
STR DEX CON INT WIS CHA
+0 +2 +2 +1 +1 +3
Saving Throws: Wisdom +3, Charisma +5
Damage Vulnerabilities: bludgeoning
Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Spellcasting: Spell save DC 13, +5 to hit, Charisma caster
Cantrips (at will): chill touch
1st Level : ray of sickness
2nd Level : hold person

-- Actions ---
Chill Touch: Ranged Spell Attack, +5 to hit, range
120ft, 1d8 necrotic damage, and the target cannot
regain hit points until the start of its next turn.

Skeleton Champion Medium Undead

AC 17 (+1 Chainmail) HP 32
Speed 30ft Behaviour Brute
STR DEX CON INT WIS CHA Icon Enemy Behaviour Init
+0 +3 +2 +0 -1 -2 14
Skeleton Spellweaver Special
Damage Vulnerabilities: bludgeoning
Damage Immunities: poison Skeleton Champion Brute 4
Condition Immunities: exhaustion, poisoned
Skeleton Warrior Skirmisher 21
-- Actions ---
Multiattack: The Skeleton Champion makes two scimitar attacks.
Scimitar: Melee Weapon Attack, +5 to hit, --- BE H AV IOR S ---
range 5ft, 1d6+3 slashing damage. Special: The skeleton spellweaver acts in the following way:
• In the first two rounds of combat it will cast a hold
Skeleton Warriors Medium Undead person spell on a random party member it can see who isn’t
paralysed.
AC 15 (Armour scraps and Shield) HP 14
• From the third round onwards, it will move away from
Speed 30ft Behaviour Skirmisher any party members adjacent to it (provoking attacks of
STR DEX CON INT WIS CHA
opportunity if necessary) until it is at least one square away
from all party members, and then cast ray of sickness (or
+0 +2 +2 -2 -1 -3 chill touch, if it runs out of 1st level spell slots) on a random
Damage Vulnerabilities: bludgeoning party member it can see.
Damage Immunities: poison
Condition Immunities: exhaustion, poisoned If you win this battle, turn to 62.
-- Actions ---
Scimitar: Melee Weapon Attack, +4 to hit,
range 5ft, 1d6+2 slashing damage.
- DOMAIN OF THE DEATHLESS KING -

175 179
“Thirty gold is outrageous!” you cry. “We’re You join the hillfolk in a cry of victory as the final gnoll
not even merchants. I’ll give you fifteen, falls. Between you, you scavenge treasure from the
and that’s still daylight robbery!” fallen gnolls, with your share coming to 5 gold pieces.
Make a DC 10 Charisma (Persuasion) check. You follow the hillfolk back to their camp and are
If you succeed, turn to 190. warmly congratulated by the tribe on your victory against
If you fail, turn to 8. the hated gnolls. The tribe’s sorcerer, Ulatu, who speaks
your language, personally thanks you for your aid. She
asks you your business in their lands. Not wanting to
176 say too much, you simply say that you are headed east.
You are following a rutted path that runs through “We have little to offer but our friendship,” says Ulatu
the countryside. A signpost suggests that if you sadly. “But even that might be of use to you. If you travel
keep following the road you will eventually arrive as far as the city of Ascay, you might be able to call upon
at the village of Torrova. The road skirts some light a friend. One of our tribesmen, Pattenu, left the tribe
woodlands to the south. Remembering Raçoso’s to live amongst the mad folk. I visited him two years
words, you wonder if you should stay on the path or ago in his house in the Deadhaunts. Present him with
divert into the woodlands to keep out of sight? this token at his house on Mortlock Street. A friendly
house in Ascay is worth more than a king’s ransom.”
Stay on the rutted path (turn to 126)?
Slip into the woodlands (turn to 49)? Ulatu presses a stone token into
your hands. Take it, if you wish.
You may take a short rest.
177 Wanting to get to Draughstad before dark,
you bid the hillfolk farewell and take your leave.
Subtly casting your spell, you gaze over the table of Gain 175 experience points and turn to 135.
items. The ring and the shortsword glow with magic.

Turn back to 66 and continue reading. 180


You approach the cottage, your stomachs leading the
178 way. A kindly-looking old woman emerges from the
cottage to feed her odd-looking chickens with worms from
The sun is now so low in the sky that the the garden. She does not appear to have noticed you.
trees all but block its light. Exhausted after
your long day’s travel you set up camp. Will you call out to her and announce
your presence (turn to 168)?
Roll a D6. If you roll a 1 or 2, record this reference Send someone to sneak ahead and
number (178) and then turn to 194. Otherwise, read on. spy on the old woman (turn to 147)?
You must take a long rest. Consume one day of rations, Or leave the old woman to it and
and recover your hit points, hit dice, spell slots and abilities. return to the path (turn to 99)?
If you do not have any rations left, you gain none of these
benefits from your rest. Additionally, you must halve the
current hit points of each PC and NPC in your party.
At the break of dawn you pack up your camp, and
continue your trek eastwards through the wood
Turn to 52.

- BOOK ONE : Expedition to Eagles Watch -


- DOMAIN OF THE DEATHLESS KING -

181 to block up the gash in the bottom of the boat.


Spying the area for a good spot to snipe from, you Make a DC 12 Intelligence check. If you have
soon eye a nearby intact barn that could take a tool proficiency in carpenter’s tools or vehicles
one or two of you sniping from the roof. (water), or wish to cast the mending spell, you
may add your proficiency bonus to the check.
Choose up to two party members to make their
way to the barn, and have them make a DC 9 Dexterity If you succeed, turn to 59.
(Stealth) check. If either party members fail, you are If you fail, turn to 97.
spotted by the orcs as you move into position, and a
battle begins (turn to 6). If the party members succeed,
184
they manage to reach the barn and climb onto the roof.
There is no point in unnecessary conflict. You go
From your high up positions, you begin to attack
back the way you came and take the left-hand path,
the orc raiders. Each ‘sneaky’ party member may
soaking yourselves in the process. Turn to 69.
make two ranged or spell attacks against the orcs,
with advantage on each attack roll. If you choose
to cast a spell, it must be a spell that affects a single 185
target, inflicts damage and requires an attack roll.
The faeries flitter down and greet you, some shaking
The orc raiders have an AC of 13, and have 15 hit points your fingers, some pelting you with acorns. You
each. Make a note of each orc raider you kill or injure. are immediately bombarded with strange jokes,
requests for money, pleas for you to do a handstand
Eventually, the orcs get wise to this surprise attack, and a hundred other ever-changing demands.
and turn to fight. Turn to 6, but note that your two sneaking
party members must be assigned to one of the two ‘S’ Will you perform for the faeries (turn to 145)?
tokens instead of a ‘P’ token when setting up the map. Offer the faeries a gift (turn to 63)?
Bat the faeries away and continue
with your mission (turn to 37)?
182
Your backs to the gully walls, you listen
186
mesmerised by the deep baritone. You watch nervously from the rock as your comrade
sneaks closer and closer to the house. As they peek
A wind from the east is as warm as breath,
through a window the old woman seems to appear as
A wind from the west is the cold chill of death,
if from nowhere directly behind them! They grab your
When stone is crunched from the west gully wall,
companion by the throat and begin to drag them inside
There’s meat on the menu and time for a brawl!
the house (your chosen party member loses 4 hit points).
These last words are boomed loudly, as the Eager to help them, you dash towards the cottage, only to
ogre suddenly appears in front of your hiding hear an ominous clucking from the yard. The old woman’s
place in the gully! Turn to 22, to fight the ogre, but chickens have come to aid their mistress – only they
note that the ogre gets a free surprise attack with aren’t chickens! Turn to 91, but note that your sneaking
advantage against you in the first round of combat. party member must be positioned adjacent to the hag.

183 187
You find a hammer and a rusty saw. You can prise You climb the stairs and unbolt the trapdoor. As
the nails you need from the rotting boathouse itself. soon as the last party member climbs through,
Whistling, you settle down to make some repairs, pulling the trapdoor slams shut and locks behind you.
boards from the walls of the boathouse and attempting There’s no going back that way! Turn to 131.

- BOOK ONE : Expedition to Eagles Watch -


- DOMAIN OF THE DEATHLESS KING -

188 Will you pay the toll (turn to 31)?


Threaten to kill the bandits if they
Your foraging soon uncovers sweet don’t step aside (turn to 113)?
berries and tasty-looking rabbits. Draw your weapons and attack (turn to 13)?
Gain an extra day’s rations as you
methodically strip the bushes of their fruit. 191
One party member may shoot at a rabbit with The woman screeches and clutches at her head! She
a ranged weapon, if you wish (a spell would be too drops to her knees, writhing, as a small red imp forces
destructive). Make a single ranged attack against its way out of her mouth and takes to the skies. “Curse
an AC of 12. If you hit, gain another day’s rations. you, you miserable know-it-all’s!” he spits. At that, he
disappears in a puff of smoke and a flutter of wings.
Pleased with your successful hunt, you make your
way onwards. Gain 25 experience points and turn to 152. You crouch to check on the woman, who, after retching
for a short while, seems unharmed. Her eyes are now brown
and she quickly brushes herself down after you help her to
189 her feet. “Thank you, my friends,” she croaks, her throat still
hurting her. “My name is Kiranna. Bezagul has been after
Tom leads you through the town until he takes you
me for years. He tricked me by pretending to be an injured
to a small but tidy house on the edge of the village.
cat. By the time I saw its eyes it was too late for me to call
Knocking on the door, he is greeted by his aunt and
his name. That imp has haunted these hills for centuries.
uncle, who are soon weeping bitter tears as Tom tells
He’ll be powerless for a few months now, thanks to you.”
them of what has befallen his parents and brothers.
Kiranna insists that you stay at her house in the
“Thank you for saving my nephew,” cries Paulo, the boy’s
hills. She presents you with a simple but tasty meal of
uncle. “I insist that you stay with us for the night. We do not
goats cheese, herbs and vegetables. You must take a long
have much, but you may share our food and sleep by the fire.”
rest. Since you have been fed, you do not need to consume
The hour is now so late that there is little chance any rations. In the morning, she presses a potion of
of the inn still being open. You accept Paulo’s offer healing into your hands by way of thanks. Spending
and settle down by the fire, offered a generous an action to drink it will restore 2d4+2 hit points.
quantity of cheese and bread as a late night meal.
Exchanging your mutual thanks to each
You must take a long rest. Recover your hit other, you set off with the rising sun. Gain
points, hit dice, spell slots and abilities. Since you 150 experience points and turn to 103.
have been fed by Tom’s aunt and uncle, you do
not have to cross off any rations this evening. 192
In the morning, Paulo presses a pouch of 4 gold Despite their ferocity and theatrics, the wolves are
pieces into your hands. You try to object, seeing still just animals. It might be possible to give them a
how poor the family is, but Paulo will not have nasty scare and cause them to run, especially if you
it. “If only evil deeds are rewarded, where will the combine it with a fearless display of courage.
world be? Good luck on your travels, strangers.”
Make a DC 15 Charisma (Intimidate) check. You
Thanking Paulo for his generosity, you make can gain advantage on this check if one of your
your way out into the village square. Turn to 66. spellcasters casts a spell that does fire or thunder
damage, or if the person making the check casts the
thaumaturgy cantrip to make their voice boom loudly.
190 If you succeed, turn to 134.
If you fail, the wolves smell weakness despite your
“Twenty gold, and that’s my final
bold display, and lunge to the attack (turn to 39).
offer!” growls the bandit leader.

- BOOK ONE : Expedition to Eagles Watch -


- DOMAIN OF THE DEATHLESS KING -

193
Dire Wolf Large Beast
The sun is sinking rapidly behind the horizon by the
time you reach the walls of Torrova. It is a small, walled AC 14 (Natural Armor) HP 37
village, but the gate seems open and ready for visitors. STR DEX CON INT WIS CHA
+3 +2 +2 -4 +1 -2
If you would like to stay at Torrova, turn to 124.
--- Actions ---
If you would prefer to avoid the village
Bite: Melee Weapon Attack, +5 to hit, reach 5ft, 2d6+3
and sleep outside, turn to 156. piercing damage, and the target must succeed on a DC
13 Strength saving throw or be knocked prone
194
The wilderness in eastern Corodon is full of dangers. Tiger Large Beast
A creature of some sort has stumbled upon your camp,
AC 12 HP 37
eager to feed upon your flesh. You should determine
randomly which party member is on watch. That party STR DEX CON INT WIS CHA
member, and all PCs that do not require sleep (such as +3 +2 +2 -4 +1 -1
elves with their trance ability) may make a DC 10 Wisdom
Pounce: On its first attack in the battle, the Tiger makes an attack
(Perception) check. If all these checks are failed, the with its claws. If it hits, it may make an immediate attack against
wandering creature will have a surprise round of combat the same target with its bite gaining advantage on the attack roll.
against your party, attacking with advantage in its first
turn. If any checks are passed, you fight normally. -- Actions ---
Bite: Melee Weapon Attack, +5 to hit, reach
Roll a D6 to determine what kind of creature is seeking to eat 5ft, 1d10+3 piercing damage.
you! You must then fight a Basic Battle against this creature. Claws: Melee Weapon Attack, +5 to hit, reach 5ft,
1d8+3 slashing damage (Except on the first turn,
the tiger will always attack with its bite.)
D6 Roll --- C R E AT U R E ---
1-2 Brown Bear
Death Ape Large Beast
3 Dire Wolf
AC 12 HP 30
4 Tiger
STR DEX CON INT WIS CHA
5 Death Ape +4 +2 +2 -2 +1 -2
6 Hippogriff --- Actions ---
Multiattack: The ape makes two fist attacks.
If you manage to defeat the wandering Fist: Melee Weapon Attack, +5 to hit, reach
creature, gain 50 experience points and turn 5ft, 1d8+4 piercing damage.
back to the reference you noted down earlier.
Hippogriff Large monstrosity
Brown Bear Large Beast
AC 11 HP 19
AC 11 (Natural Armor) HP 34
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA +3 +1 +1 -4 +1 -1
+4 +0 +3 -4 +1 -2
--- Actions ---
--- Actions ---
Multiattack: The hippogriff makes two attacks,
Multiattack: The bear makes two attacks, one with its beak and one with its claws.
one with its bite and one with its claws.
Beak: Melee Weapon Attack, +5 to hit,
Bite: Melee Weapon Attack, +5 to hit,
reach 5ft, 1d8+4 piercing damage. reach 5ft, 1d10+3 piercing damage.
Claws: Melee Weapon Attack, +5 to hit, Claws: Melee Weapon Attack, +5 to hit,
reach 5ft, 2d6+4 slashing damage. reach 5ft, 2d6+3 slashing damage.

- BOOK ONE : Expedition to Eagles Watch -


- nOn Player Caracters -

AC 20 (Plate Armor, Shield) +1 +2 HP 29 Speed 25ft

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 18 (+4) 13 (+1) 9 (-1) 11 (+0)

Saving Throws: Str +5, Con +6

Skills: Athletics +5, History +3, Intimidate +2, Investigation +3


Resistances: poison (advantage on poison saves)
Senses: darkvision 60’
Languages: Common, Dwarven

--- Actions ---


Warhammer: Melee Weapon Attack, +5 to hit, range 5ft,
1d8+3 bludgeoning damage. +1 +2

--- Special Ability ---


- Grimnir - Quick Recovery: Grimnir recovers 10 hit points on a short rest.
The Dwarf
(low LEVEL)

AC 20 (Plate Armor, Shield) +1 +2 HP 59 Speed 25ft

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 20 (+5) 13 (+1) 9 (-1) 11 (+0)
Saving Throws: Str +6, Con +8

Skills: Athletics +6, History +4, Intimidate +3, Investigation +4


Resistances: poison (advantage on poison saves)
Senses: darkvision 60’
Languages: Common, Dwarven

--- Actions ---


Multiattack: Grimnir makes two attacks with his warhammer.
Warhammer: Melee Weapon Attack, +6 to hit, range 5ft,
1d8+3 blugeoning damage. +1 +2

--- Special Ability ---


- Grimnir - Quick Recovery: Grimnir recovers 10 hp on a short rest.

The Dwarf
(HIGH LEVEL)
- nOn Player Caracters -

AC 14 HP 27 Speed 30ft

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 15 (+2) 8 (-1) 10 (+0) 9 (-1)

Saving Throws: Str +6, Con +4

Skills: Animal Handling +2, Athletics +6, Perception +2, Survival +2


Languages: Common, Minotaur

--- Actions ---


Greataxe: Melee Weapon Attack, +6 to hit, range 5ft, 1d12+4 slashing damage. +1 +2
Horns: Melee Weapon Attack, +6 to hit, range 5ft, 1d6+4 piercing damage,
and the target must make a DC 14 Strength saving throw or fall prone.

--- Special Ability ---


- Ramra - Didn’t feel a thing: Ramra takes half damage from Melee attacks.
The Minotaur
(low LEVEL)

AC 14 HP 50 Speed 30ft

STR DEX CON INT WIS CHA


20 (+5) 14 (+2) 15 (+2) 8 (-1) 10 (+0) 9 (-1)

Saving Throws: Str +8, Con +5

Skills: Animal Handling +3, Athletics +8, Perception +3, Survival +3


Languages: Common, Minotaur

--- Actions ---


Multiattack: Ramra makes two attacks with her greataxe, or
one attack with her greataxe and one with her horns.
Greataxe: Melee Weapon Attack, +7 to hit, range 5ft, 1d12+5 slashing damage. +1 +2
Horns: Melee Weapon Attack, +7 to hit, range 5ft, 1d6+5 piercing damage, and
the target must make a DC 16 Strength saving throw or fall prone.

--- Special Ability ---


- Ramra - Didn’t feel a thing: Ramra takes half damage from Melee attacks.
The Minotaur
(HIGH LEVEL)
- nOn Player Caracters -

Speed 30ft
AC 17 HP 22 swim 30ft

STR DEX CON INT WIS CHA


14 (+2) 18 (+4) 12 (+1) 10 (+0) 15 (+2) 9 (-1)

Saving Throws: Str +4, Dex +6

Skills: Acrobatics +6, Athletics +2, Nature +2, Perception +4, Stealth +6, Survival +4
Languages: Common, Draconic

--- Actions ---


Longbow: Ranged Weapon Attack, +6 to hit, range 150/600ft,
1d8+4 piercing damage. +1 +2
Spear: Melee Weapon Attack, +4 to hit, range 5ft, 1d8+2 piercing damage. +1 +2
-- Bonus Actions ---
Bite: Melee Weapon Attack, +4 to hit, range 5ft, 1d6+2 piercing damage.

--- Special Ability ---


- Sasliss - Predator’s Eye: Sasliss inflicts an extra d6 points of damage with his bow on targets
that are below their maximum hit points. He can use this ability once per turn.
The Lizardfolk
(low LEVEL)

Speed 30ft
AC 18 HP 39 swim 30ft

STR DEX CON INT WIS CHA


14 (+2) 20 (+5) 12 (+1) 10 (+0) 15 (+2) 9 (-1)
Saving Throws: Str +5, Dex +8

Skills: Acrobatics +8, Athletics +3, Nature +3, Perception +5, Stealth +8, Survival +5
Languages: Common, Draconic

--- Actions ---


Multiattack: Sasliss makes two attacks with his longbow, or two attacks with his spear.
Longbow: Ranged Weapon Attack, +8 to hit, range 150/600ft,
1d8+5 piercing damage. +1 +2
Spear: Melee Weapon Attack, +5 to hit, 5ft, 1d8+2 piercing damage. +1 +2
-- Bonus Actions ---
Bite: Melee Weapon Attack, +5 to hit, 5ft, 1d6+2 piercing damage.

--- Special Ability ---


- Sasliss - Predator’s Eye: Sasliss inflicts an extra d8 points of damage with his bow on targets
that are below their maximum hit points. He can use this ability once per turn.
The Lizardfolk
(HIGH LEVEL)
- nOn Player Caracters -

AC 12 +1 +2 HP 11 Speed 30ft

STR DEX CON INT WIS CHA


8 (-1) 15 (+2) 11 (+0) 18 (+4) 10 (+0) 14 (+2)

Saving Throws: Int +6, Wis +2 +1 +2

Skills: Arcana +6, History +6, Investigation +6, Perception +2, Religion +6
Senses: darkvision 60’
Languages: Common, Elven
Spellcasting: Spell save DC 14, +6 to hit, Intelligence caster
Cantrips (at will): fire bolt, mage hand, shocking grasp
1st Level : chromatic orb, magic missile, burning hands, shield
2nd Level : scorching ray, web

--- Actions ---


Quarterstaff: Melee Weapon Attack, +1 to hit, 5ft, 1d8-1 bludgeoning damage. +1 +2

--- Special Ability ---


- Firennia - Arcane recovery: Firennia recovers a lost spell slot of any level when she has a short rest.
The Autumn Elf
(low LEVEL)

AC 12 +1 +2 HP 18 Speed 30ft

STR DEX CON INT WIS CHA


8 (-1) 15 (+2) 11 (+0) 20 (+5) 10 (+0) 14 (+2)
Saving Throws: Int +8, Wis +3 +1 +2

Skills: Arcana +8, History +8, Investigation +8, Religion +8


Senses: darkvision 60’
Languages: Common, Elven
Spellcasting: Spell save DC 16, +8 to hit, Intelligence caster (5th Level)
Cantrips (at will): chill touch, fire bolt, mage hand, shocking grasp
1st Level : chromatic orb, magic missile, burning hands, shield
2nd Level : scorching ray, web, see invisibility
3rd Level : fireball, haste

--- Actions ---


Quarterstaff: Melee Weapon Attack, +2 to hit, 5ft, 1d8-1 bludgeoning damage. +1 +2

--- Special Ability ---


- Firennia - Arcane recovery: Firennia recovers a lost spell slot of any level when she has a short rest.
The Autumn Elf
(HIGH LEVEL)
- nOn Player Caracters -

AC 18 (Chainmail, Shield) +1 +2 HP 17 Speed 30ft

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 13 (+1) 12 (+1) 18 (+4) 9 (-1)
Saving Throws: Wis +6, Cha +1

Skills: Insight +6, Medicine +6, Perception +6, Religion +3


Senses: darkvision 60’
Languages: Common, Goblin
Spellcasting: Spell save DC 14, +6 to hit, Wisdom caster
Cantrips (at will): guidance, light, sacred flame
1st Level : cure wounds, guiding bolt, healing word, inflict wounds
2nd Level : prayer of healing, spiritual weapon

--- Actions ---


Morning Star: Melee Weapon Attack, +4 to hit, 5ft, 1d8+2 piercing damage. +1 +2

--- Special Ability ---


- Niblet - Call to Battle: Niblet can use her action to allow another party member to
make a single weapon attack. When she does this, she loses a spell slot. If the
The Goblin
attack hits, it does 1d8 extra radiant damage per level of the spell slot lost.
(low LEVEL)

AC 18 (Chainmail, Shield) +1 +2 HP 33 Speed 30ft

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 13 (+1) 12 (+1) 20 (+5) 9 (-1)
Saving Throws: Wis +8, Cha +2

Skills: Insight +8, Medicine +8, Perception +8, Religion +4


Senses: darkvision 60’
Languages: Common, Goblin
Spellcasting: Spell save DC 16, +8 to hit, Wisdom caster (5th level)
Cantrips (at will): guidance, light, sacred flame, spare the dying
1st Level : cure wounds, guiding bolt, healing word, inflict wounds
2nd Level : hold person, prayer of healing, spiritual weapon
3rd Level : mass healing word, dispel magic

--- Actions ---


Morning Star: Melee Weapon Attack, +5 to hit, 5ft, 1d8+2 piercing damage +1 +2

--- Special Ability ---


- Niblet - Call to Battle: Niblet can use her bonus action to allow another party member
to make a single weapon attack. When she does this, she loses a spell slot. If the
The Goblin attack hits, it does 1d8 extra radiant damage per level of the spell slot lost.
(HIGH LEVEL)
- nOn Player Caracters -

AC 15 (Studded Leather Armor) +1 +2 HP 17 Speed 30ft

STR DEX CON INT WIS CHA


10 (+0) 17 (+3) 13 (+1) 12 (+1) 11 (+0) 18 (+4)
Saving Throws: Dex +5, Cha +6

Skills: Persuade +6, Deception +6, Stealth +5, Sleight of Hand +5


Tool Proficiencies: Thieves tools +5
Senses: darkvision 60’
Languages: Common, Elven
Spellcasting: Spell save DC 14, +6 to hit, Charisma caster
Cantrips (at will): guidance, vicious mockery
1st Level : cure wounds, dissonant whispers, thunderwave
2nd Level : hold person, shatter

--- Actions ---


Shortsword: Melee Weapon Attack, +5 to hit, 5ft, 1d6+3 piercing damage +1 +2

--- Special Ability ---


- NassiR - Encouragement: Party members adjacent to Nassir can use their bonus action
The Half Elf to gain a +1d6 bonus to their attack rolls. Nassir is not affected by this ability.
(low LEVEL)

AC 15 (Studded Leather Armor) +1 +2 HP 33 Speed 30ft

STR DEX CON INT WIS CHA


10 (+0) 17 (+3) 13 (+1) 12 (+1) 11 (+0) 20 (+5)
Saving Throws: Dex +6, Cha +8
Skills: Persuade +8, Deception +8, Stealth +6, Sleight of Hand +6
Tool Proficiencies: Thieves tools +6
Senses: darkvision 60’
Languages: Common, Elven
Spellcasting: Spell save DC 16, +8 to hit, Charisma caster
Cantrips (at will): friends, guidance, vicious mockery
1st Level : cure wounds, dissonant whispers, thunderwave
2nd Level : hold person, lesser restoration, shatter
3rd Level : hypnotic pattern, fear

--- Actions ---


Shortsword: Melee Weapon Attack, +6 to hit, 5ft, 1d6+3 piercing damage +1 +2

--- Special Ability ---


- NassiR - Encouragement: Party members adjacent to Nassir can use their bonus action
The Half Elf to gain a +1d8 bonus to their attack rolls. Nassir is not affected by this ability.
(HIGH LEVEL)
Cresting above the rise you see the mighty stone statue of an eagle, wings outstretched
and arched, as if it were protecting the small wooden town below it.
Just as despair grips at you, matters get
even worse! The skeletons rise in unison,
a hissing mantra of death escaping
their hollow chests. “The Deathless
King will retake his home!” they vow.

On a desperate errand to thwart the Deathless King, four adventurers must cross
the fallen Kingdom of Corodon on a last-ditch mission to save their homeland.
From sky-touching mountains to treacherous swamps, through monster-
infested cities and storm-wracked deserts, the adventurers have a long journey
to reach the ancient fortress of Eldervore. They will need skill and fortune to
survive the many monsters, traps and assassins that lie in their way – for only
the boldest adventurer can hope to survive the Domain of the Deathless King.

Welcome to Book One: Expedition to Eagles Watch


the first in 5 installments of an epic campaign.

This gamebook designed to allow you to have a 5th Edition tabletop


adventure campaign without a Dungeon Master. Instead, this book,
with a little help from you, will become the Dungeon Master for you.
You can play solo, or with up to four players.
Prepare your party and get ready for adventure!

Published by Archmage Press Ltd. ©2024 Archmage Press


Domain Of The Deathless King © Archmage Press Ltd. All Rights Reserved

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