Domain of The Deathless King - Sample Booklet
Domain of The Deathless King - Sample Booklet
Expedition
––– BOOK ONE –––
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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.
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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.
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
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
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.
--- 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 -
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.
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.
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
-- 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 -
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.
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)?
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.
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
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
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
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.
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)?
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.
Cockatrice Skirmisher 16
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!”
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
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.
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.
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.
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.
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
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.
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!
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.
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.
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
-- 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.
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.
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.
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.
The Dwarf
(HIGH LEVEL)
- nOn Player Caracters -
AC 14 HP 27 Speed 30ft
AC 14 HP 50 Speed 30ft
Speed 30ft
AC 17 HP 22 swim 30ft
Skills: Acrobatics +6, Athletics +2, Nature +2, Perception +4, Stealth +6, Survival +4
Languages: Common, Draconic
Speed 30ft
AC 18 HP 39 swim 30ft
Skills: Acrobatics +8, Athletics +3, Nature +3, Perception +5, Stealth +8, Survival +5
Languages: Common, Draconic
AC 12 +1 +2 HP 11 Speed 30ft
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
AC 12 +1 +2 HP 18 Speed 30ft
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.