- Book info
- Sample
- Media
- Author updates
- Lists
Synopsis
You have no memory of your past. With only a sword and a backpack to your name, you must discover your destiny in an unfamiliar world full of monsters and magic. As you guide your hero through this epic adventure, you will be choosing the danger that they face, the monsters that they fight and the treasures that they find. Every decision that you make will have an impact on the story - and, ultimately, the fate of your hero. With hundreds of special items to discover in each book, you can completely customise your hero. You can choose their weapons, their armour, their special abilities - even the boots on their feet and the cloak on their back! No two heroes will ever be alike, which means your hero will always be unique to you. Welcome to a new world. Welcome to Valeron. Welcome to DestinyQuest. PLEASE NOTE THAT ALTHOUGH THE EBOOK VERSION IS FULLY HYPERLINKED, YOU WILL STILL NEED DICE, PAPER AND A PENCIL TO PLAY!
Release date: June 14, 2012
Publisher: Gollancz
Print pages: 679
* BingeBooks earns revenue from qualifying purchases as an Amazon Associate as well as from other retail partners.
Reader buzz
Author updates
The Legion of Shadow
Michael J. Ward
Carinold the Wise
Unlike ordinary storybooks, DestinyQuest puts you in charge of the action. As you guide your hero through this epic adventure, you will be
choosing the danger that they face, the monsters that they fight and the treasures that they find. Every decision that you make will have an impact on the story and, ultimately, the fate of your
hero.
Your choices, your hero
With hundreds of special items to discover in the game, you can completely customise your hero. You can choose their weapons, their armour, their special abilities – even
the boots on their feet and the cloak on their back! No two heroes will ever be alike, which means your hero will always be unique to you. And even better, you can take your hero into battle
against your friends’ heroes too!
Limitless possibilities, endless adventure
You can play through DestinyQuest multiple times and never have the same adventure twice. With so many options and paths to choose from, the monsters that you encounter, the
people that you meet and the loot that you find, will be different each time you play. There are numerous hidden secrets to discover, bonus items to collect and unique special abilities to unlock
– in fact, every turn of the page could reveal something new for you and your hero.
Discover your destiny . . .
The next few pages will take you through the rules of the game, outlining the hero creation process and the combat and quest system. Don’t worry, it won’t take long
– and then your first DestinyQuest adventure can begin!
The Hero Sheet
Let’s start with one of the most important things in the game – your hero sheet. This is a visual record of your hero’s abilities and equipment. You will be
constantly updating this sheet throughout the game, as you train new abilities and find better armour and weapons for your hero. (Note: The hero sheet is also available as a free download from
www.destiny-quest.com.)
Attributes
Every hero has five key attributes that determine their strengths and weaknesses. These are speed, brawn, magic, armour and health. The goal of
DestinyQuest is to advance your hero from an inexperienced novice into a powerful champion – someone who can stand up to the biggest and baddest of foes and triumph!
To achieve this, you will need to complete the many quests throughout the lands of Valeron. These quests will reward you with new skills and equipment, such as weapons and armour. These will
boost your hero’s attributes and give you a better chance of survival when taking on tougher enemies.
The five attributes are:
* Brawn: As its name suggests, this score represents your hero’s strength and muscle power. A hero with high brawn will be able to hit harder in combat,
striking through their opponent’s armour and dealing fatal blows.
Brawn is the main attribute of the warrior.
* Magic: By mastering the arcane schools of fire, lightning, frost and shadow, a hero can command devastating spells and summon fiendish monsters. Heroes that choose
this path should seek out the staffs, wands and arcane charms that will boost their magic score, granting them even deadlier powers to smite their foes.
Magic is the main attribute of the mage.
* Speed: The higher a hero’s speed score, the more likely they are to score a hit against their opponent. A hero who puts points into speed can
easily bring down stronger enemies thanks to their lightning-fast reflexes.
Speed is the main attribute of the rogue.
* Armour: Whenever a hero is hit in combat, by weapons or spells, they take damage. Wearing armour can help your hero to survive longer by absorbing some of this
damage. Warriors will always have a high armour score, thanks to the heavy armour and shields that they can equip. Rogues and mages will typically have lower scores, relying instead on
their powerful attacks to win the day.
* Health: This is your hero’s most important attribute as it represents their life force. When health reaches zero, your hero is dead – so, it goes
without saying that you should keep a very close eye on it! Armour and equipment can raise your hero’s health score – and there are also potions and abilities to be
discovered, to help your hero replenish their health during combat.
Starting attributes
Every hero begins their adventures with a zero score for brawn, magic, speed and armour. These attributes will be boosted throughout the course of
your adventures. All starting heroes begin with 30 health.
Equipment boxes
The hero sheet displays a number of important boxes. These boxes each represent a location on your hero where they can equip an item. Whenever your hero comes across a new item
in the game, you will be told which box or boxes on the sheet you can place it in.
Backpack
Your hero also has a backpack that can hold five single items. On your travels you will come across many backpack items, including useful potions and quest items. Each backpack
item you come across takes up one space in your backpack – even if you have multiple versions of the same item (for example, health potions).
Special abilities
The special abilities box, on the right of your sheet, is where you can record notes on your hero’s special abilities. Every hero has two special abilities, which they
learn when they train a career. Some items of equipment can also grant special abilities for your hero. All special abilities are explained in the glossary at the back of the book.
Paths and careers
Your hero starts their adventure as a simple traveller, with no remarkable skills or abilities. Once your hero has gained some experience however, three paths will become
available to you – the paths of the warrior, the rogue and the mage. Your hero can only choose one of these paths, and once that decision is made, it can’t be changed – so choose
wisely. The chosen path will determine the careers and abilities that your hero can learn throughout their adventures.
Your hero’s path and current career should always be recorded at the top of your hero sheet, and its special abilities should be recorded in the special abilities box on the right of your
sheet. A hero can only be trained in one career at a time, but they can swap careers any time they wish, providing you have found the relevant trainer or reward item. When your hero trains
for a new career, all abilities and bonuses from the old career are lost.
Gold
The main currency in Valeron is the gold crown. Your hero starts their adventure with 10 gold crowns. These can be used to purchase potions and other special items whenever you
visit a town, village or camp. More gold can be discovered by killing monsters and completing quests.
Quests and Monsters
The kingdom of Valeron is a dangerous place, full of ferocious monsters, wild beasts and deadly magical forces . . . bad news for some people perhaps, but for a would-be
adventurer it means plenty of paid work! By vanquishing foes and completing quests, your hero will grow stronger and more powerful, allowing you to take on tougher challenges and discover even
greater rewards.
The maps
The story is divided into three chapters – known as ‘Acts’. Each of the three Acts has a map, which shows you the locations of all the different quests that
your hero can take part in. (The maps are available in the colour section at the beginning of your book.) To select a quest you simply turn to the corresponding numbered entry in the book and read on from
there, returning to the map when you have finished.
Choosing quests
Each map will provide you with a number of different quests. Some quests are harder than others. A simple colour-coded system ranks the quests in order of difficulty:
* Green quests: These are the easiest quests to complete. Heroes with even the most basic of equipment will still emerge victorious.
* Orange quests: Heroes will find these tasks a little more challenging, requiring them to defeat numerous enemies to succeed.
* Blue quests: Things get a lot tougher with blue quests. Monsters are more likely to have special abilities and higher attribute scores, meaning your hero will need to
be fully prepared and equipped for the dangers they may face.
* Red quests: These quests should only be attempted once you have completed the majority of green, orange and blue quests. Your hero will need to use everything
they’ve got to overcome these difficult challenges and triumph.
Quests can be done in any order you wish – although note that it is wiser to complete the easier quests (green and orange) before you attempt the harder ones (blue and
red).
Legendary monsters
On each map you will also see some spider symbols. These represent special monsters that your hero can choose to fight if they so wish. Known as ‘legendary
monsters’, these powerful foes will provide you with some of the toughest challenges in the game. Only the bravest of heroes, who are confident in their abilities and have good gear from
their questing, should seek out and battle these mighty opponents.
Boss monsters
Each Act of the story has a final boss monster that must be defeated before you can advance the story to the next Act. These boss monsters are represented by the skull symbol on
the map.
It goes without saying that these final bosses are no pushovers and should only be attempted once you have fully explored each map and completed most of the quests.
Towns, villages and camps
Every Act of the story has its own town, village or camp, which your hero can visit any time between quests. They are represented on the map by the building icon. Simply turn to
the corresponding page entry whenever you wish to visit. These locations can provide your hero with items to purchase, additional quests, hints and tips and even some career trainers.
It is always a good idea to visit these areas first, whenever you start a new map. The inns and taverns can be a great source of rumour and information regarding the challenges ahead.
Upgrading equipment
The primary goal of DestinyQuest is to equip your hero with better weapons, armour and equipment. These will boost your hero’s attributes such as brawn and
magic, and help them to survive longer in battle.
At certain times in the story you will be offered a choice of rewards for your hero. Usually this will be the result of killing a monster or completing a quest, but there are also many other
ways of gaining rewards – some easier to find than others.
When you are offered a choice of rewards, you will be told how many items you may pick from the selection. It is up to you to decide which reward/s will be best for your hero. These rewards,
such as rings, pieces of armour, weapons and necklaces, will commonly give boosts to certain attributes. Select your rewards wisely to boost the attributes that are the most essential for your
hero.
When you have chosen your reward, you write its name and details in the corresponding box on your hero sheet. Make sure to update any attributes that are affected by the new reward. Remember, it
is your decision what rewards you take. You can always pass on items if they don’t interest you.
Replacing equipment
Your hero can only carry one item in each box. When you choose a reward and your hero already has an item in the corresponding box, the new item replaces the old one
– and the old item is destroyed. When you destroy the old item, all attribute bonuses and abilities that it provided are lost, to be replaced by those from the new item.
Combat
Valeron can be a wild and dangerous place. Most of the creatures you encounter will be hostile and it will be up to you (and your hero!) to battle and defeat these monsters, to
emerge victorious.
When you enter into combat, you will be given your opponent’s attributes. These are usually speed, brawn (or magic), armour and health. Some may also
have special abilities that you will need to take note of.
The combat sequence
Combat consists of a number of combat rounds. In each round of combat you roll dice to determine who hits who and who takes damage. (Note: A dice is considered to be a
standard 6-sided dice.) Once damage has been applied, a new combat round starts. Combat continues until either your hero or their opponent is defeated.
In each combat round:
1. Roll 2 dice for your hero and add their current speed score to the total. This is your hero’s attack speed.
2. Roll 2 dice for your opponent and add their speed score to the total. This is their attack speed.
3. The combatant with the highest attack speed wins the combat round. If both scores are the same, it is a stand off – the combat round ends (see step 7) and a new
one begins.
4. The winner of the round rolls 1 die and adds either their brawn score or their magic score to the total, whichever is highest. (Note: Monsters
will only have one or the other, not both.) This will give you a damage score.
5. The loser of the round deducts their armour value from the damage score. Any remaining damage is then deducted from their health. (If the damage score
was 8 and the loser had an armour of 2, they would take 6 health damage.)
6. If this damage takes your hero’s or your opponent’s health to zero, they are defeated. If both combatants have health remaining, then the
combat continues.
7. At the end of each combat round, any damage from passive effects (such as bleed or venom) are applied to each combatant. If both opponents still have
health remaining, then a new combat round begins. Return to step 1.
Example of combat
Sir Hugo has awoken a slumbering serpent and must now defend himself against its venomous attacks.
Special abilities
Venom: Once you have taken health damage from the serpent, at the end of every combat round you must
automatically lose 2 health.
Round one
1. Sir Hugo rolls 2 dice to determine his attack speed. He rolls aand agiving him a total of 6. He adds on his speed score of 4 to give him a final total of 10.
2. The serpent rolls 2 dice to determine its attack speed. The result is aand amaking 11. The serpent’s speed is 6, making its final total 17. The serpent has won the first round of combat.
3. A die is rolled for the serpent to determine its damage score. The result is a. Its brawn
score is added onto this, to give a final total of 9.
4. Sir Hugo deducts his armour value from this total. This means he only takes 4 points of health damage (9−5=4). His health is reduced from 30 to
26.
5. Sir Hugo is also poisoned by the serpent’s venom. He automatically takes another 2 points of health damage, reducing his health to 24.
Round two
1. As before, Sir Hugoand the Serpent roll 2 dice and add their speed to the result. Sir Hugo ends up with an attack speed of 15 and the serpent has an attack
speed of 10. Sir Hugo wins.
2. Sir Hugo rolls afor his damage score. He chooses to add on his brawn (which is higher than
his magic score). His final total is 12.
3. The serpent has an armour value of 2, so takes 10 points of damage. The serpent is left with 2 health.
4. Because the serpent applied its venom special ability in the last round, Sir Hugo must now deduct another 2 points from his health – reducing it from
24 to 22.
Combat then moves to the next round, continuing until one combatant’s health is reduced to zero.
Restoring health and attributes
Once you have defeated an enemy, your hero’s health and any other attributes that have been affected by special attacks or abilities are immediately restored
back to their normal values (unless otherwise stated in the text). In the above example, once Sir Hugo has defeated the serpent, he can return his health back to 30 and continue his
adventures.
Using special abilities in combat
As your hero progresses through the story, they will discover many special abilities that they can use in combat. All abilities are explained in the glossary at the back of the
book.
There are four types of special ability in DestinyQuest. These are: speed (sp), combat (co), modifier (mo) and passive (pa) abilities.
* Speed (sp): These abilities can be used at the start of a combat round (before you roll for attack speed), and will usually influence how many dice you can roll or
reduce the number of dice your opponent can roll for speed, You can only use one speed ability per combat round.
* Combat (co): These abilities are used either before or after you (or your opponent) roll for damage. Usually these will increase the number of dice you can roll, or
allow you to block or dodge your opponent’s attacks. You can only use one combat ability per combat round.
* Modifier (mo): Modifier abilities allow you to boost your attribute scores or influence dice that you have already rolled. You can use as many different modifier
abilities as you wish during a combat round.
* Passive (pa): Passive abilities are typically applied at the end of a combat round, once you or your opponent has taken health damage. Abilities such as venom
and bleed are passive abilities. These abilities happen automatically, based on their description.
Damage score and damage dice
Some special abilities will refer to a damage score and others will refer to rolling damage dice. A damage score is when your hero rolls one die and adds their brawn or
magic to the total (as in the previous combat example). This is the most common means of applying damage to your opponent.
Some abilities allow you to roll damage dice instead. Damage dice are simply dice that are rolled for damage, but you do not add your brawn or magic score to the total. For
example, the special ability cleave allows you to inflict 1 damage die to all your opponents, ignoring armour. You would simply roll 1 die and then deduct the result from each of your
opponents’ health. You do not add your brawn or magic to this total.
Using potions in combat
The outcome of many a combat can be decided by the clever use of potions. From restoring lost health to boosting your speed, never underestimate how useful these items can be in
turning the tide of battle. However, you can only use one potion per combat round so choose wisely! Also note that every potion has a number of uses. Once these have been used up, they are gone
forever.
Death is not the end
When your hero dies, their adventure isn’t over. Simply make a note of the entry number where you died and then return to the quest map using the contents page. Your health is immediately
restored back to full, however any consumable items that you used in the combat (such as potions and elixirs) remain lost.
You can now do the following:
1. Return to the entry number where you died and try it again. (NOTE: You must fight monsters using their full health and original
attributes.)
2. Explore a different location on the map, such as a town or another quest.
You can return to the entry number where you died any time you wish. If you are having difficulty with a particular combat, then try a different quest or purchase some helpful
potions from a local vendor. Then you can return to the entry number where you died and try it again.
NOTE: In some quests, when your hero is defeated, there are special rules to follow. You will be given an entry number to turn to, where you can read on
to see what happens to your hero.
Taking challenge tests
Occasionally, during your travels, you will be asked to take a challenge by testing one of your attributes (such as speed or brawn). Each challenge is given a
number. For example:
Speed
Climb the cliff face
9
To take a challenge, simply roll 2 dice and add your hero’s attribute score to the result. If the total is the same as or higher than the given number, then you have
succeeded. For example, if Sir Hugo has a speed of 4 and rolls aand a, then he would have a total of 9. This means he would have successfully completed the above challenge.
Take your adventures online!
Join the DestinyQuest community at www.destiny-quest.com for the latest information on DestinyQuest books, hints and tips, player forums and exclusive downloadable
content (including printable hero sheets, hero vs. hero combat rules and extra bonus quests!).
It’s time to begin
Before you start your adventure, don’t forget to check that your hero sheet has been fully updated. It should display:
* Your hero’s name
* A zero score in the speed, brawn, magic, and armour boxes
* A 30 in your hero’s health box
* 10 gold crowns in your hero’s money pouch.
Now, turn the page to begin your adventure . . .
You are thrown from the dream, kicking and flailing. It is some seconds before you can catch your breath, images of black-scaled monsters and sharp
fangs still swimming before your vision.
As your surroundings slowly come into focus, you find yourself lying on your back against the soggy ground, a steady patter of rain beating on the dead leaves and dirt. Above you, a full moon
streams garish light through the treetops, picking out the charred, twisted remains that encircle you.
Bodies.
Corpses.
Frantically, you scramble to your feet, the cold rain making the ground slippery with mud. As you stand, an angry pain causes you to stagger, thumping against the inside of your head. Putting a
hand to the back of your scalp, you feel for a wound or bruise. To your surprise, you find nothing.
All around you, the ground is scorched and smoking, forming a crater with you at its centre. Sprawled around its edge are over a dozen bodies – each one burnt beyond all recognition. You
close your eyes, struggling to remember what happened . . . how you came to be here.
You look down at your tattered clothing, rain soaked and smeared with mud. A splatter of blood covers one sleeve. Tentatively, you pull back the cloth, your eyes widening in surprise when you
see the purple mark branded into the skin. The design is detailed and intricate, showing three diamond-bodied serpents intertwined in a dizzying pattern of spirals. Around them, a number of strange
sigils glow with a soft purplish light.
You hear a groan coming from the trees ahead. Covering the strange mark, you stagger through the mud towards the sound. Instinctively, your hand goes to your belt, looking for a weapon. But
there is none there. You are unarmed. Scanning the mud, you find a rusty-looking dagger next to one of the scorched bodies. You crouch down and pick it up, before heading into the dark trees.
A man is lying with his back against one of the trunks – no a boy, not much older than fifteen. He is clad in plate armour, his thick mud-spattered cloak bunched up around his shoulders.
The shaft of an arrow protrudes from his lower chest, having pierced through the links between the metal plates.
The boy looks up as you approach, his face deathly white and dripping with rainwater. A trickle of blood seeps from the corner of his mouth.
‘What . . . what happened?’ you ask, kneeling beside the wounded knight.
The boy fixes his watery eyes on your own. ‘You don’t remember?’ he rasps hoarsely.
You say nothing, your attention shifting to the black-fletched arrow. ‘Who did this? Who are those . . . people?’ You gesture back towards the clearing, where the scorched bodies lie
in twisted repose.
‘Brigands. Thieves,’ gasps the boy, grimacing with pain. ‘They attacked our camp.’
‘Our camp?’ you ask. You close your eyes, struggling to remember what happened – to find that part of yourself, that corner of your mind where some memory or trace of who you
are might still remain. There is nothing – only a chill darkness, as cold and impenetrable as the night. When you open your eyes, they are misted with angry tears. ‘I don’t
remember . . . I don’t remember anything.’
The boy gives a pained gasp as he struggles to raise one of his hands. With a trembling finger, he points to your head. ‘You took a blow. Right before you killed those men.’
You draw back, inhaling sharply. ‘I . . . I did that . . . back there?’ Images of the charred, ruined bodies flash before your eyes. ‘How?’
‘Some magic,’ whispers the boy. ‘It came from the . . . that mark on your arm.’
You flinch, clutching your arm protectively against your chest. The boy smirks at your reaction. ‘You never mentioned it. I guess it was something you didn’t want me to know
about.’
‘And this?’ you ask, looking down at the black-fletched arrow.
‘Assassin spitted me,’ he grimaces. ‘He was the only one to get away. Their leader . . . I think.’ Where the arrow shaft meets the skin, you can see green poison bubbling
out of the wound.
The boy reads your fatal expression.
‘I know, it’s . . . too late for me.’
Your shoulders sag. It is a grim thought – that this dying knight is the last remaining link to your past, to your previous life that is now forgotten. ‘We know each other?’
you ask hesitantly.
‘We met yesterday,’ rasps the boy. ‘We were both travelling the same road . . . to Tithebury Cross.’
You shake your head. The name means nothing to you.
‘I’m an academy knight,’ the boy wheezes. ‘Just graduated, top of my class. I was going to apprentice . . .’ He stops as a wave of pain forces him to shudder. You
put out your hand, gripping his shoulder and willing him to go on. ‘I was going to apprentice with Avian Dale. The great Avian Dale . . .’ For a moment there is a flicker of life in his
eyes, his pain forgotten as he stares wistfully up at the dark sky. ‘It was my instructor’s idea. He said I was the best in my year . . . Avian doesn’t accept just anyone. I was
special . . .’ His face sours as he looks down at the arrow shaft. ‘Now that life is over.’
Suddenly, from somewhere back in the forest, you hear a piercing shriek. You glance nervously over your shoulder.
‘Harpies,’ grimaces the boy. ‘They hunt in packs. The scent . . .’ He lifts his hands, revealing palms soaked with his own blood. ‘It will draw them here. You must
go.’
‘But I can’t just leave you. I must find out . . .’
‘My pack. Fetch my pack.’
The boy tilts his head. Following his gaze, you see a brown backpack lying at the base of one of the trees. You quickly retrieve it, surprised at its lightness as you lift it out of the mud. The
boy gestures for you to open it. Inside, wedged between a bundle of clothes, is a rolled-up sheet of parchment.
‘Take it,’ whispers the boy. ‘It’s my letter from . . . the academy.’
Unrolling the scroll, you see that it is covered in neat, flowing script. It is addressed to an Avian Dale, outlining the merits of a young academy knight. It ends in a green seal of wax,
displaying the insignia of a winged dragon. ‘I can’t take this,’ you protest, shaking your head.
The boy gives a wheezing cough, his body jerking painfully with the effort. ‘It is . . . no good to me. Take it. Start a new life. He’ll never know.’
A screech draws your attention skywards. Black shapes are circling overhead, their spindly, feathered bodies silhouetted against the full moon. Harpies. Something inside you is urging you to
flee . . . the mark along your arm tingles as if sensing the same danger.
You roll up the scroll and stuff it into the pack. When you look over at the boy, you see that his head is now resting against his chest, his eyes closed. Death has finally taken him.
‘I will find the assassin that did this. I promise.’ You reach down and take the boy’s sword. It is a well-balanced blade, the hilt and pommel studded with gems.
You have gained the following item (remember to add this item to your hero sheet, adding 1 to your brawn score):
The apprentice
(main hand: sword)
+1 brawn
Another bird-like screech tears through the night. There are answering calls from all around you, worryingly close. Quickly, you shoulder the knight’s pack and then start
running.
You find comfort in purpose, keeping to a fast pace as you weave between the withered trees of the dark forest. After what feels like an age of battling through the cloying mud and driving rain,
you spy a cave in the hollow of a hill. Having found shelter, you sit and await the dawn, shivering with more than just the cold.
* * *
The wooden signpost points southwards, where the marshy forest gives way to green rolling hills. ‘Tithebury Cross. 3 miles.’ You take a deep breath of the warm,
morning air. ‘A new life. A new start.’ Peeling back your sleeve, you look down at the purple mark, glowing beneath your skin. Does this strange mark hold the key to your past?
And what of the future.
You scan the letter of introduction once again; a letter recommending a talented knight to apprentice with one of the grand masters of the profession. ‘Avian Dale.’ It should have
been the young boy – this was his future, his dream . . .
‘It is . . . no good to me . . . take it. Start a new life. He’ll never know . . .’
No one will ever know. Carefully, you roll up the letter and return it to your pack, before setting off down the long, dusty road towards Tithebury.
Choose your quest from the map and then click on the links provided after each map to jump to your chosen location.
1
The passageway ends in a square room filled with rubble and earth. Part of
We hope you are enjoying the book so far. To continue reading...