BOOK THREE
THE EYE OF
WINTER’S FURY
MICHAEL J. WARD
GOLLANCZ
LONDON
Dedication
‘There is nothing to writing.
All you do is sit down at a typewriter and bleed.’
ERNEST HEMINGWAY
Contents
Cover
Title page
Dedication
The Ballad of the North
Act 1: Skardfall
Act 2: The North Face & World’s End
Welcome to DestinyQuest!
Prologue: Blood and Betrayal
ACT ONE
24 Quest: Tar and feathers
86 Quest: The Dread Gulf Dare
113
157
204 Quest: The winter caves
274
337 Legendary monster: Sasquatch
369 Quest: The bitter end
419 Legendary monster: Tekksertok the Terrible
447 Quest: The bear necessities
500 Quest: The Hall of Vindsvall
551 Quest: Angels and demons
556 Legendary monster: Naglfar the Corpse Ship
582 Boss monster: Avalanche
ACT TWO
594 Legendary monster: Gjoll the gaoler
599 Legendary monster: Quelertang the Hailstorm
606 Quest: The crossing
623
638 Quest: The dead and the damned
683 Quest: Eye of the storm
717 Boss monster: Jormungdar the World Eater
Epilogue
Glossary: Special Abilities
Also by Michael J. Ward
Copyright
The Ballad of the North
Winter stands o’er the land
And in her hand, the embers of a life
Taken from him, the named in honour fell
We speak it now,
We sing to her again.
Of steel and bone, and stolen fires bright
Of tresses gold and halls of silver light.
Lay him down, in ice and peak of stone
Till horns sound deep and vengeance brings him home.
Winter blows o’er the land
And in her eye, the fury of his pain
Taken from him, the named in honour fell
We speak it now,
We sing to her again.
Welcome to DestinyQuest!
‘A new king will come with death for a crown. Cold will be his heart.
Cold will be his revenge.’
Blood of Barahar
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 dangers 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 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. You can only have one item equipped in each box.
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 type of 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. Ever
y hero has two special abilities, which they learn when they train a career. Items of equipment can also grant special abilities for your hero. All special abilities are explained in the glossary at the back of the book.
Paths and careers
Your hero starts their adventure as an untrained novice, with no remarkable skills or abilities. Once your hero has gained some experience, however, three paths will become available to you – the path of the warrior, the rogue and the mage. Your hero can only choose one of these paths, and once that decision is made, it can’t be changed – so choose wisely. The chosen path will determine the careers and abilities that your hero can learn throughout their adventures.
Your hero’s path and current career should always be recorded at the top of your hero sheet, and its special abilities should be recorded in the special abilities box on the right of your sheet. A hero can only be trained in one career at a time, but you can swap their career for another one, providing you have found the relevant trainer or reward item. When your hero trains a new career, all abilities and bonuses from the old career are lost.
Gold
The main currency in Valeron is the gold crown. 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 two chapters – known as ‘Acts’. Each Act has a map, which shows you the locations of all the different quests that your hero can take part in. To select a quest you simply turn to the corresponding numbered entry in the book and read on from there, returning to the map when you have finished.
Choosing quests
Each map will provide you with a number of different quests. Some quests are harder than others. A simple colour-coded system ranks the quests in order of difficulty:
Green quests: These are the easiest quests to complete. Heroes with even the most basic of equipment will still emerge victorious.
Orange quests: Heroes will find these tasks a little more challenging, requiring them to defeat numerous enemies to succeed.
Blue quests: Things get a lot tougher with blue quests. Monsters are more likely to have 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 tough 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). Once a quest has been completed, it cannot be revisited.
Legendary monsters
On each map you will also see some spider symbols. These represent ‘legendary monsters’: opponents that are tougher than your average foe. Only the bravest of heroes, who are confident in their abilities and have good gear from their questing, should seek out and battle these mighty opponents.
Boss monsters
Each Act of the story has a final boss monster that must be defeated before you can advance the story to the next Act. These boss monsters are represented by the skull symbol on the map.
It goes without saying that these final bosses are no pushovers and should only be attempted once you have fully explored each map and completed most of the quests.
Towns, villages and camps
Every Act of the story has its own town, village or camp, which your hero can visit anytime 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 ignore 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 die is considered to be a standard 6-sided die.) Once damage has been applied, a new combat round starts. Combat continues until either your hero or their opponent is defeated.
In each combat round:
1. Roll 2 dice for your hero and add their current speed score to the total. This is your hero’s attack speed.
2. Roll another 2 dice for your opponent and add their speed score to the total. This is their attack speed.
3. The combatant with the highest attack speed wins the combat round. If both scores are the same, it is a stand off – the combat round ends (see step 7) and a new one begins.
4. The winner of the round rolls 1 die and adds either their brawn score or their magic score to the total, whichever is highest. (Note: monsters will only have one or the other, not both.) This will give you a damage score.
5. The loser of the round 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, thorns and venom) are applied to any affected combatants. If you and your opponent still have health remaining, then a new combat round begins. Return to step 1.
Example of combat
Sir Hugo has awoken a slumbering serpent and
must now defend himself against its venomous attacks.
Speed Brawn Magic Armour Health
Hugo 4 7 1 5 30
Speed Brawn Armour Health
Serpent 6 3 2 12
Special abilities
Venom: Once you have taken health damage from the serpent, at the end of every combat round you must automatically lose 2 health.
Combat round one
1. Sir Hugo rolls 2 dice to determine his attack speed. He rolls a and a giving him a total of 6. He adds on his speed score of 4 to give him a final total of 10.
2. The serpent rolls 2 dice to determine its attack speed. The result is a and a making 11. The serpent’s speed is 6, making its final total 17. 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 on to 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.
Combat round two
1 Sir Hugo rolls 2 dice to determine his attack speed. He rolls a and a giving him a total of 10. He adds on his speed score of 4 to give him a final total of 14.
2. The serpent rolls 2 dice to determine its attack speed The result is a and a making 5. The serpent adds its speed score of 6, making its final total 11. Sir Hugo wins!
3. Sir Hugo rolls a for his damage score. He chooses to add on his brawn (which is higher than his magic sccore). His final total is 12.
4. The serpent has an armour value of 2, so takes 10 points of damage. The serpent is left with 2 health.
The Eye of Winter's Fury Page 1