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Guild Adventures! The (1st Edition) is written by John Buchhalter.

Cover Art: Rafael Vaz

Art Credits: William McAusland, The Forge Studio (Maciej Zagorski, Pawel Dobosz, Sylwia Siwiec), Martin Gyula Kiss, Erisian Entertainment (Dave Peterson, Ben Shultz), Forgotten Foes Clipart (Gary Dupuis), Reality Deviant Publications (Joseph Wigfield), Raging Swan (Lori Krell and Jae Young). Please go to the end of the book to see further detailed credits.

This product is protected by the copyright laws of the United States of America. Any reproduction or unauthorized use of the written material contained herein is prohibited without the express written permission by the Play by Action Gaming Company. Artwork is used with permission from the individual artwork companies listed at the end of the book. Please contact them for permission to use their artwork for your projects. Thank you.

Copyright © 2019 PbA (Play by Action) Gaming. All Rights Reserved.

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Introduction

Our story begins with a clever halfling named Billibon Strudeln who is the owner of the Adventurer’s Guild only a few leagues away from the free city of Rondor. Because of his reputation, many nobles come to provide rewards for contracts they offer in eliminating problems that occur for the inhabitants of the Lands of Bavidirian. On this fine day, a mysterious man enters the front doors to the guild tavern and hands over a scroll as of a bag of gold to the 3-foot halfling owner. Without a word or a moment to waste, the stranger leaves the same way he came in to never be seen again.

Unraveling the scroll, the halfling reads of a problem rich merchants are having while taking the road between two towns. Each town has been experiencing the loss of valuable goods as of merchants that travel frequently to the markets. It was later discovered from a scout that a red dragon has been terrorizing the regions.

On the next day Billibon announces a quest to any able adventurer to find the red dragon and bring back its head. Will it be you?

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Quest

Only one can bring the head back of the red dragon that terrorizes the people of the lands. Billibon Strudeln the guild tavern owner rewards a large sum of gold pieces for the quest. On this day you will travel across the lands to eventually reach dragon’s territory to find the feared dragon’s lair in Mount Doom. Many challenges will occur that will complicate the travel, yet with perseverance and determination one can achieve this feat and reach the summit. Game Setup and Game Play

Choose from 18 different adventurers (located from pages 7 to 24) that are available to start the game. You will need a pencil and eraser for this game. You will also need a 6-sided die for certain events.

Your adventurer starts on day 1 of the quest on page 26. Roll a 1d6 die to determine the event. Proceed by reading what the event card asks you to do. Combat Rules

When an opponent is encountered then you must fight it with the attributes it offers. If the opponent fights with magic then your adventurer must fight with magic. If the opponent fights with the strength attribute then your adventurer must fight with the strength attribute also. One must roll a 1d6 die and add the sum to the total of the attribute you have. One has to do this again for the opponent. Whoever has the highest total amount is the winner. If your adventurer has lost then you must subtract 1 life point from the character sheet.

You have the option to evade an opponent. To evade an opponent successfully, you must roll a 5 or 6 with a 1d6 die. If such a number is not attained then you have no other choice but to fight the opponent. If the battle results are a tie then the battle ends as a standoff and the day’s event is over. After each won battle the roleplayer has earned in the "Treasure List" by rolling a 1d6 die.

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Items Rules

Your adventurer can carry up to 4 items unless asked otherwise. Followers

Your adventurer can have as many followers as desired. Gold

There is no limit on how much gold an adventurer can carry in this game. Luck

Luck is used when the roll to a battle or an event is not to your liking. For example, if the adventurer needed a roll of a 3 to win the battle against an opponent, yet rolled a 2, then you can use 1 luck point and try again. The opponent can only use one luck point per event. Luck can also be used for other events. A luck point can be used when visiting a village, town, or fort. One can use a luck point for a different roll result when on a quest. Make sure to use your luck points wisely. Skills

The adventurer starts with a level 1 skill. One can collect points to achieve the next level skill while on the quest to slay the red dragon. Point Collection

When defeating an opponent one collects points. If the opponent had 5 magic or 5 strength and was defeated then the roleplayer collects 5 points. You can turn in the points to earn rewards. The list below shows what one can earn for collected points.

3 points = 1 gold

5 points = A choice of 1 attribute

6 points = Advance in a skill

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Character Selections

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Orc Warrior Skills

Level 1: Champion’s Stance - Adds 1 Strength permanently to the warrior's attributes.

Level 2: Great Critical Charge - Adds an additional 2 strength permanently to the warrior's attributes.

Level 3: Devastating Blow - Adds an additional 1 to luck, strength, magic, and life point.

Level 4: Chieftain Rage - Forces the opponent to not be able to roll their attack roll for they are paralyzed for a brief moment from the Orc Warrior's rage.

Start - Strength 7, Magic 2, Luck 2, Life 4, Gold 1 Attributes Notes Strength Magic Luck Life Gold Points

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Human Cleric Skills

Level 1: Master Healing - At the end of each turn the Cleric can heal a life. The skill must be announced and a 1d6 die must be rolled. In order to heal one must roll a 3, 4, 5, or a 6 to gain 1 life. If a 1 or 2 is rolled then the spell fails.

Level 2: Recovery - The cleric can revive after losing all of his life points for one time during his adventures. If the cleric has lost all of his life points, he can start over at the adventurer's guild without all of the objects he had once held. These items will be left at the location he had died on.

Level 3: Undead & Demon Smite - Add 3 to the attack roll when fighting a , undead, vampire, ghost, wraith, or demon.

Level 4: Save Followers - If a follower is discarded the cleric can cast a spell to revive it. A roll of a 4, 5, or a 6 with a 1d6 die must be attained to succeed. Start - Strength 2, Magic 6, Luck 3, Life 4, Gold 1 Attributes Notes Strength Magic Luck Life Gold Points

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High Elf Archer Skill

Level 1: Evasiveness - When a battle is lost roll a 5 or 6 with a 1d6 die to avoid losing a Life point. If one has a helmet, shield, or armor one can roll again for one of these items during a lost battle.

Level 2: Steady Hand - Can roll two dice for the strength attack roll and select the best result when in battle.

Level 3: Critical Shot - During a strength battle add 2 to the entire dice results.

Level 4: Paralysis Arrows - If the opponent is too powerful one can shoot a paralysis arrow to avoid battle. If a 4, 5, or 6 is rolled the battle is avoided. The opponent must have more strength or magic then the high elf to use this ability. If a 1, 2, or 3 is rolled then the battle must be conducted. Start - Strength 4, Magic 4, Luck 3, Life 4, Gold 1 Attributes Notes Strength Magic Luck Life Gold Points

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Minotaur Fighter Skills

Level 1: Gore Attack - Adds an additional 1 to the strength attack roll when battling an opponent.

Level 2: Fists of Steel - Adds 2 strength permanently to the adventurer’s attributes.

Level 3: Tower of Strength - Adds an additional 2 strength permanently to the adventurer’s attributes.

Level 4: Minotaur’s Gaze - Adds an additional 1 to luck, strength, magic, and a life point.

Level 5: War Master - Forces the opponent to not be able to roll their attack roll.

Start - Strength 8, Magic 1, Luck 2, Life 4, Gold 1 Attributes Notes Strength Magic Luck Life Gold Points

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Dark Elf Assassin Skill

Level 1: Assassin’s Blade - Forces the opponent to deduct 1 on their roll during battle.

Level 2: Expert Backstab - Forces the opponent to deduct an additional 2 on their roll during battle.

Level 3: Surprise Attack - The opponent cannot use the attack roll if its strongest attribute is equal or less than the assassin’s Strength points.

Level 4: Makeesha’s Blessings - The goddess of darkness blesses the adventurer by giving a magical scimitar. The scimitar adds 2 to luck, strength, magic, and life

points.

Start - Strength 5, Magic 3, Luck 3, Life 4, Gold 1 Attributes Notes Strength Magic Luck Life Gold Points

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Dwarven Guardian Skills

Level 1: Smith Mastery - At the start of the quest the dwarf owns a wonderfully forged armor. If one loses in battle one can roll a 4, 5, or 6 with a 1d6 die to avoid losing a life. The armor counts as one item.

Level 2: Dragon Armor - The dwarf has managed to improve his armor using dragon skin! If one loses in battle one can roll a 3, 4, 5, or 6 with a 1d6 die to avoid losing a life.

Level 3: Dwarven Luck - When gold is found add the double the amount found indicated at the event.

Level 4: Champion Spiked Mace - This magical weapon adds 4 to strength as long as it is in possession of the guardian.

Start - Strength 6, Magic 2, Luck 3, Life 4, Gold 1 Attributes Notes Strength Magic Luck Life Gold Points

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Goblin Shaman Skills

Level 1: Speak in Tongues - Causes the opponent to lose 1 of its

strongest attributes before the battle begins.

Level 2: Divination *Casting Bones - Receives an omen that allows the shaman to reduce the opponent’s attack roll by 2. A 4, 5, or 6 must be rolled with a 1d6 die to make this spell work.

Level 3: Evil Omen Ward - The opponent’s strongest attribute is deducted by 2 before battle begins.

Level 4: Summon Earth Elemental - A Elemental becomes a follower adding 3 to the magic attribute during a battle. A 4, 5, or 6 must be rolled with a 1d6 die.

Start - Strength 2, Magic 6, Luck 4, Life 4, Gold 1 Attributes Notes Strength Magic Luck Life Gold Points

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Lizardman Necromancer Skills

Level 1: Summon Skeleton Mage - A skeleton mage adds 1 magic to the necromancer’s attributes during battle. A 4, 5, or 6 must be rolled with a 1d6 die to complete the spell.

Level 2: Soul Stealer - The Necromancer deducts an additional 2 from the opponent’s attribute during battle. A 4, 5, or 6 must be rolled with a 1d6 die to complete the spell.

Level 3: Dark Souls - Summons those of the dead depending on the roll to help aid in battle. A 4, 5, or 6 must be rolled with a 1d6 die to complete the spell. 2 magic is added during battle.

Level 4: Summon Dracolich - Adds 3 to magic and strength during battle. A 4, 5, or 6 must be rolled with a 1d6 die to complete the spell.

Start - Strength 1, Magic 7, Luck 5, Life 4, Gold 1 Attributes Notes Strength Magic Luck Life Gold Points

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Gnoll Mercenary Skills

Level 1: Acrobatic - The mercenary can evade the opponent’s Strength attack roll during battle. A 5 or 6 must be rolled by a 1d6 die to succeed.

Level 2: Keen Senses - The mercenary never loses an item or follower when drawing an event card.

Level 3: Intellect Intimidate - Any opponent with its strongest attribute equal or lower than the mercenary’s strongest attribute must subtract 2 from strength or magic before battle begins.

Level 4: Double Attack - The

mercenary can roll two 1d6 dice for the attack roll and add the total together when in battle. Start - Strength 5, Magic 3, Luck 3, Life 4, Gold 3 Attributes Notes Strength Magic Luck Life Gold Points

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Human Bandit Skills

Level 1: Set Trap - The bandit forces the opponent to lose 1 strength before battle begins. The trap doesn’t work for wraiths, specters, and ghosts. A 4, 5, or 6 must be rolled with a 1d6 die to successfully set the trap.

Level 2: Charm - The bandit can avoid a battle with a female opponent. A 4, 5, or 6 must be rolled with a 1d6 die. If the charm didn’t work then the bandit must fight.

Level 3: Poison Dart - A 4, 5, or 6 must be rolled with a 1d6 die to successfully hit the opponent with the poison dart. The skill forces the opponent to not be able to use its attack roll.

Level 4: Trap Master - A 4, 5, or 6

must be rolled with a 1d6 die to successfully trap the opponent. The opponent must deduct 3 to all attributes before battling. Start - Strength 5, Magic 3, Luck 4, Life 4, Gold 3 Attributes Notes Strength Magic Luck Life Gold Points

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Half Elf Mage Skills

Level 01: Fireball - The half elf mage casts a fireball to deduct 1 magic from opponent before the battle begins.

Level 02: Disintegrate - Forces the opponent to deduct 2 strength before battle begins.

Level 03: Mage Armor - The mage’s armor subtracts 3 on the attack roll of the opponent.

Level 04: Magic Resistance - The opponent must subtract 3 magic before battle begins.

Start - Strength 1, Magic 8, Luck 4, Life 4, Gold 1 Attributes Notes Strength Magic Luck Life Gold Points

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Vampire Countess Skills

Level 1: Hypnotize - Opponents are lured into becoming victims of matrimony. The opponent must subtract 1 from the strongest attribute during battling.

Level 2: Battle Flight - The fighting style allows the vampire countess to outmaneuver the opponent through fighting in the air. 2 of the opponent’s strongest attributes is deducted before battle begins.

Level 3: Drain Blood - Only advanced veteran vampires have the ability to weaken their opponent and force them to not be able to use the attack roll during battle. A 5 or 6 must be rolled to make this ability succeed.

Level 4: Shriek of Reinforcement - This ability allows the vampire countess to scream like a siren to attain help. 2 giant bats appear to add 3 to strength. Start - Strength 2, Magic 6, Luck 3, Life 4, Gold 1 Attributes Notes Strength Magic Luck Life Gold Points

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Elf Dragonslayer Skills

Level 1: Defensive Stance - With perfect timing the elf dragonslayer will deflect serious blows before making an attack. Deduct 1 from the opponent's attack roll.

Level 2: Offensive Stance - With skilled strategy the elf dragonslayer makes an offensive attack to where it makes the most damage. Add 2 to the strength attack roll.

Level 3: Saurak Hunter - at this level do not fear the dragon territory or its guardian Saurak. On Day 8, Saurak cannot roll his attack roll against the elf dragonslayer.

Level 4: Dragonslayer - This is what makes an elf dragonslayer legendary at this level. When encountering the red dragon, one can roll two dice and choose which of the two results to add to the attributes. Start - Strength 6, Magic 2, Luck 2, Life 4, Gold 2 Attributes Notes Strength Magic Luck Life Gold Points

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Half Orc Soldier Skills

Level 1: Basic Training - With hard physical training the half orc soldier can add 1 to the attack roll.

Level 2: Advanced Training - With extreme physical training the half orc soldier can add an additional 2 to the attack roll.

Level 3: Sword master - Specialized in swordsmanship the half orc can add 2 strength to the already 1 strength when owning a sword.

Level 4: Shield of the Dragon - This magical item is given to veteran soldiers trained to fight dragon invasions. The shield forces a dragon to deduct 4 on its attack roll.

Start - Strength 6, Magic 2, Luck 2, Life 4, Gold 1 Attributes Notes Strength Magic Luck Life Gold Points

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Fairy Spellcaster Skills

Level 1: Confusion - This spell forces the opponent to roll two dice during battle and must use the lowest result when adding the results with the attributes.

Level 2: Disarm - This spell forces the opponent to lose its weapon or powers temporarily during battle. Subtract 2 from the opponent's attack roll.

Level 3: Turn to Butterfly - The opponent is automatically defeated as it is turned into a butterfly. Must roll a 5 or 6 with a 1d6 die to succeed. This spell doesn't work on the red dragon.

Level 4: Blind - This spell forces the opponent to be temporarily blinded and cannot add the total from its attack roll. Start - Strength 2, Magic 6, Luck 3, Life 4, Gold 1 Attributes Notes Strength Magic Luck Life Gold Points

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Dark Elf Warlock Skills

Level 1: Summon Shadow Panther - A trusted companion adds 3 to strength during battle.

Level 2: Black Bolt - Casting this spell adds 2 to magic during battle.

Level 3: Ground Shake - Casting this spell forces the opponent to deduct 3 from the attack roll when battling the warlock.

Level 4: Meteor Blast - Casting this spell from the heavens causes the opponent to lose 3 from its strongest attribute before battling the warlock.

Start - Strength 2, Magic 7, Luck 1, Life 4, Gold 1 Attributes Notes Strength Magic Luck Life Gold Points

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Wood Elf rogue Skills

Level 1: Town Rogue - One can choose one item of choice from any town and add it under items on the character sheet. A roll of a 4, 5, or 6 must be rolled to successfully steal an item.

Level 2: Throwing Knives - The rogue has indefinite collection of throwing knives to add to her arsenal against battles. Add 2 to the Strength attack roll when in a battle.

Level 3: Hide - The rogue has an advantage to not lose a Life point in a battle and hide. If the rogue loses in a battle, she can hide by rolling a 4, 5, or 6 to succeed in the attempt.

Level 4: Shock Attack - The opponent cannot use the attack roll during battle because of the quickness of the rogue's attack causing a shocked reaction. Start - Strength 5, Magic 2, Luck 3, Life 4, Gold 3 Attributes Notes Strength Magic Luck Life Gold Points

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High Elf Sorceress Skills

Level 1: Summon Phoenix - A Phoenix appears to help aid the high elf sorceress in battle. It adds 2 to the attack roll.

Level 2: Burst of Light - A strong ray of light forces the opponent to deduct 2 points of its strongest attributes before battling the sorceress.

Level 3: Entanglement - Vines appear forcing the opponent to only add half of the attack roll when in battle.

Level 4: Storm of Destruction - This powerful spell forces the opponent to lose 3 from its strongest attribute before being able to battle the high elf sorceress. Start - Strength 2, Magic 7, Luck 1, Life 4, Gold 1 Attributes Notes Strength 2 Magic 7 Luck 1 Life 4 Gold 1 Points

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Instructions

This game is not read like a novel. One has to follow instructions starting on page 26 and flip to different pages during the story. Make sure you keep up with the character sheet by adding or subtracting attributes, treasure items, and events with a pencil and eraser.

Additional Information

If your owns a protective item make sure to use it if you have lost a battle. One can only use 1 protective item during a battle. If you have narrowly lost a battle one can use a luck point and roll again. Make sure to not forget to subtract 1 luck point from the character sheet when you do choose to use a luck point. A lost battle will lose 1 life point. Don’t forget to add attribute points to your statistics if you own items that indicate to add extra attributes. During combat one adds the items bonus points to the attributes as of roll a 1d6 die for the attack roll to attain a total sum for your adventurer. As soon as you have enough points make sure to trade them in to earn either gold = 3 points, attribute (life, luck, strength, or magic) = 5 points, or a skill = 6 points. Remember one can only carry up to 4 items unless otherwise indicated. If you so happen to gain an additional item and cannot carry it one has to either exchange it with another item or drop it. One can only benefit additional attributes from two weapons during the quest. If two weapons are used at the same time then a shield will be ineffective if a battle is lost.

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Billibon Strudeln is the halfling owner of the Adventurer's Guild. He has mentioned it will take about 12 days before reaching the dragon’s lair. He had provided a good meal to all of the adventurer’s brave enough to venture forth towards the forbidden dragon territory that most fear of. With much bravery you step out the door of the guild tavern to start your quest. Roll a 1d6 die to determine the event.

Rolled a 1: Page 27

Rolled a 2: Page 28

Rolled a 3: Page 29

Rolled a 4: Page 30

Rolled a 5: Page 31

Rolled a 6: Page 32

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. Bugbear Warrior Instructions

A bugbear warrior of strength 4 is roaming this area.

If the bugbear is defeated remember to add 4 points to the character sheet.

Roll a 1d6 die to see what kind of treasure the bugbear owned to add to the character sheet.

1 or 2: Page 33

3 or 4: Page 34

5 or 6: Page 35

Event Card If you are defeated then subtract 1 life and go to Page 42.

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. Harpy Hypnotizer Instructions

Roll a 1d6 die to determine if your adventurer is hypnotized. A 4, 5, or 6 counts as a success.

The adventurer must subtract 2 on the attack roll during battle. If succeeded, the adventurer can keep the entire attack roll results. If the harpy is defeated remember to add 5 points to the character sheet.

Roll a 1d6 die to see what kind of treasure one attains after defeating the harpy.

1 or 2: Page 36

A harpy hypnotizer of Magic 5 has 3 or 4: Page 37 claimed this area. 5 or 6: Page 38

Event Card If you are defeated then subtract 1 life and go to Page 42.

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. Treant Instructions

A treant of strength 6 is guarding a cave.

If the opponent is defeated roll a 1d6 die to find what is found in the cave. Remember to add the 6 points to the character sheet if the treant is defeated.

1 to 2: Nothing

3 to 4: 1 gold

5 to 6: A sword has been found. It adds 1 strength. Write “Sword +1 strength” under notes on the character sheet.

Event Card If you are defeated then subtract 1 life and go to Page 42.

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. Gold Instructions

You found gold pieces.

Roll 1 die to determine the event.

1 to 2: 1 gold

3 to 4: 2 gold

5 to 6: 3 gold

Add the amount under gold to the character sheet.

Event Card After this event go to Page 42.

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. Summoner Instructions

Roll a 5 or 6 with a 1d6 die to add 3 to magic. If the summoner fails, she must fight with magic 3. If she succeeds, she has a total of 6 magic.

If defeated remember to add either 3 or 6 points to the character sheet.

Roll a 1d6 die to see what kind of treasure the summoner had.

1 to 2: Page 39

3 or 4: Page 40

5 or 6: Page 41 A summoner attempts to conjure a rock giant to help aid her in battle.

Event Card If you are defeated then subtract 1 life and go to Page 42.

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. Winsork Shrine Instructions

A shrine has been discovered.

Roll 1 die to determine the event.

1: Ignored

2: Gain 1 luck

3: Gain 1 gold

4: Gain 1 magic

5: Gain 1 life

6: Gain 1 strength

Event Card After the event go to Page 42.

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. Healing Salve Instructions

Healing Salve adds 1 life when used.

It can only be used once. Add the item under notes on the character sheet.

Treasure Card Go to Page 42 to continue the quest.

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. Dark Magic Books Instructions

Dark Magic Studies – The deep studies have rewarded 1 magic to the attributes.

Make sure to write the item under notes on the character sheet. If the books are discarded then the 1 magic is deducted.

Treasure Card Go to page 42 to continue the quest.

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. Crossbow Instructions

A crossbow has been found. It adds 1 strength.

Make sure to write the weapon under notes on the character sheet.

Treasure Card Go to Page 42 to continue the quest.

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. Abandoned Cart Instructions

An abandoned cart is found. Roll 1 die to determine what is found inside of it.

1: It is empty 2: Helmet (Roll a 6 to not lose a life after a lost battle. 3: Sword + 1 strength 4: 1 gold 5: 2 gold 6: Staff + 1 magic

Treasure Card Go to Page 42 to continue the quest.

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. Horn of Rondor Instructions

Rondor’s Horn has been found. It adds 1 strength.

Write the item under notes on your character sheet.

Treasure Card Go to Page 42 to continue the quest.

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. Rations Instructions

Rations have been found. When used it adds 1 life. One can use the rations at a start of a turn before rolling the die for an event.

Make sure to write the item under notes on the character sheet. Treasure Card Go to Page 42 to continue the quest.

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. Canteens Instructions

A water flask has been found. 1 life point can be restored if used. One can use the water at a start of a turn before rolling the die for an event.

Make sure to write the item down under notes on the character sheet.

Treasure Card Go to Page 42 to continue the quest.

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. Encyclopedia Instructions

Monster Encyclopedia has been found. The knowledge in this book allows the adventurer to find weak spots of his opponents. 1 magic or 1 strength is added during battle as long as the item is owned. Make sure to write “Monster Encyclopedia + 1 magic and +1 strength under notes on the character sheet.

Treasure Card Go to Page 42 continue the quest.

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. Helmet Instructions

A helmet is found. Roll a 6 with a 1d6 die to save a life point if a battle is lost.

Write “helmet” under notes on the character sheet.

Treasure Card Go to Page 42 continue the quest.

41

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You are now a day’s walk away from the Adventurer's Guild. A path leads towards the city of Rondor.

What shall you do?

Click here to visit Rondor.

If you do not wish to visit Rondor then roll a 1d6 die to determine the event.

Rolled a 1: Page 45

Rolled a 2: Page 46

Rolled a 3: Page 47

Rolled a 4: Page 48

Rolled a 5: Page 49

Rolled a 6: Page 50

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Rondor

Instructions: If you are purchasing an item then subtract the gold pieces and add the item under notes on the character sheet. If you are visiting the fortuneteller then roll a 1d6 die to determine the event.

Visit Blacksmith

Helmet 1 gold - Roll a 6 with a 1d6 die to not lose a life after losing a battle.

Shield 3 gold - Roll a 5 or 6 with a 1d6 die to not lose a life after losing a battle.

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Armor 4 gold - Roll a 4, 5, or 6 with a 1d6 die to not lose a life after losing a battle.

Sword 2 gold - Add 1 strength

Staff 2 gold - Add 1 magic Visit Fortuneteller

Roll 1 Die

Rolled a 1: Lose a turn

Rolled a 2: Ignored

Rolled a 3: Gain 1 luck

Rolled a 4: Gain 1 magic

Rolled a 5: Gain 1 strength

Rolled a 6: Gain 2 gold

Instructions: After you have visited Rondor roll a 1d6 die to determine the 2nd day’s event.

Rolled a 1: Page 45

Rolled a 2: Page 46

Rolled a 3: Page 47

Rolled a 4: Page 48

Rolled a 5: Page 49

Rolled a 6: Page 50

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. Skeleton Warrior Instructions

A skeleton warrior attacks. It has strength 4. If the skeleton is defeated remember to add the 4 points to the character sheet.

Roll a 1d6 die to see what kind of treasure the skeleton had.

1 to 2: Page 51

3 or 4: Page 52

5 or 6: Page 53

Event Card If you are defeated then subtract 1 life and go to Page 60 to continue the quest.

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. Gold Instructions

You found gold!

Roll 1 die to determine the event.

1 – 2: 1 gold

3 – 4: 2 gold

5 – 6: 3 gold

Add the amount under gold to the character sheet.

Event Card After this event go to Page 60.

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. Grimm Reaper Instructions

The Grimm Reaper roams this area.

Roll a 1d6 die to determine the event.

1: Lose 2 life 2: Lose 1 life 3: Safe 4: Safe 5: Safe 6: Gain 1 luck

Event Card After this event go to Page 60.

47

. Healer Instructions

A healer offers healing potions for a small price. 1 healing potion costs 1 gold. Each healing potion can be used at the start of the adventurer’s turn to heal 1 life.

Subtract 1 gold for each healing potion bought and add it under notes on the character sheet.

Remember the adventurer can only carry up to 4 items.

Event Card After this event go to Page 60.

48

. Rock Giant Instructions

A rock giant emerges from the ground. It has strength 6.

If the rock giant is defeated remember to add the 6 points to the character sheet.

Roll a 1d6 die to see what kind of treasure the rock giant had.

1 to 2: Page 54

3 or 4: Page 55

5 or 6: Page 56

Event Card If you are defeated then subtract 1 life and go to Page 60.

49

. Lich Instructions

A lich attacks! It has magic 7.

If the lich is defeated remember to add the 7 points to the character sheet.

Roll a 1d6 die to see what kind of treasure the lich had.

1 to 2: Page 57

3 or 4: Page 58

5 or 6: Page 59

Event Card If you are defeated then subtract 1 life and go to Page 60.

50

. Gauntlet of Power Instructions

The Gauntlet of Power is found. This magical item adds 1 strength.

Add the item under notes on the character sheet.

Treasure Card After this event go to Page 60.

51

. Scroll of Wealth Instructions

The Scroll of Wealth is found. The adventurer earns double amount of gold when gold is found.

Add this item under notes on the character sheet.

Treasure Card After this event go to Page 60.

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. Belt of Strength Instructions

The Belt of Strength is found. It adds 1 strength.

Write this item under notes on the character sheet.

Treasure Card After this event go to Page 60.

53

. Water Flask Instructions

A flask with water is found. It adds 1 life when used. It can only be used one time before being discarded.

Write the item under notes on the character sheet.

Treasure Card After this event go to Page 60.

54

. Dagger Instructions

A double-edged dagger is found. It adds 1 strength.

Add the item under notes on the character sheet.

Treasure Card After this event go to Page 60.

55

. Magical Boots Instructions

Magic Boots have been found.

One can roll 2 dice and determine which die result can be used for the event.

Add the item under notes on the character sheet.

Treasure Card After this event go to Page 60.

56

. Gauntlets Instructions

Gauntlets have been found. Roll a 6 to save 1 life if a battle is lost.

Write the item under notes on the character sheet.

Treasure Card After this event go to Page 60.

57

. Dagger of Instructions

The dagger doesn’t work on Mordahn the Red Dragon. Roll a 6 with a die and the opponent is defeated automatically. This dagger only works for opponents that use the strength attribute during battle.

Write this item under Dagger of Death has been found. notes on the character sheet.

Treasure Card After this event go to Page 60.

58

. Crown of Power Instructions

Crown of Power has been found. It adds 1 magic to the adventurer’s attribute.

Write the item under notes on the character sheet.

Treasure Card After this event go to Page 60.

59

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After resting for the night, you brush out the campfire and continue the quest on the 3rd day of adventuring. Roll a 1d6 die to determine the event.

Rolled a 1: Page 61

Rolled a 2: Page 62

Rolled a 3: Page 63

Rolled a 4: Page 64

Rolled a 5: Page 65

Rolled a 6: Page 66

60

. Ruined Tower Instructions

A ruined tower has been discovered.

Roll 1 die to determine the event.

1: Wyvern strength 6

2: Giant gargoyle strength 5

3: Undead conjurer magic 3

4: Empty

5: 1 gold

6: 2 gold

Event Card Go to Page 67 once this event is completed.

61

. Forgotten Tomb Instructions

A forgotten tomb has been found.

Roll 1 die to determine the event.

1: Vampire magic 6

2: Werewolf strength 6

3: Zombie strength 4

4: Empty

5: A dwarven warrior becomes a follower and adds 1 to strength.

6: 1 gold found.

Event Card Go to Page 67 once this event is completed.

62

. Magical Waterfall Instructions

A magical waterfall has been discovered.

Roll 1 die to determine the event.

1 to 2: Nothing

3: Add1 magic

4: Add 1 strength

5: Add 1 life

6: A water pixie becomes a follower adding 1 magic. If you lose the water pixie then 1 magic is deducted from the character sheet.

Event Card Go to Page 67 once this event is completed.

63

. Hidden Cave Instructions

A hidden cave has been discovered.

Roll 1 die to determine the event.

1 to 2: Grizzly bear strength 4

3: Giant bat strength 2

4: Empty

5: 1 gold

6: 2 gold

Event Card Go to Page 67 once this event is completed.

64

. Abandoned Wall Instructions

An abandoned wall has been discovered.

Roll 1 die to see if it really is abandoned!

1 to 3: Abandoned

4 to 6: Hobgoblin strength 3

Event Card Go to Page 67 once this event is completed.

65

. Ishikar’s Cave Instructions

Roll 1 die to determine the event. If the goblin shaman discovers the Ishikar’s Cave she rolls to gain a follower instead of battling the encounter.

1: Goblin ambusher strength 5

2: Goblin sniper magic 5

3: Goblin scout strength 4

4: Goblin trap – Lose 1 life

5: Goblin poison darts – Lose 1 life

Ishikar’s Cave is discovered. 6: Goblin Ishikar strength 7

Event Card Go to Page 67 once this event is completed.

66

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On the 4th day of the quest one enters the wastelands. Many battles have been fought here. At the edge of the wastelands is the small village of Augshill.

What shall you do?

Click here to visit Augshill.

If you do not wish to visit Augshill then roll a 1d6 die to determine the event.

Rolled a 1: Page 70

Rolled a 2: Page 71

Rolled a 3: Page 72

Rolled a 4: Page 73

Rolled a 5: Page 74

Rolled a 6: Page 75

67

.

Augshill

Instructions: If you are visiting the mystic seer or the tavern then roll a 1d6 die to determine the event.

Tavern

Roll 1 Die

Rolled a 1: Get drunk and defeated by a famed knight to lose 1 life.

Rolled a 2: Get tipsy and fight an off-duty guard with strength 4.

Rolled a 3: Gamble and lose 1 gold.

Rolled a 4: Gamble and win 1 gold.

68

Rolled a 5: Gamble and win 2 gold.

Rolled a 6: Get good advice and gain 1 luck.

Visit Mystic Seer

Roll 1 Die

Rolled a 1: Ignored

Rolled a 2: Lose 1 strength

Rolled a 3: Lose 1 magic

Rolled a 4: Gain 1 magic

Rolled a 5: Gain 1 strength

Rolled a 6: Gain 1 luck

Instructions: After you have visited Augshill roll a 1d6 die to determine the 4th day’s event.

Rolled a 1: Page 70

Rolled a 2: Page 71

Rolled a 3: Page 72

Rolled a 4: Page 73

Rolled a 5: Page 74

Rolled a 6: Page 75

69

. Dangerous Cliff Instructions

A dangerous cliff stands in the way of the quest.

Roll 1 die to determine the event.

1 to 2: Lose 2 life

3 to 4: Lose 1 life

5 to 6: Safe

Event Card Go to Page 88 once this event is completed.

70

. Viper Monster Instructions

A viper monster attacks. It has strength 5.

If the viper monster is defeated remember to add the 5 points to the character sheet.

Roll a 1d6 die to see what kind of treasure the viper monster had.

1 to 2: Page 76

3 or 4: Page 77

5 or 6: Page 78

Event Card If you are defeated then subtract 1 life and go to Page 88.

71

. Gargoyle Instructions

A gargoyle attacks. It has strength 3.

If the gargoyle is defeated remember to add the 3 points to the character sheet.

Roll a 1d6 die to see what kind of treasure the gargoyle had.

1 to 2: Page 79

3 or 4: Page 80

5 or 6: Page 81

Event Card If you are defeated then subtract 1 life and go to Page 88.

72

. Demon Lizard Instructions

A demon lizard attacks. It has strength 4.

If the demon lizard is defeated remember to add the 4 points to the character sheet.

Roll a 1d6 die to see what kind of treasure the demon lizard had.

1 to 2: Page 82

3 or 4: Page 83

5 or 6: Page 84

Event Card If you are defeated then subtract 1 life and go to Page 88.

73

. Doom Shaman Instructions

A doom shaman attacks. It has magic 7.

If the doom shaman is defeated remember to add the 7 points to the character sheet.

Roll a 1d6 die to see what kind of treasure the doom shaman had.

1 to 2: Page 85

3 or 4: Page 86

5 or 6: Page 87

Event Card If you are defeated then subtract 1 life and go to Page 88.

74

. Noble’s Home Instructions

A noble’s home is discovered. The noble offers food, drink, music, and great conversations.

Add 1 life to the character sheet.

Event Card Go to Page 88 once this event is completed.

75

. Crown of Strength Instructions

Crown of Strength has been found. It adds 1 strength to the adventurer’s attribute.

Add the item under notes on the character sheet.

Treasure Card Go to Page 88 once this event is completed.

76

. Magical Belt Instructions

Belt of Evil Dwellings has been found. It adds 2 magic.

Add the item under notes on the character sheet.

Treasure Card Go to Page 88 this event is completed.

77

. Magical Scroll Instructions

Scroll of Chance has been found. Roll 2 dice for the attack and determine the better of the two to add to the total results. This scroll can only be used once.

Add the item under

notes on the character sheet.

Treasure Card Go to Page 88 this event is completed.

78

. Magic Book Instructions

Magic Book of Wisdom has been found. It adds 1 magic.

Add the item under notes on the character sheet.

Treasure Card Go to Page 88 once this event is completed.

79

. Cursed Item Instructions

Hand of Bad Omen has cursed the adventurer. The cursed item subtracts 2 from the attack roll.

Add the item under notes on the character sheet. If you already have 4 items then one item must be dropped to keep the cursed item for the rest of the quest.

Treasure Card Go to Page 88 once this event is completed.

80

. Magical Scroll Instructions

Scroll of Lightning has been found. It deducts the entire attack roll of the opponent for one use. Only the vampire countess, lizardman necromancer, half elf mage, human cleric, or the goblin shaman can use this scroll.

Add the item under notes on the character sheet.

Treasure Card Go to Page 88 once this event is completed.

81

. Shield Instructions

A shield is found. Roll a 5 or 6 to save 1 life instead of losing it when a battle is lost.

Add the item under notes on the character sheet.

Treasure Card Go to Page 88 once this event is completed.

82

. Magical Pick Instructions

Pick of Wealth has been found. Use the pick of wealth by rolling a 5 or 6. If the roll succeeds add 3 gold. If it doesn’t nothing happens. Either way the pick disappears after its use.

Treasure Card Go to Page 88 once this event is completed.

83

. Axe Instructions

An axe is found. It adds 1 strength.

Add the item under notes on the character sheet.

Treasure Card Go to Page 88 once this event is completed.

84

. Magical Hammer Instructions

The Hammer of Doom. It adds 2 strength.

Add the item under notes on the character sheet.

Treasure Card Go to Page 88 once this event is completed.

85

. Crown Instructions

Crown of Royalty – The crown earns 3 gold if it is returned to a town or village. When visiting such a location deduct the item and add 3 gold to the character sheet.

Add the item under notes on the character sheet.

Treasure Card Go to Page 88 once this event is completed.

86

. Spiked Mace Instructions

A spiked mace has been found. It adds 1 strength.

Add the item under notes on the character sheet.

Treasure Card Go to Page 88 once this event is completed.

87

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.

On the 5th day of the quest one enters the unknown lands. Many stories are told about these lands but no one knows for sure how to describe these lands.

Roll a 1d6 die to determine the event.

Rolled a 1: Page 89

Rolled a 2: Page 90

Rolled a 3: Page 91

Rolled a 4: Page 92

Rolled a 5: Page 93

Rolled a 6: Page 94

88

. Wood Elves Instructions

The home to the wood elves has been discovered. If the adventurer is an elf or half elf then gain 1 life. All other adventurers must roll a savings throw against a volley of arrows.

Roll 1 die to determine the event.

1 to 3: Lose 1 life

4 to 6: Safe

Event Card Go to Page 107 once this event is completed.

89

. Hydra Slime Instructions

A hydra slime attacks! It has strength 5.

If the hydra slime is defeated remember to add the 5 points to the character sheet.

Roll a 1d6 die to see what kind of treasure the hydra slime had.

1 to 2: Page 95

3 or 4: Page 96

5 or 6: Page 97

Event Card If you are defeated then subtract 1 life and go to Page 107.

90

. Adventurer Instructions

An adventurer has taken on the challenge and went on a quest rushing towards Mordahn's Dragon’s lair. He believes you are a challenge and fights to ensure you won’t get there first! He has strength 7.

If the adventurer is defeated remember to add the 7 points to the character sheet.

Roll a 1d6 die to see what kind of treasure the adventurer had.

1 to 2: Page 98 3 or 4: Page 99

5 or 6: Page 100

Event Card If you are defeated then subtract 1 life and go to Page 107.

91

. Shapeshifter Instructions

A shapeshifter attacks. It has the same attribute statistics (strength and magic, points) as the adventurer including all the extra attributes added from items and followers.

If the shapeshifter is defeated add the amount of points that was used during battle.

Roll a 1d6 die to see what kind of treasure the shapeshifter had.

1 to 2: Page 101 3 or 4: Page 102

5 or 6: Page 103

Event Card If you are defeated then subtract 1 life and go to Page 107.

92

. Zombie Instructions

A zombie attacks. It has strength 6.

If the zombie is defeated remember to add the 6 points to the character sheet.

Roll a 1d6 die to see what kind of treasure the zombie had.

1 to 2: Page 104

3 or 4: Page 105

5 or 6: Page 106

Event Card If you are defeated then subtract 1 life and go to Page 107.

93

. Gold Instructions

You found gold pieces. Roll a 1d6 die to determine the event.

Rolled a 1 or 2:

1 gold

Rolled a 3 or 4:

2 gold

Rolled a 5 or 6:

3 gold

Event Card Go to Page 107 once this event is completed.

94

. Sword Instructions

A sword has been found. strength 1.

Write “sword + 1 strength” under notes on the character sheet.

Treasure Card Go to Page 107 this event is completed.

95

. Magical Scrolls Instructions

Sacred scrolls have been found. The next opponent becomes a follower that will add half of the attribute it has to the adventurer’s attribute. For example: If the adventurer encounters a goblin

ambusher that has 4 strength then it becomes a follower and adds 2 strength to the adventurer’s attribute. The sacred scrolls then disappear.

Treasure Card Go to Page 107 once this event is completed.

96

. Jester’s Hat Instructions

Unfortunately, it is cursed. All of the followers are discarded from the character sheet. One cannot have any more followers for the remainder of the quest.

If there are already 4 items on the list one has to delete one item and take the jester’s The jester’s hat has been found. hat as the fourth item for the remainder of the quest.

Treasure Card Go to Page 107 once this event is completed.

97

. Magical Dagger Instructions

Dagger of Enlightenment. It adds 2 strength.

Add “Dagger of Enlightenment + 2 strength” under notes on the character sheet.

Treasure Card Go to Page 107 once this event is completed.

98

. Magical Cloak Instructions

Cloak of Camouflage has been found. The opponent must subtract 2 of its strongest attributes before battle begins.

Add “Cloak of Camouflage – 2 opponent’s strongest attribute” under notes on the character sheet.

Treasure Card Go to Page 107 once this event is completed.

99

. Axe Instructions

An axe is found. It adds 1 strength.

Add “Axe + 1 strength” under notes on the character sheet.

Treasure Card Go to Page 107 once this event is completed.

100

. Satchel Instructions

A bag is found. It allows the adventurer to carry an additional 4 items.

Note: One can only carry 8 items as a total in this game when owning the bag.

Add “bag + 4 items” under notes on the character sheet.

Treasure Card Go to Page 107 once this event is completed.

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101

Gemstones Instructions

A bag of gemstones is found. They can be turned in for 3 gold at Fort Brimstone.

Add “Bag of Gemstones + 3 gold in exchange” under notes on the character sheet.

Treasure Card Go to Page 107 once this event is completed.

.

102

Equipment Instructions

Equipment to defeat a vampire has been found. Any vampire encounter is automatically defeated.

Add “Vampire Equipment” under notes on the character sheet.

Treasure Card Go to Page 107 once this event is completed.

.

103

Good Meal Instructions

A good meal is offered by kindly folks. 1 life has been added.

Add 1 life to the character sheet.

Treasure Card Go to Page 107 once this event is completed.

104

. Armor Instructions

Armor has been found. Roll a 4, 5, or 6 to save a life if a battle is lost.

Add “Armor – roll 4, 5, 6 to not lose a life after a lost battle” under notes on the character sheet.

Treasure Card Go to Page 107 once this event is completed.

105

. Dagger Instructions

A dagger has been found. It adds 1 strength.

Add “Dagger + 1 strength” under notes on the character sheet.

Treasure Card Go to Page 107 once this event is completed.

106

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Reaching the edge of the windy hills the adventurer sees Fort Brimstone in the distance. One can head in that direction or bypass it to continue towards Dragon Territory.

What shall you do?

Click here to visit Fort Brimstone.

If you do not wish to visit Fort Brimstone then roll a 1d6 die to determine the event.

Rolled a 1: Page 110

Rolled a 2: Page 111

Rolled a 3: Page 112

Rolled a 4: Page 113

Rolled a 5: Page 114

Rolled a 6: Page 115

107

.

Fort Brimstone

Instructions: If you are purchasing an item then subtract the gold and add the item under notes on the character sheet.

Visit Healer - Heal up to two lives at the cost of 1 gold per life.

Visit Alchemist - Discard any number of objects you have and gain 1 gold for each.

Training - Pay 2 gold to gain 1 strength.

108

Visit Blacksmith

Helmet 1 gold - Roll a 6 with a 1d6 die to not lose a life after losing a battle.

Shield 3 gold - Roll a 5 or 6 with a 1d6 die to not lose a life after losing a battle.

Armor 4 gold - Roll a 4, 5, or 6 with a 1d6 die to not lose a life after losing a battle.

Sword 2 gold - Add 1 strength

Staff 2 gold - Add 1 magic

Once you have finished visited Fort Brimstone the quest continues on the 6th day. Roll a 1d6 die to determine the event.

Rolled a 1: Page 110

Rolled a 2: Page 111

Rolled a 3: Page 112

Rolled a 4: Page 113

Rolled a 5: Page 114

Rolled a 6: Page 115

109

. Swordsman Instructions

A human swordsman attacks! He has 7 strength.

If the human swordsman is defeated remember to add the 7 points to the character sheet.

Roll a 1d6 die to see what kind of treasure the human swordsman had.

1 to 2: Page 116

3 or 4: Page 117

5 or 6: Page 118

Event Card If you are defeated then subtract 1 life and go to Page 134.

110

. Purple Worm Instructions

A giant purple worm attacks! He has 6 strength.

If the giant purple worm is defeated remember to add the 6 points to the character sheet.

Roll a 1d6 die to see what kind of treasure the giant purple worm had.

1 to 2: Page 119

3 or 4: Page 120

5 or 6: Page 121

Event Card If you are defeated then subtract 1 life and go to Page 134.

111

. Dracolich Instructions

A dracolich attacks. It has magic 10.

If the dracolich is defeated remember to add the 10 points to the character sheet.

Roll a 1d6 die to see what kind of treasure the dracolich had.

1 to 2: Page 122

3 or 4: Page 123

5 or 6: Page 124

Event Card If you are defeated then subtract 1 life and go to Page 134.

112

. Undead Warrior Instructions

An undead warrior attacks. It has strength 6.

If the undead warrior is defeated remember to add the 6 points to the character sheet.

Roll a 1d6 die to see what kind of treasure the undead warrior had.

1 to 2: Page 125

3 or 4: Page 126

5 or 6: Page 127

Event Card If you are defeated then subtract 1 life and go to Page 134.

113

. Beast Savage Instructions

A beast savage attacks. It has strength 7.

If the beast savage is defeated remember to add the 7 points to the character sheet.

Roll a 1d6 die to see what kind of treasure the beast savage had.

1 to 2: Page 128

3 or 4: Page 129

5 or 6: Page 130

Event Card If you are defeated then subtract 1 life and go to Page 134.

114

. Wraith Instructions

A wraith attacks! It has magic 8.

If the wraith is defeated remember to add the 8 points to the character sheet.

Roll a 1d6 die to see what kind of treasure the wraith had.

1 to 2: Page 131

3 or 4: Page 132

5 or 6: Page 133

Event Card If you are defeated then subtract 1 life and go to Page 134.

115

. Follower Instructions

Oswald the Gray Wizard becomes a follower. He adds 2 magic.

Add “Oswald the Gray Wizard + 2 magic” under notes on the

character sheet.

Treasure Card Go to Page 134 once this event is completed.

116

. Follower Instructions

Rena the Beautiful Sorceress becomes a follower. She adds 2 magic.

Add “Rena the Sorceress + 2 magic” under notes on the character sheet.

Treasure Card Go to Page 134 once this event is completed.

117

. Follower Instructions

Grattar the Mysterious becomes a follower. He adds 2 magic.

Add “Grattar the Mage + 2 magic” under notes on the character sheet.

Treasure Card Go to Page 134 once this event is completed.

118

. Follower Instructions

Markus the Healer becomes a follower until he has provided a healing session. He will heal the adventurer 1 life when he only has 1 life left. He only heals when the adventurer has 1 life as an attribute.

Add Markus the Healer under notes on the character sheet.

Treasure Card Go to Page 134 once this event is completed.

119

. Follower Instructions

Boromir the Dragon Wizard becomes a follower. He will add 3 strength for one battle before bidding farewell and wandering off to better things.

Add Boromir the Dragon Wizard under notes on the character sheet.

Treasure Card Go to Page 134 once this event is completed.

120

. Follower Instructions

Sauron the White Wizard becomes a follower. He adds 3 magic.

Add “Sauron the Wizard + 3 magic” under notes on the character sheet.

Treasure Card Go to Page 134 this event is completed.

121

. Follower Instructions

An Axe man is offering help. He either remains as a follower and adds 1 strength or he will hand over his axe, which adds 1 strength.

Write either “Axe + 1 strength” or “Axe man + 1 strength” under notes on the character sheet.

Treasure Card Go to Page 134 this event is completed.

122

. Follower Instructions

A Ranger becomes a follower. He adds 2 strength.

Add “Ranger + 2 strength” under notes on the character sheet.

Treasure Card Go to Page 134 once this event is completed.

123

. Follower Instructions

A human fighter becomes a follower. She adds 1 strength.

Add “Fighter + 1 strength” under notes on the character sheet.

Treasure Card Go to Page 134 once this event is completed.

124

. Challenger Instructions

A human Fighter challenges in a duel. He has 7 strength.

If he loses, he offers 2 gold. If he wins, he takes all of the gold instead of life points. If your adventurer doesn't have any gold, he takes a life point.

Event Card Go to Page 134 once this event is completed.

125

. Bard Instructions

A bard charms the adventurer and steals all of the followers.

Discard all of the followers.

Event Card Go to Page 134 once this event is completed.

126

. Thief Instructions

A slick thief steals all of the gold pieces.

Subtract the gold from the character sheet.

Event Card Go to Page 134 once this event is completed.

127

. Lord Instructions

A lord has been roaming this area. He has a deep hatred for green skin creatures.

If the adventurer is a goblin shaman, orc warrior, or a lizardman necromancer then they must fight, otherwise he rides on and nothing happens on this day.

The lord has strength 8.

Event Card Go to Page 134 once this event is completed.

128

. Sage Instructions

A dwarven shaman attacks! He has 7 magic.

If the adventurer is a dwarven guardian then the dwarven sage becomes a follower and adds 2 to magic.

Add “dwarven sage + 2 magic” under notes on the character sheet if your adventurer is a dwarven guardian.

Event Card Go to Page 134 once this event is completed.

129

. Follower Instructions

The summoner becomes a follower and adds 2 to magic.

Add “summoner + 2 magic” under notes on the character sheet.

Treasure Card Go to Page 134 once this event is completed.

130

. Follower Instructions

A high elf mage becomes a follower and adds 2 to magic.

Add “high elf mage + 2 magic” under notes on the character sheet.

Treasure Card Go to Page 134 once this event is completed.

131

. Abandoned Cart Instructions

An abandoned cart is found. Roll 1 die to determine the event.

1 to 3: Empty

4: 1 gold

5: 2 gold

6: Staff + 1 magic

Treasure Card Go to Page 134 once this event is completed.

132

. Crossbow Instructions

A crossbow has been found. It adds 1 strength.

Add “crossbow + 1 strength” under notes on the character sheet.

Treasure Card Go to Page 134 once this event is completed.

133

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Crossing the bridge will take the adventurer to Dragon Territory. Most dare not to cross from this point on, yet you are courageous and cross the bridge on this day. Roll a 1d6 die to determine the event.

Rolled a 1: Page 135

Rolled a 2: Page 136

Rolled a 3: Page 137

Rolled a 4: Page 138

Rolled a 5: Page 139

Rolled a 6: Page 140

134

. Village Instructions

A quiet and hidden Tree Home village is discovered.

Add 1 life to the character sheet.

Event Card Go to Page 147 once this event is completed.

135

. Cliff Instructions

On a cliff is an entrance. The adventurer can decide to climb it to see what is inside if desired. If so, roll a 1d6 die to unfold the event.

1 to 2: Falls and loses 1 life

3 to 4: Empty

5 to 6: 2 gold

Event Card Go to Page 147 once this event is completed.

136

. Wizard's Tower Instructions

A wizard’s residence offers sanctuary for one day. Gain 2 Life or 1 magic.

Add either 2 life or 1 magic under attributes to the character sheet.

Event Card Go to Page 147 once this event is completed.

137

. Grimm Reaper Instructions

A Grimm Reaper appears and deducts 1 life point.

Event Card Go to Page 147 once this event is completed.

138

. Ancient Lich Instructions

An ancient lich attacks! It has magic 9.

If the ancient lich is defeated remember to add the 9 points to the character sheet.

Roll a 1d6 die to see what kind of treasure the ancient lich had.

1 to 2: Page 141

3 or 4: Page 142

5 or 6: Page 143

Event Card If you are defeated then subtract 1 life and go to Page 147.

139

. Abomination Instructions

An abomination attacks. It has magic 8.

If the abomination is defeated remember to add the 8 points to the character sheet.

Roll a 1d6 die to see what kind of treasure the abomination had.

1 to 2: Page 144

3 or 4: Page 145

5 or 6: Page 146

Event Card If you are defeated then subtract 1 life and go to Page 147.

140

. Healing Salve Instructions

Healing salve adds 1 life when used. It can only be used once.

Add “healing salve 1 life” under notes on the character sheet.

Treasure Card Go to Page 147 once this event is completed.

141

. Dark Magic Instructions

Dark magic studies – The deep studies have added

Add 1 magic to the character sheet.

Treasure Card Go to Page 147 once this event is completed.

142

. Crossbow Instructions

A crossbow has been found. It adds 1 strength.

Add “crossbow + 1 strength” under notes on the character sheet.

Treasure Card Go to Page 147 once this event is completed.

143

. Abandoned Cart Instructions

An abandoned cart is found. Roll 1 die to determine the event.

1 to 3: Empty

4: 1 gold

5: 2 gold

6: Staff + 1 magic

Treasure Card Go to Page 147 once this event is completed.

144

. Horn of Rondor Instructions

The Horn of Rondor has been found. It adds 1 Strength.

Add “Rondor’s Horn + 1 strength” under notes on the character sheet.

Treasure Card Go to Page 147 once this event is completed.

145

. Rations Instructions

Rations have been found. 1 Life point can be restored if used. One can use the rations at a start of a turn before rolling the die for movement.

Treasure Card Go to Page 147 once this event is completed.

146

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On the 8th day you have traveled extensively through dragon territory. Just when you were about to rest for the night a large monstrous opponent appears.

Important: One cannot continue to adventure to Day 9 until Saurak is defeated. If the results are a tie then one has to continue fighting until Saurak is defeated. Click here if Saurak is defeated.

Mordahn the Red Dragon has sent forth his apprentice "Saurak" to destroy any that dare to roam the dragon's territory. Saurak has strength 10 and magic 10.

To decide which attribute will be used during battle roll a 1d6 die.

01 to 03: Strength 04 to 06: Magic

147

.

After many leagues of travel, you find the forbidden entrance that leads into the Dwanen Mountains. Roll a 1d6 die to determine the event.

Rolled a 1: A basilisk attacks. Strength 8.

Rolled a 2: A vampire attacks. Magic 8.

Rolled a 3: A trap causes the adventurer to lose 1 life point.

Rolled a 4, 5, or 6: The entrance is empty and safe to proceed.

Click here to go to the next event. If you have defeated an opponent remember to collect the points. There is no treasure at the forbidden entrance.

148

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The entrance had extended for many leagues before turning into some gruesome corridors. The Death Corridors are scattered with once brave adventurers that unfortunately didn’t make it to the dragon’s lair. Roll a 1d6 die to determine the event.

Rolled a 1: A skeleton champion attacks. Strength 9.

Rolled a 2: An Ancient Wraith attacks. Magic 9.

Rolled a 3: A Trap causes the adventure to lose 1 life point.

Rolled a 4, 5, or 6: The corridor is empty and save to proceed.

Click here to go to the next event. If you have defeated an opponent remember to collect the points. There is no treasure to collect in the death corridors.

149

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One can sense the dragon is near as the heat of the corridors are hot. The dragon corridor leads straight to the lair.

Roll a 1d6 die to determine the event.

Rolled a 1: A demon sorcerer attacks. Magic 10.

Rolled a 2: A possessed ogre attacks. Strength 10.

Rolled a 3: A trap occurs causing the adventurer to lose 1 Life.

Rolled a 4, 5, or 6: The Dragon’s Corridor is empty and safe to proceed.

Click here to go to the next event. If you have defeated an opponent remember to collect the points. There is no treasure to collect at the dragon’s corridor.

150

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Important: The Dragon fights the opponent's strongest attribute. He will also fight until all of the adventurer’s life points are gone.

Click here to go to the next event.

Mordahn the RED DRAGON rests in his lair at Mount Doom. He awakes when he sees his intruder.

The Red Dragon has Magic 15 Strength 15

151

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The dragon is defeated and you gather as much of the valuables you can carry before returning back to the Adventurer's Guild to show the dragon’s head to the halfling owner. You are hailed as a hero and the people of the lands are relieved to be able to roam the streets without fear. Merchants can now travel in peace trading goods without worrying to be attacked. Bards will sing of this day for ages to come. Congratulations dragon slayer and hero of the Lands of Bavidirian!

152

Thank you for reading the first interactive gamebook by Play by Action Gaming. If you have any questions then please visit our site at http://www.playbypostgames.com or http://www.playbyaction.com

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153

Art Credits

The Guild Adventures! The Dragonslayer Gamebook would have not been possible to make without the help of the following artists. Thank you for such skilled and beautiful work. THE FORGE STUDIO

Artist: Maciej Zagorski

Artist: Pawel Dobosz

Artist: Sylwia Siwiec

Contact: www.theforge.pl

KIMAGU

Artist: Martin Gyula Kiss

http://www.artofkimagu.com/

ERISIAN ENTERTAINMENT

Artist: Dave Peterson

Owner: Ben Shultz

http://www.erisianentertainment.com/home.htm l

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WILLIAM MCAUSLAND

Artist: William McAusland

http://www.artmotive.com/mcausland.html

FORGOTTEN FOES CLIPART

Artist: Gary Dupuis

http://www.gdupuis.com https://www.headlesshydragames.wordpress.com

REALITY DEVIANT PUBLICATIONS

Artist: Joseph Wigfield

RAGING SWAN

Artist: Lori Krell

Artist: Jae Young

www.ragingswan.com

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Click on specific page to see the artwork.

Note: All of the card backgrounds are drawn by Pawel Dobosz. Page Artwork Art Credit 001 Book Cover Rafael Vaz 002 Dice Set William mcAusland 003 Symbol William McAusland 007 Orc Warrior Dave (Pete) Peterson 008 Human Cleric Dave (Pete) Peterson 009 High Elf Archer Dave (Pete) Peterson 010 Minotaur Fighter Dave (Pete) Peterson 011 Dark Elf Assassin Dave (Pete) Peterson 012 Dwarf Guardian DAve (Pete) Peterson 013 Goblin Shaman Dave (Pete) Peterson 014 Lizardman Necro Dave (Pete) Peterson 015 Gnoll Mercenary Dave (Pete) Peterson 016 Human Bandit Dave (Pete) Peterson 017 Half Elf Mage Dave (Pete) Peterson 018 Vampire Countess Dave (Pete) Peterson 019 Elf Dragonslayer Dave (Pete) Peterson 020 Half Orc Soldier Dave (Pete) Peterson 021 Fairy Spellcaster Dave (Pete) Peterson 022 Dark Elf Warlock Dave (Pete) Peterson 023 Wood Elf Rogue Dave (Pete) Peterson 024 High Elf Sorceress Dave (Pete) Peterson 026 Tavern William McAusland 027 Bugbear Martin Gyula Kiss 028 Harpy Hypnotizer Lori Krell 029 Treant Jae Young 030 Gold Bags Maciej Zagorski 031 Summoner Martin Gyula Kiss

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032 Winsork Shrine Maciej Zagorski 033 Healing Salve Maciej Zagorski 034 Dark Magic Books Maciej Zagorski 035 Crossbow Maciej Zagorski 036 Abandoned Cart Maciej Zagorski 037 Horn of Rondor Maciej Zagorski 038 Rations Maciej Zagorski 039 Canteens Maciej Zagorski 040 Encyclopedia William McAusland 041 Helmet William McAusland 042 Pathway William McAusland 043 Town / Rondor William McAusland 045 Skeleton Warrior William McAusland 046 Gold Bags Maciej Zagorski 047 Grimm Reaper Maciej Zagorski 048 Healer Maciej Zagorski 049 Rock Giant Martin Gyula Kiss 050 Lich Gary Dupuis 051 Gauntlet of Power William McAusland 052 Scroll of Wealth William McAusland 053 Belt of Strength William McAusland 054 Water Flask William McAusland 055 Dagger William McAusland 056 Magical Boots William McAusland 057 GAuntlets William McAusland 058 Dagger of Death William McAusland 059 Crown of Power William McAusland 060 Campfire William McAusland 061 Ruined Tower William McAusland 062 Forgotten Tomb William McAusland

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063 Magical Waterfall William McAusland 064 Hidden Cave William McAusland 065 Abandoned Wall William McAusland 066 Ishikar's Cave William McAusland 067 Dead Fallen William McAusland 068 Augshill Map The Forge Studio 070 Dangerous Cliff William McAusland 071 Viper Monster Martin Gyula Kiss 072 Gargoyle Martin Gyula Kiss 073 Demon Lizard Martin Gyula Kiss 074 Doom Shaman Martin Gyula Kiss 075 Noble's Home Sylwia Siwiec, Pawat Dobosz 076 Crown of Strength William McAusland 077 Magical Belt William McAusland 078 Magical Scroll William McAusland 079 Magical book William McAusland 080 Cursed Hand William McAusland 081 Magical Scroll William McAusland 082 Shield William McAusland 083 Magical Pick William McAusland 084 Axe William McAusland 085 Magical Hammer William McAusland 086 Crown William McAusland 087 Spiked Mace William McAusland 088 Ruins / Pillars William McAusland 089 Village / Elves Gary Dupuis 090 Hydra Slime Gary Dupuis 091 Adventurer William McAusland 092 Shapeshifter Martin Gyula Kiss 093 Dave (Pete) Peterson

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094 Gold Bags Maciej Zagorski 095 Sword William McAusland 096 Magical Scrolls William McAusland 097 Jester's Hat William McAusland 098 Magical Dagger Maciej Zagorski 099 Magical Cloak William McAusland 100 Axe William McAusland 101 Satchel William McAusland 102 Gemstones William McAusland 103 Equipment William McAusland 104 Good Meal William McAusland 105 Armor William McAusland 106 Dagger William McAusland 107 Tree / Hills William McAusland 108 Fort Brimstone Maciej Zagorski 110 Swordsman William McAusland 111 Purple Worm Gary Dupuis 112 Dracolich Martin Gyula Kiss 113 Undead Warrior Martin Gyula Kiss 114 Beast Savage Martin Gyula Kiss 115 Wraith Martin Gyula Kiss 116 Wizard William McAusland 117 Sorceress William McAusland 118 Mage William McAusland 119 Healer William McAusland 120 Wizard William McAusland 121 Wizard William McAusland 122 Axe Man William McAusland 123 Ranger William McAusland 124 Female Fighter William McAusland

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125 Challenger Maciej Zagorski 126 Bard Martin Gyula Kiss 127 Thief Martin Gyula Kiss 128 Lord Dave (Pete) Peterson 129 Dwarf Sage Martin gyula Kiss 130 Summoner Martin Gyula Kiss 131 High Elf Mage Martin Gyula Kiss 132 Abandoned Cart Maciej Zagorski 133 Crossbow Maciej Zagorski 134 Bridge William McAusland 135 Village Gary Dupuis 136 Cliff William McAusland 137 Wizard's Tower William McAusland 138 Grimm Reaper Maciej Zagorksi 139 Ancient Lich Dave (Pete) Peterson 140 Abomination Martin Gyula Kiss 141 Healing Salve Maciej Zagorski 142 Dark Magic Maciej Zagorski 143 Crossbow Maciej Zagorski 144 Abandoned Cart Maciej Zagorski 145 Horn of Rondor Maciej Zagorski 146 RAtions Maciej Zagorski 147 Saurak Joseph Wigfield 148 Forbidden Entrance William McAusland 149 Death Corridors William McAusland 150 Dragon Corridors William McAusland 151 Dragon Sleeping William McAusland 152 Treasure Horde William McAusland 153 Assorted Dice William McAusland 161 Book Cover William McAusland

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. Look out for the next book in the series!

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www.playbyaction.com

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