DestinyQuest
358 pages
English

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358 pages
English

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Description

Many truths lie hidden beneath the desert sands...You are an orphan with a strange gift for magic. Hunted by the church, you have fled south to the desert lands of Khitesh, lured by tales of exotic adventure and fabulous riches. However, a simple treasure-seeking mission quickly turns sour, plunging you into the heart of a criminal underworld, where shady dealings and poisoned blades hide a deadly secret.Do you have what it takes to survive on the cut-throat tides of the Dune Sea? You decide in this epic fantasy adventure - one where you make the decisions.

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Informations

Publié par
Date de parution 28 octobre 2021
Nombre de lectures 0
EAN13 9781803138220
Langue English
Poids de l'ouvrage 5 Mo

Informations légales : prix de location à la page 0,0300€. Cette information est donnée uniquement à titre indicatif conformément à la législation en vigueur.

Extrait

Town: Thunder Creek
Green Quest: Widow maker
Green Quest: For whom the bell tolls
Orange Quest: Digging for diamonds
Blue Quest: The climb
Red Quest: A natural divide
Red Quest: Trouble out of Tombstone
Town: Crown Mesa
Boss Monster: Tumbleweed
Legendary Monster: Karkadann, Lord of the Plains
Legendary Monster: The Grundy Family
Legendary Monster: Gimloc and King Crab
Legendary Monster: Deadeye Jack and the Sinister Seven
Legendary Monster: Carrion, Scourge of the Wasteland

Town: Sand Port
Green Quest: The pyramid of peril
Green Quest: Training day
Orange Quest: Knives in the dark
Blue Quest: Crossing the line
Red Quest: Night in the necropolis
Bonus Dungeon: The tomb of Garriot
Boss Monster: The black pyramid
Legendary Monster: Bahamut the Sand Whale
Legendary Monster: Empusa the Devourer
Legendary Monster: The Crassus Crew

Copyright © 2019 Michael Ward
All rights reserved.
Apart from any fair dealing for the purposes of research or private study, or criticism or review, as permitted under the Copyright, Designs and Patents Act 1988, this publication may only be reproduced, stored or transmitted, in any form or by any means, with the prior permission in writing of the publishers, or in the case of reprographic reproduction in accordance with the terms of licences issued by the Copyright Licensing Agency. Enquiries concerning reproduction outside those terms should be sent to the publishers.
Matador
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Tel: 0116 279 2299
Email: books@troubador.co.uk
Web: www.troubador.co.uk/matador
Twitter: @matadorbooks
ISBN 978 180313 822 0
British Library Cataloguing in Publication Data.
A catalogue record for this book is available from the British Library.

Matador is an imprint of Troubador Publishing Ltd
Cover illustration by Paul Cheshire
Map illustrations by David Atkinson
For Mary, who battles each day with the strength of heroes.
You are my inspiration.

Contents
Act 1 Map: The Badlands
Act 2 Map: The Dune Sea
Title Page
Copyright Page
Dedication
Welcome to DestinyQuest!
Prologue: Crime and Punishment
Glossary Special abilities
Welcome to DestinyQuest!
‘ The drifter will step to a song of change, across desert sands that will weep at his coming. ’
Cornelius the Prophet
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.
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 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 desert lands of Khitesh. 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:
• Speed (Sp): 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.
• Brawn (Br): 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.
• Magic (Ma): By mastering the demonic powers of the shroud, 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.
• Armour (Ar): 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 typically 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 slots
On the left side of the hero sheet there is a series of labelled inventory slots (head, cloak, gloves, feet etc.). Each of these slots represents a location on your hero where you can equip an item. Whenever your hero comes across a new item in the game, you will be told which slot on the sheet you can place it in. You can only have one item equipped in each slot. For example:

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. 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 a career for another one, provided that 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.
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 takes up one slot in your backpack – even if you have multiple versions of the same type of item (for example, health potions).

You may discover opportunities to expand your backpack space, giving you slots for a further two items.
Money pouch
The main currency in Khitesh is the silver sol. These coins can be used to purchase potions and other special items whenever you visit a town, village or camp. Your hero begins their adventure with 30 silver .
The vault
Once you have reached a certain milestone in your adventure, you will have opportunity to unlock a special vault. Once the vault is open, if you swap equipment during your adventure, you may put the item you are replacing inside the vault rather than destroying it. (Note: You cannot place backpack items in the vault, only inventory items.) The vault has slots to store up to ten items. Once the vault is unlocked, you can access it at any time to swap items between your hero and the vault.
Quests and monsters
The lands of Khitesh are 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 its own map, which shows you the locations of al

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