You
An Ambrian veteran of the Great War, heading into Davokar to repay the debt you owe Loreno.
Loreno went into Davokar looking for the ruins of an old tower, and he hasn't come back. Years ago he took an arrow meant for you, so now you're going in after him, with a goblin guide you could barely afford and nothing but rumours about what lives in the tower now.
Every one of the 455 sections and every link between them. Hover a section or an arrow for details. Many arrows depend on dice, items or trackers.
| Ending | Kind | Sections | Fastest route |
|---|---|---|---|
| 48 | ✖ Death | 4 | 1 → 370 → 181 → 48 |
| 228 | ✖ Death | 6 | 1 → 47 → 60 → 114 → 8 → 228 |
| 346 | ✖ Death | 6 | 1 → 370 → 113 → 245 → 272 → 346 |
| 157 | ✖ Death | 8 | 1 → 47 → 60 → 114 → 8 → 146 → 411 → 157 |
| 407 | ☣ Corrupted | 11 | 1 → 370 → 181 → 29 → 400 → 108 → 383 → 314 → 124 → 102 → 407 |
| 237 | ☣ Corrupted | 12 | 1 → 370 → 181 → 29 → 400 → 108 → 13 → 281 → 290 → 92 → 59 → 237 |
| 306 | ✖ Death | 16 | 1 → 370 → 181 → 29 → 400 → 108 → 13 → 281 → 290 → 72 → 132 → 311 → 254 → 67 → 209 → 306 |
| 334 | ✖ Death | 17 | 1 → 370 → 181 → 29 → 400 → 108 → 13 → 281 → 290 → 72 → 132 → 311 → 254 → 186 → 339 → 178 → 334 |
| 212 | ✖ Death | 18 | 1 → 370 → 181 → 29 → 400 → 108 → 13 → 281 → 290 → 72 → 132 → 311 → 254 → 432 → 316 → 342 → 42 → 212 |
| 399 | ✖ Death | 18 | 1 → 370 → 181 → 29 → 400 → 108 → 383 → 314 → 124 → 255 → 190 → 337 → 207 → 280 → 423 → 69 → 82 → 399 |
| 363 | ✖ Death | 20 | 1 → 370 → 181 → 29 → 400 → 108 → 13 → 281 → 290 → 72 → 132 → 311 → 254 → 432 → 316 → 342 → 42 → 133 → 116 → 363 |
| 64 | ✖ Death | 21 | 1 → 370 → 181 → 29 → 400 → 108 → 13 → 281 → 290 → 72 → 132 → 311 → 254 → 432 → 316 → 342 → 42 → 133 → 116 → 433 → 64 |
| 367 | ✖ Death | 21 | 1 → 370 → 181 → 29 → 400 → 108 → 383 → 314 → 124 → 255 → 190 → 337 → 207 → 174 → 309 → 4 → 206 → 95 → 313 → 51 → 367 |
| 387 | ✖ Death | 21 | 1 → 370 → 181 → 29 → 400 → 108 → 13 → 281 → 290 → 72 → 132 → 311 → 254 → 432 → 244 → 135 → 240 → 328 → 128 → 283 → 387 |
| 145 | ◐ Partial win | 22 | 1 → 370 → 181 → 29 → 400 → 108 → 13 → 281 → 290 → 72 → 132 → 311 → 254 → 432 → 316 → 342 → 42 → 133 → 388 → 361 → 329 → 145 |
| 23 | ✖ Death | 23 | 1 → 370 → 181 → 29 → 400 → 108 → 13 → 281 → 290 → 72 → 132 → 311 → 254 → 432 → 316 → 342 → 42 → 133 → 116 → 433 → 422 → 227 → 23 |
| 436 | ✖ Death | 25 | 1 → 370 → 181 → 29 → 400 → 108 → 13 → 281 → 290 → 72 → 132 → 311 → 254 → 432 → 244 → 135 → 240 → 328 → 128 → 2 → 258 → 351 → 28 → 291 → 436 |
| 136 | ↩ Escaped alone | 26 | 1 → 370 → 181 → 29 → 400 → 108 → 13 → 281 → 290 → 72 → 132 → 311 → 254 → 432 → 244 → 135 → 240 → 267 → 248 → 15 → 252 → 262 → 168 → 310 → 26 → 136 |
| 3 | ✖ Death | 27 | 1 → 370 → 181 → 29 → 400 → 108 → 13 → 281 → 290 → 72 → 132 → 311 → 254 → 432 → 316 → 342 → 42 → 133 → 116 → 433 → 422 → 227 → 430 → 352 → 57 → 154 → 3 |
| 307 | ✖ Death | 27 | 1 → 370 → 181 → 29 → 400 → 108 → 13 → 281 → 290 → 72 → 132 → 311 → 254 → 432 → 244 → 135 → 240 → 267 → 248 → 15 → 252 → 262 → 168 → 310 → 256 → 439 → 307 |
| 226 | ✖ Death | 28 | 1 → 370 → 181 → 29 → 400 → 108 → 13 → 281 → 290 → 72 → 132 → 311 → 254 → 432 → 316 → 342 → 42 → 133 → 116 → 433 → 422 → 227 → 430 → 352 → 57 → 86 → 374 → 226 |
| 453 | ✖ Death | 29 | 1 → 370 → 181 → 29 → 400 → 108 → 13 → 281 → 290 → 72 → 132 → 311 → 254 → 432 → 316 → 342 → 42 → 133 → 116 → 433 → 422 → 227 → 430 → 352 → 57 → 154 → 137 → 277 → 453 |
| 43 | ✖ Death | 30 | 1 → 370 → 181 → 29 → 400 → 108 → 13 → 281 → 290 → 72 → 132 → 311 → 254 → 432 → 244 → 135 → 240 → 328 → 128 → 2 → 258 → 351 → 28 → 121 → 369 → 21 → 350 → 41 → 202 → 43 |
| 78 | ✖ Death | 30 | 1 → 370 → 181 → 29 → 400 → 108 → 13 → 281 → 290 → 72 → 132 → 311 → 254 → 432 → 244 → 135 → 240 → 328 → 128 → 2 → 258 → 351 → 28 → 121 → 369 → 21 → 350 → 41 → 202 → 78 |
| 431 | ✖ Death | 30 | 1 → 370 → 181 → 29 → 400 → 108 → 13 → 281 → 290 → 72 → 132 → 311 → 254 → 432 → 244 → 135 → 240 → 328 → 128 → 2 → 258 → 351 → 28 → 121 → 369 → 21 → 350 → 41 → 202 → 431 |
| 445 | ★ Victory | 31 | 1 → 370 → 181 → 29 → 400 → 108 → 13 → 281 → 290 → 72 → 132 → 311 → 254 → 432 → 316 → 342 → 42 → 133 → 116 → 433 → 422 → 227 → 430 → 352 → 57 → 154 → 137 → 277 → 288 → 210 → 445 |
| 455 | ★ Victory | 31 | 1 → 370 → 181 → 29 → 400 → 108 → 13 → 281 → 290 → 72 → 132 → 311 → 254 → 432 → 316 → 342 → 42 → 133 → 116 → 433 → 422 → 227 → 430 → 352 → 57 → 154 → 137 → 277 → 288 → 210 → 455 |
Who talks, and who's deadly. Talk counts the words of dialogue each character speaks. Lethal is modelled: the Toughness the rulebook's example hero (Accurate 11, Defence 7, estoc D8+1, D4 armour, Toughness 10), fighting alone can expect to lose winning their toughest fight. Estimates, not results printed in the book; see how they're worked out at the bottom.
An Ambrian veteran of the Great War, heading into Davokar to repay the debt you owe Loreno.
Cheerful goblin guide hired in Karo's Fen: a tracker, not a fighter, who backs you up with her bow.
Your childhood friend, who took an arrow for you in the war. He went looking for the ruined tower and never came back.
Barbarian hunter held captive in the tower, who joins you once freed.
Treasure-hunter from Thistle Hold, found in the cells too broken to speak.
The undead master of the tower, whose followers are performing a ritual to complete his ascension.
Abomination that bursts through a tear in the air.
Stony-skinned troll that heals as it fights.
Elven swordswoman guarding the forest on the direct route, with archers in the trees.
Burning, flaying tree that scorches anyone near it.
The tower's garrison: guards, gaolers and servants.
Shelled abomination of the Underworld chasms.
Undead soldiers serving the tower.
Corrupted beast whose bite spreads the blight.
A pack of young marecats.
Flat, toothed creature lurking in the Underworld's waters.
Robed followers chanting the ascension ritual in the tower.
| Foe | Section | Who | Toughness | Weapon | Attack | Defence | Armour | Special | Turns to win* | Toughness lost* | Corruption* |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Blighted Lich Beast | §284 | The Lich Lord | 17 | Bone claws 6 | -3 | 0 | 1 | +1 corruption per wound | 6.9 | 19.2 | 5.5 |
| Intruder Daemon | §169 | Intruder daemon | 10 | Claws 5 | -4 | -1 | 3 | — | 7.6 | 16.2 | — |
| Lich Lord | §277 | The Lich Lord | 15 | Icy touch 5 | -1 | -1 | 1 | 1 damage a turn on a failed test (50% for this hero) | 6.7 | 15.0 | — |
| Young Mountain Troll | §87 | Young mountain troll | 12 | Fists 5 | -3 | +4 | 2 | regenerates 1 a turn | 7.4 | 14.8 | — |
| Elf Warrior | §223 | Elf warrior | carried over | Sword 4 | 0 | -2 | 2 | 1 damage every turn | 6.3 | 12.5 | — |
| Elf Warrior | §286 | Elf warrior | 10 | Sword 4 | 0 | -2 | 2 | 1 damage every turn | 6.3 | 12.5 | — |
| Brimstone Oak | §276 | Brimstone oak | 10 | Flaying branches 5 | -2 | +3 | 2 | 1 damage every turn | 4.1 | 11.7 | — |
| Blighted Lich Lord | §70 | The Lich Lord | 15 | Bone claws 5 | -2 | 0 | 1 | +1 corruption per wound | 6.1 | 11.4 | 4.5 |
| Goblin Guards | §227 | Goblins | 15 | Club 5 | +3 | -1 | 2 | — | 8.6 | 10.7 | — |
| Goblin Gaolers | §361 | Goblins | 15 | Club 4 | +2 | -2 | 2 | — | 9.5 | 7.9 | — |
| Goblin Guards | §342 | Goblins | 12 | Sword 4 | -1 | -1 | 2 | — | 6.9 | 7.2 | — |
| Chasm Stag | §249 | Chasm stag | 10 | Bite 4 | -1 | +1 | 3 | the fight ends early the first time it hurts you (not modelled) | 6.3 | 6.7 | — |
| Elf Warrior | §250 | Elf warrior | 10 | Sword 4 | 0 | -2 | 2 | — | 6.3 | 6.2 | — |
| Dragoul Soldier | §97 | Dragouls | 10 | Spear 4 | -2 | +3 | 2 | — | 4.1 | 4.6 | — |
| Injured Goblin Guard | §364 | Goblins | 6 | Sword 4 | -2 | -2 | 2 | — | 3.8 | 4.3 | — |
| Blight Hound | §425 | Blight hound | 10 | Corrupting bite 4 | -2 | +1 | 1 | +1 corruption per wound | 3.7 | 4.2 | 2.1 |
| Goblin Survivors | §336 | Goblins | 15 | Short sword 4 | +1 | +1 | 0 | — | 4.5 | 4.1 | — |
| Marecat Cubs | §150 | Marecat cubs | 8 | Bite 4 | -1 | -3 | 0 | the fight ends early the first time it hurts you (not modelled) | 3.6 | 3.8 | — |
| Marecat Cub Pack | §293 | Marecat cubs | 8 | Bite 4 | 0 | -2 | 0 | the fight ends early the first time it hurts you (not modelled) | 3.2 | 3.2 | — |
| Goblin Gaoler | §89 | Goblins | 8 | Club 4 | +3 | 0 | 2 | — | 4.2 | 3.1 | — |
| Goblin Gaolers | §85 | Goblins | 12 | Club 3 | +3 | -1 | 2 | — | 6.9 | 2.6 | — |
| Goblin Gaolers | §151 | Goblins | 12 | Club 3 | +3 | -1 | 2 | — | 6.9 | 2.6 | — |
| Dragoul | §40 | Dragouls | 13 | Hands and teeth 3 | 0 | 0 | 1 | — | 5.3 | 2.6 | — |
| Cave Ray | §207 | Cave ray | 11 | Bite 2 | -2 | -4 | 0 | — | 5.7 | 1.1 | — |
| Goblin Servant | §170 | Goblins | 8 | Dagger 2 | +2 | +2 | 0 | — | 2.2 | 0.3 | — |
The places of the book, in the order the journey usually reaches them. Travel blind, letting every choice and dice roll fall either way, and from §1 you'll win 4% of the time and die or be corrupted 87% of the time. The gauges show how those odds shift from place to place; see the bottom for how they're measured.
A small Ambrian border town on the edge of Davokar. You hire Fosa here and set out, and it's where the luckiest survivors end up raising a tankard.
Reached after 0 sections at the earliest · Met here Loreno, Fosa, The Lich Lord · Endings ◐ §145, ★ §445, ✖ §453, ★ §455
The safer, slower road: skirting the mountains before cutting west into the forest. Loose rock and steep cliffs make it less safe than it sounds.
Reached after 1 section at the earliest · Met here Fosa, Young mountain troll, Brimstone oak · Endings ✖ §157, ✖ §228
The outer edge of the great forest. Thorn thickets, watchful elves and things that don't belong in nature stand between you and the tower.
Reached after 1 section at the earliest · Met here Fosa, Elf warrior, Young mountain troll · Fights Young Mountain Troll, Marecat Cubs, Elf Warrior, Brimstone Oak, Marecat Cub Pack · Endings ✖ §48, ☣ §237, ✖ §334, ✖ §346, ✖ §367
Old tunnels and caverns beneath the forest, lit by glowing moss. A long way round to the tower, and easy to get lost in.
Reached after 5 sections at the earliest · Met here Fosa, Loreno, Goblins · Endings ↩ §136, ☣ §407
A deep rift in the Underworld, haunted by a shelled abomination whose poison is worth harvesting, if you dare.
Reached after 7 sections at the earliest · Met here Chasm stag, Fosa, Intruder daemon · Fights Intruder Daemon, Chasm Stag
Cold black water with a small island at its heart, and something circling beneath the surface.
Reached after 8 sections at the earliest · Met here Cave ray, The Lich Lord, Young mountain troll · Fights Cave Ray · Endings ✖ §3, ✖ §399
The ruined walls, fallen archway and rubble-strewn courtyard around Nagar-El. Every way in has its own risk.
Reached after 3 sections at the earliest · Met here Goblins, Fosa, Loreno · Fights Goblin Guards, Injured Goblin Guard · Endings ✖ §306
Where the goblin garrison eats and drinks. Rowdy when they're awake, and a chance to slip past when they're not.
Reached after 16 sections at the earliest · Met here Goblins, Fosa, Dragouls · Fights Dragoul Soldier, Goblin Gaolers, Goblin Survivors, Blight Hound · Endings ✖ §43, ✖ §307
The tower's passages, side rooms and spiral stairs, linking everything else. Doors to choose between, and not all of them are safe.
Reached after 15 sections at the earliest · Met here Goblins, Dragouls, Loreno · Fights Dragoul · Endings ✖ §78, ✖ §387, ✖ §431, ✖ §436
The gaol where the tower keeps its prisoners, Loreno among them, watched over from the guard room.
Reached after 16 sections at the earliest · Met here Goblins, Loreno, Galana · Fights Goblin Gaolers, Goblin Gaoler
The heart of the tower, where robed followers chant to raise their master. It all ends here, one way or another.
Reached after 17 sections at the earliest · Met here Goblins, Cultists, Loreno · Fights Blighted Lich Lord, Goblin Servant, Goblin Guards, Lich Lord, Blighted Lich Beast · Endings ✖ §23, ✖ §64, ✖ §212, ✖ §226, ✖ §363
Everything you can fight with, and everything that fights back. Each of your weapons is put through all 25 fights in the book in the hands of the rulebook's example hero (Accurate 11, Defence 7, D4 armour, Toughness 10), best first. The gauges rank the weapons against each other; the numbers are the modelled results.
A warhammer of legendary renown, waiting on the island in the underground lake.
Found §280 (The underground lake), after 13 sections at the earliest
A master-crafted thrusting sword. A special-equipment pick that edges out the plain sword.
Starting kit Witch-hunter
The sturdy, dependable choice, and the standard kit of most heroes.
Starting kit Warrior, Ranger, Scout, Researcher
Hits as hard as a sword and, in the right moments, lets you strike first with a free attack.
Starting kit Ranger, Witch-hunter, Scout
One of the crude weapons piled on the mess-hall tables. Nothing special, but it does the job.
Found §106 (The mess hall), §199 (The mess hall), §233 (The mess hall), §340 (The mess hall), after 23 sections at the earliest
Simple and serviceable: a step down from a sword, but better than nothing.
Found §246 (The tower grounds), §297 (The tower grounds), after 19 sections at the earliest
Snatched from a goblin's belt in a hurry.
Found §85 (The cells), §422 (The ritual chamber), after 20 sections at the earliest
Left propped against a wall, with a pair of boots too small for anyone but a goblin.
Found §135 (Corridors and stairs), after 15 sections at the earliest
What you're left with when you lose your weapon. Natural Warriors hit harder (D6).
The foes' weapons, by the Toughness each can expect to take from that hero in a turn of fighting, after armour and including effects like scorching heat.
Drag to spin, scroll to zoom, click a medallion to stand on it. Your place is remembered for next time. Only section numbers, places and short choice wording are shown: you'll still need the book to play.