DARK SOULS
WRITER & CREATOR
In a land of flame and abyss, this gothic horror fantasy adventure invites players to revisit the setting of DARK SOULS. The first interactive narrative in the series outside of the mainline game. Compatible with D&D 5e rules, EYES OF DEATH confronts level 1-5 characters with an immediate, horrifying choice: will one party member volunteer to be eaten alive?
“The creepiness of all those creatures wearing the old ruler's face... it's great"
“The Tome of Journeys for Dark Souls contains a veritable toolbox of inspiration, rules, and templates to assist Gamemasters in their pursuit of running successful, harrowing, and fun adventures in the Dark Souls universe. […] For the two adventures contained within, I’m a bit more partial to the first, The Eyes of Death, mostly because of the creepiness from all these creatures wearing the old ruler’s face. I can’t divulge much more than that, but it’s great.” - NERDS ON EARTH
Yes, indeed...
Shrouded in fog, caught between life and death, survivors still breathe in unburnt Faelkrun.
Demons haunt manor halls, hollows cling to the choking streets, and ancient warriors, bound by wolf’s blood, still fight a forgotten war. The fire fades: yet in this cursed, forgotten land, some cling to purpose.
Dorothea of Londor, who bears life amidst death. The Second Cousin, grasping at nobility long faded. The Disciple of Velka, seeking justice in a world bereft of sin. And the Barmaiden, who sings of old Gods, worshipped and departed.
The fire fades, reality crumbles, and the kiln stands empty even of ashes.
You arrive as if in a dream, lost in a nearby forest.
There is a deal to be made, Unkindled one. Will you take it?
You awaken in an eternal, shifting forest, right on the edge of the fog-shrouded town of Faelkrun. In the darkness of the night, a hulking, shambling figure—the Pardoner of the Deep—emerges from the woods and confronts you. He offers a grim deal: allow one of your number to be consumed, and you may pass in peace.
Will you make a grim sacrifice for safe passage, or dare to face the horrors of Faelkrun unprepared? Venture forth, starting with an impossible choice - how far will you go to survive in this coming Age of Dark? What will you ask of others? What will you give of your very selves?
Your journey unfolds across five acts, each presenting challenges, revelations, puzzles, dangers, and decisions. Your grim choice with the Pardoner will echo throughout your quest as you navigate the fog-laden streets of Faelkrun, where reality itself is uncertain. The very walls shift, and places like the Undead Asylum, necropolises, and castles contain horrors beyond imagination. Everything you do will determine the fate of this town and its inhabitants.
THE BARMAIDEN
A red-haired woman tends to the tavern's patrons with quiet authority. She claims to run the tavern in the Innkeeper's absence, but her enigmatic, striking presence haunts the tavern with a song.
Dorothea of Londor
A pregnant woman sits alone by the fire, drawing curious and sometimes disapproving glances from other patrons. Her presence in the tavern raises questions about her role in the town's unsettling history.
"Be careful who sees you talking to me. The locals would not think kindly of it…"
Bartholemew the Cat
Bartholemew the Cat - An old cat that lounges near the fire, offering cryptic insights and claims of a noble past as a forest guardian.
"… meow.”
THE DISCIPLE OF VELKA
Seated in the back, a black-haired woman wearing a beast skull mask watches the room intently. Her presence unsettles the other patrons, who give her a wide berth.
"Ah. Finally. Warriors, you seem worthy of a good fight… Meet me in the Temple of the All-Father. We'll do it there.”
Charles
A leather-armored figure who introduces himself as Charles. The stranger lurks on the outskirts of town.
"Are you sure you want to leave that tavern? There's plenty of danger out here… though reward too, I suppose, for those whose eyes are bigger than their stomachs…"