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Adventurer Needed – Urgently!

An experienced adventurer is desperately needed in the distant city of Arion for a mission of deadly importance – an adventurer like YOU. Telessa, the beautiful Princess Royal, is missing, believed kidnapped. She must be rescued, and she must be rescued fast.

Unfortunately King Jonthane has already given the quest to your deadly rival Fang-zen of Jitar! Can you prove that you are the one to find the princess, wherever she may be held, before she can be harmed? Hurry, for time is running out!

208 pages, Paperback

First published January 1, 1994

104 people want to read

About the author

Robin Waterfield

114 books729 followers
Robin Anthony Herschel Waterfield is a British classical scholar, translator, editor, and writer of children's fiction.

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Profile Image for Alexander Curran.
Author 6 books470 followers
August 28, 2019
"An experienced adventurer is desperately needed in the distant city of Arion for a mission of deadly importance - an adventurer like YOU."

Deathmoor is the 55th book in the fighting fantasy series by Robin Waterfield and quite enjoyable memories here again from my teenage years. The Princess Telessa has been kidnapped and must be rescued but time is running out and a deadly rival has already been given the quest.
It was a lovely present from my other half for Valentine's day this year.

Deathmoor turns out to be a decent quest that first takes place in Arion, then into the sinister land of Deathmoor with its strange and dangerous creatures. Combat is well balanced and never feels like too many battles. The last part is the domain under Deathmoor which is controlled by the main villain who has kidnapped the princess.
There are some interesting and horror-tuned encounters one being the Cradoc who is on the front cover, the stuff of nightmares, a two headed reptilian with the head of a fire breathing dragon and a beastly monster... Also some fish humanoids called a Pelagine and Pelaginette who are searching for a pearl you stole while exploring the isles of dawn. Blackhearts, whom are a cross between orcs and dark elves, a giant toad monster called a pool crawler, as well as Otis and his half-giant brothers whom serve a dark master called Arachnos. The usual villain whom wants to build an empire of evil and take over the kingdom. Time to go stop him then!


The illustrations by Russ Nicholson give the book a dark and mysterious edge...

There is some fun things to do before you set out from Arion, getting the letter back from rival Fang-zen of Jitar with a knife game, helping guardsmen apprehend a wanted person, having a go at the wheel of fortune, and a deadly side-quest that involves going to see a dark Baron whom as the fishermen at the dockland area say has a finger in every evil pie in north-east Khul…
Once in Deathmoor it is possible to collect three keys to open an ancient entrance to the underworld that is occupied by Arachnos… Which depends on the path you take. A needle and thread and lodestone is useful to stop you getting lost in the misty marshes if you go that way.
A big bird encounter by the cliffs called a Pterolin was awesome too.

Overall, I found Deathmoor to be rather enjoyable, the ending however was too short but the journey itself made up for it. The truthstone is required to get the last clue to defeat Arachnos and somehow the age of the giant is linked to the correct image of Arachnos. A final combat or chase would have been really climactic and thrilling, however the imaginative and creepy creatures and twists and turns, for me make up for it... A high rating for the memories plus the journey.


(Image = Page 1 + 2 of notes/map...)
Warning! May contain spoilers ahead...
My solution and notes to the end:
My stats: Skill:12 Stamina:23 Luck:11(Potion of fortune +1 to initial score)12
1) 64
64) Clue: "Or my name's not pen-" 75
75) 268
268) 161
161) Test luck, rolled 10, lucky, 132
132) Test skill, rolled (3+2) 5, less than skill score, 317
317) I got letter, seal 88, test luck, rolled (1+4) 5, 337
337) +1 luck point, go and see what the barman wants, 23
23) Clue (name) = "…garl, see you then.", point out, 145
145) 384
384) Stay, 222
222) Go to the "The Bushell" on the right, 211
211) Pay 2 gold pieces, go in, 233
233) -2gp, +4 stamina, stay here, 283
283) Say name, "Pengarl", clues from 64 and 23, turn to 90
90) Note room 56, visit in morning, go to the Elfbane bar, 189
189) Investigate gambling wheel, 28
28) Roll one dice, rolled 4, 388
388) Fight (only 1 damage because of scales) PELAGINE SK7 ST8 PELAGINETTE SK6 ST5, win, remain in city longer, 117
117) Go to guardsman's office, room 56
56) Choose Truthstone, 95
95) Note down Truthstone, 357
357) Go to marketplace, 150
150) Buy needle and thread (2) large phial of sallow-seed oil (2) 2 meals (2) tinderbox (2) rope (2) lodestone (2) throwing knife (2) 2+2+2+2+2+2+2=14, -14 gold pieces, make way to docks, 171
171) Ask about the kidnap, 122
122) Visit the baron, 273
273) Fight GUTTERLAGS SK7 ST16 (even dice roll = -1 stamina point), win, 310
310) Look for another way in, 177
177) Climb wall, 50
50) Climb western wall, 185
185) Test luck, rolled (5+1) 6, lucky, go southwards, 366
366) Lift hatch-door to cellar, 242
242) Sallow seed oil, yes I have, 164
164) 237
237) Wooden door to east, 80
80) Tinderbox, yes I have, 109
109) Search last month's file, 312
312) Note hostility of the two half giants and this paragraph 312, +1 luck, roll one dice, rolled 1, 218
218) 192
192) Fire, stay in house for maximum of 7 paragraphs, leave, 319
319)*1: leave by stairs, 197
197)*2: Stand your ground, 225
225)*3: 72
72)*4: Fight BARON DEN SNAU SK7 ST12, win, 119
119)*5 244
244)*6 303
303)*7 don't fight, 130
130) Courtyard, no bribe, 251
251) Fight PORTER SK6 ST6, win, 359
359) 200
200) Use royal letter with royal seal = 88
88) Heard the name Arachnos before, 137
137) No, 306
306) Test luck, rolled (6+5) 11, lucky, 97
97) Fight Fang-Zen SK=2 less than yours/mine = 10 ST12, win, 30
30) +1 luck, +4gp, +3 provisions, lamp, go to outpost, 52
52) Stay, 102
102) Choose burned-out shell of cottage, 224
224) Cross threshold, 204
204) Draw sword, 62
62) Persist in gentler approach, 12
12) When at stand of oaks + 50 to paragraph, 278
278) Roll one dice, rolled 6, 371
371) Fight TIMBER WOLF SK6 ST8, win, 216
216) You are at stand of oaks, +50 to 216 = 266
266) Crescent moon key, number 112, +1 luck, head south, 220
220) Fight BLACKHEART SK7 ST10 BLACKHEART SK6 ST8, win, 271
271) Take A medallion, put beneath clothing, visit camp, 386
386) Head north, 68
68) Try to cross river on bobbing platforms, 269
269) Roll 1 dice 4 times, rolled 5, rolled 4, rolled 1, rolled 2, made it to western bank, 159
159) Camp until morning, 277
277) South, 355
355) No, 42
42) Fight PTEROLIN SK6 ST7, win, continue westwards, 368
368) Continue West, 25
25) Carry on, 146
146) Fight two at a time, CAVEMAN SK6 ST8 2nd CAVEMAN SK7 ST7 3rd CAVEMAN SK7 ST6, win, north, 382
382) +1 luck, ignore, 144
144) Westerly, 4
4) Get up, 236
236) Lodestone + needle + thread, yes I have, 170
170) Roll 2 dice, rolled (5+4) 9, less than skill score, 89
89) West, 34
34) Carry on, 221
221) Roll 1 dice 6 times, rolled 2 (FIRST) rolled 4 (SECOND) rolled 2 (THIRD) rolled 5 (FOURTH) rolled 4 (FIFTH) rolled 4 (SIXTH), reached 6th tussock, 318
318) Swim to skiff, 279
279) Fight ALLIGATOR SK8 ST10, win, put 1 gold piece in, 247
247) Try on crown, 307
307) Restore luck & skill, take cylinder, 232
232) Sun cylinder key, number 55, leave, 188
188) North, 346
346) West, allow yourself, 281
281) +2 luck, +3 Stamina, roll one dice, rolled 2, -2 stamina, go north-west, 96
96) Fight CRADOC SK8 ST10, win, 79
79) - 2 stamina, fight CRADOC SK7 ST8, win, chop ogre head, 147
147) 69
69) Do not fight, 389
389) Wait, 160
160) 352
352) Otherwise, 105
105) Sun + moon, yes I have, 180
180) Stay tied to post, 322
322) Obtained Silver hexagram branch, number 158, +1 luck, 16
16) Go down straight away to help, 344
344) Sallow seed oil, yes I have, 328
328) Cross off oil, 181
181) 289
289) Keys = 112 + 55 + 158 = 325
325) Right, 71
71) Wait, 98
98) Take side tunnel, 172
172) Take helmet with "A" symbol, 210
210) Continue, 234
234) Carry on down, 9
9) Float past, 67
67) No potion, 374
374) Charge, 380
380) Fight (-2 attack strength) (SK10) INVISIBLE WARRIOR SK7 ST7, win, 59
59) Right, 131
131) Move it up, 326
326) Lamp = yes I have, eat provision +4 stamina, go straight, 94
94) 2
2) Fight both at once, GIANT RAT SK5 ST5 GIANT RAT SK5 ST5, win, continue down tunnel, 275
275) Fight POOL CRAWLER SK9 ST14, win, 201
201) +1 luck, eat 2 provisions +8 stamina, push lever up, 335
335) Wearing A helmet, yes I am, 396
396) Present A medallion, 66
66) I know the secret, clue 312 + 66 = 378
378) I have more than 10 gold pieces (13), 248
248) Fight OTUS SK9 ST12, win, Truthstone, yes I have, 298
298) Clue: Roots: 6, 12, 7 = 84, 1 divided by 6 X 84 = 14, 1 divided by 12 X 84 = 7, 1 divided by 7 X 84 = 12, 14 + 12 + 7 = 33, 33 + 5 = 38, 84 - 8 = 76 = half of 38, Answer to Otis' clue = 84, 284
284) I know Otis' clue = 84
84) THE END.
Profile Image for David Sarkies.
1,934 reviews384 followers
January 25, 2019
A Cliched Plot
25 January 2019

The thing is that there are much, much more detailed reviews of these Fighting Fantasy books elsewhere on the internet on dedicated blogs, which is probably not surprising considering that they are pretty much a niche market. Actually, I should mention how hard it is to get one’s hands on these books these days. From second hand bookshop owners that I have spoken to, as soon as they get them, they literally vanish immediately. Mind you, Ebay does seem to be quite repleat with this books, which is probably not a bad thing, and it also means that they are still technically available, just not cheap.

So, we come to Deathmoor, which falls into the very had to get, and very, very expensive category. With the exception of the last one, namely because it was reprinted, the editions in the 50s can be worth anywhere up to $250. In fact, Revenge of the Vampire was selling for something like $750 at one stage, though it has since come down to more reasonable levels. I actually own a copy of it, and the only reason I didn’t cash in on the ridiculously high price is because, well, nobody would have bought it at that price (which is why it has since come down in value).

So, the thing that caught my attention with this book is that you are summoned to help the king rescue his daughter who has been kidnapped by an evil mage (yeah, so original, isn’t it?) only to discover that you have arrived a little late and the task has been given to somebody else who doesn’t happen to be as high minded an adventurer as you are. So, what does an adventurer who has missed out on a quest do – well, go and drown his (or her) sorrows at the local pub. In fact, it looks like you visit at least three pubs in this starting phase of the adventure.

I must admit that they do happen to be getting quite harder. You find yourself in a pub that happens to have the guards raid it looking for the suspect in a murder. You are then given a bunch of random names. I tralled the book trying to find out where, and if, I heard one of the names, only to discover later on that the correct name was split in two, and thrown into a couple of random paragraphs which happen to have no connection with the murder whatsoever. Maybe it just happens that when the guards approach you, you have no idea and simply picked a random name anyway and hope that you are right.

The ending of the story is a little subpar as well, and once again, you are sort of given a clue, but the clue, well, has absolutely no reference to the actual battle. Honestly, what has the age of a Half-giant got to do with which image is not an illusion. Personally, I feel that they may have been clutching at straws here. One interesting thing though is that there are multiple ways of getting through this adventure. One of them is to find the three keys and go through the door, and the other way is to simply fall down a hole into the final dungeon. It would have been nice to have tried both ways, but unfortunately, due to the lack of time that I have these days, attempting to try every single path in these adventure game books (particularly when some lead to instant death, such as blindly walking off a cliff in the dark), really doesn’t appeal to me.
151 reviews
May 13, 2024
There's some really good world-building here. I very much enjoyed wandering round Arion at the beginning, and there was a lot of potential to Deathmoor itself, with lots of tantalising background hints that more could have been made of. Still, though, while it's a decent gamebook, there are some issues. A selection follows.

1. There really should be a sense of urgency in this quest, and the book could have benefited from having the kind of time-limiting mechanic that is so often used in these books. As it is, the hero is able to take his or her sweet time exploring Arion before even setting out on the quest. Once the hero arrives on Deathmoor itself, there is still plenty of time to see the sights.

2. The rivalry with Fang-zen of Jitar adds very little, given how quickly he is disposed of. I suppose getting the letter from him is quite fun, but it's all a bit anticlimactic considering how the rivalry is set up to be a big deal.

3. The ending makes very little sense. If Arachnos doesn't need Telessa alive, why not just kill her straight off, rather than waiting for the hero to turn up?

4. The final confrontation is very perfunctory indeed, and as a result it is extremely anticlimactic.

5. There are far too many insta-deaths.

All in all, no better than a middling entry in the series. I certainly wouldn't recommend paying the amount this one goes for on eBay: there's one up at the time of writing for £185.
This entire review has been hidden because of spoilers.
Profile Image for Nick Green.
7 reviews
October 6, 2020
One of the more forgettable fighting fantasy books, despite its large second hand price these days. The trek across the moor is not particularly exciting with little interaction with other people beyond the starting city. Instant kills abound in this book, and its another book that requires the right items to progress, or of course instant death. Of the few pros a couple of interesting enemies debut, and the illustrations are good, but not worth the modern price tag.
This entire review has been hidden because of spoilers.
Profile Image for J.D. Mitchell.
Author 4 books15 followers
June 15, 2024
Not bad, not great. I really enjoyed the start of the book: hobnobbing with cutthroats and the like, wandering around town, shopping (always fun). Nice illustrations. The book goes downhill halfway through, as so many do. The ending is sudden and unsatisfying after some wandering about. Another case of "could have been great," but still worth a play.
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