Chronicles of Arax - Solo Adventure Game

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    Shane Garvey

    Chronicles of Arax is copyright Crystal Star Games, 2011. All names and places are completely fictional and are not meant to

    represent any location or person, living or dead.

     Visit the Facebook page:

     http://tinyurl.com/chroniclesofarax

    Premium expansions available:

     http://tinyurl.com/dtrpgcsg

    Email:

    [email protected]

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    The world of Arax is a world filled with blood andbattle, magic and monsters, slaughter and sorcery. Itis a world where the weak are crushed and thestrong survive, where those who are bigger andmore powerful bully those who are weaker andmore vulnerable. It is a world in need of a Hero,someone who can stand against the darkness andfight on behalf of the downtrodden. A Hero like

    YOU.

    Chronicles of Arax is a game where you, the reader,takes on the role of a Hero in the world of Arax. It isyour job to fight against evil and injustice, toundertake various Quests to further the goals ofgood, and hopefully get some fame and loot in thebargain!

    But Arax is a dark and dangerous world, and deathwill await you at each turn. The ancient empires of

    men, dwarfs and elves are crumbling, beset on allsides by the dark hordes of the orcs, goblins, demonsand the undead.

    The once magnificent elven forests, at one timebeautiful, green and lush, are now withering anddying, the magically-crafted towers and wondroustree-cities that lie within broken and shattered. Onlythe elven talent at manipulating mana, the magicalforce that permeates Arax, has stopped their race

    from being wiped out.

    The dwarven fortresses built high in the mountainsof Arax are now overrun with goblins, who

     burrowed up through the earth and attacked from within the otherwise impenetrable fortress walls.One by one the fortresses fall and, although thedwarven courage and skill with weapons is

     legendary, even they find themselves overwhelmed by the sheer number of goblins pouring in to their

    homes.

     And humanity find themselves sorely pressed on allsides, their cities and towns constantly raided and

     besieged. The barbaric orc tribes march down from the north, pillaging everything in their path. Thenecromantic legions from the southern desertkingdoms shamble forward, unrelenting in theirmarch towards the human lands. Some humanseven turn against their own, worshipping demonic

     powers in secret and plotting the downfall of their

    race from within.

    But all is not lost. Many Heroes have arisen in thesedark times, men and women, human, elf and dwarf,each of them seeking to turn back the tide ofdarkness that threatens to engulf Arax. Will you beone of these Heroes?

    There are a few things you will need to have handyin order to play the game. First and foremost is acopy of these rules. You may print these rules for

     your own use, and even give them to friends andfamily if you want.

     You will need a set of polyhedral dice. This means you need a d4, d6, d8, d10, d12 and d20 (check out the glossary if you are not sure what this means).Some pens and paper are also necessary.

     You will need a copy of the character sheet found at the end of these rules as well.

    Finally, you may wish to purchase some premiumcontent for Chronicles of Arax. This content, available

    for $1 each, includes things like new Hero types,new Quests, new tables and charts and much, muchmore. All of this is optional however; you can play

     the game simply with these rules!

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    In Chronicles of Arax, you take on the role of a mightyHero who, in the face of utter darkness, stands upfor the light by undertaking missions and adventures(known as Quests) that will hopefully aid the forcesof light.

    Throughout Arax a Hero can come from any walkof life, be it a noble Knight, an elf Druid or a

    stalwart dwarf Stone Warrior. This rules manualincludes one Hero type for you to play as: theAdventurer.

    Regardless of what type of Hero you choose to playas, each one has a set of numerical statistics knownas characteristics. Each characteristic represents adifferent facet of your Hero, such as how good atfighting they are, how strong or smart they are, andso on.

    Each of these characteristics has a die type assignedto it, such as d4 or d6. The more sides the die has,the better.

    The characteristics are Fighting Skill, Magic Skill,Strength, Reflexes, Endurance, Knowledge, Charmand Perception.

    FIGHTING SKILLThis characteristic measures a Hero’s ability to fight

    in battle. The higher this score is, the more likely itis the Hero will hit and defeat any enemy heencounters.

    MAGIC SKILLThis shows how good the Hero is with magicalpowers. It also governs the use of some magical andenchanted items.

    STRENGTHThis characteristic shows how physically powerful

    the Hero is. A stronger Hero is able to do moredamage to enemies in hand-to-hand fighting.

    REFLEXESThe Reflexes characteristic shows just how quicklya Hero can react. It also measures their agility andstealth.

    ENDURANCEThis shows how tough a Hero is. A high Endurancedie means the Hero can withstand more pain than a

    Hero with a low Endurance die.

    KNOWLEDGEThis measures a Hero’s intelligence. The higher thischaracteristic is, the more likely it is the Hero willknow something.

    CHARMThe Charm characteristic is used when dealing withothers. It is a measure of a Hero’s friendliness andcharisma.

    PERCEPTIONFinally, this characteristic shows you how sharp aHero’s senses are. It governs sight, smell, taste,hearing and touch.

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    All Heroes have another score, Wounds. This is notrepresented by a die, but rather by a numericalscore. A Hero’s starting Wounds score is equal todouble the maximum roll on his Endurance die. For

    example, a Hero with Endurance: d6 would have 12Wounds (maximum roll of 6, multiplied by 2 = 12).

     Your Hero’s Wounds score will change frequentlyduring a Quest. If your Hero’s Wounds score everreaches 0, your Hero has been killed and you muststart again, with a brand new Hero. If you manage

     to regain Wounds during a Quest, you may neverraise them above your starting score.

      Jarn crept silently through the tunnel, the shutters on his lantern only opened a crack to give him just enough lightto see by, but not enough that he would be spotted by any of the orcs that called these infernal caves home. Whythe orcs had even come here he was unsure; normally, they would have just raided villages and towns on their waysouth, stopping only when they were defeated.

      Maybe it had something to do with this mage that supposedly led the orcs, he thought to himself. That wasinteresting in itself: if the rumours were to be believed, a human sorcerer had forsaken his own race and fled north,where he now led a band of orcs. It was said that the orcs in these caves were led by this sorcerer.

      Rounding a corner, Jarn suddenly came to a wooden door that barred his way onwards. Listening closely, he couldhear a faint sound coming from beyond, but he couldn’t make out what it was. He could either go on, riskingwhatever was beyond the door, or trek back the way he had come... the decision was easy.

      Trying the door handle, Jarn found it was unlocked. Slowly he twisted it and pushed the door open. To his relief itswung silently on its hinges, making not even the slightest squeak.

    Stepping inside, he surveyed the room. It was dirty and unkempt, and smelt of leather and sweat. A rickety woodentable stood in the middle of the room, a bowl of stew sitting in the middle of it, besides which lay a dirty woodenspoon. A mug of half-finished ale rested beside it.

    Lying on a pallet of straw was a sleeping orc, battle axe still held in its hand. It was snoring softly, drunk fromdrinking too much strong ale with its dinner. It still slept in its armour of studded leather.

      A small wooden chest rested at the feet of the sleeping orc and Jarn’s eyes were instantly turned towards it. Hismind made up, he crept towards it, his mind imagining what might be within. This proved to be his downfall, for hedidn’t notice the upturned chair that lie in his way...

      With a crash, Jarn fell to the floor, mere inches away from the orc’s face. Instantly it was alert, it’s hand tighteningaround the haft of its battle axe. Both Jarn and the orc leapt to their feet, weapons ready. Both knew that only oneof them would leave this fight alive.

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    Once you have chosen you Hero and got all yourthings together, it is time to play!

    The first thing you need to do is choose a Quest toundertake. There is a short Quest in these rules, andmore Quests will be available as premium content.

    With your Quest chosen it is time to begin. Quests

    will normally have 10 or more Encounters, each onenumbered in order. When you begin a Quest, roll 1d10 and go to the Encounter with the number rolled(for example, if you rolled a 7 you would go toEncounter 7).

    Once you know which Encounter to play, readthrough the Encounter and follow the instructionswithin.

    If you make it through the Encounter, you mustmove on to the next Encounter. Roll 1 d10 again,

     but this time add +1 to the roll.

    Continue doing this, add +1 to the roll for each previous encounter you have beaten (so, if you hadalready beaten five encounters, you would add +5 to

     the roll). This continues until you make it to the final

    Encounter of the Quest. If you beat this Encounter, you have successfully completed the Quest!

    Each Encounter can only be beaten once, so if you beat it, make a mark next to it. If you happen to roll this Encounter again, move on to the nextEncounter along that you haven’t already beaten.

    Many Encounters will call upon you to make a Testagainst one of your Hero’s characteristics. This willbe written as ‘make a Strength Test’ or ‘make aCharm Test’. In order to make a Test, roll the dieassociated with the listed characteristic (so roll yourStrength die for a Strength Test, Charm die for aCharm Test, and so on).

    You will need to roll a certain number or higher inorder to pass the Test. This number will be listed in

     the Encounter; it may be something like, ‘make aStrength Test (4+)’. This means roll your Strengthdie, and if you roll 4 or more, you pass; if you roll 3or less, you fail.

     What happens if you pass or fail will be listed in theEncounter.

    Quite often you will be told to fight a battle againstan enemy during an Encounter. Use the followingrules to simulate the battle.

    Your enemy will be given a Fighting Skill andWounds score in the text, as well as a specialDamage and Armour score. You will need thesewhen determining the outcome of the battle.

    1. Roll your Fighting Skill, then roll youropponent’s Fighting Skill. If your roll ishigher, proceed to step 2. If your opponent’sroll is higher, proceed to step 3. If the rollsare equal, return to step 1.

    2. You have hit your opponent! Roll yourStrength die, adding any damage bonuses

     you get from equipment or skills. Now, roll your opponent’s Armour die. If your total is

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    higher, you have hurt your opponent: reducehis Wounds score by the amount you won by.If your total is lower, your opponent hasshrugged off the blow and are unhurt. Go tostep 4.

    3. You have been hit! Roll your opponent’sDamage die. Then roll your Endurance die,

    adding any armour bonuses you get fromequipment or skills. If your total is lower, youhave been hurt: reduce your Wounds score

     by the amount your opponent won by. If your total is higher, you have shrugged off the blow and are unhurt. Go to step 4.

     4. If both your Hero and your opponent hasmore than 0 Wounds left, return to step 1.

    EXAMPLE OF COMBATYou (Fighting Skill: d6, Strength: d6; Endurance:d6; 12 Wounds) are fighting a Goblin (FightingSkill: d4; Damage: d6+1; Armour: d6; 3 Wounds).

    First you roll your Fighting Skill, scoring a 5. Nextyou roll the Goblin’s Fighting Skill, scoring a 4. Asyour roll is higher than the Goblin’s, you have hit it!

    Now you roll your Strength die, scoring a 3.

    Checking to see if you have any damage bonuses,

     you see that you are wielding a sword, with adamage bonus of +2. You add that to your roll for a

     total of 5.

    Next you roll the Goblin’s Armour die, getting a 3. You have the higher total by a score of 2, meaning the Goblin loses 2 Wounds, leaving him with only 1 Wound.

     As you are both still alive, you return to step 1 tofight again.

    DAMAGE AND ARMOUR BONUSESThere are many different items of equipment thatcan provide damage and armour bonuses, the mostcommon of which are weapons and armour. It isimportant to note that you can only claim damageand armour bonuses from one item of equipment at

    a time. For instance, if you had two items ofequipment that provided a damage bonus, you couldonly claim one of these bonuses a time (obviously,

     you would take the higher one). The same goes if you have multiple armour bonuses: you can onlyclaim one at a time.

    If you ever enter a battle without a weapon, youmust deduct -1 from your damage.

    Once you have completed the final numberedEncounter of your chosen Quest, you havesuccessfully completed that Quest! Congratulations!

    Now it is time for your Hero to return home to restand heal, and to spend any loot he may have

    acquired (see Equipment).

    Once the Quest is completed, return your Hero tohis full starting Wounds score.

    You also gain Experience Points at the end of theQuest. You gain 1 Experience Point for everyEncounter you beat during the Quest. Once youreach a certain number of Experience Points yourHero rises in Level, earning new abilities and skills

    in the process. The number of Experience Points you need to go to the next level is listed below.

     Level    Experience Required 0   0  1   10 

     2 

     20  3    35  4    50  5   70 6    100 7    130 8    170  9   220  10    300 

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    This section presents a Hero for you to use inyour Quests. The Adventurer is a generic Herothat is perfect for a first time player, or forsomeone who wants a Hero that is good at manythings.

    There are some people in every society who live forthe thrill of danger. Life in the cities or on a farm is

    so boring to these people, so pedestrian, that theywould soon go crazy if they were forced to do it forany length of time. Luckily for these people (andunluckily for the rest of the world) Arax is adangerous place, so there is plenty of thrills to behad.

    Adventurers are men and women who love toexplore the wilder-lands of the world, delving deepinto ancient ruins in search of treasure, or sneakinginto enemy lands on a mission of great importance.

    They are highly skilled and they need to be, forwhere they go danger is only metres away.

    An Adventurer makes a great Hero for, while theyare not really masters in any one area, they are goodall rounders who have a reasonable chance atsucceeding no matter the odds.

    CHARACTERISTICS

    An Adventurer begins with the followingcharacteristics:

    FIGHTING SKILL:  d6MAGIC SKILL:  d4STRENGTH:  d6REFLEXES:  d6ENDURANCE:  d6KNOWLEDGE:  d6CHARM:  d6PERCEPTION:  d8

    WOUNDS:  12

    STARTING EQUIPMENT: Sword (+2 damage bonus); Leather Armour (+1 armour bonus);Healing Potion (restores 1 d6 Wounds when used,one use only).

     Alternatively, begin with 35 coins and purchaseequipment instead of using the starting list.

    ADVANCED ADVENTURERS

     As an Adventurer rises in level they gain specialskills and characteristic increases. The following

     table shows what an Adventurer gains at each level.

     Level    Ability0   - 1  Special Skill  2  Special Skill  3    Fighting Skill d8 

     4  

     Reflexes d8  5   Special Skill 6   Special Skill 7    Perception d10 8   Charm d8  9  Special Skill  10   Special Skill 

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    When an Adventurer gains a Special Skill, they gainone of the benefits listed below. Roll 1 d10, twice,

    and consult the list of Special Skills below, choosingone of the Special Skills you rolled.. YourAdventurer now knows that Special Skill and gainsall of its benefits. If you happen to roll a SpecialSkill you already have, you may instead choose onefrom the list freely.

    1. DANGER SENSE  Your Hero has an uncanny sixth sense that alerts

     him to danger moments before it happens.

     

    Reduce any Wounds your Hero loses by 1,down to a minimum of 1.

      2.  LUCKY   Blessed with a lucky streak a mile long, your Hero

     puts this to good use when on a Quest.

      Once per Quest, you may re-roll any onefailed Test.

     

    3. TREASURE HUNTER  You know how to find even the best-hidden treasures.

    Others say you are ‘lucky’, but when asked you simply tell them you can ‘smell’ gold.

       Whenever you find some coins, you may addan extra 1 d6 to the amount found.

      4. TRAPMASTER   As the trap is sprung, you manage to leap out of the

    way at the very last second! 

      If you fail a Test as a result of a trap, youmay re-roll the Test.

      5. WEAPON SKILL  Your Hero has trained extensively with a particular

    weapon and can wield it with skill.

      Choose a weapon, such as a sword or spear. When you use this weapon in battle, add +1

     to your Fighting Skill roll.

      6. EVASION   Realizing the danger of the situation, your Hero

     skillfully backs away and out of trouble.

      Once per Quest you may use this SpecialSkill to leave an Encounter. You do not countas beating the Encounter.

      7. LOCKBREAKER  Your extensive training at exploring hidden areas

     and having to open locked doors and chests allows you to do this much more easily than others.

     

     You may add +1 to any dice rolls you make when attempting to open a locked door orchest.

      8. EXPLORER  You have a knack at finding secret doors and hidden

     passages.

       You may add +1 to your Perception Tests when rolling to find a secret door or passage.

      9. MIND TRICK  Your way with words and your quick wit allow you

    to make friends with even the worst of enemies.

      Once per Quest, you may attempt to talk your way out of a battle instead of fighting.Make a Charm Test (5+); if you pass, youcount as defeating the enemy.

      10. MONSTROUS LORE

     

    Your constant run ins with monsters and beasts has given you an extensive knowledge of how they operate, their strengths and their weaknesses.

       Whenever you have to fight a battle, you mayfirst make a Knowledge Test (5+). If you

     pass, you gain a +1 bonus to your FightingSkill for that battle.

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    Bloodfyre Mountain is a short Quest, ideal for beginning players. It takes place on the northern border of thehuman lands in a small cave system.

    Recently you have been spending some time in the most northern city in human lands, Gibston. This town has beenbuilt and re-built over the years after suffering constant attacks from the orcish hordes of the north. The people aretough and hardy, and town defence is the first thing on their minds.

    It has come to your attention that a small band of orcs have taken up residence in the caves beneath BloodfyreMountain, a dormant volcano a days ride north of Gibston. Rumour has it that a renegade human sorcerer namedGoraz leads them and that, over the years, he has amassed a hoard of treasure. You decide to investigate and ride outto the mountain. Upon arriving you enter one of the caves. Inside it is damp and dark...

    1 - LOCKED DOOR

    You come to a locked wooden door. There appears to be nokeyhole, so you try to bash the door down.

    Make a Strength Test (4+). If you fail, you get nofurther in this Encounter. If you pass, continuereading.

    The door flies open and you rush headlong into the room

    beyond. Unfortunately for you, the floor gives way beneathyou, plunging you into a pit trap!

    Make a Reflexes Test (4+). If you pass, you avoidthe trap. If you fail, you fall into the pit and lose 1 d6Wounds. Either way, continue with the nextEncounter.

    2 - SLEEPING GUARD

    Rounding a corner in the tunnel you spot an orcish guardsleeping at his post several metres up ahead. You decide totry and creep past.

    Make a Reflexes test (3+). If you pass, you sneak past the guard and may continue with the nextEncounter. If you fail, the orc wakes up and attacks

     you!

    Orc (Fighting Skill: d6; Damage d6+2; Armour: d8+1; 4Wounds)

    If you beat it, you may take its sword (damage bonus +2) and 1 d6 coins.

    3 - GUARD ROOM

    Ahead of you is the door to a room. Listening at the dooryou hear the sound of someone - or something - snoring.You open the door quietly and see a sleeping orc lying on astraw bed. At the foot of the bed is something that temptsyou: a wooden chest. You decide to sneak in.

    Make a Reflexes Test (3+). If you pass, you sneakin, open the chest and take the treasure within (2 d6coins). If you fail, the orc wakes up and attacks you.

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    Orc (Fighting Skill: d6; Damage: d6; Armour: d8; 4Wounds).

    If you beat it, you take the treasure in the chest.

    4 - DRUNK ORCS

    An unholy cacophony of noise can be heard from up ahead.Rounding a corner you spot two orcs singing and yelling atthe top of their guttural voices, flagons of ale in theirhands. They are very drunk and, upon seeing you, becomevery aggressive!

    You have no choice but to fight them, one after theother.

    Orc #1 (Fighting Skill: d6-1; Damage: d6+2; Armour: d8+1; 4 Wounds)

    Orc #2 (Fighting Skill: d6-1; Damage: d6+2; Armour: d8+1; 4 Wounds)

    If you beat them you may take their swords (damagebonus +2) and 2 d6 coins.

    5 - LARDER

    You open the door to a small room and are immediately hitwith the overpowering stench of rotting meat! You havefound the larder of the orcs, and it makes you sick to thestomach.

    Make an Endurance Test (4+). If you fail, lose 1 d4 Wounds from being violently ill. If you pass nothinghappens. Continue with the next Encounter.

    6 - PRISONERS

    You follow a passage that slopes further into the earth.Eventually you come to a set of iron doors, each of themlocked. Looking through the grills in the top of the doorsyou realize this must be where the orcs keep their prisoners.Most of the prisoners are dead or dying, but one man tellsyou that if you free him, he will come with you.

    Make a Strength Test (5+) or Reflexes Test (5+) toopen the door. If you pass, you free the prisoner andhe makes good on his word: for the rest of this

    Quest he will accompany you, adding +1 to yourFighting Skill. If you fail you cannot open the door.Continue with the next Encounter.

    7 - UNDERGROUND RIVER

    The sound of rushing water gets louder as you head deeperinto the mountain. Eventually you come to a raging river.The only way forward is to cross, so you wade into the

    cold, deep, fast flowing rapids...

    Make a Strength Test (4+). If you pass you make itacross to the other side. If you fail, you make itacross but not before being dashed on the rocks and

     losing 1 d6 Wounds. Continue with the nextEncounter.

    8 - STORE ROOM

    You come to a locked door and decide to try and open it.

    Make a Strength Test (4+) or a Reflexes Test (4+).If you fail you cannot open it; continue with the nextEncounter. If you pass, continue reading.

    The door opens to reveal a storage room of some sort. Allmanner of things are strewn around the room in a haphazardfashion, but you decide to search through it in the hopes offinding something useful.

     You find 2 d6 coins and a battle axe (+2 damage bonus, cannot be used with a shield). You may alsoroll once on the Artifacts and Relics table.

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    9 - GREAT ORC

    As you are making your way down a tunnel you aresurprised by a bellowing yell from behind you. Turningaround you see a massive great orc charging at you!

    You have no option but to fight.

    Great Orc (Fighting Skill: d8; Damage: d8+2; Armour: d8; 4 Wounds)

    If you win you may take his battle axe (+2 damagebonus, cannot be used with a shield) and 1 d6 coins.

    10 - ORCLINGS

    You enter a large, filthy chamber. At first you believe it tobe empty, but then you notice movement. Two young orcsrush at you, attempting to rend you with their teeth!

    You must fight them one at a time.

    Orcling #1 (Fighting Skill: d4; Damage: d6; Armour: d6; 3Wounds)

    Orcling #2 (Fighting Skill: d4; Damage: d6; Armour: d6; 3

    Wounds)

    If you beat them, continue with the next Encounter.

    11 - ARROW TRAP

    You have just opened a flimsy wooden door when suddenlyyou hear a click. An arrow comes flying out of the wallbehind you, aiming straight for your head!

    Make a Reflexes Test (5+). If you fail, lose 1 d6Wounds. If you pass, you dodge out of the way ofthe arrow. Continue with the next Encounter.

    12 - DEAD END?

    The tunnel you are following suddenly stops at a dead end.

    Or does it? Make a Perception Test (4+). If you fail,

    you find nothing and must continue on to the nextEncounter. If you pass, you find a secret door thatleads further into the mountain. Roll for your nextEncounter twice, and choose which one you want toplay.

    13 - MAZE OF GORAZ

    You follow a series of tunnels for what seems like an age.They twist and turn, doubling back on each other andrunning every which way. Suddenly you come to an areathat seems familiar... and then it dawns on you. You are in a

    maze!

    Make a Knowledge Test (4+). If you pass younavigate out of the maze. If you fail, you eventuallyfind your way out, but not before suffering from

     lack of food and water (lose 1 d4 Wounds). Inaddition, when rolling for Encounters, reduce thenumber you add to the roll by -3.

    14 - ORC SHAMAN

    You enter a chamber filled with all sorts of weird things.Animal skulls (some of which you realize are human), bodyparts, and vials of foul-smelling liquid line shelves around abubbling vat. Standing beside the vat is a grey-skinned orcwho seems startled by your appearance. He quickly recoversand begins to chant in the language of magic.

    Roll 1 d6 to see what spell the orc shaman casts.

     d6 Spell  

     Effect 

     1-2   Headbang  Great pain begins to form in your skull, driving you to your knees. Lose 1d6 Wounds.

     3-4    Aura of weakness You suffer a -1 penalty to your Fighting Skill and Strength rolls for this Encounter.

     5-6    Poison blade  The shaman magically imbues his

     staff with virulent poison. Any damage the shaman does duringthe battle is doubled.

     You must then fight the orc shaman.

    Orc Shaman (Fighting Skill: d6; Damage: d6+1; Armour: d8; 3 Wounds)

    If you beat it, you find 1 d6 coins, a staff, and may

    make one roll on the Artifacts and Relics table.

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    15 - FIGHTING PIT

    You enter a large chamber and immediately regret youractions. The chamber is filled with orcs and as soon as theysee you they capture you. Stripping you of all theirweapons, they usher you into a circle of orcs and in front of

    a great orc. He tells you if you beat him in combat he willlet you live, otherwise you will be killed.

    You have no choice but to fight. However, you havenone of your equipment and must remove it fromyour list of gear.

    Great Orc (Fighting Skill: d8; Damage: d8+2; Armour: d8; 4 Wounds)

    If you beat it the orcs let you go; you manage to grab

    one item of equipment before fleeing (your choice).

    16 - SECRET CHAMBER

    You enter a very dark room.

    If you do not have a lantern, you can go no furtherhere; continue with the next Encounter. If you dohave a lantern, continue.

    Your lantern lights the room enough for you to see that itis rather large, but mostly empty. A few empty bookcasesline the walls, and moldy and rotting rugs sit on the floor.

    Make a Perception Test (5+). If you fail, you findnothing and must leave the room (continue with thenext Encounter). If you succeed, you find a secretchamber behind one of the bookcases and within liesa prized treasure. Make a roll on the Artifacts andRelics chart.

    17 - CHAMBER OF THE ORC CHIEF

    You enter a large chamber. The first thing you notice is thelarge, muscular orc who is berating his minions that coweron the floor beneath him. This must be some sort ofchieftain or general. A second later, it notices you. Kickingits underlings out of the way, it draws a massive sword andadvances towards you.

    You must fight it.

    Orc Chieftain (Fighting Skill: d8; Damage: d8+2; Armour: d8; 7 Wounds).

    If you beat it the orc underlings flee the area. Yousearch the room and find 2 d6 coins, a healing potion

    and a rune sword.

    18 - TREASURE ROOM

    The tunnel ends at an iron door.

    The door is locked. Make a Strength Test (5+) or aReflexes Test (4+) to open the door. If you fail, moveon to the next Encounter. If you pass, continue:

    The great iron door opens into a large, empty room.

    Something doesn’t seem right... make a Magic SkillTest (4+). If you fail, move on to the next Encounter.If you pass, continue:

    You realize that the emptiness of the room is an illusion.Using your magical ability, you dissipate the mana hidingthe contents of the room. When revealed, you are standing

    near a pile of treasure.

     You find 5 d6 coins, and may make two rolls of the Artifacts and Relics table.

    19 - PET DRAGON

    The tunnel you are following emerges into a massivecavern. Within it are piles of treasure: gold, gems andweapons are spread over the entire floor. But there is one

    other thing that catches your attention: the large dragonsitting on top of the pile of gold. The dragon is simplystaring at you, awaiting your next move.

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    You are in great danger. You can attack it if youwish:

    Dragon (Fighting Skill: d12; Damage: d12+3; Defence:

     d12+3; 36 Wounds)

    But that is probably suicidal. You can also try toconvince the dragon to let you past. Make a CharmTest (4+), Magic Skill Test (5+) or Fighting SkillTest (6+). If you fail, the dragon attacks and youmust fight it. If you pass, you impress the dragonenough that it lets you continue through his cavern.

    If you fight and (somehow) beat the dragon, you

    find 5 d6 coins and may make two rolls on theArtifacts and Relics table.

    20 - GORAZ

    A plain wooden door opens to reveal a middle-aged mansitting behind a mahogany desk. His black eyes stare at youwith burning hatred. Books line the walls, as does otherarcane paraphernalia. You realize that you are looking at

    Goraz the Sorcerer. “What took you so long?” he asksbefore leaping to his feet.

    You have no choice but to fight Goraz.

    Goraz (Fighting Skill: d6; Damage: -; Armour: d6; 12Wounds)

    If Goraz wins a round of battle, he deals no damage, but instead casts one of the following spells. Roll 1d6 to discover which spell.

     d6 Spell  

     Effect 

     1-3    Arcane blast    A blast of mana hits you firmly inthe chest. Lose 1 d6 Wounds.

     4    Forcefield  Goraz adds +1 to his Armour

     5    Drain life  The sorcerer saps some of your strength and transfers it to himself. Lose 2 Wounds; Goraz

     regains 2 Wounds.

    6    Firesword   A flaming blade appears in the sorcerer’s hands. He adds +1 to his Fighting Skill.

    If you win, congratulations! You have beatenBloodfyre Mountain and completed the Quest. Yougain 4 d6 coins and may make two rolls on the

     Artifacts and Relics table.

      With the defeat of Goraz, the remaining orcs  fled north, back to their barbaric lands. Bloodfyre  Mountain remained uninhabited for some time,  though people who travelled to the caverns  reported it being ‘haunted’ and refused to return.

      After thirteen months rumours began circulating  that the caverns were once again inhabited. It  was unknown whether these were just tavern

    tales or if there was some truth to them, butupon investigation it was found that the entrance

      to the caves had been blocked by arcane means.

      So far, no one has broken through the barrier  in order to discover what is happening within  Bloodfyre Mountain.

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    Your Quest is finished! Any coins, equipment,Artifacts and Relics you found during the Quest canbe carried on to the next Quest, aiding your Hero onhis or her next journey.

    Between Quests you have the opportunity to buynew equipment for your Hero. This can include

    things such as weapons and armour, but alsomiscellaneous stuff such as ropes, bandages andother items.

    Below is a brief list of equipment you can purchaseusing any coins you have. You can also sellequipment for half the listed value; for example, if

     you wish to sell a battle axe, you would get 5 coinsfor it.

    There is a limit to the amount of items you can carry,

     though. Your Hero may only carry a maximum of 12items at any time (coins do not count towards this limit, but equipment, Artifacts and Relics do).

       Item  Cost    Special Rules

       Battle axe   10 coins  +2 damage bonus, cannot be used with shield  Club  6 coins  +1 damage bonus

       Dagger   2 coins  +0 damage bonus   Pole arm   25 coins  +3 damage bonus, cannot be used with shield  Staff    4 coins  +1 damage bonus, cannot be used with shield  Sword   15 coins  +2 damage bonus

     

    Chain mail  

     15 coins 

    +2 armour bonus, -1 Reflexes   Full plate   50 coins  +4 armour bonus, -2 Reflexes

       Leather armour   10 coins  +1 armour bonus   Plate mail    30 coins  +3 armour bonus, -1 Reflexes  Shield   5 coins  When hit, roll 1 d6; on 6, ignore all damage.

       Bandages   3 coins   Restore 1 Wound, one use each   Healing potion   10 coins   Restores 1 d6 Wounds, one use only   Lantern   3 coins  One use only.   Rope   5 coins  +1 bonus when climbing

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    At times during a Quest, you may discover somemagical or enchanted items that will be of enormousbenefit to your Hero. These items are known asArtifacts and Relics.

    When you are told to make a roll on the Artifacts &Relics table, roll 1 d10 and consult the following list.

    Your Hero gains whatever item or items you roll onthe table.

    1. RUNESWORD

    This enchanted blade, created by both theelves and the dwarfs, has a +2 damage

     bonus. It also adds +1 to your Fighting Skill.

    2. BATTLEHELM

    Once standard issue to all human soldiers, a battlehelm adds +1 to your armour. This bonus is cumulative with other armour bonuses.

    3.  SILVER SHIELD

    Covered with enchanted sigils, the silvershield acts as a normal shield, but alsodecreases your opponents Fighting Skill by-1.

    4. HEALING POTION 

    This draught restores 1 d6 Wounds. One useonly.

    5. CURE ALL 

    This draught restores all lost Wounds. Oneuse only.

      6. SCROLL OF DISPELLING 

     When a spell is cast your Hero, you may readfrom this scroll. If you do, the spell isdispelled without effect. One use only.

      7. IVORY AMULET 

    This item restores 1 Wound per Encounter that you pass through.

      8. RING OF TELEPORTATION

      This simple iron band allows you to escapefrom one Encounter. You don’t count as

     passing it. One use only.

      9. ORB OF LIGHT

    This crystal ball shines brightly, counting asa lantern with unlimited uses.

      10. ONYX TALISMAN 

    The onyx talisman surrounds the wearer with a halo of mana, which gives you a +3armour bonus.

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    Characteristics: A set of scores that define what a Hero is and isn’t good at. There are eight of these: FightingSkill, Magic Skill, Strength, Reflexes, Endurance, Knowledge, Charm and Perception.

    d4: A dice with four sides, numbered 1-4.

    d6: A dice with six sides, numbered 1-6.

    d8: A dice with eight sides, numbered 1-8

    d10: A dice with ten sides, numbered 0-9. The 0 is counted as 10.

    d12: A dice with twelve sides, numbered 1-12.

    d20: A dice with twenty sides, numbered 1-20.

    Encounter: Quests are made up of Encounters, representing a different area of the Quest.

    Experience Points: A measure of how skilled your Hero is.

    Hero: Your character; you play as this person during a Quest.

    Level: A numerical value, ranging from 0 to 10, which indicates how powerful your Hero is.

    Quest: An adventure or mission your Hero undertakes.

    Test: A dice roll on a characteristic to determine if a Hero is successful in a situation or not.

    Wounds: A measure of how healthy a Hero is. If a Hero has 0 Wounds, they are killed.