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Chronicles of Arax
Shane Garvey
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http://tinyurl.com/chroniclesofarax
Email:
crystalstargames@gmail.com
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.
Introduction
The world of Arax is a world filled with blood and
battle, magic and monsters, slaughter and sorcery. It
is a world where the weak are crushed and the
strong survive, where those who are bigger and
more powerful bully those who are weaker and
more vulnerable. It is a world in need of a Hero,
someone who can stand against the darkness and
fight on behalf of the downtrodden. A Hero like
YOU.
Heroes
In Chronicles of Arax, you take on the role of a mighty
Hero who, in the face of utter darkness, stands up
for the light by undertaking missions and adventures
(known as Quests) that will hopefully aid the forces
of light.
Throughout Arax a Hero can come from any walk
of life, be it a noble Knight, an elf Druid or a
stalwart dwarf Stone Warrior. This rules manual
includes one Hero type for you to play as: the
Adventurer.
Regardless of what type of Hero you choose to play
as, each one has a set of numerical statistics known
as characteristics. Each characteristic represents a
different facet of your Hero, such as how good at
fighting they are, how strong or smart they are, and
so on.
Each of these characteristics has a die type assigned
to 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, Charm
and Perception.
FIGHTING SKILL
This characteristic measures a Heros ability to fight
in battle. The higher this score is, the more likely it
is the Hero will hit and defeat any enemy he
encounters.
MAGIC SKILL
This shows how good the Hero is with magical
powers. It also governs the use of some magical and
enchanted items.
STRENGTH
This characteristic shows how physically powerful
the Hero is. A stronger Hero is able to do more
damage to enemies in hand-to-hand fighting.
REFLEXES
The Reflexes characteristic shows just how quickly
a Hero can react. It also measures their agility and
stealth.
ENDURANCE
This shows how tough a Hero is. A high Endurance
die means the Hero can withstand more pain than a
Hero with a low Endurance die.
KNOWLEDGE
This measures a Heros intelligence. The higher this
characteristic is, the more likely it is the Hero will
know something.
CHARM
The Charm characteristic is used when dealing with
others. It is a measure of a Heros friendliness and
charisma.
PERCEPTION
Finally, this characteristic shows you how sharp a
Heros senses are. It governs sight, smell, taste,
hearing and touch.
Wounds
All Heroes have another score, Wounds. This is not
represented by a die, but rather by a numerical
score. A Heros starting Wounds score is equal to
double the maximum roll on his Endurance die. For
example, a Hero with Endurance: d6 would have 12
Wounds (maximum roll of 6, multiplied by 2 = 12).
Jarn crept silently through the tunnel, the shutters on his lantern only opened a crack to give him just enough light
to see by, but not enough that he would be spotted by any of the orcs that called these infernal caves home. Why
the orcs had even come here he was unsure; normally, they would have just raided villages and towns on their way
south, 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 was
interesting 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 could
hear a faint sound coming from beyond, but he couldnt make out what it was. He could either go on, risking
whatever 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 it
swung 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 wooden
table stood in the middle of the room, a bowl of stew sitting in the middle of it, besides which lay a dirty wooden
spoon. 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 from
drinking 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 Jarns eyes were instantly turned towards it. His
mind made up, he crept towards it, his mind imagining what might be within. This proved to be his downfall, for he
didnt notice the upturned chair that lie in his way...
With a crash, Jarn fell to the floor, mere inches away from the orcs face. Instantly it was alert, its hand tightening
around the haft of its battle axe. Both Jarn and the orc leapt to their feet, weapons ready. Both knew that only one
of them would leave this fight alive.
Tests
Many Encounters will call upon you to make a Test
against one of your Heros characteristics. This will
be written as make a Strength Test or make a
Charm Test. In order to make a Test, roll the die
associated with the listed characteristic (so roll your
Strength die for a Strength Test, Charm die for a
Charm Test, and so on).
Fighting Battles
Quite often you will be told to fight a battle against
an enemy during an Encounter. Use the following
rules to simulate the battle.
Your enemy will be given a Fighting Skill and
Wounds score in the text, as well as a special
Damage and Armour score. You will need these
when determining the outcome of the battle.
1.
2.
4.
EXAMPLE OF COMBAT
You (Fighting Skill: d6, Strength: d6; Endurance:
d6; 12 Wounds) are fighting a Goblin (Fighting
Skill: d4; Damage: d6+1; Armour: d6; 3 Wounds).
First you roll your Fighting Skill, scoring a 5. Next
you roll the Goblins Fighting Skill, scoring a 4. As
your roll is higher than the Goblins, you have hit it!
Experience Required
0
10
20
35
50
70
100
130
170
220
300
The Adventurer
This section presents a Hero for you to use in
your Quests. The Adventurer is a generic Hero
that is perfect for a first time player, or for
someone who wants a Hero that is good at many
things.
There are some people in every society who live for
the thrill of danger. Life in the cities or on a farm is
so boring to these people, so pedestrian, that they
would soon go crazy if they were forced to do it for
any length of time. Luckily for these people (and
unluckily for the rest of the world) Arax is a
dangerous place, so there is plenty of thrills to be
had.
Adventurers are men and women who love to
explore the wilder-lands of the world, delving deep
into ancient ruins in search of treasure, or sneaking
into enemy lands on a mission of great importance.
They are highly skilled and they need to be, for
where they go danger is only metres away.
An Adventurer makes a great Hero for, while they
are not really masters in any one area, they are good
all rounders who have a reasonable chance at
succeeding no matter the odds.
CHARACTERISTICS
An Adventurer begins with the following
characteristics:
FIGHTING SKILL:
MAGIC SKILL:
STRENGTH:
REFLEXES:
ENDURANCE:
KNOWLEDGE:
CHARM:
PERCEPTION:
d6
d4
d6
d6
d6
d6
d6
d8
WOUNDS:
12
Ability
Special Skill
Special Skill
Fighting Skill d8
Reflexes d8
Special Skill
Special Skill
Perception d10
Charm d8
Special Skill
Special Skill
Special Skills
When an Adventurer gains a Special Skill, they gain
one of the benefits listed below. Roll 1 d10, twice,
and consult the list of Special Skills below, choosing
one of the Special Skills you rolled.. Your
Adventurer now knows that Special Skill and gains
all of its benefits. If you happen to roll a Special
Skill you already have, you may instead choose one
from the list freely.
1.
DANGER SENSE
Your Hero has an uncanny sixth sense that alerts
him to danger moments before it happens.
2.
LUCKY
Blessed with a lucky streak a mile long, your Hero
puts this to good use when on a Quest.
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.
4.
TRAPMASTER
As the trap is sprung, you manage to leap out of the
way at the very last second!
5.
WEAPON SKILL
Your Hero has trained extensively with a particular
weapon and can wield it with skill.
6.
EVASION
Realizing the danger of the situation, your Hero
skillfully backs away and out of trouble.
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.
8.
EXPLORER
You have a knack at finding secret doors and hidden
passages.
9.
MIND TRICK
Your way with words and your quick wit allow you
to make friends with even the worst of enemies.
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.
Bloodfyre Mountain
Bloodfyre Mountain is a short Quest, ideal for beginning players. It takes place on the northern border of the
human 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 been
built and re-built over the years after suffering constant attacks from the orcish hordes of the north. The people are
tough 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 Bloodfyre
Mountain, a dormant volcano a days ride north of Gibston. Rumour has it that a renegade human sorcerer named
Goraz leads them and that, over the years, he has amassed a hoard of treasure. You decide to investigate and ride out
to the mountain. Upon arriving you enter one of the caves. Inside it is damp and dark...
Encounters
1 - LOCKED DOOR
You come to a locked wooden door. There appears to be no
keyhole, so you try to bash the door down.
Make a Strength Test (4+). If you fail, you get no
further in this Encounter. If you pass, continue
reading.
The door flies open and you rush headlong into the room
beyond. Unfortunately for you, the floor gives way beneath
you, plunging you into a pit trap!
Make a Reflexes Test (4+). If you pass, you avoid
the trap. If you fail, you fall into the pit and lose 1 d6
Wounds. Either way, continue with the next
Encounter.
2 - SLEEPING GUARD
Rounding a corner in the tunnel you spot an orcish guard
sleeping at his post several metres up ahead. You decide to
try and creep past.
13 - MAZE OF GORAZ
9 - GREAT ORC
As you are making your way down a tunnel you are
surprised by a bellowing yell from behind you. Turning
around 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 damage
bonus, cannot be used with a shield) and 1 d6 coins.
10 - ORCLINGS
You enter a large, filthy chamber. At first you believe it to
be empty, but then you notice movement. Two young orcs
rush 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; 3
Wounds)
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 suddenly
you hear a click. An arrow comes flying out of the wall
behind you, aiming straight for your head!
Make a Reflexes Test (5+). If you fail, lose 1 d6
Wounds. If you pass, you dodge out of the way of
the arrow. Continue with the next Encounter.
14 - ORC SHAMAN
You enter a chamber filled with all sorts of weird things.
Animal skulls (some of which you realize are human), body
parts, and vials of foul-smelling liquid line shelves around a
bubbling vat. Standing beside the vat is a grey-skinned orc
who seems startled by your appearance. He quickly recovers
and 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
3-4
5-6
Poison blade
15 - FIGHTING PIT
You enter a large chamber and immediately regret your
actions. The chamber is filled with orcs and as soon as they
see you they capture you. Stripping you of all their
weapons, 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 will
let you live, otherwise you will be killed.
You have no choice but to fight. However, you have
none of your equipment and must remove it from
your 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
18 - TREASURE ROOM
Your lantern lights the room enough for you to see that it
is rather large, but mostly empty. A few empty bookcases
line the walls, and moldy and rotting rugs sit on the floor.
d6
Spell
Effect
1-3
Arcane blast
Forcefield
Drain life
Firesword
Equipment
Your Quest is finished! Any coins, equipment,
Artifacts and Relics you found during the Quest can
be carried on to the next Quest, aiding your Hero on
his or her next journey.
Between Quests you have the opportunity to buy
new equipment for your Hero. This can include
things such as weapons and armour, but also
miscellaneous stuff such as ropes, bandages and
other items.
Equipment List
Item
Cost
Special Rules
Battle axe
Club
Dagger
Pole arm
Staff
Sword
10 coins
6 coins
2 coins
25 coins
4 coins
15 coins
Chain mail
Full plate
Leather armour
Plate mail
Shield
15 coins
50 coins
10 coins
30 coins
5 coins
Bandages
Healing potion
Lantern
Rope
3 coins
10 coins
3 coins
5 coins
1. RUNESWORD
This enchanted blade, created by both the
elves and the dwarfs, has a +2 damage
bonus. It also adds +1 to your Fighting Skill.
6. SCROLL OF DISPELLING
2. BATTLEHELM
3.
SILVER SHIELD
RING OF TELEPORTATION
This simple iron band allows you to escape
from one Encounter. You dont count as
passing it. One use only.
9. ORB OF LIGHT
Glossary
Characteristics: A set of scores that define what a Hero is and isnt good at. There are eight of these: Fighting
Skill, 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.