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Chronicles of Arax

Solo Adventure Game

Morgan Marshall (order #6129348)

Chronicles of Arax
Shane Garvey
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http://tinyurl.com/chroniclesofarax

Premium expansions available:


http://tinyurl.com/dtrpgcsg

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.

Morgan Marshall (order #6129348)

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.

The dwarven fortresses built high in the mountains


of 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 the
dwarven courage and skill with weapons is
legendary, even they find themselves overwhelmed
by the sheer number of goblins pouring in to their
homes.

Chronicles of Arax is a game where you, the reader,


takes on the role of a Hero in the world of Arax. It is
your job to fight against evil and injustice, to
undertake various Quests to further the goals of
good, and hopefully get some fame and loot in the
bargain!

And humanity find themselves sorely pressed on all


sides, their cities and towns constantly raided and
besieged. The barbaric orc tribes march down from
the north, pillaging everything in their path. The
necromantic legions from the southern desert
kingdoms shamble forward, unrelenting in their
march towards the human lands. Some humans
even turn against their own, worshipping demonic
powers in secret and plotting the downfall of their
race from within.

But Arax is a dark and dangerous world, and death


will await you at each turn. The ancient empires of
men, dwarfs and elves are crumbling, beset on all
sides by the dark hordes of the orcs, goblins, demons
and the undead.
The once magnificent elven forests, at one time
beautiful, green and lush, are now withering and
dying, the magically-crafted towers and wondrous
tree-cities that lie within broken and shattered. Only
the elven talent at manipulating mana, the magical
force that permeates Arax, has stopped their race
from being wiped out.

But all is not lost. Many Heroes have arisen in these


dark times, men and women, human, elf and dwarf,
each of them seeking to turn back the tide of
darkness that threatens to engulf Arax. Will you be
one of these Heroes?

What You Need To Play


There are a few things you will need to have handy
in order to play the game. First and foremost is a
copy of these rules. You may print these rules for
your own use, and even give them to friends and
family 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.

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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 premium
content for Chronicles of Arax. This content, available
for $1 each, includes things like new Hero types,
new Quests, new tables and charts and much, much
more. All of this is optional however; you can play
the game simply with these rules!

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.

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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).

Your Heros Wounds score will change frequently


during a Quest. If your Heros Wounds score ever
reaches 0, your Hero has been killed and you must
start again, with a brand new Hero. If you manage
to regain Wounds during a Quest, you may never
raise 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 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.

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Playing the Game


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

If you make it through the Encounter, you must


move on to the next Encounter. Roll 1 d10 again,
but this time add +1 to the roll.

The first thing you need to do is choose a Quest to


undertake. There is a short Quest in these rules, and
more 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 one
numbered in order. When you begin a Quest, roll 1
d10 and go to the Encounter with the number rolled
(for example, if you rolled a 7 you would go to
Encounter 7).
Once you know which Encounter to play, read
through the Encounter and follow the instructions
within.

Continue doing this, add +1 to the roll for each


previous encounter you have beaten (so, if you had
already 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 next
Encounter along that you havent already beaten.

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).

the Encounter; it may be something like, make a


Strength Test (4+). This means roll your Strength
die, and if you roll 4 or more, you pass; if you roll 3
or less, you fail.
What happens if you pass or fail will be listed in the
Encounter.

You will need to roll a certain number or higher in


order to pass the Test. This number will be listed in

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.

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1.

Roll your Fighting Skill, then roll your


opponents Fighting Skill. If your roll is
higher, proceed to step 2. If your opponents
roll is higher, proceed to step 3. If the rolls
are equal, return to step 1.

2.

You have hit your opponent! Roll your


Strength die, adding any damage bonuses
you get from equipment or skills. Now, roll
your opponents Armour die. If your total is

higher, you have hurt your opponent: reduce


his Wounds score by the amount you won by.
If your total is lower, your opponent has
shrugged off the blow and are unhurt. Go to
step 4.
3.

4.

You have been hit! Roll your opponents


Damage die. Then roll your Endurance die,
adding any armour bonuses you get from
equipment or skills. If your total is lower, you
have 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.
If both your Hero and your opponent has
more than 0 Wounds left, return to step 1.

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!

you see that you are wielding a sword, with a


damage bonus of +2. You add that to your roll for a
total of 5.
Next you roll the Goblins 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 to
fight again.
DAMAGE AND ARMOUR BONUSES
There are many different items of equipment that
can provide damage and armour bonuses, the most
common of which are weapons and armour. It is
important to note that you can only claim damage
and armour bonuses from one item of equipment at
a time. For instance, if you had two items of
equipment that provided a damage bonus, you could
only 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 only
claim one at a time.
If you ever enter a battle without a weapon, you
must deduct -1 from your damage.

Now you roll your Strength die, scoring a 3.


Checking to see if you have any damage bonuses,

Completing the Quest


Once you have completed the final numbered
Encounter of your chosen Quest, you have
successfully completed that Quest! Congratulations!
Now it is time for your Hero to return home to rest
and heal, and to spend any loot he may have
acquired (see Equipment).
Once the Quest is completed, return your Hero to
his full starting Wounds score.
You also gain Experience Points at the end of the
Quest. You gain 1 Experience Point for every
Encounter you beat during the Quest. Once you
reach a certain number of Experience Points your
Hero rises in Level, earning new abilities and skills

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in the process. The number of Experience Points


you need to go to the next level is listed below.
Level

0

1

2

3

4

5

6

7

8

9

10

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

Morgan Marshall (order #6129348)

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 purchase
equipment instead of using the starting list.
ADVANCED ADVENTURERS
As an Adventurer rises in level they gain special
skills and characteristic increases. The following
table shows what an Adventurer gains at each level.
Level

0

1

2

3

4

5

6

7

8

9

10

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.

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 one


failed 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 add


an 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, you


may 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.

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6.



EVASION
Realizing the danger of the situation, your Hero
skillfully backs away and out of trouble.

Once per Quest you may use this Special


Skill to leave an Encounter. You do not count
as 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 or
chest.


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, you
count 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 may


first make a Knowledge Test (5+). If you
pass, you gain a +1 bonus to your Fighting
Skill for that battle.

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.

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Make a Reflexes test (3+). If you pass, you sneak


past the guard and may continue with the next
Encounter. If you fail, the orc wakes up and attacks
you!
Orc (Fighting Skill: d6; Damage d6+2; Armour: d8+1; 4
Wounds)
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 door
you hear the sound of someone - or something - snoring.
You open the door quietly and see a sleeping orc lying on a
straw bed. At the foot of the bed is something that tempts
you: a wooden chest. You decide to sneak in.
Make a Reflexes Test (3+). If you pass, you sneak
in, open the chest and take the treasure within (2 d6
coins). If you fail, the orc wakes up and attacks you.

Orc (Fighting Skill: d6; Damage: d6; Armour: d8; 4


Wounds).

Make an Endurance Test (4+). If you fail, lose 1 d4


Wounds from being violently ill. If you pass nothing
happens. Continue with the next Encounter.

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


6 - PRISONERS
4 - DRUNK ORCS
An unholy cacophony of noise can be heard from up ahead.
Rounding a corner you spot two orcs singing and yelling at
the top of their guttural voices, flagons of ale in their
hands. They are very drunk and, upon seeing you, become
very aggressive!
You have no choice but to fight them, one after the
other.
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 (damage
bonus +2) and 2 d6 coins.
5 - LARDER
You open the door to a small room and are immediately hit
with the overpowering stench of rotting meat! You have
found the larder of the orcs, and it makes you sick to the
stomach.

You follow a passage that slopes further into the earth.


Eventually you come to a set of iron doors, each of them
locked. Looking through the grills in the top of the doors
you realize this must be where the orcs keep their prisoners.
Most of the prisoners are dead or dying, but one man tells
you that if you free him, he will come with you.
Make a Strength Test (5+) or Reflexes Test (5+) to
open the door. If you pass, you free the prisoner and
he makes good on his word: for the rest of this
Quest he will accompany you, adding +1 to your
Fighting 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 deeper
into 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 it
across to the other side. If you fail, you make it
across but not before being dashed on the rocks and
losing 1 d6 Wounds. Continue with the next
Encounter.
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 next
Encounter. If you pass, continue reading.
The door opens to reveal a storage room of some sort. All
manner of things are strewn around the room in a haphazard
fashion, but you decide to search through it in the hopes of
finding something useful.
You find 2 d6 coins and a battle axe (+2 damage
bonus, cannot be used with a shield). You may also
roll once on the Artifacts and Relics table.

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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.

You follow a series of tunnels for what seems like an age.


They twist and turn, doubling back on each other and
running every which way. Suddenly you come to an area
that seems familiar... and then it dawns on you. You are in a
maze!
Make a Knowledge Test (4+). If you pass you
navigate out of the maze. If you fail, you eventually
find your way out, but not before suffering from
lack of food and water (lose 1 d4 Wounds). In
addition, when rolling for Encounters, reduce the
number you add to the roll by -3.

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








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 during
the battle is doubled.

You must then fight the orc shaman.


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 next
Encounter. If you pass, you find a secret door that
leads further into the mountain. Roll for your next
Encounter twice, and choose which one you want to
play.
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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.

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).

If you beat it the orc underlings flee the area. You


search the room and find 2 d6 coins, a healing potion
and a rune sword.

16 - SECRET CHAMBER

18 - TREASURE ROOM

You enter a very dark room.

The tunnel ends at an iron door.

If you do not have a lantern, you can go no further


here; continue with the next Encounter. If you do
have a lantern, continue.

The door is locked. Make a Strength Test (5+) or a


Reflexes Test (4+) to open the door. If you fail, move
on to the next Encounter. If you pass, continue:

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.

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

Make a Perception Test (5+). If you fail, you find


nothing and must leave the room (continue with the
next Encounter). If you succeed, you find a secret
chamber behind one of the bookcases and within lies
a prized treasure. Make a roll on the Artifacts and
Relics chart.
17 - CHAMBER OF THE ORC CHIEF
You enter a large chamber. The first thing you notice is the
large, muscular orc who is berating his minions that cower
on the floor beneath him. This must be some sort of
chieftain or general. A second later, it notices you. Kicking
its underlings out of the way, it draws a massive sword and
advances towards you.
You must fight it.
Orc Chieftain (Fighting Skill: d8; Damage: d8+2;
Armour: d8; 7 Wounds).
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Something doesnt seem right... make a Magic Skill


Test (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 hiding
the 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 massive
cavern. Within it are piles of treasure: gold, gems and
weapons are spread over the entire floor. But there is one
other thing that catches your attention: the large dragon
sitting on top of the pile of gold. The dragon is simply
staring at you, awaiting your next move.

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


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

You are in great danger. You can attack it if you


wish:

d6

Spell

Effect

1-3


Arcane blast




A blast of mana hits you firmly in


the chest. Lose 1 d6 Wounds.

Forcefield

Goraz adds +1 to his Armour

Drain life












The sorcerer saps some of your


strength and transfers it to
himself. Lose 2 Wounds; Goraz
regains
2 Wounds.

Firesword








A flaming blade appears in the


sorcerers hands. He adds +1 to his
Fighting Skill.

If you win, congratulations! You have beaten


Bloodfyre Mountain and completed the Quest. You
gain 4 d6 coins and may make two rolls on the
Artifacts and Relics table.

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


d12+3; 36 Wounds)
But that is probably suicidal. You can also try to
convince the dragon to let you past. Make a Charm
Test (4+), Magic Skill Test (5+) or Fighting Skill
Test (6+). If you fail, the dragon attacks and you
must fight it. If you pass, you impress the dragon
enough 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 the
Artifacts and Relics table.
20 - GORAZ
A plain wooden door opens to reveal a middle-aged man
sitting behind a mahogany desk. His black eyes stare at you
with burning hatred. Books line the walls, as does other
arcane paraphernalia. You realize that you are looking at
Goraz the Sorcerer. What took you so long? he asks
before leaping to his feet.
You have no choice but to fight Goraz.

Morgan Marshall (order #6129348)

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, but
upon 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.

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.

Below is a brief list of equipment you can purchase


using any coins you have. You can also sell
equipment for half the listed value; for example, if
you wish to sell a battle axe, you would get 5 coins
for it.
There is a limit to the amount of items you can carry,
though. Your Hero may only carry a maximum of 12
items at any time (coins do not count towards this
limit, but equipment, Artifacts and Relics do).

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

+2 damage bonus, cannot be used with shield


+1 damage bonus
+0 damage bonus
+3 damage bonus, cannot be used with shield
+1 damage bonus, cannot be used with shield
+2 damage bonus

Chain mail


Full plate



Leather armour


Plate mail



Shield



15 coins


50 coins


10 coins


30 coins


5 coins

+2 armour bonus, -1 Reflexes


+4 armour bonus, -2 Reflexes
+1 armour bonus
+3 armour bonus, -1 Reflexes
When hit, roll 1 d6; on 6, ignore all damage.

Bandages



Healing potion


Lantern




Rope



3 coins


10 coins


3 coins


5 coins

Restore 1 Wound, one use each


Restores 1 d6 Wounds, one use only
One use only.
+1 bonus when climbing

Morgan Marshall (order #6129348)

Artifacts & Relics


At times during a Quest, you may discover some
magical or enchanted items that will be of enormous
benefit to your Hero. These items are known as
Artifacts 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 on
the table.

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







Once standard issue to all human soldiers, a


battlehelm adds +1 to your armour. This
bonus is cumulative with other armour
bonuses.

When a spell is cast your Hero, you may read


from this scroll. If you do, the spell is
dispelled without effect. One use only.
7. IVORY AMULET

This item restores 1 Wound per Encounter


that you pass through.
8.

3.
SILVER SHIELD









Covered with enchanted sigils, the silver


shield acts as a normal shield, but also
decreases your opponents Fighting Skill by
-1.
4. HEALING POTION

This draught restores all lost Wounds. One


use only.

Morgan Marshall (order #6129348)

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



This draught restores 1 d6 Wounds. One use


only.
5. CURE ALL

This crystal ball shines brightly, counting as


a lantern with unlimited uses.
10. ONYX TALISMAN

The onyx talisman surrounds the wearer


with a halo of mana, which gives you a +3
armour bonus.

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.

Morgan Marshall (order #6129348)

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