Chronicles of Arax - Demonmaster
Chronicles of Arax - Demonmaster
Chronicles of Arax - Demonmaster
Demonmaster is a Quest for the Chronicles of Arax solo adventure game. This particular Quest plays a little
differently to other Quests you may have played, so make sure you read the instructions before beginning.
For eight days and nights you have been at sea, but your journey is nearing its end, a fact for which you are grateful.
A little over a week ago you had learned of attacks on the city of Gaxdon, a place known to be a hotbed of thieves,
assassins and pirates. Normally, you would avoid a place like that like the plague, but the rumours of these attacks
caught your attention and prompted you to investigate.
The attacks, so the rumours said, happened every night by a horde of demons under the control of a demonmaster - an
insane summoner of demons who, somehow, is able to control them with the force of their will alone. These men and
women are extremely dangerous and unpredictable and are a great force of evil in the world, so you made the decision
to see if these rumours were true.
You set sail from Port Bannon on the White Maiden, a merchant ship with a reputation of trafficking stolen goods.
Again, this is not something you would normally do, but most respectable ships avoid Gaxdon. Without much choice,
you bought passage onboard the White Maiden and set out.
During the voyage the crew tell you what they know. Each night the demons attack from outside the walls, assaulting
relentlessly until the dawn. They then disappear before reappearing again as soon as the sun is down. The demonmaster
is said to be hiding somewhere outside the city walls, but the exact location has not been able to be determined.
As the ship sails into the harbour you catch your first glimpse of Gaxdon. It is a rundown, ramshackle town, and you
get the impression that you are not going to like it here...
3 - BACK ALLEY
The sun is beginning to set as you wander the streets of
Gaxdon. Suddenly someone jumps out from a narrow, dirty
alley and tries to grab you!
Make a Reflexes Test (4+) to see if you can avoid
the grabber. If you pass, you get away from him and
can escape this Encounter if you wish; otherwise
you can fight your assailant. If you fail the Test, you
will have to fight anyway.
Thug (Fighting Skill: d6; Damage: d6+1; Armour: d6+1; 3
Wounds)
If you beat him, you find 1 d6 coins, a club (+1
damage bonus) and a suit of leather armour (+1
armour bonus).
4 - SMUGGLER
1 - DOCKS
The harbour area of Gaxdon is a busy place, with soldiers
coming and going, merchants unloading and loading goods
and their heavily armed bodyguards looking menacing and
threatening anyone who comes too close.
You ask around for some information. Make a
Charm Test (5+). If you pass, you find a clue. If you
fail, you cannot find any clues here.
2 - CRACKED SKULL TAVERN
This rundown alehouse smells heavily of beer, sweat,
smoke and blood. As soon as you enter the entire place
goes quiet as everyone turns to stare at you. You make your
way to the bar, all eyes watching your every move.
Make a Charm Test (4+). If you pass, the patrons go
back to their drinking and ignore you. If you fail,
one of them drunkenly decides to pick a fight.
Drunk (Fighting Skill: d6-1; Damage: d6-1; Armour: d6; 3
Wounds).
Effect
1-10
11-20
21+
14 - BARONS TOWER
Deciding that if anyone knows about what is going on with
the attacks it would be the ruler of the town, you decide to
visit Baron Skuldars tower. However, upon arriving at the
gates you are arrested for being a foreigner and accused of
being in league with the demonmaster!
You have two choices. You can fight the guards:
Guardsman #1 (Fighting Skill: d6; Damage: d6+2;
Armour: d6+2; 3 Wounds)
Guardsman #2 (Fighting Skill: d6; Damage: d6+2;
Armour: d6+2; 3 Wounds)
Or, you can try to talk your way out of it. Make a
Charm Test (4+). If you pass, the guards let you go.
If you fail, they clap you in chains and drag you off
to the dungeons.
15 - FORTUNE TELLER
18 - PIRATE KING
d6 roll
Result
1-2
3-4
5-6
19 - THIEVES GUILD
You are sitting in the Oak Barrel tavern when you are
approached by a man in a red shirt and leggings. He buys
you an ale and asks if you would be interested in helping
him out.
You can, at this point, say either yes or no. If you
say no, continue with the next Encounter. if you say
yes:
20 - BATTLEMENTS
Figuring that you might learn something of your enemy on
the front lines, you decide to spend the night on the
battlements in order to help repel the demon attacks. The
night is long and the attacks relentless.
Make an Endurance Test (4+). If you pass, you get
through the night tired, but unscathed. If you fail,
you lose 1 d6 Wounds.
4 - DARK WARRIOR
8 - DARK KNIGHT
6 - FIRE DEMON
Very suddenly a flash of light and a wave of heat washes
over you as a ball of flame flies towards you. When your
vision clears you see that a demon, seemingly made of
flame, is heading towards you.
Make a Reflexes Test (4+). If you fail the fire blast
hits you and you lose 1 d4 Wounds.
Fire demon (Fighting Skill: d6; Damage: d6; Armour: d4;
4 Wounds).
Each turn the battle lasts, lose 1 Wound due to the
heat and flame.
7 - TOAD DEMON
You are travelling through an area of marshy land when you
see what appears to be a giant toad off to the right.
Suddenly the toad stands up, becoming more humanoid in
shape, and you realise that this is, in fact a demon!
Toad demon (Fighting Skill: d4; Damage: d6; Armour:
d10; 5 Wounds)
10 - DEMONMASTER
Finally, you find the hideout of the demonmaster. Set in a
large cave in the hills behind Gaxdon, the cave radiates pure
evil. Drawing your weapon, you enter the cave, interrupting
the demonmaster while he is practicing his unholy magic.
His appearance shocks you: he has skull like features
covered in heavy black robes, with glowing yellow eyes. He
sneers when he sees you and prepares to blast you with dark
mana.
Demonmaster (Fighting Skill: d6; Damage: -; Armour:
d6+1; 8 Wounds)
If the demonmaster wins a turn of battle, do not roll
for damage. Instead, roll 1 d6 to find out what spell
he casts at you.
d6
Spell
Effect
1-2
Hellfire
3-4
Summons
5-6
Blood of Xaar
Return the demonmasters Wounds
to 8
Chronicles of Arax is copyright Crystal Star Games, 2011. Written by Shane Garvey. Some artwork copyright Brittany
Michael and Brad McDevitt and is used with permission. All names and places are completely fictional and are not meant to
represent any location or person, living or dead.
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