Chronicles of Arax - Demonmaster

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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...

Part One - Gaxdon


As stated in the introduction, this Quest plays out
somewhat differently to other Quests. During part
one you will be looking for information on the
demonmaster, attempting to find out where he is
hiding.

Instead, at the end of each Encounter you


successfully pass, roll 1 d6. On a roll of 6, you have
found a clue. These clues will become important
during part two of the Quest. The more clues you
gather, the easier part two of the Quest will be.

During part one, roll 1 d20 to determine what


Encounter you have. Do not add +1 to the roll for
each Encounter you pass through.

You may proceed to part two of the Quest at any


time, but remember the more clues you have, the
better.

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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).

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Your questions lead you to a warehouse in the dock area


where it is said a smuggler named Derk resides. It is said
that he knows everything that happens in and around
Gaxdon.
Roll for clues as normal. While here though, you
may purchase items from Derk. For every 30 coins
you pay Derk, you may make one roll on the
Artifacts and Relics table.
In addition, you may sell any Artifacts and Relics
you have for 25 coins each.
5 - GRAVEYARD
The graveyard in Gaxdon is an overgrown, unkept affair
located in the western part of the town. Many of the
headstones are cracked and broken, while many graves have
been dug up and robbed of any valuables by unscrupulous
grave robbers.
You can do some grave robbing too, if you like.
Otherwise, continue with the next Encounter. If you
want to try some grave robbing:
You find an overgrown mausoleum in one corner of the
graveyard. Carefully you begin to explore it but, after only
several moments, you step on a pressure-sensitive black of
stone that drops a huge block of granite on you!

Make a Reflexes Test (4+). If you fail, you lose 1 d6


Wounds. If you pass, you dodge out of the way.
Regardless, you search the tomb: make one roll on
the Artifacts and Relics table.
6 - OGRE
As you are walking down one of the rubbish-strewn streets
of Gaxdon you notice that everyone is suddenly moving out
of the way and leaving the street. Looking up, you see why:
an eight-foot tall ogre is coming towards you! Rarely seen,
this ogre brandishes a rusty cutlass and numerous scars,
relics of his time as a pirate, most likely. Seeing you still
standing in the street, he grins a toothless grin and draws his
weapon before charging at you.
You are going to have to fight.
Ogre (Fighting Skill: d6; Damage: d8+2; Armour: d8; 6
Wounds).
If you win, you find 2 d6 coins. In addition, you gain
a +1 bonus on Charisma Tests while you are in
Gaxdon; this is due to the respect the citizens hold
you in after defeating a bully like the ogre.
7 - GUARDHOUSE
The guardhouse lies close to the centre of town. What
passes for the law in this place reside here, mostly growing
fat and ignoring the many crimes, thefts and murders that
take place. This is also where the prisoners are kept.
The guards are a bit suspicious of you hanging
around the jail. Make a Charm Test (4+). If you pass
they let you go, otherwise they arrest you. If you are
arrested, you have two choices: pay a 10 coin fine
(in which case they let you go) or fight your way
out.
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)
If you beat them, you may take 2 d6 coins, two
swords (+2 damage bonus) and two suits of chain
mail (+2 armour bonus, -1 Reflexes). However, you
must now leave the town before the rest of the
guards catch you. Go straight to part two.

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8 - RUSTY CUTLASS INN


The Rusty Cutlass is, like most other buildings in this
town, run down and falling apart. The locals come here to
gamble away their ill-gotten gains.
You can elect to gamble while you are here if you
wish. The games rely not just on luck, but also on
skill. If you wish to gamble, nominate how many
coins you wish to bet. Roll 1 d6, and also make a
Knowledge Test (5+). If you pass, add +1 to the 1 d6
roll. If you fail, deduct -1 from the 1 d6 roll.
If you roll 1-3, you lose the amount of coins you bet.
If you roll 4-6, you win the amount of coins you bet.
You can bet up to three times before leaving.
9 - BONE WITCH
Your investigations lead you to seek out the bone witch,
an old crone who is reputedly a powerful magic user. It is
said that if anyone knows of the demonmaster, it would be
the bone witch. After a few hours of searching, you
discover her home beneath a rickety wooden bridge.
In order to get the bone witchs help, you need to
beat her in a challenge. Make a Magic Skill Test
(4+). If you pass, the bone witch provides you with a
clue. If you fail, she wont tell you anything at all.
10 - MARKET
The market area of Gaxdon is a small, crowded square
where merchants peddle their wares, most of them obtained
through theft or piracy.
While you are in the market, you can buy and sell
items off the Equipment list. However, before you
do, make a Perception Test (3+). If you fail, a street
urchin steals your coin pouch! Lose all your coins. If
you pass, you catch them before they get too close.
11 - SEWERS
The twisting tunnels beneath Gaxdon are a maze of
darkness, slime and other things best left uncontemplated.
If you dont have a lantern, you cannot continue. Go
immediately to the next Encounter without rolling
for clues.

If you do have a lantern, you make your way


through the sewers but are soon attacked by some
rat-men who spring out of nowhere! You do not
have time to cast a spell or use a missile weapon.
Rat-man #1 (Fighting Skill: d6; Damage: d6; Armour: d6;
3 Wounds)
Rat-man #2 (Fighting Skill: d6; Damage: d6; Armour: d6;
3 Wounds)
Rat-man #3 (Fighting Skill: d6; Damage: d6; Armour: d6;
3 Wounds)
The daggers the rat-men are using are poisoned; any
damage you suffer is doubled.
If you beat them, you find three daggers, 3 d6 coins
and may make one roll on the Artifacts and Relics
table.
12 - KNIFE IN THE DARK
A sudden pain in your arm causes you to jump. Looking
down, you see a dart sticking out of your shoulder!
Lose 1 d4 Wounds from the dart, which was fired by
an assassin. If you live, you can either escape the
Encounter (in which case dont roll for clues) or
stand and fight.
Assassin: (Fighting Skill: d10; Damage: d6+1; Armour:
d6; 4 Wounds)
If you beat it, you find 2 d6 coins and a short sword.
13 - TEMPLE
One of the only well-maintained buildings in all of Gaxdon
is the temple to Bonebeard, god of pirates and thieves.
You can, if you wish, make an offering to
Bonebeard. If you do, decide how many coins you
will offer, then roll 1 d20. Add the amount of coins
you offered to the roll and consult the following
table:
Roll

Effect

1-10









Your offering insults Bonebeard. You suffer


a -1 penalty to all Tests while you are in
Gaxdon.

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11-20

Your offering goes unrewarded.

21+




Bonebeard is pleased with your offering.


While you are in Gaxdon, add +1 to all
Tests you make.

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.

Make a Strength Test (5+). If you pass, you manage


to overpower the guards and escape. If you fail
though, you are thrown in the dungeon and forced
to stay there until eventually, Gaxdon is overrun and
you are killed by demons.

you gave the beggar to your roll. If you pass, you


gain a clue. If you fail, you learn nothing.

If you fight and beat the guards, you find 3 d6 coins


and two swords.

You are continuing your investigations when you are


confronted by a motley crew of pirates. A giant of a man,
one eye covered with a patch and both of his ears missing,
steps forward. Who do you think you are coming into MY
town?

15 - FORTUNE TELLER

18 - PIRATE KING

You pass by a small shop which claims to be the residence


of Madame Riyan, a fortune teller who, for just 5 coins,
will tell you about your life and future love prospects.

Make a Charm Test (5+). If you pass you come up


with a great story and the pirate king lets you go.
Otherwise, he attacks you.

You can have your fortune read if you want. Pay


Madame Riyan 5 coins and roll 1 d6.

Pirate king: (Fighting Skill: d8; Damage: d6+2; Armour:


d6; 5 Wounds)

d6 roll

Result

1-2


The fortune teller gives you no useful


information at all.

If you win, the rest of the pirates flee. You find 3 d6


coins, a sword and may make one roll on the
Artifacts and Relics table.

3-4




Madame Riyan warns you of a dangerous


event. You may escape from one Encounter
of your choice for the rest of this Quest.

5-6


You receive a clue to the location of the


demonmaster.
16 - MADMAN

You have just finished purchasing a meal of bread and dried


meat at the market when a crazy man wielding a meat
cleaver charges at you, screaming that he is going to kill
you.
You have no choice but to fight.
Madman: (Fighting Skill: d4; Damage: d6+1; Armour: d6;
3 Wounds)
17 - BEGGAR
It is no surprise that the streets of Gaxdon are home to
many beggars, starving, diseased and, in some case, insane.
For the most part you ignore them, but one beggar claims
to know all of the secrets of Gaxdon.
You may give the beggar some coins, if you wish.
Make a Charm Test (10+). Add the amount of coins
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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:

The man explains that he is a member of the Crimson


Dagger Brotherhood, the thieves guild of Gaxdon.
He is trying to steal a precious gemstone from a local
merchant, but the merchant has posted many guards
and circulated his description. He wants you to steal
the gemstone and, if you do, he will reward you.
If you take him up on his offer, make a Reflexes
Test (5+). If you pass, you steal the gemstone
and the thief rewards you with 20 coins. If you
fail, you are caught by one of the guards and
will have to fight your way out.

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.

Guardsman (Fighting Skill: d6; Damage: d6+2;


Armour: d6+2; 3 Wounds)

Part Two - The Wilderness


Hopefully you have found all the clues you need, for it is now time to
hunt your enemy, the demonmaster.
For this part of the Quest, roll 1 d10 to determine which Encounter
you get. Add +1 to the roll for every clue you found in Gaxdon. If
you roll 11 or more, play Encounter 10.
Every Encounter in part two is capable of been played more than
once. Do not move to the next highest Encounter if you roll one you
have already completed.
The Encounters in part two of this Quest represent you searching
outside of Gaxdon for the demonmaster. They all take place in the
wilderness against the demons that make up the demonmasters army.
It will not be easy, so be prepared!
1 - BATTLE DEMON
A well-muscled, black-skinned humanoid demon over
six feet in height comes charging at you brandishing a
serrated sword.
Battle demon (Fighting Skill: d8; Damage: d6+2;
Armour: d6; 5 Wounds)
2 - SKULL DEMON
A black-leathery skinned demon comes bounding out
of the brush in front of you. Its head terrifies you: it
looks like the skull of a demonic wolf.
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Skull demon (Fighting Skill: d6; Damage: d6; Armour:


d10; 4 Wounds)
3 - WINGED DEMON
The sound of flapping wings alerts you to danger moments
before you are attacked. From out of the night sky swoops
a winged demon, its razor sharp talons aimed at your neck.
You do not have time to fire a missile weapon or use
a spell.
Winged demon (Fighting Skill: d6+1; Damage: d6;
Armour: d6; 3 Wounds)

4 - DARK WARRIOR

8 - DARK KNIGHT

A warrior, clad in black steel armour, appears a hundred feet


ahead of you. It draws a black steel broadsword and prepares
to do battle.

A black-clad horseman, dressed in black armour from head


to toe, comes charging towards you. His warhorse, also jet
black in color, has flames flaring out of its nostrils and
sparks fly from its hooves every time they hit the ground.

Dark warrior (Fighting Skill: d10-1; Damage: d8+3;


Armour: d8+3; 4 Wounds)
If you win, you may take its broadsword (+3
damage, -1 Fighting Skill).
5 - BLOOD DEMON

Dark knight (Fighting Skill: d10+1; Damage: d8+2;


Armour: d8+3; 4 Wounds)
If you beat it, you may take its sword (+2 damage)
and make one roll on the Artifacts and Relics table.
9 - DEMONSPAWN

A flash of red in the undergrowth to your left alerts you to


the presence of a demon. A man-sized demon, its leathery
skin blood red in colour and its mouth lined with needlelike fangs, leaps towards you.

A shapeless, formless mass of flesh, bone, muscle and sinew


shambles towards you. You almost vomit in disgust as you
draw your weapon.

Blood demon (Fighting Skill: d10; Damage: d10; Armour:


d6; 3 Wounds)

Demonspawn (Fighting Skill: d6; Damage: d8; Armour:


d10; 8 Wounds)

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)

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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













A blast of black fire flies at you.


Roll 1 d10 for damage; reduce this
by your Endurance (+armour
bonus) roll

3-4










Summons




















The demonmaster summons a


demonspawn to attack you. Fight it
before continuing to fight the
demonmaster (Fighting Skill: d6;
Damage: d8; Armour: d10; 8
Wounds)

5-6


Blood of Xaar
Return the demonmasters Wounds




to 8

If you beat the demonmaster, well done! You have


saved Gaxdon from certain doom. You search the
cave and find 5 d6 coins and may make 3 rolls on the
Artifacts and Relics table.

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.

http://www.facebook.com/chroniclesofarax
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