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Valley of the Witch

Valley of the Witch is a Quest for the Chronicles of Arax solo adventure game. It takes place in the north of the
world of Arax and has you searching for the titular witch.

Snow is not an uncommon sight in northern Arax. The winters are cold, and snow is often an inch or so thick on the
ground. The further north one goes, the worse the snow usually is. However, snow in the middle of summer is unheard
of. Until now.
You have been spending some time in the town of Gaxdon. The summer heat has been intense this year and you have
spent the time in alehouses and bathing in the cool water of the ocean. But all that changed when a sudden cold snap hit.
Snow began to fall on the streets and people looked to the skies in confusion.
The sudden weather probably would have been dismissed as a freak occurrence, except that the bitter cold continued.
Snow lay thickly on the cobblestone streets and many began to die from the intense cold. Something wasnt right; that
you were certain of.
After some asking around you learn of a witch who lives in a valley in the northern mountains. She is said to be quite
powerful, and one who has powers of nature. The more you ask about her, the more you become certain that she could
be the one responsible for the cold snap. You also discover that the valley she lives in is home to the gnomes, evil
dwarfs who turned to the worship of dark powers centuries ago.
You decide to investigate. You will need to be careful, but if nothing is done soon the bitter cold is going to not only
wreak havoc but also claim many lives.

The Quest
The Quest takes place in bitter, biting cold that
could freeze a man to death in minutes. Therefore,
the following rules apply for the entire Quest.
After each Encounter and whether it was
successful or not, make an Endurance Test (3+). If
you pass, nothing occurs. If you fail, you succumb
to frostbite and must lose 1 Wound.

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You have the option of buying some fur clothing


before leaving Gaxdon. The furs cost 20 coins
(much higher than normal due to high demand)
and add +1 to any Endurance Tests you make in
this way.
Roll for Encounters normally, adding +1 to the roll
for every Encounter you pass through.

1 - AVALANCHE!

4 - GNOME HUNTERS

You are climbing down the side of a hill that leads into the
valley when you hear a rumbling noise behind you. Looking
up, you see a huge avalanche heading straight for you!

The sound of an arrow embedding itself in a tree beside you


is the first sign you have of the gnomes. Looking much like
wild dwarfs, the gnomes take aim with their bows again.

Make an Endurance Test (4+). If you pass, you


manage to slog your way across the side of the hill
before the avalanche reaches you. If you fail you are
hit by the falling snow, trees and other debris and
lose 1 D6 Wounds.

You can choose to rush them or flee. If you rush


them, you must fight.

2 - ICE BRIDGE
You find yourself near a narrow chasm that runs across the
land in front of you. You are not sure how far it runs off to
the left and right, so going around it could take some time.
However, there is a narrow ice bridge not far away that
would allow you to cross.
You can either cross via the ice bridge or try to find
another way across. If you try to go around the
chasm, make an Endurance Test (4+). If you pass, it
takes you several hours of trudging through the cold
and snow, but you find another way around. If you
fail, you still find another way around, but lose 1 D4
Wounds from exposure and exhaustion.
If you try to go across the ice bridge, make a
Reflexes Test (3+). If you pass, you make it across.
If you fail, you slip and fall into the chasm, landing
hard on a ledge (lose 1 D6 Wounds). You then climb
up and continue on your way.
3 - SNOW BEAR

Gnome hunter #1 (Fighting Skill: d8; Damage: d6+1;


Armour: d6; 4 Wounds)
Gnome hunter #2 (Fighting Skill: d8; Damage: d6+1;
Armour: d6; 4 Wounds).
If you flee, you suffer two arrow shots to your back.
For each one roll a D6 for damage, then roll your
Armour. If the arrows damage is higher than your
Armour roll, lose that many Wounds. Do this for
each of the two arrows.
If you fight and beat the gnomes, you find two bows,
two short swords and 2 D6 coins.
5 - TRADING POST
You come across a large cabin in the middle of the pines.
People seem to be coming and going from it with some
regularity; gnomes, orcs, even humans. It seems to be some
sort of trading post.
You can purchase new gear hear for normal costs, if
you wish.
6 - CABIN

You are slogging through an area of deep snow when you


think you catch sight of movement up ahead.

A small log cabin, almost hidden by the thick snow, appears


ahead of you. It seems to be deserted.

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


manage to see the snow bear before it is upon you. If
you fail, you are startled by its sudden appearance
and suffer a -1 penalty on your Fighting Skill rolls
for this combat.

You can investigate it if you wish. If you do roll 1


D6.

Snow bear: (Fighting Skill: d6; Damage: d8; Armour: d8;


5 Wounds)

If you roll 5-6, the cabin is home to a mad gnome


who attacks you on sight.

If you beat it, you may skin it to take its fur (this
counts as furs as explained earlier).

Mad gnome (Fighting Skill: d8; Damage: d8; Armour: d8;


4 Wounds)

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If you roll 1-4, the cabin is indeed empty. You may


rest here; regain 1 D4 lost Wounds.

7 - GNOME SCOUTS

10 - FROZEN LAKE

The snow is falling thickly as you attempt to set up camp


for the night. You manage to get a fire lit so that you dont
freeze to death, but this also attracts some gnomes!

The pines thin out and you find yourself confronted with a
vast, frozen lake.

You will have to fight these two gnomes.


Gnome scout #1 (Fighting Skill: d8; Damage: d6+1;
Armour: d6; 4 Wounds)
Gnome scout #2 (Fighting Skill: d8; Damage: d6+1;
Armour: d6; 4 Wounds)
If you win you find two short swords and 2 D6
coins.
8 - CREVASSE
The pines open up and you find yourself staring at a wide
crevasse. There is no sign of a crossing anywhere. Finding
the narrowest part you can, you take a run up and jump...
Make a Strength Test (4+). If you pass, you make it
across. If you fail, you fall. Make a Reflexes Test
(4+). If you pass, you catch hold of ledge and pull
yourself up, but not before losing 1 D6 Wounds. If
you fail, you plummet to your death.
9 - SNOW WOLVES
It is just on dusk when you hear a low howling coming
from out of the woods. Suddenly a small pack of whitefurred wolves come bounding out of the trees towards you.

You can either choose to go around the lake or


across it.
If you go around it, make an Endurance Test (5+). If
you pass, continue with the next Encounter. If you
fail, lose 1 D4 Wounds due to exposure to the cold.
If you go across the lake, roll 1 D6. On 4+ you
make it across; continue with the next Encounter. If
you roll 3 or less, the ice breaks and you fall into the
water. Make an Endurance Test (5+). If you pass,
lose 1 D4 Wounds from the cold water. If you fail,
lose 1 D8 Wounds. Either way, continue with the
next Encounter.
11 - YETI
An apparition appears from out of the woods ahead of you.
It is tall, with white, shaggy hair and a powerful body. Its
face is human shaped, though still covered with hair, and its
eyes are very human-like. You recognise the beast: it is a
yeti, an almost fabled monster.
The yeti is looking for food. Make a Knowledge Test
(4+). If you pass, you understand this fact. Now,
make a Charm Test (5+). If you pass this you
manage to convince it, using primitive signs and
grunts, that there is better food a short distance
away.

Fight the snow wolves as one enemy.

If you fail any of these Tests, you will have to fight


it.

Snow wolves (Fighting Skill: d6+1; Damage: d6+1;


Armour: d6; 5 Wounds)

Yeti (Fighting Skill: d6; Damage: d10; Armour: d8; 6


Wounds)
12 - CRYSTAL CAVES
As night begins to fall over this frozen land you spot a cave
system nearby. Deciding it would be a great place to rest for
the night, you make your way to them, only to be
astonished by what you find. The entire inside of the
caverns is made from some form of crystal, which glints
dully in the fading light.
Make a Perception Test (5+). If you pass you find 2
D6 coins and may make one roll on the Artifacts and
Relics table.

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13 - ICE STATUES

16 - BLIZZARD

A stunning sight greets you as you enter a clearing. The area


is filled with ice sculptures depicting humans, gnomes,
dwarfs, orcs, trolls and animals.

A sudden blizzard springs up out of nowhere. The wind


whips the snow up around you, making it extremely hard to
see. The biting cold penetrates your clothing, chilling you
to the bone.

If you have any source of fire (lantern, fire ball spell,


etc) you can try to melt one of the statues. If you do,
roll 1 D6. On a 1-3, the statue melts, leaving behind
a small pile of coins (2 D6 coins, in fact).
On a 4-6, the statue instead comes to life and
attacks.
Ice statue (Fighting Skill: d6; Damage: d6; Armour d8; 3
Wounds).
14 - GNOME TRAPPER
Make a Perception Test (4+). If you pass, you
manage to avoid a well-hidden animal pit trap. If
you fail:
The ground gives way beneath you and you plummet into a
hole in the ground. Luckily the trap isnt too deep, but just
as you are trying to climb out, a spear-armed gnome appears
to attack you!
Lose 1 D4 Wounds from the fall then fight the
gnome.
Gnome trapper (Fighting Skill: d8; Damage: d6+2;
Armour: d6; 4 Wounds)
If you beat it, you may take a spear and 1 D6 coins.
15 - GNOME PATROL
You cant believe your luck. You had just climbed over a
small hillock when you run straight into a small patrol of
gnome warriors. You are surrounded and must try to fight
your way out.
Gnome patrol (Fighting Skill: d8+2; Damage: d6+1:
Armour: d6+1; 6 Wounds)
If you beat them, you find 4 D6 coins and may make
one roll on the Artifacts and Relics table.

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


some shelter and ride out the storm. If you fail, you
face the full fury of the storm.
Make an Endurance Test (5+). If you pass, you lose
1 D4 Wounds. If you fail, you lose 2 D4 Wounds.
17 - BLACK PINE
The pine trees are thick in this part of the valley, but they
suddenly part to reveal a large, black-needled pine just
ahead. An eerie feeling settles over you as you look at it.
Make a Magic Skill Test (4+). If you pass, you shrug
off the feeling. If you fail, the weird aura the tree
projects leaves you shaken and disturbed. Until the
end of the Quest you must reduce any die rolls you
make by -1.
18 - TROLL
The snow is once again falling as a massive shape suddenly
looms in front of you. Nine feet tall, the creature has greygreen skin, gangly arms and a massive head. It is a troll, an
aggressive beast who are said to eat human flesh.
Troll (Fighting Skill: d6; Damage: d10; Armour: d8; 6
Wounds).
Each turn of battle, the troll regains 1 lost Wound.

21 - GNOME WARRIORS
You are packing up camp on another bitterly cold morning
when a sudden war cry breaks the silence. Two gnome
warriors rush at you from out of the pines.
Gnome warrior #1 (Fighting Skill: d8; Damage: d6+1;
Armour: d6; 4 Wounds)
Gnome warrior #2 (Fighting Skill: d8; Damage: d6+1;
Armour: d6; 4 Wounds).
If you win, you find 2 D6 coins.
22 - CRYSTAL GUARDIAN

19 - CAMP
Ahead, in the distance, you spot the smoke of camp fires
rising into the air. Carefully you make your way towards it
and eventually find yourself at a large gnome encampment.
They seem to be settling in for the night.
You can leave now if you wish, in which case
continue with the next Encounter.
Alternately you may wait until they are asleep and
try to sneak into the camp. If you do, make a
Reflexes Test (5+). If you pass, you flit through the
camp, relieving the gnomes of the valuables. You
find 10 D6 coins and may make three rolls on the
Artifacts and Relics table.
If you fail, you are caught and killed.
20 - CLIFF
The path through the endless pines suddenly ends at the
base of a steep cliff. Looking up, there are plenty of
handholds, so you begin to climb.
Make a Strength Test (4+). If you pass you make it
up the cliff with no trouble. If you fail, you fall a few
times, scraping your hands and feet, and lose 1 D4
Wounds.

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You are approaching a ruined tower when you see a statue


standing on the path. It appears to be made of some sort of
clear crystal and is holding a massive crystal sword. As you
get closer, it animates and stands in your way, holding the
sword threateningly.
The statue asks you your business. Make a Charm
Test (4+). If you pass, the statue lets you continue. If
you fail, it attacks.
Crystal guardian (Fighting Skill: d6; Damage: d6+2;
Armour: d10; 4 Wounds)
If you beat it or pass the Charm Test, you can
explore the ruins, where you may make one roll on
the Artifacts and Relics table.
23 - HIDDEN CAVERN
The snow continues to fall as you make your way through a
hilly area of the valley, still searching for the witch.
Make a Perception Test (5+). If you pass you find a
well-concealed cave entrance. Exploring it, you find
some treasure; make one roll on the Artifacts and
Relics table.
24 - ICE DEMON
This is it: you have finally caught up with witch. You find
her within a cave, in the middle of some sort of ritual.
However, before you have a chance to confront her she
spots you. Letting out a shrill scream she throws a dark

crystal at the floor. Shattering, a massive ice demon appears


from within it and attacks.
Ice demon (Fighting Skill: d8; Damage: d6; Armour: d8; 5
Wounds)
Every time the ice demon causes you to lose 1 or
more Wounds, you must reduce your Fighting Skill
by -1 for the rest of this Encounter.
If you beat it, you notice that the witch has escaped.
25 - THE WITCH

The witch has surrounded herself with an aura of


freezing cold, and the staff she wields sends chills
through your body every time it hits. For this battle,
you must lose 1 Wound every turn due to the
freezing cold. If she hits you, she inflicts double the
normal damage.
The witch: (Fighting Skill: d6; Damage: d6+1; Armour:
d6; 6 Wounds)
If you win you may take 5 D6 coins and make 2 rolls
on the Artifacts and Relics table. When you leave
the caves, you notice the sun is shining and the snow
is already beginning to melt. You have succeeded in
your mission!

Heading deep into a cave system, you finally come face-toface with the witch. The world will be my frozen
playground, and you cannot stop me! she screams.

Chronicles of Arax is copyright Crystal Star Games, 2011. Written by Shane Garvey. All names and places are completely
fictional and are not meant to represent any location or person, living or dead.

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