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Ghostwood is a Quest for the Chronicles of Arax solo adventure game. It is a two-part Quest; the first part takes
place within the Ghostwood forest itself, while the second takes place beneath Ghostwood.
Standing outside the forest gives you an eerie feeling; after all, the name Ghostwood is well earned. Rumours of
spirits and undead haunting the woodlands before you are well known throughout Arax and people avoid the area
like the plague. Unfortunately you do not have that luxury.
You have been charged with the responsibility of tracking down the legendary Thunderhammer, a dwarven weapon
of great power. It was stolen from the dwarfs of Valijr Keep a little over a week ago but a dwarf-turned-traitor
named Brok. The once respected warrior fled with the Thunderhammer to the west, and you have managed to track
him to the edge of Ghostwood.
He must have been desperate to escape to have entered the forest, you reason to yourself; either that or Brok was
insane. His reasons for stealing the weapon are still unknown at this point, though bribery or outside influence are
suspected.
You take a deep breath and prepare to enter Ghostwood. You have a really bad feeling about this, but the dwarfs are
paying you good money; that overrides your fear of what you may find so, drawing your weapon, you begin your
trek into the forest.
1 - ABANDONED VILLAGE
The buildings of this village, now crumbling and rotting,
were abandoned some time ago. The buildings are falling
apart and a quick inspection proves that there is very little
to see here.
Make a Perception Test (4+). If you pass, you find 1
d4 bandages that are still usable.
2 - BEAR
You hear the bear well before you see it. As you draw your
weapon it comes into view, crashing through the trees.
You must fight it.
Bear (Fighting Skill: d6; Damage: d8; Armour: d8; 7
Wounds).
5 - GOBLINS
From out of nowhere three goblins appear, startling you.
By the expressions on their face they werent expecting you,
either. What are goblins doing in a haunted wood?
You will have to fight them, one at a time.
Goblin #1 (Fighting Skill: d4; Damage: d6; Armour: d6; 3
Wounds)
Goblin #2 (Fighting Skill: d4; Damage: d6; Armour: d6; 3
Wounds)
Goblin #3 (Fighting Skill: d4; Damage: d6; Armour: d6; 3
Wounds)
If you beat them you find three daggers and 2 d6
coins.
6 - TREEHOUSE
3 - PILE OF BONES
The trail you are following winds through the trees. Up
ahead, you van see a pile of bones littering the path.
The bones are human; there is no doubting that. You
may take them if you wish.
4 - ANCIENT RUINS
The trail leads you to the remains of a ruined building. Its
ancient stone walls and ceiling have crumbled, leaving
nothing but a pile of rubble.
You can explore the ruins if you wish, but there is a
chance you will be crushed by some falling rubble. If
you explore, roll 1 d6: on 1-2 you lose 1 d4 Wounds
when a wall collapses on you.
Then make a Knowledge Test (4+). If you fail, there
is nothing more you can do here; continue with the
next Encounter. If you pass, you realize that some of
the inscriptions on the stone are religious in nature.
You can offer a few prayers and restore 1 d6
Wounds.
11 - GIANT SPIDER
You enter a rather dense area of the forest. The trees grow
quite close together and the undergrowth is thick with
tangling vines and thorn bushes. Suddenly a crashing sound
comes from behind you. Turning, you see that you are
being attacked by a giant spider!
You do not have a choice: you must fight.
Giant spider (Fighting Skill: d6; Damage: d6; Armour:
d6; 3 Wounds)
The spider is venomous; any damage it inflicts is
doubled.
If you beat it, you may attempt to get some of its
venom. If you do, make a Knowledge Test (4+). If
you pass, any damage your weapon deals for the rest
of the Quest is doubled. If you fail, you accidentally
poison yourself (lose 1 d6 Wounds).
14 - AMBUSHED!
A sudden movement out of the corner of your eye alerts
you to danger moments before you are attacked. Humanoid
figures, dressed in head-to-toe in white robes, silently attack
you.
You do not have time to use a missile weapon in this
Encounter. Fight them as one enemy:
Hooded Ones (Fighting Skill: d6+2; Damage: d6+1;
Armour: d6; 6 Wounds)
If you beat them, you find 2 d6 coins and three short
swords (+1 damage bonus) that you may take. You
also take off their white robes and find them to be
humans. What are humans doing dressed as ghosts
in the forest?
15 - CAVE
You find a small cave hidden in a low hill side. It is dark
within, and there seems to be some sort of scratching noise
coming from within.
You can explore the cave if you have a lantern,
though you do not have to. If you do though:
Your light allows you to see the insides of this dim cave.
Although the opening is small, the cave quickly opens into
a much larger chamber. The source of the scratching is a
cave drake, a brown-scaled smaller version of a dragon.
You will have to fight it.
Cave drake (Fighting Skill: d6; Damage: d8; Armour:
d8+2; 6 Wounds)
If you beat it, you explore the cave and find 2 d6
coins and may make one roll on the Artifacts and
Relics table.
16 - SURROUNDED!
A voice from somewhere off to your right suddenly calls
out to you. Stranger... it begins in an eerie tone, You are
surrounded. Turn back or face our wrath....
You can choose to turn back (this counts as escaping
from the Encounter, in which case continue with the
next Encounter) or you may choose to challenge
them. If you challenge them, a volley of arrows flies
towards you.
Roll 1 d6 and add 2. Now, roll your Endurance and
add your armour bonus, if any. Subtract the second
roll from the first roll to see how many Wounds you
lose from the arrows.
However, you have the chance to now track your
attackers. Make a Perception Test (4+). If you pass
you may, if you wish, choose to head straight to
Encounter 20.
The trail ended about fifteen minutes ago, and since then
you have been cutting your way through the undergrowth.
The scrub suddenly clears and you find yourself outside a
hut.
You can escape this Encounter; continue with the
next one. If you investigate the hut:
The hut is littered with weird items such as parts of
animals, jars of liquid, bones and other assorted things. It is
also home to a witch, who doesnt like having intruders!
You will have to fight. However, the witch will be
trying to curse you. At the start of each turn of the
battle, make a Magic Test (4+). If you fail, the witch
curses you, which reduces one of your characteristic
scores to d4. Roll 1 d8 to determine which
characteristic is affected:
d8
Characteristic
17 - HIDDEN TRAP
Fighting Skill
Magic Skill
Strength
Reflexes
Endurance
Knowledge
Charm
Perception
Suddenly rough hands grab you from behind and push you
to the ground; you have been caught! Three of the bandits
have snuck up behind you while you were intently watching
the camp. They drag you into the camp, and one man, a
tallish man wearing green and brown garb, and sporting a
small mustache, approaches you.
1 - GUARDS
You enter the dark, damp tunnels that lead to the
underground lair of the goblins. Almost immediately you
are set upon by two goblins.
You will have to fight them, one at a time.
Goblin #1 (Fighting Skill: d4; Damage: d6; Armour: d6; 3
Wounds)
Goblin #2 (Fighting Skill: d4; Damage: d6; Armour: d6; 3
Wounds)
If you win you may take two daggers and 1 d6 coins.
3 - SHRINE
This cavern seems to be some sort of primitive shrine to the
foul goblin deities. Crude idols are placed in haphazard
fashion around the cave, and the place stinks of mould and
fungus.
You can search the area if you want. If you do, make
a Knowledge Test (4+). If you pass, you know that
to touch a goblin idol is to invoke a horrible curse. If
you fail, you trigger the curse, which causes you to
suffer a -1 penalty to your armour rolls until the end
of the quest.
Either way, you find 1 d6 coins and may make a roll
on the Artifacts and Relics table.
2 - MORE GUARDS
4 - FUNGAS CAVE
The tunnel winds further down into the earth when it
suddenly exits into a small cave. Within are two goblins,
their daggers glinting in the faint light.
You will have to fight them, one at a time.
Goblin #1 (Fighting Skill: d4; Damage: d6; Armour: d6; 3
Wounds)
Goblin #2 (Fighting Skill: d4; Damage: d6; Armour: d6; 3
Wounds)
If you win you may take two daggers and 1 d6 coins.
Result
Effect
1-3
Poison
Lose 1 d6 Wounds
4-6
Boon
Regain 1 d6 Wounds
5 - SHAMAN
7 - CAVE IN
Spell
Effect
1-2
Thunderclap
A great booming noise resounds in
your skull. Lose 1d6 Wounds.
3-4
Stench
5-6
Poison blade
9 - SPIDER CAVE
The tunnel you are following leads you to a cave covered in
spider webs. Everywhere you look you can see the sticky
strands. You can also see many spiders, most the size of
your head, crawling along the webs. A tunnel on the far side
makes you wonder whether you should risk entering the
cave.
Do you have a source of fire, such as a spell, lantern
or fireseed? If so, you can use it to burn the webs
and spiders (if you use an item, remove it from your
Equipment). You may then progress to the far
tunnel.
Otherwise, you will have to decide whether to risk
going through the cave and the webs. If you dont,
you will have to backtrack ((in which case, start
rolling for Encounters from scratch, adding +0 to
your first roll).
If you do choose to go through, make a Reflexes
Test (5+). If you pass, you make it through to the
other side without disturbing the webs or the
spiders.
If you fail, you get stuck in one of the webs! Make a
Strength Test (5+). If you pass, you break free, but
not before being bitten by spiders (lose 1 d6
Wounds). If you fail, you are bitten by the spiders
(losing 1 d6 Wounds again) and must continue
making Strength Tests until you pass (losing 1 d6
Wounds for every Strength Test you have to make).
When you make it to the tunnel on the other side of
the cave, you may continue immediately with
Encounter 10.
10 - HOBGOBLIN
Finally, you reach the end of your Quest. You enter a large
chamber furnished with skulls. A wooden throne is set up at
one end of the cave and upon sits the goblin leader, a
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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