Tuesday, April 21, 2015

The Shortest Adventure Ever (Chronicles of Arax Solo Adventure Playthrough/Review)

Okay.

So I'm a bit of a solo enthusiast, which is one way of saying I really wish I had more friends that enjoyed gaming like I do, and I'm always on the lookout for new (and free) systems to try out. Enter Chronicles of Arax. I downloaded, read through it, and gave it a playthrough with the default character (because it doesn't include character creation rules)... and died very shortly thereafter. Obviously I'm going to try this again, but I'll be tweaking the character attributes and doing a little shopping for better equipment first. Here ya go:

-=INTRODUCTION=-

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...

[MECHANICS]
Roll 1d10 to determine Encounter... (2).

-=ENCOUNTER ONE: 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 (Reflexes +3 to pass)...

[MECHANICS]
Reflexes roll... (3) = Pass!

Roll 1d10+1 to determine next Encounter... (11)

-=ENCOUNTER TWO: 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 (Reflexes 5+ to dodge)...!

[MECHANICS]
Reflexes roll... (1) = Hit!
Lose 1d6 Wounds... (6)
Drink Healing Potion for... (2)

Roll 1d10+2 to determine next Encounter... (11, which we'll do anyway)

-=ENCOUNTER THREE: (Another) 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 (Reflexes 5+ to dodge)...!

[MECHANICS]
Reflexes roll... (6) = Dodged!

Roll 1d10+3 to determine next Encounter... (4)

-=ENCOUNTER FOUR: 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 (fight them both, one at a time)!

[MECHANICS]

Orc 1: Fighting d6-1, Damage d6+2, Armour d8+1, 4/4 Wounds

3v5, Hit!
Damage taken = 7, -3 from Endurance/Armor = 4 Wounds taken!
2v3, Hit!
Damage taken = 6, -5 from Endurance/Armor = 1 Wound taken!
2v1, Successful Attack!
Damage given = 3, -8 from Armour = Shrugged off!
6v2, Successful Attack!
Damage given = 7, -8 from Armour = Srugged off!
2v3, Hit!
Damage taken = 6, -2 = 4 Wounds taken!

Orc 2: Fighting d6-1, Damage d6+2, Armour d8+1, 4/4 Wounds

-=THE END=-

All that text is straight from the book. To be honest, I think getting hit in the face with an arrow the first time meant that a lot of that "healing" potion must have dribbled out of my cheek or something, because it didn't help a great deal. And these orcs are supposed to be drunk? Come on. Look at those rolls and tell me just who's impaired. Anyway. This only took about an hour to do, with a break for lunch and typing out mechanics. Did like, would play again.

With Brightest of (dubiously-named potions) Greens,
BW