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Torchlight Gamebooks

QUEST FOR THE
ORNCRYST
2011 EDITION

In January of 2007 the Chronicles of Arborell released the first in a new series of card-based gamebook adventures entitled Quest for the Orncryst. This unique adventure has proven itself in the intervening years to be one of the most popular titles in the Chronicles' catalogue and has now been made available in a new 2011 edition. With an updated Player's Manual that includes an improved rule-set and a wide-ranging review of the game's section references this edition brings Quest for the Orncryst up to date with all other gamebook titles in this series, and in doing so takes advantage of a number of important rule enhancements.

Quest for the Orncryst is a card-based gamebook system unique to the Chronicles of Arborell that delivers a totally random gamebook experience. Based on the Torchlight adventure system this game allows a player to meet a range of quest objectives whilst experiencing a different set of encounters and dungeon setups with each attempt. This one of a kind gamebook system comes with a 100+ page manual, a set of 77 game cards and a range of additional materials and documents. If you have ever wanted to play a truly unique gamebook the Quest for the Orncryst is now available for free download both in its card format and as a purely text-based adventure.

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Well of Shadows Gamebook Adventure


Encounter List



To determine what confronts you roll 2d6 then look to the corresponding number listed below.

2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12

Please note that each of these creatures can only be encountered once in each attempt at finding the Well of Shadows. If you roll the same number as a previous encounter, roll again until you are confronted by a new opponent. Please note also that flashcharges can be used during any of these encounters, however the use of these explosive devices will not be reflected in the combat descriptions given in the text.


2. No Encounter

You could have sworn that there was something ahead, but no attack comes. In the distance you hear the shifting of stone and the muffled clatter of rocks as they fall from some high place. You can only surmise that it is the falsity of echoes, and the oppressive darkness that has put you on edge. Without any further hesitation you move on...

Return to the section you are currently playing and continue your quest. There is nothing here.


3. Shambler

Combat value: 13
Endurance: 20
Aversions: None
Special rules: +1 to player CV for all attacks with axe
Difficulty modifiers: Minor blows that cause only 1 point of damage have no effect on creature EP.

It is not only the spectral remains of the Oera'dim that find themselves drawn to the deep ruins. There have been many Men, including Brethren of the Deep Guild, that have found death in the dark halls of this delving. Unlike the Hordim however, death finds Men who have tarried too long below ground caught within a twilight world, one where they can only linger in a state of mindless decay. Such Men are known as Shamblers, and have proven just as aggressive as any other denizen of these ruins.
As they are already dead and feel no pain or fatigue, they must literally be cut to pieces before they will end an attack. Because of this, minor wounds have no effect on creature endurance points. Only a blow of 4 endurance points will bring you closer to winning combat. Within the Deep Guild such creatures are considered the hardest to overcome as they take a great deal of energy to subdue.
It you have to fight, you will find Shamblers are a persistent foe and one that you should avoid if you can.

Unfortunately you cannot avoid combat with this Shambler. If you are successful in this confrontation using any weapon other than a warhammer go to section 61. If you use a warhammer to defeat this foe turn to section 33. If it is the Shambler that proves victorious then turn to section 94.


4. Needle Flies

Combat value: 13
Endurance:14
Aversions: Lightstone, Shieldstone, Forcestone
Special rules: -1 to player CV for every combat round lost
Difficulty modifiers: +1 to creature CV if fought in small rooms and passageways.

In the light of day a traveller of the wilds of Arborell will never encounter Needle Flies, but for those who must delve deep into the ruins of the Ancients these flying predators are a constant threat. Found in swarms of hundreds these fist-sized insects attack any creature unlucky enough to cross their path. Equipped with a long needle-like proboscis they stab at their victims, injecting a quick working toxin that rapidly overwhelms them. If you must fight your way through such a swarm any lost combat round will result in a 1 point reduction in your CV. If you survive the fight the reduction in CV will apply until you can either use a Healing Stick upon yourself or your quest ends.
Needle Flies have aversions to Light, Shield and Force stones. The creature aversion rules apply as usual to Light stones, but if you have a Shield or Force stone you may use it to keep the swarm at bay. If you have such a talisman in your possession you can attempt to activate it by taking an Intuition test. If you are successful you repel the swarm and find your way out of the room or passage without harm. If you are unsuccessful you will be forced to fight.

If you have a Lightstone and wish to use it against these insects turn to section 53. If you possess either a Shield or Force Stone and have made a successful Intuition test turn to section 78. If you are either unsuccessful in the use of your Sharyah, or you wish to fight the Needle Flies and are victorious turn to section 66. If it is the Needle Flies that overwhelms you however, turn to section 3.


5. No Encounter

You could have sworn that there was something ahead, but no attack comes. In the distance you hear the shifting of stone and the muffled clatter of rocks as they fall from some high place. You can only surmise that it is the falsity of echoes, and the oppressive darkness that has put you on edge. Without any further hesitation you move on...

Return to the section you are currently playing and move on. There is nothing here.


6. Oer'daaki Roots

Combat value: 14
Endurance: 30
Aversions: None
Special rules: +3 to all player attacks if using axe
Difficulty modifiers: Oer'daaki roots only attack if disturbed. See below for special encounter rules

The Oer'daaki are huge vine-like entanglements that spread over wide areas of swampland or deep temple ruins. In taking root they force powerful tendrils deep into the earth, and in doing so sometimes reach hundreds of metres below ground. The roots of the Oer'daaki are strong, prehensile limbs that reach out for any sustenance that might be found in the deep ruins. It is best that they be avoided if possible.
Oer'daaki have no aversions but are particularly susceptible to axe blows. If these roots are encountered they will only attack if disturbed. If you choose to try and pass beyond their tangle test your Luck attribute first. If you are successful they have not been disturbed and you may continue on your way. If you fail the test the roots will strike out for you, and only a fight will see you free of them.

Test your Luck attribute. If you are lucky you can move beyond the root tangle. Return to the section where this encounter was initiated and consider your options. If you are unlucky then you will have to fight your way through. In this encounter you can choose to fight with an axe if you have one. As per the creature information this will provide a +3 to your CV for the duration of the combat.
If you are victorious in this encounter with any other weapon other than an axe turn to section 24. If you are victorious in this encounter and used as axe turn to section 46. If you find the killer plant too powerful and it is you that fails, turn to section 83.


7. Shambler

Combat value: 15
Endurance: 16
Aversions: None
Special rules: +1 to player CV for all attacks with axe.
Difficulty modifiers: Minor blows that cause only 1 point of damage have no effect on creature EP.

It is not only the spectral remains of the Oera'dim that find themselves drawn to the deep ruins. There have been many Men, including Brethren of the Deep Guild, that have found an unforeseen death in the dark halls of this delving. Unlike the Hordim however, death finds Men who have tarried too long below ground caught within a twilight world, one where they can only linger in a state of mindless decay. Such Men are known as Shamblers, and have proven just as aggressive as any other denizen of these ruins.
As they are already dead and feel no pain or fatigue, they must literally be cut to pieces before they will end an attack. Because of this, minor wounds have no effect on creature endurance points. Only a blow of 4 endurance points will bring you closer to winning combat. Within the Deep Guild such creatures are considered the hardest to overcome as they take a great deal of energy to subdue.

Unfortunately you cannot avoid combat with the Shambler that now moves towards you. If you are successful in this confrontation using any weapon other than a warhammer go to section 86. If you use a warhammer to defeat this foe turn to section 10. If it is the Shambler that proves victorious then turn to section 41.


8. Mantis Beast

Combat value: 15
Endurance: 18
Aversions: Callingstone
Special rules: +1 to player CV if fought with warhammer.
Difficulty modifiers: None

It is not only the spectral remains of the Oera'dim that find their way into the dark halls of Allas'nerig. Many creatures become lost in the deep ruins, and once there are altered by the proximity of EarthMagic. The Mantis Beast is one such creature. It is believed that these gargantuan insects scavenge the corridors and chambers of ancient ruins, and are not averse to killing anything that may provide a satisfying meal. Most can grow to more than four metres in length and develop an especially colourful, and thick, exoskeleton. The armour plates that can be taken from the body of these creatures are highly prized by the Oera'dim, and are considered valuable as personal adornment.
The Mantis Beast has a striking aversion to the Callingstone. If you have one in your possession and are successful in using it, the Beast will retreat to a distance but then follow you for as long as it remains unmolested. The advantage to having a Mantis Beast in tow is that during the next combat you fight the Mantis will instinctively defend the Callingstone. For the duration of that combat the Player's CV will be increased by 5 points. The Mantis will however, make a hasty retreat after the fight is done, and the insect will not be seen again.
If you do not have a Callingstone you will have no course but to fight the monster. Conduct the contest according to the rules of combat then turn to section 16 if you are successful. If you are not successful and it is the Mantis that prevails turn to section 98.


9. Shondalak

Combat value: 15
Endurance: 15
Aversions: None
Special rules: +1 for player CV if fought with spears
Difficulty modifiers: None

The Shondalak is the most powerful natural predator that can be encountered in any of the ruins of Arborell. Unlike all other creatures it is immune to the powers of EarthMagic and is a formidable opponent. These creatures are bear-like animals that stand between two to three metres at the shoulder. Possessed of pure black hairy coverings, and remarkably tough armoured shoulders and neck, they attack their prey with a set of long razor-sharp claws that retract into thick muscular paws. It is considered by most that they are also intelligent and highly cunning. More than one of your Brethren has been ambushed by a Shondalak and few have lived to tell the tale. The Shondalak has no creature aversions but is vulnerable to attacks made with spears.

Conduct this encounter according to the rules of combat. If you are successful and it is the Shondalak that falls turn to section 14. If it is the Shondalak that prevails turn to section 91.


10. Molgoth

Combat value: 16
Endurance: 14
Aversions: Lightstone
Special rules: +1 to player CV if fought with spear of any type. +1 to player CV for all attacks with axe.
Difficulty modifiers: -1 to creature CV if fought in small room or passageway.

The Molgoth is a bat-like monstrosity that finds its home in all the dark places of the world. Most Molgoth found below ground measure a wing-span of less than 6 metres, but there are some that can grow to more than 30 metres. Luckily for you the one you have found is not nearly that big. With a wing-span of 6 metres, and standing 2 metres tall it is a formidable opponent, one that you should consider carefully before fighting.
As a natural denizen of the deep ruins, the Molgoth has an aversion to Light stones. Properly activated this talisman will send any Molgoth scurrying for its dark lair. The choice is yours however. You may make use of the right Sharyah if you have it, or you can stand your ground and fight.

If you have a Light stone and wish to use it turn to section 19. It requires no intuition test to activate you need only say its name. If you do not have a Light stone you will have no choice but to fight. Conduct the contest according to the combat rules. If you are successful turn to section 43. If it is the Molgoth that prevails turn to section 85.


11. Morg (Dreya'dim Swarm)

Combat value: 13
Endurance: 10
Aversions: Lightstone
Special rules: Spirit creature. +1 to player CV if holding a Sharyah of any type
Difficulty modifiers: Highly aggressive entity. +1 to creature CV if fought in small room or passageway.

In the world above the Morg of the Horde are known for their small, emaciated bodies and their ruthless cruelty. It is said that any creature who strays into their path can look forward to a long, tortured death. In the deep ruins of Arborell it is not the Morg however, but their entrapped spirit forms that will be encountered, and they are every bit as cruel in death as they are in life. Any creature of the Horde that does not find its way to the Underworld is inevitably caught by the power of the Dreya Tree and becomes a Dreya'dim. The Morg of the Dreya'dim Swarm are drawn to the sources of EarthMagic that can be found below ground, and when they are close enough take on a physical form similar to that they have in life, but grotesquely twisted and aggressive in nature. Once seen by a Dreya'dim Morg a player cannot readily escape them.
They are however, vulnerable to all normal weapons, and can be repelled by Lightstones if you have one in your possession. In this dark place the choice is yours. You may attempt to force the Dreya'dim away with a Sharyah if you have one, or stand your ground and fight.
The spectral Morg is a vicious foe even though it may possess neither great stature, nor great strength. If you have a Lightstone in your possession you may use it to repel the Dreya'dim and keep it at bay. In this instance you will not need to activate either Sharyah as the presence of the talisman alone will keep the Morg at a distance. Continue with your mission and try and disregard the creature for it will continue to follow you, but will never get close enough to cause you harm.

If however, you do not wish to have a Dreya'dim Morg following you through the halls of this ruin, or you do not have one of the necessary Sharyah, then you must kill the Morg whilst it remains in its mortal form and send it back to its ancestors. If this is the case conduct the battle according to the rules of combat. If you are successful turn to section 21. If it is the Morg that prevails turn to section 71.


12. Arachnari Scout

Combat value: 17
Endurance: 18
Aversions: Shieldstone
Special rules: -1 to player CV if fought with short sword or dagger
Difficulty modifiers: None

There is nothing more terrifying in the ruins of Arborell than to encounter an Arachnari foraging for food. These powerful spider-like creatures live in vast Hives but regularly leave to search the tunnels and halls for food, whether it be carrion or the living.
An Arachnari Scout is a difficult adversary at any time. Measuring some 2 metres in length the Arachnari have no fear of the dark, nor any hesitation in attacking any Dungeon Crawler they may find in the deep ruins of Allas'nerig. If possible they are a creature better avoided. Avoiding them can be difficult though, these huge Arachnids guard their territory fiercely and will pursue you whilst you remain within it.
Arachnari have an aversion to Shieldstones and it is an advantage that should be pressed by any Brother of the Guild that might possess one. Before any combat with such an opponent apply the creature aversion rules. If you are lucky the Arachnari will retreat of its own accord. If not you will have to kill it.
If you have a Shieldstone in your possession and wish to use it against the Arachnari make an Intuition test. If you are successful the monster will back out of the chamber and leave you alone. If this is the case return to the section you are playing and continue with your quest.

If you do not have a sharyah'durien or you are too foolish not to use it then you must fight the Arachnari and kill it. Conduct the fight according to combat resolution rules. If you are successful turn to section 37. If it is the Arachnari Scout that prevails then turn to section 89.





This site, and associated books and other documents are the intellectual property of the author, Wayne F Densley, and all rights are reserved by him. The Torchlight gamebook adventure series is a part of the Chronicles of Arborell. Any questions regarding the Chronicles can be answered by emailing the author at densleyw@shoal.net.au
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WINDHAMMER
PDF
EDITION

For some time the first core gamebook in the Chronicles of Arborell has been available both as an online title and as a html-based download file. As a part of an ongoing commitment to provide all titles in this series in the PDF format Arborell.com is pleased to announce the release of a new PDF edition of this popular gamebook title; complete with updated graphics, 600 sections, more than 400 A4-sized pages and a further 200 pages of supplementary documents and information. At over 600 pages this is one of the largest gamebook titles available in the genre and as with all the books in this series is free to download. For a copy just click on the link below.

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