Chronicles of a Quest: The Chronicles of Hissfon
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About this ebook
Create your own story as you journey through the lands and oceans of Hissfon! Choose Kenthaë as the Hero of Auttum, create your battle sheet, and embark on an adventure in magical realms. Face the Névrigiens and the minions of the Necromancer Thâar! Your final quest is finally offered to you, but which path will you choose? This Role-Playing Game book is based on the Chronicles of Hissfon. You must equip yourself with certain items (not included) to embark on your quest. Create your battle sheet (in printed or digital version) and your story will unfold as you progress. Good luck!
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Chronicles of a Quest - Remy Lecornec
Chronicles
of a Quest
Chronicles
of a Quest
Rémy LECORNEC
Cover illustrations:
Copyright © 2020 Pixabay
Copyright © 2020 Pxhere
Copyright © 2020 Remy Lecornec
The RPG-Book
Hissfon. The dark era of Tanbus-Erhlenam has left its mark in the Mandrares Lands. The fallen Necromancer Thâar was able to gather many faithful across the distant lands, even in the Reach Lands. The mighty scepter of the Dead Five has vanished from the surface of Hissfon. It is said that this fearsome weapon fell into the wrong hands and it is thanks to it that the terrible Necromancer will be able to return to spread darkness across all the kingdoms.
Within the dark Citadel of Shâltara, which is located in the putrid Fourth Kingdom, the evil presence of Thâar is felt. Thanks to the scepter, already forgotten by all, he was able to come back to life and decided to do everything in his power to eliminate the close bond that unites the five Mages: the Pact of Auttum. This sacred text governs how magic is to be maintained on Hissfon, the distribution of lands to the Mages as well as the union of the kings of all kingdoms. The Necromancer's ultimate goal: to capture one Magus after another in order to weaken this unique bond so he can spread death and regain much-desired control of the five realms.
The hour has come for you. The call of the three Warriors of Auttum has sounded and only you can undertake the last quest offered by the Mage Donnhum. You are asked to find the missing Mages in order to restore balance in the Mandrara Lands but also to end the dreaded reign of the Necromancer Thâar. Prepare your character now: Lancer Kenthaë.
The rules
This RPG-Book (Roleplay) will allow you to create your own story in the populated lands of Hissfon. Equipped with a few real tools, such as a pencil, an eraser, the quest sheet (copied or printed, it would be a shame to cross out this book!) and free time, you will build up the characteristics of your character, read carefully these rules of play and benevolence then begin your ultimate quest in the Mandrares Lands and beyond.
The Map
A complete map is provided at the beginning of numbers, do not hesitate to consult it to know your progress. You can possibly print it to facilitate this progress or go to the website (www.rlecornec.com) in parallel with the book so that it becomes more interactive.
The dice
Get two classic 6-sided dice. These will be used both to make up your quest sheet (QS) but also during your adventure, you can just as well come across enemies that you will have to fight or even in order to cash in on a meal or an object for purchase. As soon as you are asked to throw them, only one throw is allowed, no one will be able to challenge you, of course, but it is only a fair play
principle!
The Quest Sheet (QS)
It's time to complete your QS! As stated above, dispose of it then follow the instructions below:
Hero: Write down the name of your Hero: Kenthaë!
Point of view: Roll a single die then multiply the value by the number indicated on the character sheet. You get his Health Points. These will determine your advance, if you reach 0 you are dead. It will be mandatory to return to the first number and reset the values of all the fields, then reroll the dice for each field to be modified.
Level: You start at level 1. When it says "You gain 1 level, congratulations! » you will have to increment this field and add the points displayed on the current number to all the skills stipulated.
Purse: Roll the two dice and multiply the value by the number indicated on the character sheet. This amount will indicate your number of gold coins (AFTER). They will allow you to buy different items or meals in order, for example, to regain Health Points or improve your strength.
Force: Roll a single die then multiply the value by the number indicated on the character sheet. The higher the number, the easier you will fight your enemies, if not, choose your weapons wisely, it will be vital!
Armor: Roll a single die then multiply the value by the number indicated on the character sheet. A higher number will allow you to parry the blows of your enemies, if it is too low, your Health Points will be reduced to the point of reaching 0, which means the death of your hero and therefore the end of your quest!
Weapons: Note here the weapons you collect and their strength points to add to yours during fights. You can only wield a maximum of 3 weapons and only use one in combat (See Combat
section below). Choose them well!
Potions: Need a little pick-me-up? The potions, if you collect them, will guarantee that your Health Points will be maintained. You can't fight AND drink a potion at the same time, that would be too easy! (See Combats
section below).
Bag / Miscellaneous: It's crazy what you can pick up as strange things during a quest... Various and varied objects, relics, keys... Not everything is useful, but some of them may leave you be crossing forbidden places or even opening well-stocked chests!
When you see this symbol, you can add +1 to the Level
box and increment the values granted when leveling up. Take this as an advancement bonus, which can, at times, be very useful to you!
The fights
Any role-playing game involves an adventure strewn with obstacles, even fights. There are of course rules to follow in order to progress in this RPG-book, breaking them is not tolerated by the assembly of Mages or the council of Warriors of Auttum! In short, it's not fair play, and if you felt like overriding a fight, for example, your honor as Hero of the Mandrares Lands would be violated. However, if you agree to play correctly, follow these rules:
Before the fight: You must check the level of the creature you are going to face. If his level is higher than yours, you will be given a handicap and you risk losing the fight, death is your only end. If, on the contrary, it is less than or equal to yours, hold the fight and obtain rewards, you will thus advance in your quest. You are allowed to escape, but be careful: only the dice will allow you to do so and you will receive sometimes serious injuries.
During the fight: Follow the instructions for each fight, roll the dice and cause the creature to lose as many Health Points as possible. When his total points reach 0, you emerge victorious and continue your advance. If your life level accidentally reaches 0 before the creature's, you're dead! You just have to go back to the first number of the JDR-book and create a new QS.
IMPORTANT: 1is example of a fight against a creature stronger than you in Armor points but weaker in Strength points:
You: Strength: 35 pts; Armor: 25 pts; Life: 100 pts
The creature: Strength: 30 pts; Armor: 34 pts; Life: 120 pts
Combat procedure states that you add +3 to your dice rolls because you have more strength but deduct -3 from your dice rolls because your armor is weaker. So, you add 0(i.e. the bonus +3-3) when you roll your dice. The combat procedure then stipulates that if your dice rolls (excluding bonuses) are less than 5, you lose the sum of the dice in Health Points + your bonus, if the sum (excluding bonuses) is greater than or equal to 6, you inflict damage on the creature + your bonus.
2It is example of a fight against a weaker creature in all respects:
You: Strength: 35 pts; Armor: 25 pts; Life: 100 pts
The creature: Strength: 30 pts; Armor: 20 pts; Life: 120 pts
Combat procedure states that you add +3 to your dice rolls because you have more strength and you add +3 to your dice rolls because your armor is stronger. So you add 6(i.e. the bonus +3+3) when you roll your dice. The combat procedure then stipulates that if your dice rolls (excluding bonuses) are less than 5, you lose the sum of the dice in Health Points + your bonus, if the sum (excluding bonuses) is greater than or equal to 6, you deal the damage to the creature in hit points + your bonus.
After the fight: depending on the result of the dice rolls, you can win the fight and continue your advance. If you pick up any loot, don't forget to add it back to your QS. Fights will allow you to gain levels, this will be indicated at the appropriate time and indicated by the pictogram in the shape of a dragon. Open your eyes...
Arms
You will find throughout your story different weapons to collect. Either during fights or in the stalls of the blacksmiths. You will also start with a choice of three weapons: dagger, one-handed sword, two-handed ax or spear. You therefore start with a single weapon, namely that you cannot carry more than three weapons at a time (including only one in combat). If you find a more interesting weaponry but your list is full, you must first get rid of one of them in order to collect the new one.
If you carry two or three weapons, only the advantage points (Strength, Armour, etc.) of the one you carry permanently are counted. If you decide to change your weapon, apply the advantage points to your character after taking care to deduct those of the old weapon.
For example: Your total Force points are 150 pts. You wield a weapon that added 20 pts to you, so your point base is 130 pts (150 – 20). If you pick up a primary weapon at 30 pts, your total increases to 160 pts (130 + 30). Quite simply.
You will find at the end of the RPG book numbers dedicated to the weapons that can be found on Hissfon. From the common weapon to the legendary, it's all there!
IMPORTANT: Note that the character you play as can only wield as a weapon what is indicated on its sheet, so you will not be able, for example, to let Kenthaë grab a greatsword with a shield! As always, it's all about fair play, don't bend the rules.
The bestiary
At the end of the RPG-Book hides, or at least is present, a bestiary. These numbers dedicated to the different creatures that you may encounter during your ultimate quest. Their level, hit points, strength and possibly armor are there, enough to prepare you for future fights!
Your Character
The Lancer Kenthaë
Quick and orderly, he thinks twice before taking action. His diplomatic ties with the kings, including King Berum, and the Mages, give him a faster level evolution but also an unparalleled handling of weapons.
––––––––
Ready for a new Quest?
Let your ultimate quest begin!
1
THE CALL
Hissfon. In the Mandrares Lands more exactly. After two hundred cycles of peace and prosperity, Evil has reincarnated into an abominable being and has just regained possession of its stronghold: the Black Citadel of Shâltara. In the West, the drums of war resound again in the lands of the Fourth Kingdom, an arid territory where all life is no longer. The Necromancer Thâar, a powerful black mage, intends to
