The Sorcerer's Apprentice Rescue
DragonRaid Mini-Adventure #1
by Steve Carrington, rewrite by Joe Revesz and Rich Sezov
Copyright © 1998 - 2011 by Adventures for Christ
All Rights Reserved.
Introduction
This booklet is for the Adventure Master only! The Adventure Master should read this document in its entirety before beginning the adventure. This adventure can be played during Rescue of the Sacred Scrolls, (RSS) or about one year later (EdenAgain time). If played later, the AM may want to add to the difficulty of the adventure since the raid team should be more advanced by then. Also, the babies will be about a year older.
Synopsis
The Night of the Scarlet Moon comes but once a year. The third moon of EdenAgain is full, and the light from it becomes blood red. All babies born on that night are dedicated to the service of the dragons. They begin a life of study in the black arts of magic.
Sa)
The LightRaiders are traveling to Thuella's castle by way of the town of Safety's End, but are given permission by the OverLord to detour and rescue some of these babies from their doom. Go to 1a.
Sb)
The LightRaiders are at home in the Liberated Land, awaiting their next adventure. Go to 1b.
1a) Mission Assignment (If played during RSS)
The team runs into a drunken man as they walk down the streets of Safety's End (RSS 2A page 12). "We gots two!", referring to the two children born this night in this town who will be dedicated to the School of Magic. While the group is talking about this horrible news, a horse approaches and nuzzles one of them.
(Read): "I am ready to take you to where the OverLord of Many Names calls you," states the horse. "The OverLord of Many Names knows the desire in your hearts to rescue those helpless babies from the School of Witchcraft. Are you willing to risk your lives to perform this rescue?"
Accepting, the party of adventurers must follow the horse to the town stables. The horse spends a moment speaking to the many other horses in their stalls. A few turn around and almost kick their stall doors off the hinges. The team can saddle up and climb on in a few moments. [Taking saddles and harness from the pegs on the walls would be stealing, even if the items are just being “borrowed”. ] The group rides into the hills for about a half hour. The horses stop at a clearing in the woods, and the team dismounts. The horses then return to Safety’s End. Go to 2.
1b) Mission Assignment (If played after RSS)
The LightRaiders are going about their daily business in the Liberated Land when they feel the unmistakable call of the OverLord in their hearts. Immediately, they pack their gear and begin traveling to the Passage Lakes. They meet each other along the way and wonder why they have been called. At the Passage Lakes, a unicorn appears to them in the evening and reminds them of the Night of the Scarlet Moon and the hapless babies dedicated to the dragons.
"The OverLord of Many Names wants two of these children rescued from the clutches of dark magic," he tells you. He then fades from sight.
After walking into the shallow lake, the team exits a HollowTree in the Western Peaks, not far from the town of Safety's End where this adventure really began about a year ago.
2) Rescue of the Sorrowful Parents
The players should set up camp for the night in the hills. It is a calm, quiet night. They still will have no idea what they are to do, but should be waiting expectantly for more details of their mission.
They soon receive it. LIStening at DL 4 will reveal the sound of footsteps nearby. Moments later, a unicorn shows up.
(Read): "Greetings, servants of the OverLord of Many Names! You have been brought here for a special reason: to rescue two families from disaster. I trust that you are aware of the ungodly tradition of the dragons: that any child born on the Night of the Scarlet Moon is to be dedicated to the service of the dragons as a sorcerer. This tradition grieves the OverLord, and by His mercy, He will be using you to begin the great task of stopping it. Your first job is to enter the town of Safety's End. There, two are families grieving, for their children have been given to an evil sorcerer in this area. His job is to look after the children until they are of age to begin the training. Then they begin the long trek to one of many sorcerer training schools.”
(Read): "You are to find the two families and explain the Great Rescue to them. They are secretly seeking the OverLord of Many Names, while acting as though they are pleased that their children have been taken. You are then to tell them that the OverLord has assigned you to rescue their children, and to take them all back to the Liberated Land, to serve Him there. The fathers of the children both work as fishermen on the Parlo River, just outside of town. Their names are Matthas and Darnell. Go, fellow servants. Find them and minister the Word of the OverLord to them, knowing that you are obeying the will of the One who has saved you."
With that, the unicorn disappears. In his place are a few WordRune scrolls for the team.
WordRune 50 -- Right On WordRune ( Cue Card 1 )
DL1, FA 6
Psalm 119:160
“All your words are true; all your righteous laws are eternal.”
Psalm 119:160
All who say the Right On WordRune successfully will add 3 points to the LightRaider's Belt of Truth rating for one dragon encounter. May be used only once per day.
FA+1 mu, SS+1 mu
WordRune 51 -- Puffed-Up Poof WordRune ( Cue Card 2 )
DL1, LO2
1 Corinthians 8:1
“We know that we all have knowledge. Knowledge puffs up, but love edifies.”
1 Corinthians 8:1
The LightRaider confronted by a dragon and its mind speech can recite the Puffed-Up Poof WordRune and inflict 5 points of damage to the dragon's pride points. When used, it has considerable effect in dampening a dragon's spirit--so much so that the LightRaider can use another WordRune before the dragon recovers. May be used only once per dragon encounter.
LO+1 mu, SS+1 mu
WordRune 36 -- Wrong Way WordRune ( Cue Card 3 )
DL1, GO4
Proverbs 14:12
“There is a way that seems right to a man, but its end is the way of death.”
Proverbs 14:12
The LightRaider who says the Wrong Way WordRune from memory does 5 points damage to the dream dragon's pride factor. May be used only once per day.
GO+1 mu, SS+1 mu
The next morning, the team travels to the town of Safety’s End, in search of four distraught parents.
Matthas and Darnell will be fishing on the river. The LightRaiders will have to yell out to them, or convince someone to lend them a boat. Role-play the encounters in Safety's End as needed. Matthas and Darnell's wives are named Aria and Melor.
All four of the parents will accept the Great Rescue and be anxious to have the LightRaiders rescue their children, whom they had been planning to name Matthas Jr. and Roland (both are boys). Both Matthas and Darnell will have to be convinced that they should not help the team rescue the children. The LightRaiders should escort the parents to the HollowTree the LightRaiders used to get here.
That evening, as both families are preparing to leave the Dragon Lands, a storm is brewing. The sky darkens quickly and rain falls sporatically.
At the HollowTree is a note tied to a branch: "Once the families have passed through, travel downhill."
3) The Mighty Wind
(Read): Here in the hills of Western Peaks, not far from the towns of Safety's End and Dragon's Landing there is a severe storm flaring up. Lightning flashes, briefly illuminating your surroundings, as high wind gusts toss the trees from side to side. You hear thunder as the wind increases and it starts to rain hard, decreasing your visibility to only a few yards. Nevertheless, taking a look around your new surroundings, your group notices an opening in the trees which looks like a path heading downhill and to the East. You decide this is the only way to go, rather than going the way you came. You follow one another through the woods, down the path out of this mountainous region. It is too windy for torches.
4) Timber!
(Read): As you hike along, having never been here before, feelings of being lost and disoriented almost overwhelm you. The lightning flashes illuminate your surroundings occasionally, but nothing looks real. These feelings, however, are disrupted by a crack of lightning and a splintering sound from the woods beside the trail.
To get out of the way of the falling tree, roll AGility at DL 5, DL 3 if traveling with the Night Light WordRune. At most, two characters should be trapped, so choose two of the LightRaiders who fail the roll. All the others manage to scamper out of the way.
For the player(s) who successfully let the tree knock them down: ( Cue Card 4 )
(Read): You see that your fellow adventurers are scattering in all directions and you wonder what is happening. The howling wind masks any other sounds and the visibility is very poor. You suspect it is time to do something and you start to run. Unfortunately, someone like a huge claw with lots of tiny teeth seems to grab you from behind and pushes you to the ground. Your face is making a deep impression in the mud and your body is pinned to the ground. Twisting your head back and forth, you clear enough room to spit out some mud that jumped into your open mouth and you begin yelling for help. As you gasp for breath to continue your yelling, you notice an aroma of smoldering pine in the air.
For the players who are successful in getting out of the way of the tree and someone is under the tree:
( Cue Card 5 )
(Read): After flinging yourselves out of harm's way and into the mud and leaves on the path, you hear someone from under the tree branches yelling for help.
For the players who are successful in getting out of the way of the tree and no one is under the tree:
( Cue Card 6 )
(Read): After flinging yourselves out of harm's way and into the mud and leaves on the path, you praise the OverLord of Many Names for keeping you from becoming muddy pancakes.
Moving the tree is a Difficulty 16 on STrength (players can combine efforts). Roll d4 points of damage for the unfortunate character(s) trapped by the tree. If there are not enough LightRaiders to move the tree, a large black bear will happen along and start pushing on the tree. The LightRaiders will have to help, and once the tree is moved, the bear will continue on his way up the hill without comment.
5) Talking Animals
(Read): A mile or so farther down the path, and entirely by the providence of the OverLord of Many Names on this windy, rainy night, you hear voices you can't quite make out. As you stop to rest and make a LIStening check ( at DL 3 ) you hear small voices which seem to be coming from the direction of another fallen tree. Closer inspection reveals two brown squirrels chittering back and forth:
"That's the second home we've lost this season!" says the male squirrel.
"Maybe the OverLord has a different place he wants us to go, just like last time!" says an excited female squirrel. "Don't you remember we went on that grand adventure after our first tree blew over and we met Clumsy who became a great friend and -- where is Clumsy now? Isn't he supposed to be back in this neighborhood by now? Did you see those funny looking creatures over there? They are covered in mud! Well, I better watch what I say, since we are on the ground now."
"They're called people and they are watching you right now, dear!" says the male squirrel..
A muddy, lop eared rabbit nudges the LightRaider with the highest Gentleness of the group. "Are Sarah and Ralph all right?" asks the rabbit. "I suppose Sarah sounds like herself and Ralph doesn't talk too much. Hi, I'm their friend Gentle. My hole filled up with water, I'll have to wait until after the storm for it to drain out."
Continue to role-play the talking animals. Sarah will eventually pull a couple of scrolls from out of a hole in the fallen tree. "WordRunes that the OverLord left here for you!" [hand them the rest of the WordRune Cue Cards - 7, 8, 9 and 10]
If asked about their friend Clumsy, they will respond with something like the information below. Portray Clumsy to be like a raccoon -- much bigger than the other three and more adventuresome. (He is the black bear that may have helped the party with the fallen tree.)
"He's much bigger than us!"
"He would love to go on an adventure with you!"
"He keeps falling out of trees, and making his black eyes even bigger!"
"He'll catch up with us after a while, he's probably looking for food, he likes to travel at night."
Eventually, one of the animals will ask the LightRaiders what they are doing walking around in this storm.
Soon, the three small friends will convince themselves that they are to travel with the group to help rescue the children. Each will pick an appropriate member of the group to be their new buddy, and will climb/crawl into their backpacks or pockets
6) WordRunes
WordRune 21 -- Crown of Life WordRune ( Cue Card 7 )
DL 1, FA 1
Revelation 2:10c
“Be faithful, even to the point of death, and I will give you the crown of life.”
Revelation 2:10c
By saying from memory the Crown of Life WordRune, a LightRaider may add 2 to his Faithfulness Character Strength. Lasts for only one encounter. May be used only once per day.
FA+1 mu, SS+1 mu
WordRune 46 -- Approved Workman WordRune ( Cue Card 8 )
DL 2, PA 4
2 Timothy 2:15
“Do your best to present yourself to God as one approved, a workman who does not need to be ashamed and who correctly handles the word of truth.”
2 Timothy 2:15
If a LightRaider can say the Approved Workman WordRune, it allows him to read a WordRune of any Difficulty Level. May be used only once per day.
PA+2 mu, SS+2 mu
WordRune 49 -- No Sweat WordRune ( Cue Card 9 )
DL 1, JO 4, FA 6
Romans 8:31b
“If God is for us, who can be against us?”
Romans 8:31b
The LightRaider who successfully says the No Sweat WordRune raises his Shield of Faith rating by 3 for the duration of one encounter. May be used only once per day
JO+1 mu, FA+1 mu, SS+1 mu
Second Death WordRune ( Cue Card 10 )
DL 3, FA 4
Rev 21:8
“But the cowardly, the unbelieving, the vile, the murderers, the sexually immoral, those who practice magic arts, the idolaters and all liars-- their place will be in the fiery lake of burning sulfur. This is the second death.”
Rev 21:8
When the Second Death WordRune is recited, a magic spell is diverted or reflected, whichever is most appropriate. May be used only once per week.
JO+3, SS+3 mu
7) The Sorcerer's Vassals
As the team sets out again, the storm begins to subside, even the clouds clear away as dawn approaches. The day brightens and the air is fresh and crisp. The groups hikes for a couple more hours before seeing a village in a large clearing. It is still far down the mountainside. Midday approaches as the team enters the village. The area is very dirty; torn baskets, scrap wood and broken pottery line the puddled streets. Gardens full of vegetables extend from the village to the tree line.
The people are in rags and seem unhappy for such a nice day. (Talk with Locals will be DL 4) Most will scatter and try to get away from the group if asked about the sorcerer or the School of Magic. If it becomes known that the team is made up of LightRaiders or the OverLord is mentioned, a couple of older people will point at the group and scream something about doom being brought down on the village because of the Raid team. (Talk with Locals will now be at DL 8.)
Leaving the settlement, the team meets an old dragon slave washer woman who is slapping wet clothes on rocks beside a stream. She will back away from the team and into the river if asked about the sorcerer. Her name is Lucille and she will want protection from Kent the sorcerer in the form of charms before she will tell the adventurers where he lives. She does his laundry once a week, and just went a day ago, so she is not expected back so soon. She tells them several things about the sorcerer:
1. He gets mad when people do not do exactly what he says.
2. He asks for money and food from the people of this village in return for his protection.
3. He keeps the crops growing and will not allow followers of the OverLord to steal and eat their children.
It will be difficult, but Lucille will accept the Great Rescue. She will help the team when she is told of their mission. She has to finish her work before showing the team where the sorcerer (KIndness MUs for those who help) lives. The team can go to her hut to rest until morning (they have been up all night). The hut is cramped and dirty, a crude fireplace sits in one corner. A few pieces of wood sit outside in case someone wants to heat the place. More can easily be obtained from the forest only feet away. The only food that the washer woman has to offer is gruel.
If you wish, roll up a character sheet for Lucille. If need be, she will use a quarterstaff ( all that work stirring clothes in hot kettles of water could pay off ) for battle.
The other villagers may try to burn down Lucille's hut in order to get rid of the LightRaiders (Adventure Master's discretion). [ After the drenching rain from the night before, this will be difficult and will allow the team plenty of time to stop the slowly spreading fire. ]
In the morning, the team sets out towards some hills to the north west. Late in the day, after rounding one of those hills, they see the dark gray tower of the sorcerer Kent.
8) Sorcerer's House
The Sorcerer's house is a small tower with a cottage attached to the south side of it. The tower is circular, 30 feet across and stands about 45 feet tall. There are two windows visible. One window is 10 feet below the conical roof on the east side, while the other is about 25 feet above ground on the west side. Ivy is growing up the north side of it. The LightRaiders will have to circle around the tower to see all the details, or ask Lucille what she knows of it. There is an ornately carved wooden door on the west side of the cottage and one window on the east side. There are dark silk-like curtains covering the cottage window.
If the group Senses Evil, DL 5, they will find that there is a dangerous spell keeping the door closed. If trying to force the door without using Battle Prayer or WordRunes, the door will shock the person attempting to enter with 2 Shadow Stones of damage. The window is fixed in place and is also magically trapped and will have to be broken in order to go through it.
If the team has a grappling hook, it will take an AGility DL 6 check to throw it through one of the tower windows. The hook will bounce off the seemingly open window. Climb Skillfully will be at DL 7 to climb up the side of the tower, but the tower windows will be magically trapped as described above. Also, the LightRaider at the window will have a good chance of falling if shocked by the spell on the window (PAtience at DL 7 to hold on). The Second Death WordRune can be used to break these spells.
[A grappling hook is too heavy for the squirrels to carry up the side of the tower. Also, if one of the squirrels tries to go through a magically trapped window, there will not be much left of the creature.]
[It would be stealing to take anything belonging to the sorcerer.]
The cottage seems to have only one room which is about 20 feet square. A half-eaten dinner (the food is cold) is on the polished wooden table in the center of the room, along with a burnt out candle on a golden candlestick. Two nice wood chairs are on either side of the table. A couple of soft chairs are placed in the corners of the room. A fireplace is on the wall connecting the tower to the cottage. A grand painting of a dragon and a sorcerer defeating the OverLord hangs over the fireplace. To the right of the fireplace there is a low doorway that goes into the tower. The doorway is covered with a dark curtain that has mystic symbols sewn into it. To the left of the fireplace is a basket with some dirty clothes and rags in it.
Going through the arched doorway leaves the LightRaiders on a landing with stairs down into the basement of the tower to the left, and to the right, stairs up to the higher levels of the tower. The stairs curve along the walls of the tower. This ground floor seems to be a storage room of no consequence.
The second floor has a table, a few wooden chairs and a couple of empty bunk beds. A scroll lies on the table, rolled up but not tied shut. It is a map of the surrounding area. It shows the ragged village, Safety's End and a couple of other towns. There are also some markings that look like they could be some kind of code or mystic symbols.
The third floor is the sorcerer's bedroom. It is lavishly furnished with a lot of silver items. Tapestries of indescribably lewd scenes cover the walls. There is a small unlocked chest under the bed. It contains a rusty key (to what? - May be used for a hook into another adventure) that has not been used for quite some time. There are also about 20 gold Wing ($2000) coins in the chest.
The top floor of the tower is the sorcerer's work room. The ceiling is vaulted, and herbs and unidentifiable dried things hang from the rafters. An ornate round table sits in the middle of the room. It is covered with many different sizes and shapes of candles, scrolls of many sizes and ages, and containers with powders, liquids, and lumps of things. All are enchanted (DL 6 against FAith) and will cause those who touch them to want to learn more about magic. ( They will begin grabbing other items in order to mix a potion to help the team somehow. If none of the LightRaiders are enchanted, Lucille could be used to illustrate the dangers of dabbling in magic. )
The basement room is lined all the way around and from top to bottom, save the fireplace, with bookshelves. Various artifacts, books, and boxes fill the shelves. All seem to have fallen into disuse. A tall, narrow fireplace is sandwiched between bookcases and is directly below the fireplace in the cottage. In the fireplace hangs a swing-out kettle and a couple of burnt out logs.
After some careful searching, (VISion DL 6), a hidden doorway can be found in the back of the narrow fireplace. If the LightRaiders do not see it, Ralph or Sarah will. It takes little effort to open the well used door, but it opens with a quiet squeak.
The players see a goblin grab a bundle (that begins to wail like a baby) from a box and run out the other side of the secret room. A second goblin will jump up from the floor and try to block the party from entering the room. A third goblin will grab another bundle, which also begins to cry, and will run down the dark hallway opposite the fireplace entrance.
[It is suggested that, no matter what happens, none of the children allowed to be hurt during the chase or the final battle.]
Goblin
BA 4
PV 10
sword d8
Bully Sin Enchantment from bite
After the blocking goblin is dispatched, the party will see, if they look, that this is a nursery of sorts. There are two roughly made cradles pushed against the walls, and some partially empty milk bottles on an empty crate. A couple of raggedy dolls and partially deflated balls lie in the cradles and broken wooden toys are scattered on the floor. A lantern lighting the room hangs on a peg in the wall to the right.
9) Adventure in Babysitting
The tunnel that the goblins run down quickly turns from a smooth-walled hallway to a rough-hewn cave tunnel. It is wide enough for two people to walk side-by-side and is also pitch black, so the LightRaiders will have to light torches, take the lantern hanging on the wall of the room behind them, or use the Night Light WordRune. After several hundred feet and quite a few bends, the party enters a 30 foot cavern that has two other passages leading out of it. The smell in here is bad. A couple of goblins will enter from the tunnels opposite and attack the party.
Goblin
BA 4
PV 10
sword d8
Bully Sin Enchantment from bite
If a LIStening check is made (at DL 3) after this fight, the listener will hear an echo of a baby's cry coming from the passage on the left. The tunnel is narrow, and only one may pass through at a time. If they go down that passage, they will pass several recently abandoned living spaces. Random goblins will appear 1 or 2 on the Shadow Stone.
If the party follows the narrow passage to the right, they will come to a 40 foot chasm that they can not jump across. The passage continues on the other side of the chasm. A VISion check (at DL 3) will reveal a rope tied to a ring in the ceiling high above and its end is wrapped around a rock on the chasm wall near the floor of the passage. A COurage DL 7 roll will need to be made to swing over to the other side. There is another rope tied to the wall opposite. The ropes will have to be swung back to the others to use.
If any of the LightRaiders make it across, they will find a large cavern at the end of this 100 foot passage. This is the main living quarters for this goblin community, and it is currently inhabited by about 30 adults and a couple dozen children. The only way out is back across the chasm. A heavy rope bridge lies coiled in a nook at the passage opening, but there is no time to drag it to the chasm and set it up. Some of the goblins will give chase.
[After swinging back across the cavern, cutting the ropes short would be a good idea to delay pursuit.]
10) Fresh Air!
Eventually, the party will emerge from the caves. They are about a mile from the sorcerer's tower, and a little higher in the hills. The sun is near setting behind the mountains, and it is still a nice day. Four goblins are advancing to the entrance of the cave with swords drawn. [The Adventure Master may want to exchange three goblins for one Cave Troll.] A much larger Hobgoblin (Giant Goblin) is with them. The babies are held by two goblins who have climbed on top of a boulder near the edge of the woods to watch the fight. As the battle progresses, the sorcerer Kent and a few more goblins (or one Cave Troll) emerge from the cave.
Goblin
BA 4
PV 10
sword d8
Bully Sin Enchantment from bite
Giant Goblin (Hobgoblin)
seven feet tall
BA 7
PV 26
sword damage SSt+4
MegaBully Sin Enchantment from bite
Cave Troll
BA 10
PV 36
battle axe damage d8+4
Owning Things Sin Enchantment from touching troll's possessions (axe, jewelry)
The Sorcerer Kent
BA 5
PV 35
fire ball damage 5d8, 100 foot range
The sorcerer will hurl orders and threats at the Dark Creatures, but it will not help them. Before the LightRaiders get too beat up, a crashing through the woods is followed by Clumsy's appearance, who shows up and joins the fight. Sarah, Ralph, and Gentle will cheer at the sight of Clumsy. He might chase any Dark Creature that flees, and the team will not see him again. Or, Clumsy will corner the goblins trying to climb down from the boulder. Once one of the LightRaiders comes to his aid, Clumsy will wander off into the woods.
Clumsy the black bear
BA 10
PV 30
claw damage StarLot+3
COurage 7
The goblins on the boulder will attempt to flee, but will have a slow time getting off the boulder. One goblin will smile when confronted by the team, and hand over the child he carries. He will then attempt to fight. The other goblin will draw a knife and threaten the baby. He will duck as the sorcerer starts throwing fireballs. A WISdom roll (at DL 4) will allow a LightRaider to snatch this child from the goblin's loosened grasp.
When the Dark Creatures are nearly defeated, the sorcerer will start throwing fireballs at the group. Though not nearly as strong as dragon fire, they operate the same way. The power of the fireballs is 5 SSt with a 100 foot range. The characters can combine their Shield of Faith ratings to resist the fire balls. Anything the fireballs hit will be set on fire and will burn for ten minutes or so. The sorcerer will hurl one fireball every other round. His conjuring can be interrupted by hitting him with arrows or other distance weapons. He will continue as soon as he possibly can. Of course, all of his power comes from the dragon he serves.
[Note: For this adventure, The Second Death WordRune is used to reflect the fireballs back at Kent, not to divert them away from the LightRaiders.]
[If the Second Death WordRune is used, the sorcerer will be hit by his own fireball. One will hurt him severely, two or more may kill him.]
[Note: Before a second fireball is reflected towards Kent, make sure the team knows that he is hurt badly and probably could not survive another blast. If the sorcerer is killed by his own fireball, the LightRaider who used the Second Death WordRune should be penalized accordingly.]
At some point after throwing many fireballs dispersed by the LightRaiders' Shields of Faith or being hit with his own fire, Kent will begin a concerned, confused muttering about "This can't be, the dragons are stronger than that cursed OverLord!"
The sorcerer will hurl fireballs until physically restrained, or beaten into submission. Once the LightRaiders have subdued him, they begin to hear a low rumble, and the ground begins to shake. As the soil begins to crack beneath them, have them do Agility at DL 2 to keep standing. Otherwise, they lose their balance and fall over.
Digging itself out of a cave tunnel that the party missed, a dream dragon rears its head at them, immediately attacking them with Mind Speech.
Strognar, Mature Dream Dragon
Pride Factor: 120
Battle Ability: 45
Claws: 3Sst
Bite: 4Sst
Tail: 2Sst + 6
Fire: 16 points, 120 feet, Cone (30 feet wide)
Breath: Attacks Faithfulness. If affected, LightRaider will start to wander off, thinking the situation is under control and the party no longer needs his/her help.
Attack Chart
1-7 Mind Speech
8-10 Other:
1-2 Fire
3-4 Smoke
5-6 Breath
7-8 Physical Attack
9-10 Retreat
Mind Speech:
•Why are you seeking to take these children away from us? They were legally given into our custody. You hypocrites! You are disobeying your own OverLord's laws by this action. (FA)
Refutation: Proverbs 26:28, "A lying tongue hates those who are crushed by it, And a flattering mouth works ruin." You have deceived the parents of these children and it is only by those falsehoods that they have given custody of them to you. We are not disobeying our OverLord--you are. We are seeking to make things right.
•You don't understand what you are doing. These children will have the best lives in Talania. They will learn much. They will be respected and revered. Are not your elders respected because of their education and experience? Why would you deny these children the same thing? (GO)
Refutation: It is not the same thing. You are teaching these children to be as deceptive as you are. They will not be respected and revered; only feared and shunned. They will live alone and, when you are finished using them, they will die alone. And because of the lies you have been teaching them, they will suffer for all eternity.
•We do not teach them bad things; only good things. Your OverLord performed many wonderful deeds using magic. He used His magic to heal, to make wine, and to feed people. He even exalted Himself with His magic by walking on water! We teach these children the same kind of skills. Don't belittle what you don't understand. (SC)
Refutation: Deuteronomy 18:10-12, "'There shall not be found among you anyone who makes his son or his daughter pass through the fire, or one who practices witchcraft, or a soothsayer, or one who interprets omens, or a sorcerer, or one who conjures spells, or a medium, or a spiritist, or one who calls up the dead. For all who do these things are an abomination to the LORD, and because of these abominations the LORD your God drives them out from before you.'" Sorcery is an abomination to the Lord. Jesus Christ did not use sorcery to do His miracles. He is God in the flesh, and so has the power to perform miraculous deeds. Sorcery is idolatry, because it is the worship of things other than God.
•The ends justify the means. Just because we use sorcery doesn't mean that it is wrong. Your OverLord just has some silly notion that He doesn't like it. We do good with our sorcery. We help people all the time. (KI)
Refutation: Players can make several points:
1.The High One defines what is good. Psalm 119:160: "The entirety of Your word is truth, And every one of Your righteous judgments endures forever." 2.Galatians 5:19-21 states, "Now the works of the flesh are evident, which are: adultery, fornication, uncleanness, lewdness, idolatry, sorcery, hatred, contentions, jealousies, outbursts of wrath, selfish ambitions, dissensions, heresies, envy, murders, drunkenness, revelries, and the like; of which I tell you beforehand, just as I also told you in time past, that those who practice such things will not inherit the kingdom of God." 3.Good deeds aren't what saves a person. You can help someone temporarily, but their greatest need is a spiritual need: they need to trust in the OverLord to save them from their sins.
•Fine. Your OverLord doesn't like sorcery. So what? We don't want to inherit His kingdom. We have a better kingdom. (Insert whatever mumbo jumbo you want here.) (LO)
Refutation: You don't have a kingdom. At the end, you, the Great Red Dragon, and all of your followers will be cast into the lake of fire and burning sulfur, to be tormented forever and ever. (Revelation 20:10, 14-15)
•You say tomato; I say tomahto. You say potato; I say potahto. I have my standard; you have yours. I can put money where my mouth is. Can you? Watch this: [levitates the fallen sorcerer]. See? I can show you my power is real. All you have are stories in an old book. (PE)
Refutation: We don't need miracles on command to know we are right. We have the testimony of Scripture about itself (2 Timothy 3:16), the testimony of the Holy Spirit within us, and the evidence of what God has done in our own lives. You assume the truths of Scripture in order for you to argue with us; for God has created the laws of logic which you are using to try to prove your points. Scripture speaks about your kind in Romans 1:20-21, "For since the creation of the world His invisible attributes are clearly seen, being understood by the things that are made, even His eternal power and Godhead, so that they are without excuse, because, although they knew God, they did not glorify Him as God, nor were thankful, but became futile in their thoughts, and their foolish hearts were darkened."
•We can argue until you're blue in the face. It still doesn't change the fact that these children are ours, and you are stealing them. See how they're crying? They obviously have bonded to us. You will be putting them under a terrible hardship if you take them away. (GO)
Refutation: The children belong with their parents. And they will only suffer now because of your sin in taking them in the first place.
•Sin, death, sin, death. That's all you talk about! You are really depressing people. It's no wonder that people don't like you. All you do is depress them! (PE)
Refutation: We care for people. The OverLord came to earth because He cares for people (John 3:16). We tell people about their final destiny so they can avoid sin and death. Our lives are filled with joy in the OverLord; He is the source of true joy.
•Joy! Ha! Yeah, right. You don't know what joy is, with your little goody-two-shoes ways. Why don't we stop all of this, go into town, and drink wine until dawn. We'll show you joy. (JO)
Refutation: That is not joy. You are describing sin. How do you feel when you wake up with a hangover? Is that joy? Our joy is a permanent joy in the OverLord, because we know that He will take care of us and will never leave us nor forsake us. (Hebrews 13:5) Getting drunk is not only a sin, but it is also destructive. You may escape from the cares of this world for a little while, but they will always come back to haunt you.
•You sure are deluded. You always say "The OverLord will do this," or "The OverLord will do that." He's never spoken to you personally. The only things that you have to go on are those things you read in that little book of His. Don't you think it's dumb to believe in something you've never even seen yourself? (PA)
Refutation: We have the testimony of eyewitnesses to the OverLord's presence. We have the working of the Holy Spirit in our hearts. We have His Word, in which He promises that those who have not seen Him, and yet still believe, are especially blessed. (John 20:29).
Once the dragon battle is over, Strognar has either escaped or lies dead. The sorcerer is completely demoralized. This dragon had been the source of all of his power, and it has now been defeated. His worldview is shattered, and he does not speak coherently. The team will not be able to minister to him in his catatonic state. The team has several options:
1. Leave him where he is.
2. They can leave him tied up in his castle.
3. They can take him with them to a SaltWarrior in the next town.
Please note that if they leave him tied up in his castle, he is in danger of being killed by the villagers, or the goblins living nearby, both of whom he has enslaved for so long. Players should be encouraged to bring him to the SaltWarrior for professional counseling. It will take a day’s travel to the east to reach the next town.
Sarah, Ralph, and Gentle might be a little singed when they crawl out of the backpacks, but they are very happy to have "helped". They will bound off into the woods to find new homes.
11) Return to the Liberated Land
After leaving or dropping off the sorcerer, a talking owl swoops down to a tree branch nearby and offers to guide the team to a Hollow Tree. Lucille will want to go to the Liberated Land by way of her hut. ( Which could be a full day’s travel away. ) She will be hesitant about "Wearing these old rags for such a trip." (GEntelness MUs for those who give her some spare clothing)
After passing through the Hollow Tree, the team will find the parents of the children anxiously waiting for them. They will be overjoyed to have their children returned to them, and will overwhelm the team with thankfulness. Once the reunion is over, the team can re-enter the Passage Lake to continue Rescue of the Sacred Scrolls or go home to wait for their next adventure.
12) Life After Death Sequence
The glorified LightRaider opens his eyes in the Everlasting Kingdom and sees a flower garden filled with dozens of small children playing together with a pegasus and a unicorn. Some begin singing "OverLord of Many Names, How great you are! Beautifully, gloriously robed, Dressed in sunshine, and all heaven stretched out for your tent!" It is too hard to resist, the LightRaider begins singing along and rolling in the grass with the children.
13) Rewards
Award all raid members who were obedient to the OverLord and completed the mission by adding to their FAithfulness Character Strength the following:
Character Strength of 1-3: add 3 mu
Character Strength of 4-6: add 2 mu
Character Strength of 7-10: add 1 mu
Award all raid members who helped present the Great Rescue to the parents of the children by adding to their LOve character strength the following:
Character Strength of 1-3: add 3 mu
Character Strength of 4-6: add 2 mu
Character Strength of 7-10: add 1 mu
Award all raid members who tried to present the love of the OverLord to the Sorcerer's Vassals in 7) or to the sorcerer himself after fighting him in 10) by adding to their GEntleness Character Strength the following:
Character Strength of 1-3: add 3 mu
Character Strength of 4-6: add 2 mu
Character Strength of 7-10: add 1 mu
Award all raid members who helped the washer woman Lucille with food or firewood at her hut ( Sequence 7 ) by adding to their KIndness Character Strength the following:
Character Strength of 1-3: add 3 mu
Character Strength of 4-6: add 2 mu
Character Strength of 7-10: add 1 mu
Award all raid members who helped make sure their companions did not take anything from the sorcerer's house such as magic items, money, or books. Also award those who argued against the anti-OverLord painting above the fireplace in the cottage ( Sequence 8 ) by adding to their PEace Character Strength the following:
Character Strength of 1-3: add 3 mu
Character Strength of 4-6: add 2 mu
Character Strength of 7-10: add 1 mu
Award all raid members who battled the dragon by adding to their Self-Control Character Strength the following:
Character Strength of 1-3: add 3 mu
Character Strength of 4-6: add 2 mu
Character Strength of 7-10: add 1 mu
Award all raid members who had mercy on the Sorcerer and did not leave him to be killed by the villagers by adding to their PAtience character strength the following:
Character Strength of 1-3: add 3 mu
Character Strength of 4-6: add 2 mu
Character Strength of 7-10: add 1 mu
14) Cue Cards
First Edition WordRunes
Cue Card 1
WordRune 50 -- Right On WordRune
DL1, FA6
Psalm 119:160
“All your words are true; all your righteous laws are eternal.”
Psalm 119:160
All who say the Right On WordRune successfully will add 3 points to the LightRaider's Belt of Truth rating for one dragon encounter. May be used only once per day.
FA+1 mu, SS+1 mu
Cue Card 2
WordRune 51 -- Puffed-Up Poof WordRune
DL1, LO2
1 Corinthians 8:1
“We know that we all have knowledge. Knowledge puffs up, but love edifies.”
1 Corinthians 8:1
The LightRaider confronted by a dragon and its mind speech can recite the Puffed-Up Poof WordRune and inflict 5 points of damage to the dragon's pride points. When used, it has considerable effect in dampening a dragon's spirit--so much so that the LightRaider can use another WordRune before the dragon recovers. May be used only once per dragon encounter.
LO+1 mu, SS+1 mu
Cue Card 3
WordRune 36 -- Wrong Way WordRune
DL1, GO4
Proverbs 14:12
“There is a way that seems right to a man, But its end is the way of death.”
Proverbs 14:12
The LightRaider who says the Wrong Way WordRune from memory does 5 points damage to the dream dragon's pride factor. May be used only once per day.
GO+1 mu, SS+1 mu
Cue Card 4
You see that your fellow adventurers are scattering in all directions and you wonder what is happening. The howling wind masks any other sounds and the visibility is very poor. You suspect it is time to do something and you start to run. Unfortunately, someone like a huge claw with lots of tiny teeth seems to grab you from behind and pushes you to the ground. Your face is making a deep impression in the mud and your body is pinned to the ground. Twisting your head back and forth, you clear enough room to spit out some mud that jumped into your open mouth and you begin yelling for help. As you gasp for breath to continue your yelling, you notice an aroma of smoldering pine in the air.
Cue Card 5
After flinging yourselves out of harm's way and into the mud and leaves on the path, you hear someone from under the tree branches yelling for help.
Cue Card 6
After flinging yourselves out of harm's way and into the mud and leaves on the path, you praise the OverLord of Many Names for keeping you from becoming muddy pancakes.
Cue Card 7
WordRune 21 -- Crown of Life WordRune
DL 1, FA 1
Revelation 2:10c
“Be faithful, even to the point of death, and I will give you the crown of life.”
Revelation 2:10c
By saying from memory the Crown of Life WordRune, a LightRaider may add 2 to his Faithfulness Character Strength. Lasts for only one encounter. May be used only once per day.
FA+1 mu, SS+1 mu
Cue Card 8
WordRune 46 -- Approved Workman WordRune
DL 2, PA 4
2 Timothy 2:15
“Do your best to present yourself to God as one approved, a workman who does not need to be ashamed and who correctly handles the word of truth.”
2 Timothy 2:15
If a LightRaider can say the Approved Workman WordRune, it allows him to read a WordRune of any Difficulty Level. May be used only once per day.
PA+2 mu, SS+2 mu
Cue Card 9
WordRune 49 -- No Sweat WordRune
DL 1, JO 4, FA 6
Romans 8:31b
“If God is for us, who can be against us?”
Romans 8:31b
The LightRaider who successfully says the No Sweat WordRune raises his Shield of Faith rating by 3 for the duration of one encounter. May be used only once per day
JO+1 mu, FA+1 mu, SS+1 mu
Cue Card 10
Second Death WordRune
DL 3, FA 4
Rev 21:8
"But the cowardly, the unbelieving, the vile, the murderers, the sexually immoral, those who practice magic arts, the idolaters and all liars-- their place will be in the fiery lake of burning sulfur. This is the second death."
Rev 21:8
When the Second Death WordRune is recited, a magic spell is diverted or reflected, whichever is most appropriate. May be used only once per week.
JO+3, SS+3 mu
Revised Edition WordRunes
Cue Card 1
1.063
RIGHT ON WordRune
FA 3, DL 1
PSALM 119:160
"All your words are true; all your righteous laws are eternal."
PSALM 119:160
Any LightRaider who can say from memory the RIGHT ON WordRune, will add 3
to the his Belt of Truth {BT} Defensive
Armor. Lasts for one dragon encounter. May be used only once per day per
dragon encounter by an individual LightRaider.
JO +1 mu, SS +1 mu
Cue Card 2
PUFFED-UP POOF WordRune
No longer used.
Cue Card 3
1.009
WRONG WAY WordRune
GO 3, DL 1
PROVERBS 14:12
"There is a way that seems right to a man, but in the end it leads to
death."
PROVERBS 14:12
The LightRaider who can say from memory the WRONG WAY WordRune does 5
points damage to the Dream dragon's pride
factor. May be used only once per dragon per encounter by an individual
LightRaider
GE +1 mu, SS +1 mu
Cue Card 7
1.054
CROWN OF LIFE WordRune
PA 2, DL 1
REVELATION 2:10c
"Be faithful, even to the point of death, and I will give you the crown of
life."
REVELATION 2:10c
The LightRaider who can say from memory the CROWN OF LIFE WordRune, may
add 2 to the Faithfulness {FA} Character
Strength. Lasts for one encounter. May be used only once per day by an
individual LightRaider.
FA +1 mu, SS +1 mu
Cue Card 8
2.005
APPROVED WORKMAN WordRune
PA 3, DL 2
2 TIMOTHY 2:15
"Do your best to present yourself to God as one approved, a workman who
does not need to be ashamed and who correctly
handles the word of truth."
2 TIMOTHY 2:15
If a LightRaider can say from memory the APPROVED WORKMAN WordRune it
allows him to read one WordRune of any
Difficulty Level. May be used only once per day by an individual
LightRaider.
FA +2 mu, SS +2 mu
Cue Card 9
1.065
TAKE UP WordRune
KI 3, DL 1
EPHESIANS 6:16b
"take up the shield of faith, with which you can extinguish all the
flaming arrows of the evil one."
EPHESIANS 6:16b
The LightRaider who successfully says the TAKE UP WordRune raises his
Shield of Faith {SF} Defensive Armor by 3. Lasts
for the duration of one encounter. May be used only once per day by an
individual LightRaider.
PE +1 mu, SS +1 mu
Cue Card 10
3.003
SECOND DEATH WordRune
FA 4, DL 3
REVELATION 21:8
"But the cowardly, the unbelieving, the vile, the murderers, the sexually
immoral, those who practice magic arts, the idolaters and
all liars -- their place will be in the fiery lake of burning sulfur. This
is the second death."
REVELATION 21:8
When the SECOND DEATH WordRune is recited perfectly, a magic spell is
diverted or reflected back at the caster,
whichever is most appropriate. May be used once per week by an individual
LightRaider
JO +3 mu SS +3 mu
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