LIGHTRAIDER CHALLENGE:
PART 1 - THE CASTLE OF THE FALLS
Alternate version by Terry Lilley
February 2004
PLAYER BRIEFING
You have recently graduated from the LightRaider Academy and have left the town of Dayspring Highlands for a short trip. While on vacation you and your Academy friends are playing at the seashore. You have worked hard to earn graduation and are really enjoying the prospect of some carefree time on the sand and surf. But you are also eager for adventure and wonder if any can be found on these safe shores. You consider some of the possible exploits that await you far away when you are guided to step into one of the Passage Lakes and enter the Dragon Lands through a Hollow Tree.
The Dragon Lands comprise the greater part of Talania, the largest continent on the planet of Eden-Again. In the Dragon Lands live dark creatures and dragons, and those humans called dragon slaves. These poor victims are deeply under the enchantments and control of the dragons and can find freedom only through the Overlord of Many Names. Misguided, most do not even look for the liberty for they believe that they have it under the dragons’ rule.
It is now late in the evening and your group is out for a peaceful walk on the beach. While watching the waves glisten in the moonlight one of you suddenly spots an object bobbing in the water. Wading out to get it you discover that it is a bottle with a note inside. The note reads:
I have found you all trustworthy and true. Through me you have been made
worthy of being a TwiceBorn. You are now prepared for your first adventure.
But first I must make certain that you are worthy of the title “LightRaider”.
You are invited to the LightRaider Test. Will you go?
Of course you remember that a LightRaider is first of all a TwiceBorn, one of those that have undergone a spiritual rebirth when they accepted the OverLord and His sacrifice that set them free from the power of dragon enchantment. The LightRaider is among the special group of TwiceBorn who go on dragon raids into the Dragon Lands. The purpose of these raids may be missions of mercy, the rescue of dragon slaves, or perhaps to destroy some evil.
As you readily agree amongst yourselves to go on the LightRaider Test, you notice that the writing on the note is changing like a wisp of smoke. It is taking on a different from. You turn the paper to the moonlight and see a new message! As you read the words, they disappear and yet more appear, creating such a long message for such a small piece of paper. It reads as follows:
You are all my workmanship. Each of you has been recreated in the Power of the OverLord, through His Great Rescue. You have been recreated in me to do good works, and I planned the m long for you to do them.
My assignments often come as walks of Faith. I purposely leave details out, so that you can exercise your trust in me. I delight in seeing that you love me above all else, and that you will follow my wishes whether or not you can see the end of things. I am He who watches over your welfare. You have a choice to do it for yourself, or have me do it for you. I hope that you would let me lead you one step at a time.
I would have you go by faith into the Heinous Heights region of the Western Peaks, not far from the Highland Forest. To get there you must first go to the Peaks of the New Beginning and find a lake called Challenge. Once you are ankle deep in the Passage Lake, you will come out of the Hollow Tree in the southeastern region of the Dragon Lands. As you know, this is the way that I have decided to bring my LightRaiders into the dangerous land of the dragons.
Go, feeling my hand on your shoulder and my love covering your spirit. Though you will not see me I will be with you, I am everywhere, in all places at all times.
In the nearby town of Harbor of Joy you find some stables and borrow horses for the ride to the Vales of the Passage Lakes, about 250 miles away. You have only to ask for the horses and state your reason and they are loaned to you. People in the Liberated Lands are committed most of all to the OverLord’s cause. Many being former dragon slaves themselves, helping anyone to liberate others is a joy to them.
After you have obtained horses you set out immediately. After a few hours of travel, you decide to rest for the remainder of the night and set out again early the next morning. The few next days of journey are quite uneventful. You cross the White Ridge Mountains and travel across the Northern Plain. In five days you arrive at the Eastern Vale and ride down to Mount Challenge Passage Lake. A man named Ebron is ahead of you to collect your horses. He also has brought packs and supplies for you. “They’re all full and ready to go.”
Investigating the leather backpacks you find:
a traveling cloak
a change of clothes
a large knife
a tinderbox
a scarf and hat
a roll of bandages
a week’s provisions
five candles
cooking utensils
a bedroll
a hatchet
a water skin
portions of the Sacred Scrolls
the Great Liberation WordRunes
A few hours later, the harsh noonday sun shines down mercilessly and climbing the footpath has been exhausting. Your mouth is parched; sweat runs down your face and body while collecting into little trickling rivulets. Your breath now comes in short gasps.
Through a gap in the trees the RaidTeam can see a castle in the distance. “Inside the castle,” says the familiar voice of the OverLord, “You will find one held captive. This is the woman that I have sent you to free. Be careful for the castle is guarded.” Then, like the wind, the voice of the OverLord is gone although His presence is still felt.
You all slide your backpacks to the ground and stop for a rest. As you rub your weary legs and shoulders, your mind retraces the experiences of the past years at LightRaider Academy in Dayspring Highlands. What a privilege it was to attend, but how difficult too, learning your personal strengths and abilities, struggling to master a few powerful WordRunes, testing your survival skills and fitting yourself with spiritual armor, and learning to master three different weapons.
You ponder the nine Character Strengths given to you by the Eternal Spirit:
Love - is the ability to be selfless.
Joy - is the ability to be content in all situations because the OverLord is at work in them.
Peace - is the ability to be calm because you know that the Almighty is with you.
Patience - is the ability to be steadfast under difficult circumstances.
Kindness - is the ability to be available for usefulness and service.
Goodness - is the ability to do what is right and virtuous.
Faithfulness - is the ability to be loyal to the OverLord and dependable.
Gentleness - is the ability to know and respond to the needs of others in a humble way.
Self Control - the ability to have the discipline to work towards a righteous goal.
In DragonRaid your nine Character Strengths (the fruit of the Spirit) will determine whether you have the spiritual strength to do certain things. The DragonRaid Adventure Learning System is really an allegory of spiritual warfare. You and your friends will be battling against the deceiver, his dragons and other evil creatures. The purpose of DragonRaid is to teach vital skills for spiritual warfare in the real world.
Now it is time to take a StarLot (a ten sided die) and roll it to determine each of your nine Character Strengths. Roll once for each Character Strength. Record these numbers on your character sheet.
As you review all these capabilities in your mind, you realize that they could be put to the test in the castle this very night. With this in mind, the RaidTeam decides to continue on a little further before dusk, climbing down the tricky footpath. Combining the gathering darkness with the loose dirt and rock will make the trail a true test of your agility.
Now find where Agility is listed on your Character Sheet and roll the StarLot to determine your Agility rating. The success or failure of many actions is determined by using a Character Strength or Character Ability Rating, a roll of the StarLot (which represents outside factors), the Success Grid, and something called a Difficulty Level. The Success Grid is found on your Character Sheet.
The Difficulty Level of a task indicates the relative degree of proficiency required for success in a given situation. The simpler the task, the lower the Difficulty Level. Thus, a Difficulty Level of 1 (usually noted as DL1) indicates that an action is very easy; while a Difficulty Level of 10 (DL10) means that an action is extremely difficult, if not impossible. Now let’s make an Agility check to see how well your character can climb down this tricky path.
Take your Agility rating and find that number on the left side of the Success Grid. Making it down the hill is set at Difficulty Level 2. Find DL2 on the top of the Success Grid and cross-reference the two numbers. You are looking at the percentile number needed to make your Agility at Difficulty Level 2 success roll. You must roll that number or higher in order to make it down the path safely. Roll 2 StarLots after predetermining which one is the tens digit and which one represents the ones digit.
Those that pass their Agility test making it down the tricky trail without falling.
Those that fail the test trip and fall and receive 1 StarLot roll minus 3 (SL-3) damage to their Physical Vitality.
Now everyone will need to calculate his Physical Vitality. Physical Vitality is the measure of a character’s overall health. Find this by adding all of your Character Strengths together and dividing the number by 2. The higher your Character Strengths go the higher your Physical Vitality will be.
This shows that spiritual strength often makes the body stronger and healthier. Once a character’s Physical Vitality is reduced to zero they are considered dead. Anyone that failed the Agility test above loses one StarLot -3 points of Physical Vitality. This loss is temporary as a character can be healed back to full through rest or healing but this you will learn later on. Now back to the mission.
Dusk is approaching and you settle down to review a few WordRunes.
Before you continue you need to learn these WordRunes otherwise you will not be ready for your journey at dusk and your daring raid. Memorize them well!
In DragonRaid you release the wonderful power of WordRunes by memorizing and repeating them perfectly. In each game you are only allowed to read a maximum of three WordRunes, but you will want to memorize as many as possible.
A look at WordRunes:
(1)----------------------------- JOYFUL THANKS WORDRUNE
1 Thessalonians 5:16-18a. -------------------------(2)
(3)-------------------------------“Be joyful always, pray continually
give thanks in all circumstances,
for this is God’s will for you.”
1 Thessalonians 5:16-18a. ------------------------(2)
(4)--------------------------------JO 1 D.L.1----------------- (5)
(6)---------------------------- By saying the Joyful Thanks WordRune, a
LightRaider may add 2 to the Joy Character
Strength. Lasts for one encounter.
May be used once per day---------------------- (7)
(8)---------------------------JO +1 mu SS+1 mu------------ (9)
1) The WordRune’s title
2) When you say a WordRune you must begin and end with the scripture reference.
3) Scripture quote
4) This is the WordRune’s Character Strength (CS) requirement. Your rating for the CS mentioned must be at least as high as this number to be able to use the WordRune.
5) This is the Difficulty Level (DL) of the WordRune. Your Sword of the Spirit rating (SS) must be equal to or greater than the DL to use the WordRune since all LightRaiders start with a Sword of the Spirit rating of 1; they may use only DL1 WordRunes.
6) This paragraph describes the WordRunes effect.
7) In DragonRaid WordRunes can used as often as specified here.
8) This tells how many maturity units (mu) are awarded to the required Character Strength if you recite the WordRune correctly. Maturity units are awarded only when the WordRune is said from memory, not when read. It takes 30 maturity units to move up 1 rating in that Character Strength.
9) This tells how many maturity units are added to your Sword of the Spirit upon accurate recitation of the WordRune. When you accumulate 30 such units, your Sword of the Spirit rating will advance to 2 and you will be able to use WordRunes that are at difficulty level 2. Maturity units are awarded only when the WordRune is said from memory, not when it is read.
The following are some WordRunes that you may need to know for this mission:
CROWN OF LIFE WORDRUNE
Revelation 2:10c
…Be faithful, even to the point of death
and I will give you the crown of life.
Revelation 2:10c
FA 1 DL1
By saying from memory the Crown of Life
WordRune, a LightRaider may add 2 to the
Faithfulness Character Strength. Lasts for only
one encounter.
May be used only once per day.
FA + 1 mu SS + 1 mu
PERFECT PEACE WORDRUNE
Isaiah 26:3
You will keep in perfect peace
Him whose mind is steadfast,
because he trusts in you.
Isaiah 26:3
PE 1 DL 1
By saying from memory the Perfect Peace
WordRune, a LightRaider may add 2 to the
Peace Character Strength. Lasts for only one
encounter.
May be used once per day.
PE +1 mu SS + 1mu
JOYFUL THANKS WORDRUNE
1 Thessalonians 5:16-18a
Be joyful always: pray continually:
Give thanks in all circumstances, for this
is God’s will for you.
1 Thessalonians 5:16-18a
JO1 DL 1
By saying from memory the Joyful Thanks
WordRune, a LightRaider may add 2 to the Joy
Character Strength. Lasts for one encounter.
JO+1 mu SS + 1 mu
GOOD POWER WORDRUNE
2 Thessalonians 1:11b
…that by his power he may fulfill
every good purpose of yours and
every act prompted by your faith
2 Thessalonians 1: 11b
GO1 DL 1
By saying from memory the Good Power
WordRune a LightRaider may add 2 to the
Goodness Character Strength. Lasts for only
One encounter
May be used only once per day
GO+1 mu SS+1 mu
POSSIBILITY WORDRUNE
Ephesians 2:10
For we are God’s workmanship, created
in Christ Jesus to do good works, which
God prepared in advance for us to do.
Ephesians 2:10
JO 4 DL 1
The LightRaider who can say from memory the
Possibility WordRune will see a looking glass
appear. When the mirror is taken and looked
through at a dragon slave, the holder of the mirror
will be able to see what that person could become
if he were to receive the OverLord into his life.
If the holder were to look through the mirror at a
fellow member of the TwiceBorn, the holder would
see more clearly how the OverLord wishes to use
that person for good works.
May be used twice per day
Jo+1 mu SS+1 mu
HUNGRY BELLY WORDRUNE
Philippians 3:19
Their destiny is destruction, their God
Is their stomach and their glory is their
shame. Their mind is on earthly things
Philippians 3:19
SC 4 DL 2
A LightRaider who can say the Hungry Belly
WordRune perfectly can reduce the Swampwort
Sin Enchantment by 2.
May be used once per day
SC + 2 mu SS + 2 mu
FEARLESS WORDRUNE
Joshua 1:9a
Have I not commanded you?
Be strong and courageous.
Joshua 1: 9a
CO 4 DL 1
Any LightRaider who can say the Fearless
WordRune will add 3 to the Courage Character
ability. Lasts for one day.
May be used only once per day
JO + 1 mu SS + 1 mu
GATE OPENING WORDRUNE
Psalm 118:20
This is the gate of the Lord through
which the righteous may enter.
Psalm 118:20
GO 6 DL 1
The Gate Opening WordRune, when articulated
correctly, opens gates that protect castles, towers
fortifications, and other types of buildings in the
Dragon Lands. This WordRune recognizes the
OverLord’s sovereign rule over all things, even over
evil.
May be used as often as necessary
GO + 1 mu SS + 1 mu
HIGH RESCUE WORDRUNE
2 Peter 2:9
…The Lord knows how to rescue
godly men from trials…
2 Peter 2:9
FA 6 DL 1
If a LightRaider can say the High Rescue WordRune
it allows him to use a WordRune that is up to 2 levels
higher than his Sword of the Spirit rating
May be used as needed
FA + 1 mu SS + 1 mu
CONSPIRACY TRICK TEAMRUNE
Psalm 64: 2
Hide me from the conspiracy of the wicked,
from the noisy crowd of evil doers
Psalm 64: 2
PA 4 DL 1
The RaidTeam that can say the Conspiracy Trick
TeamRune from memory will be hidden from dark
creatures. In order to remain hidden, LightRaiders may
not move or talk.
May be used only once per week.
PA + 1 mu SS + 1 mu
The sun sets behind the cliffs, it’s blaze of color reflected in the spray from the cascading waterfall. As darkness spreads across the sky, you stand up and stretch your aching muscles. In your mind you review the Character Abilities that you will use tonight.
In Dragon Raid all skills are derived from the Nine Character Strengths, just as many abilities come from the fruit of the spirit in real Christian life. This is simulated in DragonRaid by the use of equations involving Character Strengths and Character Abilities.
For example you will soon need the skill of Listening. Your Listening ability (LIS) is a combination of Peace, Patience, and Self Control. The equation is:
Listening = (2PE + PA+SC) / 4
On your Character Sheet you will find listed many Character Abilities. For this adventure you will need to compute the following Abilities and write down their value on your Character Sheet {use the LightRaider Worksheet as an aid if desired}.
CHARACTER ABILITIES
Every LightRaider has the following Character Abilities:
Courage = (LO + JO + GO + FA + SC) / 5
Endurance = (JO+ PE + 2PA + FA + 2SC) / 7
Forgive Wrongs = (LO + JO + 3PA + 2GE) / 7
Hope = (3JO + PE + PA + FA) / 6
Knowledge = (JO+ PA+ GO +FA) / 4
Listening = (2PE + PA + SC) / 4
Quiet Movement = (PE + PA + SC + EN) / 4
Vision = (PA + FA + HO) / 3
Wisdom = (3LO + JO + PE + KI + GO + GE) / 8
Each player can choose 3 of the following Optional Abilities for his LightRaider character:
Acrobatics (AC)- Acrobatics is the ability to perform feats of skill and agility above and
beyond those needed in everyday life. This skill is usually used for
entertainment. Treat this skill as Agility +2 or Climb Skillfully +1.
Acrobatics = (PE + SC + AG + EN + HO) / 5
Blend With Surroundings (BWS) Blend With Surroundings is the ability to blend into a
natural setting. At times, a LightRaider needs to be able to do this to avoid
detection from dragon slaves or Dark Creatures. Blend With Surroundings is a skill needed in order to one day become a Knight of the Way or Rescue Master.
Blend With Surroundings = (2SC + PA + 2EN) / 5
Climb Skillfully (CLS) Climb Skillfully is a character’s ability to climb surfaces such as
cliffs, buildings or even trees. Climb Skillfully is a skill needed by those who wish to one day become a Rescue Master
Climb Skillfully = (JO + PE + PA + 2SC + EN + CO) / 7
Converse With Animals (CA) Converse With Animals is the ability to communicate with
non-talking animals. Converse with Animals is needed to become an Animal Master
Converse With Animals = (JO + KI + GE) / 3
Boating (BOT) Boating is the ability to pilot small watercraft on inland bodies of water.
This includes streams, ponds, rivers, lakes and canals.
Boating = (AG + PA + PE) / 3
Hatred of Evil (HE) Hatred of Evil is defined as a burning to destroy evil in any
form. Hatred of Evil allows a LightRaider to impose a greater amount of damage when fighting Dark Creatures, and HE increases a LightRaider’s ability to attack because he is outraged at the evil. Bonuses for Hatred of Evil are based on the ability rating as listed below.
Hatred of Evil = (L0 + 3GO + 2FA + KN + WIS) / 8
Hatred of Evil Attack Bonus Damage bonus
Skill of
1 +0 +1
2 +0 +1
3 +1 +1
4 +1 +1
5 +1 +2
6 +1 +2
7 +2 +2
8 +2 +2
9 +2 +3
10 +3 +3
Herbalism (HEB) - Herbalism is the ability to find and use herbs and plants in the wild for medicinal purposes such as aloe to relieve burns or specific plant roots to counteract poisons.
Herbalism = (FA + KN + GE + VIS) / 4
Medicine (MED) Medicine is the skill of treating wounds and diseases with natural means For each point of skill level, one point of damage may be healed per day, per patient, when using this skill. The difficulty level is decided by the seriousness of the wound.
Medicine (MED) = (KN + LO + MC+ PA) / 4
Wounded - any loss of PV, DL 2
Seriously wounded - PV 10 to 6, DL 5
PV of 5 or 4, DL 6
Unconscious - 3 or less PV, DL7
Merciful Compassion (MC) Merciful Compassion is a feeling of deep sympathy
or another’s suffering or misfortune it is also the desire to help those in need. Both Encouragers and Renewers need this skill.
Merciful Compassion = (LO + PA + 2KI + GE) / 5
Persuade Hostile Foe (PHF) Persuade Hostile Foe is the ability to talk an opponent into doing something you want him to do.
Persuade Foe = (2FA + SC + KN + 2WIS + CO) / 7
Riding (RI) is a skill used for packing, harnessing, and riding certain beasts of burden.
The skill is also applied to riding a horse, a pony, or a warhorse in mounted combat.
Riding = (AG + 2CA+ (or 1 KI) +PA +SC) / 4
Righteously Mingle with Evil (RME) Righteously Mingle with evil is
defined as a character’s ability to resist being spoiled in evil surrounding.
Righteously Mingle With Evil = (LIS + RT + GE + 2HE +KI + SC) / 7
Sailing (SA) Sailing is used for piloting medium to large sized wind driven watercraft on bays, inlets, sounds, and the High Seas. Sailing can also be used to pilot oared vessels.
Sailing = (PA + PE + AG + KN + VIS) / 5
Siege Engineering (SEG) Siege Engineering is the ability to design, build, and
operate siege weapons like trebuchets, catapults, and ballistae. This skill includes preparations of missile weapons for such equipment.
Siege Engineering = (CO + HE + KN+ PA + VIS + WIS) / 6
Sense Evil (SE) Sense evil is the ability to sense evil coming from dark creatures or
dragon slaves.
Sense Evil = (2GO + KN + CO) / 4
Talk with Locals (TL) Talk With locals is the ability of a character to talk with the
people living in a certain locality.
Talk With Locals = (LO + 2KI + GO + 2GE) / 6
Track Enemy (TE) Track Enemy is the ability to follow a creature, by picking up signs of the creature’s trail. Knights of the Way must possess this skill
Track Enemy = (JO + PA + SC) / 3
Water Movement (WM) Water Movement can be classified as ones swimming
ability. Water movement is a needed skill to become a Rescue Master.
Water Movement = (JO + SC + 2EN + CO) / 5
You are off! You follow the path through the rapidly darkening woods and scramble down a steep gravel strewn crag. As you enter the river valley you feel the evening mists on your face and hear the rustling movements of night animals. Stars are beginning to come out overhead. It would have been a real challenge to get even this far in the daylight, but traveling by night should help you avoid the dragon’s patrols.
The group stops to listen to the night sounds around them.
Everyone can now make a Listening check, take your Listening Ability Rating, and find that number on the left side of the Success Grid. The listening attempt was at Difficulty
Level 2, found across the top of the Success Grid. Look at the percentile needed for your Listening Ability at Difficulty Level 2; you must roll that number of higher in order to make out what you are hearing. Roll 2 StarLot predetermining which one is the tens digit and which one is the ones digit.
TO THOSE WHO PASS THE LISTENING CHECK GIVE CUE CARD #1:
“Above you, you hear what sounds like flapping of large wings.”
ATTEMPT A VISION CHECK AT DL 6 (it is night time)
TO THOSE WHO PASS A VISION CHECK GIVE CUE CARD # 2:
“You look above you to discover the source of the flapping sound. A huge shadow passes across the stars. But your vision tells you it is the shape of a giant bird, an eagle perhaps, but not a dragon.”
After a careful walk around a tricky bend the path broadens a little but you find that branches continually catch at you and strike you as you pass by making it a test of your Joy Strength at Difficulty Level 3.
A LightRaider can endure only to the degree that he is able to find Joy and contentment in a situation knowing that the OverLord is watching and working through it for His own purposes and His followers long range benefit. Roll on the Success Grid to see if you continue down the trail.
THOSE THAT ARE SUCCESSFUL can skip the next 2 paragraphs. For those that failed their Joy roll:
You lean against a nearby tree and think over the situation. It is now quite dark and you hear frogs chirping from the pool along the river. You then remember that the Joyful Thanks WordRune can add two to your Joy Character Strength for one encounter and may be used once per day. You read it since you are allowed to read three per adventure.
Now that you have invoked the Joyful Thanks WordRune, you can try to travel the overgrown area trail again. This time you can add 2 to your joy rating when making your success grid roll. If you fail again you sit down and contemplate the reasons you should be joyful when you come up with some reasons you can retry again at your original Joy rating, of course you lose precious time, 10 minutes with every retry. Once everyone has finally passed his joy roll proceed down the wooded path.
THOSE THAT PASSED THEIR JOY ROLL CONTINUE HERE:
You now follow the river towards your destination, the grim castle of the falls. The base of the falls is not far away. A thunderous roar fills the air and spray drifts toward you. You move on and soon stand at the foot of a gigantic pool. The river plunges down from the cliffs above you. The rocks, trees and grass all drip with condensed spray. One of the three moons has come out, and tiny bits of its pale light dance on the black surface of the pool and shine in the misty air. You shiver; the dampness makes the night air even worse. Now you see a road that winds up the steep cliff to the castle. The height is dizzying and road seems never ending. You are tempted to give up and go back to the Liberated Lands, but because you are a new LightRaider and want so much to be successful this temptation is only at DL1 against Faithfulness.
Anyone who fails can use the Crown of Life WordRune and re-roll your Faithfulness check, but this time adding a plus 2 to your Faithfulness rating.
Failing again would mean that the rest of the group (those that passed their Joy rolls) would have to counsel those that failed into remaining faithful to the quest by giving them some examples on how the OverLord rewards faithfulness. Examples may come from the scriptures or their real life experience. When everyone is again faithful to the mission, then continue with the next paragraph.
You set out on the road. You need not worry about the noise you make because of the deafening sound of the huge waterfall. You are now about three- fourths of the way up. You can see the castle clearly. What if you cannot find your way in?
Within an hour you have reached your destination. You hide behind some scrub oaks a scant 50 feet away from the base of Castle Falls. The walls loom high and forbidding above you. You detect a small door in the wall most likely it is barred from the inside. The tension builds.
Hold still some one is coming! A sentry! Does he see you? You tingle with suspense. Then the suspense changes to horrified shock. What is this creature? In all your life you have never seen anything like him before. The creature stands about seven feet tall and is powerfully built with gray colored, stone textured skin and large yellow eyes. Huge ears frame it’s round shaggy head and upturned fangs protrude from its mouth. It is a Cave Troll! You shudder and stay hidden.
The creature passes by, but he will be back soon, so you dash for the door. It is barred! You scramble back to the bush just before the awful sentry returns heading in the opposite direction. Peering out you judge that the castle wall goes a little bit farther before meeting the cliff. There must be something else worth guarding in that direction.
The group chooses the most agile of their number to run back the way the troll came to see if there is another way of entry into the castle (Agility at DL2). He runs to where the troll came from and sure enough there is a gate! The scout returns to the team hiding in the bushes. With hearts thumping you wait for the ugly guard to make another round. Then the whole group dashes to the gate. It is locked. You remember The Gate Opening WordRune. Is there anyone in the group with the Goodness to be able to use it?
Once The Gate opening WordRune is said the gate swings open. As soon as all the LightRaiders pass through the gate shuts behind them.
HAVE THE GROUP ESTABLISH A MARCHING ORDER:
Following a narrow passage you find a small doorway by running your hands along the wall.
The first one through the doorway kicks something solid. A step. You begin climbing and discover that it is a spiral staircase hewn out of stone. To be extra careful, you run your hands along each side of the circular stairwell in case there are doorways opening onto it. You also count the steps in the event that a quick escape is necessary. When you get to step 45 you find that there is a corridor to the left. Does somebody want to look down it?
Try a Vision check at DL3. If someone makes it give him Cue Card #3:
“You see a faint glimmer of light down a curving corridor.”
Does someone want to listen? Have them make a Listening roll at DL1. Those that succeed receive Cue Card # 4:
“You hear a soft sound, possibly laughter.”
IF THE GROUP CONTINUES UP THE STEPS:
You continue upward into the silent darkness, 48, 49, and 50, a doorway to the left. Suddenly you hear heavy footsteps coming down the steps toward you, not too far away either. The doorway at step 50 is filled with heavy cobwebs. It gives you the creeps so you decide to dash quietly down the stairs and go up the corridor at step 45.
IF THE LIGHTRAIDERS CHOOSE TO GO THROUGH THE DOORWAY AT STEP 50:
The passageway is dark and slightly damp. The cobwebs resist your efforts to clear them out of your way, but you manage to cut your way through several feet of them and then you are able to move about easily. You light a torch and continue on. The passage bends to the left, widens until it is almost a large room and ends at a heavy wooden door. The door is locked, and its metal hinges are rusted lumps. (The LightRaiders will have to destroy the door in order to open it. This will attract a lot of attention, so they should be made to understand that it would be a bad idea. They have gone the wrong way.)
You hear a whiny voice come from behind and above you, “How dare you destroy my beautiful webbing! I hope that you have brought me the promised meal, otherwise, we will have to make other arrangements.”
The spindly shape of a giant spider slowly drops from the vaulted ceiling. “You are not servants of this castle! Perhaps you should surrender one of your number to be my meal before I call the dragon to torture you for violating this hallowed ground.”
When the RaidTeam refuses to one of their group, the cave spider will attack.
SET UP THE BATTLE GRID:
Cover squares 45 through 88. The old door is at square 12, the passageway out is at square 22, the LightRaiders are clustered around the door and the cave spider is on square 20.
See text below for instructions on Spiritual Armor, weapons, and combat.
Cave Spider Stats: Courage DL2
Battle Ability 6
Damage SSt-2
Physical Vitality 14
* NOTE: BEFORE ANY LIGHTRAIDER CAN ENTER THIS BATTLE HE NEEDS TO PASS A COURAGE ROLL AT DL 2!
After the battle, continue below:
IF THE LIGHTRAIDERS GO THROUGH THE DOORWAY AT STEP 45:
As you round the bend in the corridor, you find that a glimmer of candlelight (which you saw if you made your vision roll) is coming from a golden sconce on a gray rock wall about 50 feet away. Along both sides of the corridor are closed wooden doors.
You are quite sure that you do not want to find out what is behind those wooden doors with their high small windows, so you walk by carefully, bending down as you pass each one, making sure that you were not seen by sleepless eyes. As you approach the candlelight you hear coarse laughter, then some words. You try to listen more carefully. Make a Listening Check at DL 2.
THOSE THAT ARE SUCESSFUL RECEIVE CUE CARD #5:
“The coarse laughter is followed by a viscous demand to bring more desserts.
Some one is coming out of the room. What will you do?”
One possibility would be to move quietly down the hall to a dark corner and hide.
This could be done with a successful Quiet Movement roll at DL3 and a successful Blend with Surroundings at DL3. (You can substitute Self Control at DL6.)
IF ANYONE IN THE GROUP FAILED TO HIDE, a young girl in tattered clothes emerges from the doorway. The young girl is apparently a low caste dragon slave. She sees you, becomes frightened and runs down the hall. You must act quickly!
IF THE LIGHTRAIDERS DECIDE TO CHASE THE GIRL AND TALK TO HER, it will take a moment to catch up to her and get her attention. She will listen as long as the LightRaider makes no threats. A successful Talk with Locals roll at DL2 (or Gentleness at DL4) will calm the girl and send her on the way promising not to sound an alarm.
IF THE WHOLE GROUP SUCCEEDS IN HIDING, they watch from safely as a young girl emerges from the doorway. The young girl is apparently a low-caste dragon slave. She is dressed shabbily in a tattered gown. She is obviously exhausted and as she disappears down the hall you hear her crying softly.
You carefully approach the door and see that it is slightly ajar. Now is your chance to use the Possibility WordRune to see if this is the right place.
As you finish the Possibility WordRune a beautiful looking glass appears in front of you. You reach out and take hold of it. Through the crack in the door you see a fat woman with dark hair gorging herself with all kinds of food, remarkably when you look in the mirror the image changes to that of a thinner woman with long flowing hair and contentment in her eyes. Praise to the Redeemer who can help people change for the better. You enter the room.
Had the woman’s mouth not been full of food she would have screamed! Before she can swallow her mouthful you whisper gently, ”Don’t be afraid, I am not here to hurt you. I have a gift for you!” Surprise overcomes the fear in her puffy face.
Suddenly you too are surprised. A glow is beginning to emanate from your body.
“LightRaiders!” the woman’s voice is harsh. Fear floods back into her face.
You have heard of the bright glow that LightRaider’s give off in times of service, but actually to experience the reflected glory of the OverLord firsthand is almost overwhelming. You think with awe of the words from the Sacred Scrolls:
And we, who with unveiled faces all reflect the Lord’s glory are being transformed into His likeness with ever increasing glory which comes from the Lord who is the spirit. (2 Corinthians 3:18)
The woman pushes back in the heavy chair but cannot get away without getting up. Sharply drawing in her breath she says, “Please don’t kill me, I’ve heard about how you LightRaiders go around trying to slay dragons and all those that belong to them.
The players should say something to the effect of “The OverLord has sent us to rescue you from this bondage to food and the dragons.”
GIVE THE PLAYERS TIME TO RESPOND. After they attempt to sooth the woman’s fear have them roll on Kindness at DL6. Someone with Merciful Compassion can instead use this ability at DL3. When at least two LightRaiders succeed with their Kindness rolls the woman is no longer afraid and she will tell them the following:
“I’ve been virtually a prisoner here because of this strange compulsion to keep on eating but the dragon keeps me well fed as long as I continue to work for them. I’m in charge of the servants here making sure they do the dragon’s bidding. But lately I’ve been growing weary of all this and have been dreaming of leaving. But alas I cannot leave this scrumptious food.”
If asked, she will say that soon after a walk through a local swamp she began to crave all kinds of food.
If asked, the woman will say that her name is “Natha”.
The LightRaiders should use the Hungry Belly WordRune and counsel the woman about food not being the most important thing in life. When the WordRune is used the woman will be more easily delivered from the Gluttony Sin Enchantment. If the players offer good counsel (this is at the Adventure Master’s discretion) then the woman will be delivered and will be able to leave the feast. Continue this discussion until Natha is delivered from her food addiction.
You can see her desire for food leave immediately she stares around her and with a sudden revulsion she pushes herself away from the low table. She smiles at you with gratitude. She then waits, quietly wondering what is going to happen next.
You remember that it is said of the OverLord that He touches even lepers and cleanses them before liberating them. You remember that His love for us always precedes our love for Him. He has shown his, love for this dragon slave by freeing her from gluttony. The expression on her face clearly shows her joy in her new- found freedom.
“Can I go with you?” asks the woman, “You can teach me about the OverLord of Many Names.” But suddenly there is an alarm, the ringing of the castle bell. The servant girl must have alerted the castle guards.
It is quickly decided that the woman must come with the group. The team flees down the hall and back to the spiral staircase, but this time the door is jammed. Quickly, who has the highest Strength?
Strength may be defined as muscle ability that enables a character to lift heavy objects. Have each player roll the StarLot and record his Strength. Have the character with the highest strength attempt a Strength roll at DL4, if this character fails go to the next highest strength and so on until somebody succeeds. Then continue below.
The door opens and the group quickly descends the spiral staircase.
At this time have players take out their Character Work Sheets. You will need to determine your Spiritual Armor values. For your Belt of Truth use the number you have for Knowledge. The Belt of Truth protects LightRaiders from believing certain falsehoods. The higher the rating the more likely it is that the LightRaider will not believe the lie.
For the Breastplate of Righteousness, use your Goodness. The Breastplate of Righteousness represents the degree of Righteousness that must be worked out in your life by obedience to the OverLord. It helps your resistance when you are faced with an invitation to impure acts.
To calculate your Shield of Faith, add all your Character Strengths and divide by 9. The Shield of Faith represents your Faith in the OverLord. Each LightRaider has a measure of Faith which is his most important defense against dragon fire It also protects him from all conventional weaponry such as swords, axes, arrows, and it protects from all physical attacks from dark creatures.
Use your Hope rating to determine your Helmet of Salvation. The Helmet of Salvation gives LightRaiders their Hope of the Everlasting Kingdom. It is your hope in the OverLord that assures you that you are indeed a member of the TwiceBorn. By it you will know that you will go on to the Everlasting Kingdom upon death.
Your Sword of the Spirit rating is 1 as everyone begins with a one. The Sword of the Spirit is designed both for offense and defense alike. It is the word of the Almighty Spirit, an effective weapon in the LightRaider’s hand. The Sword of the Spirit (Sacred Scrolls) is the only weapon effective against dragon Mind Speech and other forms of sin enchantment.
Your Boots of the Gospel of Peace rating is the total of (Love +Joy + Peace + Goodness + Faithfulness) / 5, dropping all remainders. The Boots of The Gospel of Peace rating indicates your readiness to enter a situation to bring peace, reconciliation or rescue.
The Boots of the Gospel of Peace rating may sustain a Light Raider even when his courage fails.
Now that you have your Spiritual Armor, let’s look at Weapon Abilities.
Find the section of your character sheet called Weapon Abilities. You will notice that Solo Battle has already there. Solo Battle is not a weapon but an ability that is used whenever a LightRaider must face an enemy without the company of other fighting members of the TwiceBorn. This reflects the psychological impact of being alone in battle, usually when the LightRaider purposely disobeys the OverLord or strikes out on his own for one reason or another. When using Solo Battle, weapon damage is determined by the weapon used. Solo Battle is equal to your Sword of the Spirit rating, so subtract your Sword of the Spirit rating from the weapon skill chosen. Thus, Solo Battle will always have a negative effect on weapon use.
Now choose up to 3 physical weapons.
MELEE WEAPONS NOT REQUIRING AN OPTIONAL ABILITY
Flail (CO + EN + HO) / 3 Damage 1-10
Hand to Hand (SC + ST+ AG + CO + EN+ HO) / 5 Damage 1-5*
(See Appendix 4 - Optional Rules)
Quarter Staff (AG + CO + EN+ HO) / 4 1-5 damage
Sword (AG + CO + EN + ST + HO) / 5 1-10 damage
Short Sword (AG + CO + EN) / 3 (1-10)-2 (minimum of 1)
MELEE AND DISTANCE WEAPONS NOT REQUIRING OPTIONAL ABILITIES
Dagger (SC + 2AG + CO +HO) / 5 Damage 1-5 Distance 25’
Hand Axe (CO + 2EN + HO) / 4 Damage 1-5 Distance 30’
Hatchet (AG + ST + CO) / 3 Damage 1-5 Distance 30’
Sais (AG + CO + HO + VIS) / 4 Damage 1-5 each* Distance 30’or 40’
* Sais allow the user the option of either using both to attack allowing two separate attack rolls, or using a sai held back for defense which gives a +1 bonus to defense roll.
Scimitar (AG+ CO + 2EN + HO) / 5 Damage 1-10 Distance 25’
DISTANCE WEAPONS NOT REQUIRING AN OPTIONAL ABILITY
Crossbow (PA + ST + HO + VIS) / 4 Damage (1-10)+2 Distance 200’
One-Handed Crossbow (AG + HO + PA + VIS) / 4 Damage 1-5* Distance 75’
* Takes one combat round to load, can be fired every other round.
Longbow (ST + HO + QM+ VIS) / 4 Damage 1-5 Distance 150’
Short Bow (ST + 2 HO + VIS) / 4 Damage 1-5 Distance 100’
Sling (SC + CO + HO) / 3 Damage 1-5 Distance 75’
MELEE WEAPONS REQUIRING SENSE EVIL
Lance (ST+ CO + EN + HO + SE) / 5 Damage 1-10
Mace (CO + EN + HO + SE) / 4 Damage 1-10
MELEE/ DISTANCE WEAPONS REQUIRING SENSE EVIL
Military Fork (SC + CO + EN+ SE) / 4 Damage 1-10 Distance 35’
Spear (AG + CO+ EN + HO+ SE) / 5 Damage 1-10 Distance 80’
DISTANCE WEAPONS REQUIRING SENSE EVIL
Dart (2AG + HO + SE) / 4 Damage 1-2* Distance 30’
* Can be coated with sedative or poison
Throwing stars (AG + HO + PA + SE + VIS) / 5 Damage 1-5 Distance
Strength 4 or less - 40’
Strength 5 or more - 50’
MELEE WEAPONS REQUIRING SENSE EVIL & MERCIFUL COMPASSION
NET - (AG + CO + MC + SE) / 4
Damage: no damage, used to entangle opponent’s weapon. If LightRaider makes a Successful hit opponent’s weapon is entangled. Opponent must then make a successful hit to disentangle. Then the LightRaider can again attempt to entangle.
DISTANCE WEAPONS REQUIRING BOTH SENSE EVIL AND HATRED OF EVIL
War Dart (2AG + SE + HE + HO) / 5 Damage 1-5 Distance: 20’
MELEE WEPONS REQUIRING HATRED OF EVIL
Broadsword (2 handed) (AG + CO + EN + HO + ST +HE) / 5 Damage: (1-10)+1
MELEE/ DISTANCE WEAPONS REQUIRING HATRED OF EVIL
Battle axe (CO + EN + HE+ HO +ST) / 5 Damage 1-10 Distance 30’
War Hammer (CO + EN+ HO+ HE) / 4 Damage 1-10 Distance 15’
DISTANCE WEAPONS REQUIRING HATRED OF EVIL
Whip (AG + CO + HE + HO) / 4 Damage1-5 Distance 15’
Now back to the story. You are ready to make your escape. Taking the woman by the hand you race down the spiral staircase, to reach the gate outside. Who ever is at the head of the marching order listens carefully. (Have a player make a Listening roll but regardless of the result, nothing is heard). You hear nothing. You unbar the door and push it open. What is this? The hideous guard is gone. The group runs out the gate, only to come face to face with the Cave Troll as he rounds the corner. Lifting his battle-axe, he charges! If you did not already state that you were drawing a weapon then the troll will get the first strike as your attack round will be used drawing your weapon.
* NOTE: BEFORE ANY LIGHTRAIDER CAN ENTER THIS BATTLE HE NEEDS TO PASS A COURAGE ROLL AT DL3! Those who fail can make another attempt after being encouraged by another player. The LightRaider must wait two rounds between attempts.
TAKE OUT BATTLE GRID
If there are more than three LightRaiders, add an orc for each LightRaider past three. The orc(s) will be following two or three spaces behind the cave troll.
Physical combat is fought in rounds or phases with 2 phases making up one round of combat. Each phase consists of one attack roll and one defense roll; you as the LightRaider roll the StarLot (the 10 sided die). The Adventure Master rolls the Shadow Stone for Dark Creature rolls, (written as “SSt”, an 8 sided die).
Soon you will learn how to fight a battle, however first let us look at some terms on your character sheet. You will see your Weapon Abilities (lower left) and your Shield of Faith (upper right). Dark Creatures have Battle Ability that is used both for offense and defense.
Back to the problem at the castle door. You now face an angry Troll. Go ahead and battle.
1) LightRaider’s go first. Choose your weapon, and add the Weapon Ability to a roll of the StarLot. If the LightRaider’s attack total beats the troll’s defense total (Battle Ability + the roll of the Shadow Stone) then the LightRaider successfully hits the Troll and does damage. Roll the StarLot to get a number between 1 and 5 or 1 and 10. Damage determines how many Physical Vitality Points the dark creature loses.
Cave Troll stats: Courage DL 3
Battle Ability 10
Physical Vitality 36
Damage: SSt+4
Orc Stats: Courage DL 2
Battle Ability 6
Physical Vitality 16
Damage: SSt+2
2) Now it is the second phase of the combat round in this phase the LightRaiders defend the dark creatures attack.
The dark creature rolls a Shadow Stone and adds that number to his Battle Ability. To defend it a LightRaider rolls a StarLot and adds that number to his Shield of Faith. If the dark creatures attack did not beat the LightRaider’s total then the LightRaider blocked the assault. If the dark creature’s attack total was higher then the LightRaider’s defense total then the LightRaider was struck taking Physical Vitality Damage equal to the dark creature’s damage roll.
Now before we move on to round two let’s talk a little about wounding- or loss of Physical Vitality. When a LightRaider’s Physical Vitality is decreased through wounding and they are reduced to a number between 10 and 6 that character is considered seriously wounded and would need to pass an Endurance check at Difficulty Level 8 in order to continue to travel. When a character’s Physical Vitality is decreased to 5 or 4 they are too weak to fight and travel. From 3 Physical Vitality points to 1 point a character would be considered unconscious and at zero and below the character would be considered dead.
Now continue the battle until it is finished. If Any LightRaider’s survive, continue below.
Breathlessly and in haste, the group runs back down the road that you climbed just a few hours ago. But you can hear the sound of horns and hounds behind you. The search is on.
Your only chance is to get off the road and duck into the forest, perhaps evading the search party.
Now let’s figure out your Evade Enemy Ability - (PE + PA + SC) / 3.
Once everybody has calculated their Evade Enemy Ability have them all make a roll at Difficulty Level 1.
IF THE ENTIRE GROUP SUCEEDS: They evade the search party successfully and can hear the search party pass them by and go further down the road.
IF THEY FAIL: Two orcs from the search party stumble upon the group and they will have to fight to them.
Orc Stats: Courage DL2
Battle Ability 6
Damage SSt +2
Physical Vitality 16
With the immediate threat of the search behind you, you search for a place that you can lay low for a few days finding a cave you plunge into it dragging uprooted bushes behind you to conceal it’s entrance. Then when the group feels safely hidden you catch your breath and learn that the woman’s name is Natha, and you learn many interesting things about her life as a dragon slave.
For several days you wait as the search for Natha continues. As you watch from your concealed viewing place, you spot troops of trolls come in from the North and spread out for the search. One troop of trolls come with in 20 feet of the cave opening but does not detect your presence. You also see many orcs roaming the hills. Most frightening is the sight of the raging dragon. Natha tells you that this is the dragon that owns the Castle of the Falls. In it’s fury the dragon circles day and night looking for you, spewing angry flames and burning up the country side. Fortunately it does not come near your hiding place.
Between times of watching the search and resting, you tend to any wounds that you may have received in combat against the Troll. Now it is time to calculate your Recover From Injury score.
Recover from Injury = (3HO + CO + EN) / 3.
Your Recovery From Injury is the measure of Physical Vitality points you recover in a 24-hour period (or half during a nights sleep) provided that it is a relatively restful period.
The characters have been resting now for three days so each one could have healed up to 3 times his Recovery From Injury Rating.
During this time you’ve also taken the opportunity to talk to Natha and tell her about the OverLord and are beginning to share with her the Great Rescue WordRunes.
Give the players their own copies of the Great Rescue WordRunes
The Great Rescue WordRunes are special WordRunes. They may be used by any LightRaider at any time, however unlike ordinary WordRunes they only have the power if the person who hears them believes them. They are used to bring dragon slaves the Fantastic Invitation from the OverLord.
The Fantastic Invitation is really an invitation to a personal relationship with the Almighty.
The Fantastic Invitation has five parts, each with a related WordRune.
PART ONE: THE EVERLASTING SPIRIT WANTS A FRIENDSHIP WITH YOU
ONE AND ONLY WORDRUNE
John 3:16
For God So Loved the World that
He gave His one and only Son that
whosoever believes in Him shall not
perish but have eternal life
John 3:16
The LightRaider who can say the One and Only WordRune
can instill an awareness of the OverLord’s great love for the
once born. This WordRune is the first step in the Great Liberation.
May be used as often as needed.
LO + 1 mu SS + 1mu
Natha’s response:
“ When you said that WordRune I had a strange feeling that I am loved.”
Then she will ask the following questions:
How can I be sure that the OverLord exists?
How do we know whom he meant by “ His one and only Son”?
Couldn’t he have had other “Sons”?
Aren’t we all his children?
When these 4 questions are answered, Natha accepts the first step.
PART TWO:
YOUR SIN SEPERATES YOU FROM THE HOLY AND ALMIGHTY GOD, AND YOU CAN DO NOTING ABOUT THIS, ACCEPT IT AS FACT AND SEEK A SAVIOR
NOT GOOD ENOUGH WORDRUNE
Romans 3:23
For all have sinned and fall short of the glory of God.
Romans 3:23
The LightRaider who can say the Not Good Enough
WordRune from memory will bring to the awareness that
they are sinners and that their sin separates them from
the OverLord. This is the second step of the Great
Liberation. May be used as often as needed.
GO + 1 mu SS + 1 mu
Natha’s response:
“Are you trying to make me feel guilty?”
She will then ask the following questions:
What is sin?
What can I do to rid myself of sin?
When these questions are answered Natha accepts the second step.
PART THREE
THE OVERLORD OF MANY NAMES PAID THE PENALTY FOR YOUR SINS BY DYING AND COMING BACK TO LIFE. THUS DESTROYING
DEATH FOR THOSE WHO FOLLOW HIM
HE IS GOOD ENOUGH WORDRUNE
2 Corinthians 5:21
God made him who had no sin to be sin
for us that in Him we might become the
righteousness of God
2 Corinthians 5:21
The LightRaider who can say the He Is Good
Enough WordRune can help a dragon slave know
that the OverLord of Many Names can become
his savior. This WordRune is the third step
In the Great Liberation
May be used as needed
JO + 1 mu SS+1 mu
Natha’s questions:
How does a sinless man become sin?
How does the death of one sinless man make everyone else Righteous?
When an attempt is made to answer these two questions Natha will accept the third step.
STEP FOUR:
IF YOU BELIEVE AND TRUST IN THE OVERLORD OF MANY NAMES AND HIS GREAT RESCUE YOU MAY CONFESS YOUR SINFULLNESS, REPENT AND ACCEPT
THE EVERLATING SPIRIT”S INVITATION INTO HIS ETERNAL FRIENDSHIP AND KINGDOM.
LIBERATION WORDRUNE
Romans 10:9
If you confess with your mouth Jesus is
Lord, and believe in your heart that
God raised Him from the dead you will
be saved
Romans 10:9
The LightRaider who can say the Liberation
WordRune allows a Dragon slave to make a choice
To accept or reject what the OverLord has done for
Them. This WordRune is the fourth step in the
Great Liberation. May be used as often as needed.
PE + 1 mu SS + 1 mu
Natha’s response:
“I want to accept this OverLord, or Jesus or Whoever you call Him, and I do believe He was raised from the dead, but what do I do?”
Once the group helps Natha to pray something similar to the following, go on to Part 5.
“OverLord of Many Names, please come into my life to be my savior, and
Lord please forgive my sins and sinfulness and give me citizenship in your
Eternal Kingdom.”
PART FIVE:
YOU CAN BE SURE THAT YOU ARE TWICEBORN IF YOU HAVE RECEIVED
THE OVERLORD INTO YOUR LIFE
NEW RIGHTS WORDRUNE
John 1: 12
Yet to all who received Him;
To those who believed in His name
He gave the right to become
children of God
John 1: 12
The LightRaider who can say the New Rights WordRune
Gives assurance that a dragon slave who has accepted the
OverLord is truly a son or daughter of the Almighty.
This is the last step of the Great Liberation.
May be used as often as needed.
FA + 1 mu SS +1 mu
Natha’s Response;
“Now that I’m a child of the Almighty, what do I do?”
After players have answered this question continue below.
You are overjoyed that Natha has accepted the Great Rescue. You now can take her back to the Liberated Lands, when you get back to the Hollow tree. But for now you lay down to sleep and ponder how long you may have to stay in the cave wondering how long the search for Natha may continue. Soon you are all sleeping.
In the middle of the night (one of the LightRaiders chosen randomly) awakes to a sound. There is something moving outside the cave. You do not see a need yet to wake the others so carefully you go to the cave entrance. You peer out the entrance but luckily don’t see anything, but you do hear noises on the other side of some bushes up ahead. You attempt to move quietly to investigate. Make a Quiet Movement roll at Difficulty Level 5. You make it to the bushes and carefully parting them you see several figures about 10 feet ahead of, you talking in the moonlight. While you focus, hoping to see them better in the dark, there is a loud crack and a sharp pain to the back of your head. For an instant you see nothing but bright whiteness and then a thick blackness…
You slowly awake to a throbbing pain in your head. As your blurred vision clears you find yourself surrounded by foul looking creatures. The sight of their lumpy gray skin and their sharp teeth alert you to the fact that they are Goblins! You grab for a weapon only to find that they are gone. You also discover that your legs are tied to a tree trunk.
The goblins laugh at your discovery of your situation. “Now then human,” speaks one goblin as he carefully sharpens his dagger. “ Now you are going to tell me where Natha is. Each time I ask you where Natha is and you do not answer or you tell me something that we find to be a lie I will cut off a finger.”
THE NUMBER OF GOBLINS IS EQUAL TO THE NUMBER OF PLAYERS
At this point a Resist Torturous Investigation roll is needed at DL 2 to avoid giving information. It is now time to calculate your Resist Torturous Investigation.
Resist Torturous Investigation = (JO + 2FA + SC + HO + CO + EN) / 7.
Resist Torturous Investigation (RT) is the Character’s ability to endure physical pain or the threat of physical pain, when being interrogated. Sometimes LightRaiders are captured by dragon slaves and Dark Creatures and are physically tortured in an attempt to make them divulge information.
Now let’s return to the cave.
The LightRaiders and Natha still in the cave discover that one of their own is missing. Going outside with lit torches they discover tracks!
Have somebody with the Track Enemy Ability attempt their skill at Difficulty Level 4. If no one in the group has the ability of Track Enemy. Have the group make Vision checks at Difficulty Level 5.
IF TRACK ENEMY OR VISION CHECK IS SUCCESSFUL:
They see the boot tracks of their companion stop at some bushes not far from the cave opening, and then goblin tracks are everywhere. They made no attempt at concealing their tracks finding them should be easy:
IF THERE WAS NO SUCCESSFUL VISION OR TRACK ENEMY ROLL:
Have the group make Listening roll at DL 1 (until some one succeeds).
Suddenly you hear vicious laughter coming from the other side of some bushes about 30 yards ahead.
WHEN THE GROUP FOLLOWS THE LAUGHTER AND MAKES IT TO THE BUSHES CONTINUE BELOW:
Quietly you make your way to the bushes. Carefully you peer through only to see that to your horror that a goblin is preparing to cut off your teammates thumb. You must act quickly.
TAKE OUT THE BATTLE GRID AND SET UP THE GOBLINS’ CAMP:
The captured LightRaider’s leg is tied to the tree in space 25,
The bushes cover spaces 33, 44, 45,55 and 56 as well as 68 -79
Spying LightRaiders are in spaces 66, 67, 77 and 78
The only way into the camp is the gap between 68 and 56
The number of Goblins is equal to the number of LightRaiders.
For 2 players there will be a Goblin on space 26 and space 24
For 3 players the third Goblin is on space 7
For 4 players the fourth Goblin is on space 29
For 5 players the fifth Goblin is on space 3
Goblin Stats: Courage DL 1
Battle Ability 4
Damage (1-4)+2
PV 10
A SUCCESSFUL ROLL ON COURAGE AT DL 1 IS NEEDED TO FIGHT THE GOBLINS.
WHEN BATTLE IS OVER CONTINUE BELOW:
With your companion freed and the captures slain, you pick your way through the goblins meager possessions and find everything that was taken from the captive LightRaider. As the day begins to dawn you tank the OverLord for yet another day to serve him and head back to the cave.
You spend a couple more days living in the cave, all the while there has been no sign of further search activity. Confident that the search has been abandoned the team carefully sets out to find the Hollow Tree, their way back to the Liberated Lands. You find the tree just as dusk approaches. Standing on a small knoll, it is silhouetted against the sunset. When you approach it you notice two men standing underneath its reaching branches.
“Peace friends,” says one of the men. “My name is Aban and my friend here is Daren. The OverLord sent me to you to let me know that you’ve done well on the first part of your test. The first part was to test your skills while the second part is to test your understanding of what it truly means to be a LightRaider and a member of the TwiceBorn. I will take Natha back to the Liberated Lands, and Daren will lead you through the trails of Heinous Heights and into the deep dark depths of Highland Forest to the next part of your test. Know that the OverLord is with you. We will be praying for a successful mission and your safe return.” Aban leads Natha into the Hollow Tree and out of the danger of the Dragon Lands. The RaidTeam now begins the second part of the test with a march to Highland Forest.
MATURITY UNIT REWARDS
When rewarding Maturity Units, use this sliding scale as a guide. This will encourage new players by rewarding them well early on and will spur experienced players to work harder to grow their characters.
LightRaider has a Character Strength Score of 1 to 3; Reward 3 Maturity Units
LightRaider has a Character Strength Score of 4 to 7; Reward 2 Maturity Units
LightRaider has a Character Strength Score of 8 to 10; Reward 1 Maturity Unit
For example, perhaps two LightRaiders perform the same deed. To reward the LightRaider who has a Kindness score of 5, give him 2 maturity Units while the other LightRaider with a Kindness of 8 should receive only one Maturity Unit.
Below are the rewards to give each LightRaider for his participation in this adventure. Use the scale above.
Witnessed to the servant girl - Goodness
Participated in Natha’s rescue - Kindness
Finished the Adventure - Faithfulness
APPENDIX 1 - PLAYER WORKSHEET
LO ____ JO ____ PE ____ PA ____ KI ____ GO ____ FA ____ GE ____ SC ____
ST ____ AG ____ PV ____
CHARACTER ABILITIES
COURAGE ENDURANCE FORGIVE WRONGS
LO ____ LO____ LO ____
JO ____ JO____ JO____ JO ____
PE____ PE ____
PA ____ PA(x2)____ PA(x3) ____
KI ____
GO ____ GO ____
FA ____ FA____ FA____
GE ____ GE(x2) ____
SC ____ SC____ SC(x2)____
total____ /5=____ total____ /7=____ total____ /7=____
HOPE KNOWLEDGE LISTENING
LO____
JO____ JO(x3)____ JO____
PE____ PE____ PE(x2)____
PA____ PA____ PA____ PA_____
KI____
GO____ GO____
FA____ FA____ FA____
GE____
SC____ SC____
total ____/6=____ total ____/4=___ total ____/4=____
QUIET MOVEMENT VISION WISDOM
LO____ LO(x3)____
JO____ JO____
PE____ PE____ PE ____
PA____ PA____ PA____
KI____ KI____
GO____ GO____
FA____ FA____
GE____ GE____
SC____ SC____ HO____
EN____
total____/4=____ total____/3=____ total____/8=____
WORKSHEET PAGE 2
ACROBATICS PE____+SC____+AG____+EN____+HO____=____/5=____
BLEND WITH SURROUNDINGS PA____+ SC(x2)_____+ EN(x2)___=_____/5= ____
BOATING PE____+PA____+AG_____=______ / 3=____
CLIMB SKILLFULLY
JO___ +PE___ +PA___ +SC(x2)___ +CO___ +EN____ =_____ / 7=____
CONVERSE WITH ANIMALS JO____+KI____+GE____=_____ / 3=_____
EVADE ENEMY PE ____ + PA ____ + SC ____ / 3 = ____
HATRED OF EVIL LO___ +GO(x3)___ +FA(x2)____+KN____+WIS____=____ / 8 =_____
HERBALISM FA____+KN_____+GE_____+VIS_____=____ / 4=_____
MERCIFUL COMPASSION LO____+PA____+KI(x2)____+GE____=____ / 5=___
MEDICINE KN____+LO____+MC____+PA____=____ / 4=____
PERSUADE HOSTILE FOE FA(x2)____+SC____+KN____+WIS(x2)____+CO____=_____ / 7=____
RECOVER FROM INJURY HO(x3)____ + CO ____ + EN ____ / 3 = ____
RESIST TORTUROUS INVESTIGATION
JO ___ + FA(x2)___ +SC___ +HO___ +CO___ +EN____=____ / 7=____
RIDING AG____+CA(x2)____ or KI____+PA____+SC____=____ / 4=____
RIGHTGEOUSLY MINGLE WITH EVIL LIS____+RT____+GE____+HE(x2)____+KI____=____ / 6=____
SAILING PA____+PE____+AG____+KN____+WIS____=____ / 5=____
SIEGE ENGINE CO____+HE____+KN____+PA____+VIS____+WIS____=____ / 6=__
SENSE EVIL GO(x2)____+KN____+C0____=____/4=____
TALK WITH LOCALS LO____+KI(x2)____+GO____+GE(x2)____=____ / 6=____
TINKERING PA____ + AG ____ + KN ____ / 3 = ____
WORKSHEET PAGE 3
TRACK ENEMY JO____+ PA____+SC____=____ / 3=____
WATER MOVEMENT JO___+SC____+EN(x2)____+CO____ / 5=____
SPRITUAL ARMOR
BELT OF TRUTH ____
BREASTPLATE OF RIGHTEOUSNESS ____
SHIELD OF FAITH ____
HELMET OF SALVATION ____
SWORD OF THE SPIRIT ____
BOOTS OF THE GOSPEL OF PEACE ____
WEAPONS NOT REQUIRING AN OPTIONAL ABILITY
FLAIL CO____+ EN____+HO____=____ / 3=____
HAND TO HAND SC____+CO____+EN_____+AG_____+ST____+HO____=____ / 6= ____
QUARTER STAFF AG___+CO____+EN____+HO____=____ / 4=_____
SWORD AG____+ST____+CO____+EN____+HO____=____ / 5=____
SHORT SWORD AG____+CO____+EN____=_____/3=____
DAGGER AG(x2)____+SC_____+ CO____+ HO____=____ / 5=_____
HAND AXE CO___+ HO____+ EN(x2)____=____ / 4=____
HATCHET AG___+ ST____+ CO___=____ / 3=____
SAI AG____+ CO____+HO____+VIS____=____ / 4=____
SCIMITAR AG____+ CO____+ HO____ + EN(x2)____=______ / 5=____
CROSSBOW ST____+ PA___ + HO____ + VIS ____ =____ / 4=____
WORKSHEET PAGE 4
CROSSBOW (one handed) AG____+ PA____+ HO____ + VIS____=_____ / 4 =____
LONG BOW ST____+ HO____+ QM____+ VIS____=____ / 4=_____
SHORT BOW ST____+ HO(x2)____+ VIS____=____ / 4=____
SLING HO___+ CO____+ SC____=____ / 3=____
WEAPONS REQUIRING SENSE EVIL
LANCE ST___+ SE____+ CO___+ HO___+ EN____=____ / 5=____
MACE SE____+ CO____+ HO____+ EN____=_____ / 4=_____
MILITARY FORK SC____+ SE_____+ CO____+EN____=____ / 4=____
SPEAR SE____+ CO____ + HO____+ EN____ =____ / 4=____
DART AG(x2)____+ SE____+ HO____=_____ / 4=_____
THROWING STARS AG____+ PA____+ SE_____+ HO____+ VIS____=____ / 5=___
WEAPONS REQUIRING HATRED OF EVIL
BROADSWORD AG_____+ ST(x2)____+ HE___+ CO____+ EN____=____ / 6=__
BATTLE AXE ST____+HE____+ CO____+EN____+ HO_____=____ / 5=____
WARHAMMER HE____+ CO____+ HO____+ EN____=____ / 4=_____
WHIP AG____+ HE____+ CO___+ HO____=____ / 4=____
WEAPONS EQUIRING SENSE EVIL AND MERCIFUL COMPASSION
NET AG____ + SE____+ CO____ + MC= _____=_____ / 4=____
WEAPONS REQUIRING SENSE EVIL AND HATRED OF EVIL
WAR DART AG(x2)____+ SE____+ HE_____+HO____=_____ / 5=____
APPENDIX 2 - FORMER PROFESSIONS
FORMER PROFESSIONS (FUNCTIONS AT SKILL LEVEL 5)
1) Traveling Entertainer/showman 42) Gem cutter 84) Shop Keeper
2) Alchemist 43) Glassblower 85) Sign House Painter
3) Apothecary 44) Guard/ soldier 86) Spy
4) Architect 45) Hatter 87) Squire
5) Armorer 46) Herald 88) Stableman
6) Artisan 47) Herbalist 89) Stone-Cutter
7) Artwork-painter 48) Hermit 90) Tailor
8) Assassin 49) High Church Official 91) Tanner
9) Astrologer 50) Horse Trainer 92) Tax collector
10) Baker/cook 51) Hunter 93) Teacher
11) Barber/Dentist 52) Innkeeper 94) Teamster
12) Barkeep 53) Interpreter 95) Trapper
13) Barrel Maker 54) Jeweler/ Metal smith 96) Tinker
14) Beggar 55) Joiner (cabinet maker) 97) Weapon smith
15) Blacksmith 56) Lawyer 98) Weaver
16) Blade smith 57) Leather Worker 99) Wheel maker
17) Boat Maker 58) Locksmith 00) Wizard / Witch
18) Bookbinder 59) Mason
19) Brewer 60) Merchant/ trader/ Peddler
20) Bricklayer 61) Messenger
21) Diplomat/sheriff/mayor 62) Midwife
22) Butcher 63) Military Officer / Knight
23) Cabinet Maker 64) Miller
24) Canal boater 65) Miner
25) Candle Maker 66) Monk
26) Carpenter 67) Musician / Entertainer / Bard
27) Cart Maker 68) Painter
28) Clerk/Notary Public 69) Palace Servant
29) Cobbler 70) Porter
30) Common laborer 71) Potter
31) Court Noble/Diplomat 72) Priest
32) Courtier / Lady in waiting 74) Sage/ Philosopher
33) Doctor 75) Sailor/ salt /fresh
34) Dyer 76) Scholar
35) Farmer/ tenant/ free 77) Scribe/ mapmaker
36) Ferryman 78) Sculptor
37) Fisherman/line/net 79) Seamstress
38) Fletcher and bow maker 80) Seneschal
39) Forester 81) Serf
40) Furrier 82) Shipwright
41) Gardner 83) Shepherd
APPENDIX 3 - CUE CARDS
CUE CARDS
CUE CARD #1
Above you, you hear what sounds like
loud flapping of wings. You may attempt
a Vision Check at DL 6.
CUE CARD #2
You look above you to discover the source
of the flapping, as a huge shadow passes
across the stars your vision tells you that it
is the shape of a large bird, perhaps a giant
eagle, not the shape of a dragon.
CUE CARD #3
You see a faint glimmer of light down a
curving corridor.
CUE CARD #4
You hear a soft sound, possibly laughter.
CUE CARD #5
The Coarse laughter is followed by a viscous
demand to bring more desserts. Some one is
coming out of the room. What will you do?”
APPENDIX 4 - OPTIONAL RULES
Combat Skills
Hand to Hand
A Double Strike is allowed every time the LightRaider hits with an attack total equal to or greater than 14. (Some one with a skill of 5 would need to roll a 9, a skill of 6 would need to roll an 8 etc.) The Double Strike allows 2 rolls of 1-5 damage.
A Defense roll total of 14 or higher would allow a double block; this allows the LightRaider to block 2 separate attackers.
On an attack of 15 or higher the LightRaider using hand-to-hand can disarm their opponent. Thus making it easier at skill level 7 and higher for someone trained in hand to hand to disarm their opponent then the usual StarLot roll of 9 or 10. (A skill of seven could disarm on rolls of 8, 9, and 10. A skill of eight can disarm at 7 or higher, etc.) A LightRaider must specify before the attack that they are attempting to disarm their opponent.
Kicks that do 1-10 damage can come into play for those with a hand-to-hand skill of 7 or higher.
Quarterstaff
An optional way of using the Quarter Staff is to allow the user to gain a + 1 bonus on defense when using this weapon. This would make it good choice for those with a low Shield of Faith score. Notice that the LightRaider Handbook states in the weapon’s description that it is usable for “warding off blows” (pg. 69).
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