Home

Navigation

Home

 
Journal Content

LIGHTRAIDER CHALLENGE

PART 2 - THE TOMB OF HEROES

by Terry Lilley

February 2004

Revised by AFC - May, 2008

Please see the Image Gallery at the left for the maps.

SEQUENCE ONE: TRAVEL TROUGH THE HIGHLAND FOREST

READ TO PLAYERS:

Your small band of faithful adventurers has spent most of the day traveling due east, heading deeper into the heart of the Highland Forest after leaving the Heinous Heights region behind.  The march into Highland Forrest began early this morning at the hollow tree, where you said goodbye to Natha and Aban and followed the SaltWarrior Daren deeper into the forest.  Before leaving the hollow tree Daren re-supplied each LightRaider with another day’s worth of rations.

It is now getting dark.  The group begins to grow hungry and tired.  You start to search for a nice spot to set up camp for the night.  After finding a high spot well off the path, you turn aside and begin the preparations.  Before long the camp is ready.

As you heat your dinner over an open fire, Daren draws a parchment from his pack.  “The nine questions listed here are questions that the OverLord would like you to find answers for before completing your mission, the second part of the LightRaider Challenge”.  He shows you a parchment with the following questions:


TAKE OUT CUE CARD #1 (TEST FORM)

 Cue Card #1

1.  God _ _ _ _ _ _.
2.  We are the product of  _ _ _ _ _ _ _   _ _ _ _ _ _ _ _ .
3.  What God feels toward us -  _ _ _ _
4.  What sin causes - _ _ _ _ _ _ _ _ _ _
5.  The penalty of sin - _ _ _ _ _
6.  God does not want anyone to _ _ _ _ _ _
7.  Jesus Christ was God’s only _ _ _ _ _ _ _ _ _
8.  Christ’s resurrection does this for those who believe - _ _ _ _ _ _ _ _ _
9.  What one must do to become a child of God?  _ _ _ _ _ _ _ and _ _ _ _ _ _ _


INFORMATION FOR THE ADVENTURE MASTER

ANSWERS FOR CUE CARD #1 (TEST FORM)

1.  God - Exists
2.  We are the product of - Special Creation
3.  What God feels toward us - Love
4.  What sin causes - Separation
5.  The penalty of sin - Death
6.  God does not want anyone to - Perish
7.  Jesus Christ was God’s only - Provision
8.  Christ’s resurrection does this for those who believe - Justifies
9.  What one must do to become a child of God - Believe and Receive

Below are the rewards for the first LightRaider to answer each question:

 Question 1 - Peace m.u.’s
 Question 2 - Faithfulness m.u.’s
 Question 3 - Love m.u.’s
 Question 4 - Goodness m.u.’s
 Question 5 - Kindness m.u’s
 Question 6 - Patience m.u.’s
 Question 7 - Joy m.u.’s
 Question 8 - Joy m.u.’s
 Question 9 - Faithfulness m.u.’s

Award 2 m.u.s if the LightRaider who answered the question has a 1, 2, or 3 in that Character Strength.  Reward 1 m.u. if he has a 4 or higher rating in that Character Strength.


READ TO PLAYERS

Daren says, “The answers will become apparent if you pay attention along the way.  These questions reflect what the TwiceBorn believe.  These are the basics of our faith that even we SaltWarriors must reflect upon.   I will tell you more about the quest tomorrow when we reach a small mountain in Highland Forest known as the Mount of Tombs.  Let us rest well tonight for tomorrow we still have hours of hiking before reaching the mountain.”

The next morning you wake up early and witness a most amazing sunrise.  Brilliant purples, oranges and reds wash across the sky like from the brush of a master painter.  The very sunrise testifies to the existence of a benevolent creator.  Daren recalls these words from the Sacred Scrolls:

“For since the creation of the world God’s invisible qualities, his eternal power and divine nature have been clearly seen, being understood from what has been made…”  Romans 1:20

After a quick breakfast, the RaidTeam breaks camp and takes an eastbound trail heading into Highland Forest.  Soon you find yourselves hacking your way with bladed weapons further down the trail.


A NOTE ON HERBALISM FOR THE ADVENTURE MASTER

If a player with the skill of Herbalism thinks to check the woods along the way to the mountain for any useful herbs he must first pass an Herbalism roll at Difficulty Level 5.  If he succeeds, tell him that he has located some Black Cohosh.

Black Cohosh helps by providing energy to battle fatigue and endurance.  This herb can be ingested if prepared correctly (check Herbalism at Difficulty Level 3).  The herb’s effect is that the Difficulty Level of an Endurance Check drops by 1 when made after combat or other physically fatiguing events.

When the RaidTeam reaches the clearing they will find many Silver Birch Trees and a few Crabwood Trees.

Silver Birch - If a LightRaider with the Herbalism skill asks about the trees (Do the leaves have any medicinal use?  Would I know if the sap is used in the making of anything?) have him make an Herbalism roll at Difficulty Level 3.  If he is successful you can tell him the following information; the leaves can be used to make yellow and green dyes; the sweet sap can be used to make syrup, wine, and vinegar; the bark yields a tar that can be used to waterproof wood and leather.

Crabwood Tree - If an Herbalism roll is made at Difficulty Level 6 the LightRaider would know the following; the seeds contain oil that can be used as an insect repellent and can also be burned as a fuel for lamps.


READ TO PLAYERS
   
Just when you begin to feel that the forest continues on endlessly, you find that you have cut your way into a clearing.  Sunlight bathes a large grassy knoll before you.  There are a few scattered trees in the area, some Silver Birch and a few Crabwood but most of the roughly 70-foot circular clearing is open.  The group begins to cross the scenic glade.


INFORMATION FOR THE ADVENTURE MASTER

Have everyone make a listening check at Difficulty Level 5.  Those that succeed receive Cue Card # 2:

 Cue Card #2
 
 The words, “There is no God, we are a product of nature” come to your
 ears, or did you just think them? Make a Faithfulness roll at Difficulty Level 3.


Those that fail their Faithfulness roll receive Cue Card # 3:

 Cue Card # 3
                     
 You not only believe the thought to be your own, but you
 also believe the thought itself, that there is no God, and that
 we are all a product of nature.  You must defend this position
 whenever the topic comes up.  Now make a Shield of Faith
 roll at Difficulty Level 3 to prevent 3 maturity units of damage to
 Faithfulness. 

Those that succeed receive Cue Card #4:

 Cue Card # 4

 Your Faithfulness to the OverLord prevails.  You immediately
 reject the idea that we are mere products of nature.  You know
 God exists because He exists in you!  You earn 1 maturity unit
 to Faithfulness.  Where did the voice come from?  Now make a
 Listening roll.


READ TO PLAYERS
 
You notice some sort of small bird or large insect fluttering from tree to tree.  The voice seems to be coming from its direction.


INFORMATION FOR THE ADVENTURE MASTER

A Vision check can be made at Difficulty Level 6.  If the Vision check is successful give the player or players Cue Card number 5:

 Cue Card # 5

 Those are not birds fluttering from tree to tree.
 The blue iridescent wings, the small human like
 body, and the long flowing hair, reveal that these
 are very beautiful, but very deceptive dark creatures.
 Wood Sprites!

The Wood Sprites (10 in all) will flutter above and around the group and ask the following questions or make these statements.  They will stay until all of the questions or statements are used or until they are chased away by the threat of physical combat.

WOOD SPRITE STATISTICS
Courage Check D.L.1
Battle Ability 2 (However, they are considered having a Battle Ability of 10 for defense, their great agility allows them to dodge some blows.)
Physical Vitality 4
Damage 1

The Wood Sprite’s Statements:

Give the group time to answer each statement.  Each time the LightRaiders cannot respond to one of the Wood Sprites statements they risk catching the Wood Sprites’ Vain Philosophy Sin Enchantment and have to believe the statement to be true.  To prevent catching the Sin Enchantment a Faithfulness roll must be passed at Difficulty Level 5.  If the LightRaider becomes enchanted, a Shield of Faith roll must be passed at Difficulty Level 5 or the LightRaider takes 5 maturity units of damage to Faithfulness.

1) “What are you doing deep in these woods?  No one ever comes into the depths of the Highland, not humans anyway.  You’re not a band of those foolish LightRaiders are you?

2) “Don’t you know that the whole concept of the OverLord is outdated?  The OverLord is a myth created by man to explain the forces of nature.”

3) “If you are so sure there is an OverLord then explain suffering and evil.  How could there be an all-powerful benevolent God with all the suffering and injustice in the world?

4) “Life is too short to be serious all of the time.  You must have as much fun as possible while you can."

5) “Why be concerned about the World to Come?  No one has ever come back from the dead to tell us what it is like, so no one can know what will happen after we die.  Why deny yourself some of life’s pleasures because of a far off possibility? 
 
After the group deals with this statement the Wood Sprites will say, “Oh, foolish LightRaiders!” and will fly off into the forest.


READ TO PLAYERS:
 
You leave the large glade, again cutting a path eastward.  About noon you stop to rest and eat a quick lunch. Daren guesses that you still have about 3 to 4 hours of travel before reaching the Mount of Tombs.  Those hours pass quickly as the heavy forest environment begins to change.  The trees are not so thick and the path becomes less overgrown and easier to discern.  Large rocks dot the forest.  Soon you are stepping into a wide clearing.  You can see the stony mountain a mile or so ahead.  It is then that a most amazing beast steps on the path before you.

“Halt, strangers”, it says.  It is half-human and half-horse, a Centaur.  He stands about 7 foot tall and upon his angular face he wears a short beard.  His lower body is that of a dapple-gray horse.

“I say, what brings you through the forest?  We don’t see many travelers here, especially humans.  The last group that came through here was a bunch of those wacky…uhhh, you wouldn’t be some of those LightRaiders would you?


INFORMATION FOR THE ADVENTURE MASTER

 If the group answers “no” allow each LightRaider to suffer a -2 Maturity Unit penalty to Goodness if no one speaks up and confesses the truth.  If some one speaks up award them 1 Goodness Maturity Unit for telling the truth, and penalize only the LightRaider that answered, “no”.


WHEN GROUP ANSWERS YES CONTINUE BELOW

READ TO PLAYERS:

“Well that is a shame”, continues the centaur,” I was hoping for some intelligent discussion, but instead I find a group that is both ignorant of science and believes myths.  We are not the product of special creation, but of evolution, strength through mutation and survival of the fittest.  Have a seat on those rocks over there and let me attempt to educate you on this issue.”


INFORMATION FOR THE ADVENTURE MASTER

The group might realize that this is risky, (Evil can be sensed at Difficulty Level 6).  The centaur’s words will carry with them the Blind Science Sin Enchantment.  Daren will not want to wait, and will try to press the group onward, quoting, “ Stay away from a foolish man; for you will not find knowledge on his lips. The wisdom of the prudent is to give thought to their ways, but the folly of the fool is deception.”   Proverbs 14:8

But if the group persists in taking the Centaur’s challenge, the Centaur will state his case:

<<< Note: There is no way that the centaur would have this kind of scientifically advanced information.  Need to simplify the text. This can be information that the AM gives the players. >>>

“About 18 billion years ago the physical universe burst into existence in an awesome explosion popularly known as the Big Bang.  This explosion threw matter throughout the universe. The matter collected and cooled into what is now the universe.  Life sprang from the formation of the protein molecule consisting of hundreds of precisely arranged amino acids.  This evolved into a single cell organism, which evolved into ever increasingly more complex multi cell organisms, evolving eventually into the life forms we see today.

The geological columns are a vertical display of various geological eras left in the rock beds that testify that evolution is indeed a fact.  By following the fossils from bottom to top one can see evolution from simple organisms to mammals.”

BEFORE ANY LIGHTRAIDER DEBATES THIS HE MUST FIRST MAKE A SUCCESSFUL BELT OF TRUTH ROLL AT DIFFICULTY LEVEL 2 IN ORDER TO WARD OFF THE BLINDED BY SCIENCE SIN ENCHANTMENT.

Give the players that pass their Belt of Truth roll Cue Card #6:

 Cue Card #6

 You see the foolishness of this theory and can take
 place in the debate.  Gain 1 Maturity Unit of Faithfulness.


Give players that failed their Belt of Truth roll Cue Card # 7:

 Cue Card # 7

 You Believe the Centaur's theory. Make a Shield of Faith roll
 at Difficulty Level 2 in order to prevent taking 2 Maturity
 Units loss in the Faithfulness Character Strength.


Those that are allowed to argue (not enchanted by either the Wood sprites or the Centaur) could fashion a rebuttal. Some of the following points could be included:

1)  The geological stratum that shows the neatly separated stages of evolution only exists in textbooks.

2)  The scientific method of dating the planet is based on carbon dating, which has been unreliable.

If the group uses the Bible to prove their point some possible scriptures would be Genesis 1:26, or Genesis 2:7.

If the group does well and makes some good points then when the group is done debating their side of the argument, let those enchanted make a Belt of Truth roll at Difficulty Level 1.  If they succeed then they are no longer enchanted.

Regardless of how well the LightRaiders debated, the Centaur will simply respond by saying “What Foolishness!  I can see that I am wasting my time.”  He will then trot off into the forest.


SEQUENCE 2: THE SEALED CAVE

READ TO PLAYERS:
  
The travel to the mountain is nearly over.  The path swings out of the forest and makes it’s way to the mountain while winding around some large boulders.  You soon find yourselves standing at the base of the mountain staring at the path that ends at a sealed cave.  Two huge boulders block the entry.  Carved upon these boulders is the word “LOGOS”.  Daren clears his throat and begins to speak.

“There is a small labyrinth of tombs in a cave system just under the top of this mountain.  These tombs were established and built by people from a local town as a place to bury those that they considered the town heroes.  The town has long since disappeared but the tombs remain.  Oddly enough, and in accordance to the mysterious ways of the OverLord, the temple has become a place of pilgrimage for LightRaiders.  Among the tombs of the worldly famous stands one empty tomb.  The TwiceBorn see this as a reminder that those who believe in the OverLord, will one day conquer death and be awakened to life beyond the grave.  For as it says in the Sacred Scrolls;

 "Do not be amazed at this, for a time is coming when all who are in their
 graves will hear His voice and come out - those who have done good will
 rise to live, those who have done evil will rise to be condemned."
 John 5:28,29

“Of course the enemy tries to discourage these trips to the tombs by posting guards, but this too will be part of your test.  This sealed cave is a secret and quick way into the tombs.  The Word of the OverLord has sealed this cave and only certain spoken scriptures can unlock and move the boulders.  Each LightRaider must find a unique scripture to unlock the cave.”

“Before I tell you what to search for in the Scriptures, there are few things you must know.  First, I cannot enter the cave with you.  This is to be your test.  You must rely on the OverLord and each other.  Secondly, I have some gifts that will help you through the test.”  Daren then gives the group the items listed below.

INFORMATION FOR THE ADVENTURE MASTER

Give the group Cue Cards #8 through # 13.

The Cue Cards represent the following items:

CueCard #8 - A camouflage cloak that matches the rocks of this mountain and grants a +2 to Blend With Surroundings for this mountain only.

Cue Card #9 - 3 Silver arrows with brass tips, (or sling stones, or cross bow bolts, whatever is appropriate).  These weapons do 2 StarLots of damage each but break upon impact.

Cue Card #10 - OverComer’s WordRune

Cue Card #11 - Quiet Confidence WordRune

Cue Card #12 - Purge Evil WordRune

Cue Card #13 - The Mega Force TeamRune


READ TO PLAYERS

“Thirdly,” continues Daren, “the secret passage takes you through the back rooms of a troll lair.  This area contains mostly storage rooms and are visited only occasionally by the trolls who come to make sure that nobody has stolen their ‘things’.  Listen for the sound of running water and you will find your way out of the trolls’ lair and the path to the tomb entrance.”

“Now, each of you will need to quote a different scripture revealing the OverLord’s love for you.  Know that the OverLord will be with you.”  With that said, Daren leaves the RaidTeam and heads back down the trail.  The RaidTeam now approaches the sealed cave, each one searching for the word key that will unlock the boulders and allow them entrance.


INFORMATION FOR THE ADVENTURE MASTER

When a player quotes a scripture about God’s Love he can enter but only the player that spoke the scripture anyone else would be stopped from entering by an invisible wall of force.  Once the LightRaider who spoke the quote enters the cave, the boulders will seal shut again.  The same scripture will not work for any other LightRaider, each will have to find his own.


ONCE EVERYONE IS INSIDE, READ TO PLAYERS:

Once through the seal you find that you are in a narrow passage, so narrow that you must now travel single file.  The boulders have shut tight behind you and you find that it is quite dark.  (Someone should think to light a candle or a torch for light.)  You continue for some time down this narrow passage and find that it dead-ends into a pile of large rocks that reaches to the ceiling.


INFORMATION FOR THE ADVENTURE MASTER

A Vision Check at Difficulty Level 7 (or 5 if there is a light source) will reveal a small opening in between 2 rocks.  Someone looking through the hole (at Difficulty Level 7) would see that it is some sort of dank storage room full of old furniture, crates, and assorted nick knacks scattered throughout.

The wall of rocks can be taken down one stone at a time.  Check against Strength at Difficulty Level 8.  Two LightRaiders could combine their Strength scores.  Once several of the rocks are moved the group can crawl over the pile and into the storage room.  Go to Sequence 3: The Troll Lair.


SEQUENCE 3: THE CAVE TROLL LAIR

INFORMATION FOR THE ADVENTURE MASTER

Take out Map 1: The Cave Troll Lair.

After moving the rocks the group will enter area A.  Allow them to look around a bit.  It is filled with worthless old junk  - old furniture, tattered clothing, empty barrels and crates, etc.  As they look around, roll the percentile dice to see if the wandering troll finds them.

This is the home of three trolls; two of them are preparing a meal in area F.  The third is a wandering troll who is checking on the trio’s possessions.

Allow the group to roam freely about the Troll lair until they discover a way out.  Below is a description of the area of the troll lair, per area.


USING ABILITIES WHILE IN THE TROLL LAIR

Blend With Surroundings D.L. 5
Listening D.L.2
Quiet Movement D.L. 5
Sense Evil D.L.4
Vision D.L.6


Wandering Troll

When the group enters area A there is a 5% chance (a roll of 01 to 05 on the percentile dice) that the wandering troll will discover the group.  For each new area that the group enters there is a 5% increasing chance that they will run into the wandering troll.  For example, if area C is the second area entered and they have not yet encountered the wandering troll then the percentile roll would be 01 to 10 means they encounter the troll (or a 10% chance).  If they have not encountered the troll yet then when they enter their third area they would encounter the troll on a roll of 01-15 or a 15% chance, and so on.  The wandering troll will certainly attack the intruding LightRaiders, unless a successful Persuade Foe roll is made at Difficulty Level 8, but let the group think of this themselves.

The wandering troll will use his first round of combat taking a defensive stand (no attack, 2 Shadow Stones added to his Battle Ability for defense).  He will do this to buy time to yell for help from his two companions who will join the fray three rounds later - the fourth round of combat.

CAVE TROLL STATISTICS
Courage Check: D.L. 3
Battle Ability 10
Damage SSt + 4
Physical Vitality 36


Room A
A 20 by 20 foot storage room.  All the large crates and barrels in the room are empty.  Anyone who touches anything in this room is in danger of getting the Own Things Sin Enchantment.  Using the skill Blend With Surroundings would be easy (DL2) here because of the clutter.

A NOTE ABOUT THE OWNING THINGS SIN ENCHANTMENT:

If anyone touches anything in the room he is in danger of catching the Own Things Sin Enchantment.  Each item will have a separate Difficulty Level so every time an item is touched roll a Shadow Stone to determine the Difficulty Level for that item.  Have everyone make a Patience roll regardless of whether or not they touched anything.

Anyone who fails his Patience roll to resist the Sin Enchantment because he touched an item, is enchanted and will receive Cue Card #14.

 Cue Card # 14

 You have caught the Own Things Sin Enchantment.
 You will become increasingly greedy and possessive
  with your things.

 Make a Shield of Faith roll at a Difficulty Level equal                                                                                   
 to the enchantment’s strength. If your roll fails you
 take a loss of Patience Maturity Units equal to the strength
 of the enchantment.


Those that touched something but succeeded with their Patience roll get Cue Card # 15.

 Cue Card #15
                
 With the help of the Great Spirit and His fruit of Patience,
 you have fought off the Own Things Sin Enchantment.  Make
 a percentile roll and gain 1 Maturity Unit to Patience or 2
 Maturity Units if you rolled 90% or higher. 


Those who do not touch anything receive 1 Maturity Unit to their Self Control.

Room B
A 20 by 25 foot room.  This is the Troll’s treasure room, unlike room A, which is only junk storage.  This room is filled with nice things, there are coins and jewels piled in corners and some beautiful weapons and armor line the walls.

Follow the instructions in Room A for the Owning Things Sin Enchantment.  In addition, those who do not touch anything receive 2 Maturity Units to their Self Control.

Room C
Roughly, a 15 by 10 foot room.  The room at this end of the cave hallway is the troll’s food storage area.  This is the coldest section of the cave so fruits and vegetables can be kept here for some time.  The shelves that line the walls are filled with fruits, vegetables, cheeses, and meats.  A few large barrels of wine sit in a corner.

Room D
A 10 by 90 foot hallway.  A successful Listening Check at Difficulty Level 2 will reveal the two trolls talking in Room F.  If the listening check passes a D.L. 4 then the sound of dripping water can be heard coming from the end of the hallway at Area G.

Area E
A 20 by 20 foot room, sleeping quarters.  A lit torch on the wall shows three large hay mattresses with blankets and pillows.  The room is empty otherwise.

Area F
A 20 by 20 foot area, the main living quarters.  Two trolls are preparing a meal and are cooking some type of large rodent in a large iron stew pot in a primitive stone oven.  If the group enters or is spotted the trolls will attack.  A tunnel in the southeast corner leads to the outside world.

The wandering troll will be there to join the battle after the third round of combat.  NOTE: A LIGHTRAIDER MUST PASS A COURAGE CHECK DIFFICULTY LEVEL 3 IN ORDER TO FIGHT THE TROLLS.

If characters try to sneak past the opening (Quiet Movement at D.L. 5) and fail, the two Trolls will follow them and attack.

Room G
At the end of the hallway is the trolls' source of water.  Two large rocks seal the end of this hallway.  A trickle of water leaks out from between the boulders and falls into a small pool.  Next to the pool is a large wooden bucket.  Etched upon the two stones is the word “Logos”.  This is the way the RaidTeam must take.

The group should realize that the only way to get through the stones is for each of them to say the same scriptural quotes that were used to enter this lair.  Just like as before, the stones will open only to that individual who spoke the quote, no one else can pass through.  Once a LightRaider passes through the rocks will again seal shut.  When all have passed through this WordRune locked doorway go to Sequence 4.


SEQUENCE 4: THE STONE PATH

READ TO PLAYERS:

After you pass through the boulders you find yourself in another cave.  A narrow stone path winds along the side of a cave wall, a sheer drop marks the outside of the path.  The RaidTeam must travel this path in a single file line.  Looking over the edge of the drop you can see below a deep pool of spring water.  The path is slippery, as water trickles down the cave wall, onto the path, and at last spilling off the path into the pool below. Some of the water makes it way down the path and through the boulders thus providing the trolls with their cool water.  The path ahead seems to climb steadily upwards.


INFORMATION FOR THE ADVENTURE MASTER

Walking the path without a rope will prove tough.  Have the entire group make an Agility roll at Difficulty Level 5.  Those who fail will slip off the ledge and fall into the pool.  Make a check against Water Movement at Difficulty Level 1 in order to tread water long enough for a rope to be thrown down or until another swimmer makes a rescue.  Anyone without the skill of Water Movement functions as if he had a skill level of 1.

A failed Water Movement roll means that the character is struggling and will take 1-5 Physical Vitality loss per round until rescued.  Another swimmer can save his drowning companion with a successful Water Movement roll at Difficulty Level 4.

When everyone passes their Agility rolls or when everyone is out of the water the group can continue on.


READ TO PLAYERS:

You carefully proceed on the stone path that seems to be winding upward through the mountain’s interior.  After about an hour of travel the path juts away from the large cavern lake becomes more of a natural tunnel than a path.  This tunnel soon opens into another large cavern and the path is cut by a wide chasm.  You can see that some 50 yards across the deep chasm the tunnel and path continue.  There is no way to climb across the chasm.  There must have been a bridge here at one time.

There is writing etched on a stone at the edge of the chasm, you investigate closer and can read the following:

Sin separates us from God.  It is the chasm that separates
us from the loving father.  But how do we bridge this gap?


INFORMATION FOR THE ADVENTURE MASTER

When any of the players say any of the following or something similar go to the next section:

The blood of Christ
Accepting the OverLord as your savior
The OverLord’s sacrificial death


READ TO PLAYERS

Suddenly, a parchment appears on top of the rock.


INFORMATION FOR THE ADVENTURE MASTER

The parchment is the High Bridge TeamRune, Cue Card #16:

 Cue Card #16

 HIGH BRIDGE TEAMRUNE
 John 5:24
 "I tell you the truth, whoever hears my word and believes him who sent
 me has eternal life and will not be condemned; he has crossed over from
 death to life."
  John 5:24
 The Raid Team that can say the High Bridge TeamRune
 from memory will cause a bridge to appear over a canyon
 or chasm which will last until the last LightRaider crosses
 the bridge.  May be used only once per week.
 PE +2 m.u.                                                           SS+2 m.u.

It will take the LightRaiders a combination of WordRunes to make the High Bridge TeamRune possible, such as Perfect Peace or Crown of Life.  As long as two or three members of the Team can say the TeamRune the bridge will materialize.  This can be used as a lesson on "whenever two or more are gathered in my name there I am in the midst.”  Continue below once everyone is across the bridge.


READ TO PLAYERS

As you look into the chasm's black emptiness, you realize that the staggering depth would have certainly taken the life of anyone who had fallen into it.  It then occurs to you that without the bridge of salvation you too would be perishing in the similar blackness of sin. You shudder as you think of those that still need the OverLord’s Great Rescue.

The RaidTeam makes its way into the mountain, climbing upwards with this tunnel-like path.  You are on this path for nearly an hour after leaving the chasm before you begin to see the first hint of sunlight.  Sure enough, the golden rays of Warfare can be seen streaming into the tunnel, and soon you will be reunited with the daylight. 

The path leaves the mountain’s interior and now begins to wind up the mountain exterior, with the mountain to one side and a sheer drop to the other.  It is now about four hours after noon.  The group has not eaten since dawn so it is decided that you will stop for a rest and a bit of rations.


SEQUENCE 5: THE GUARDIAN OF THE TOMBS

READ TO PLAYERS:

The group hikes up the winding mountain path that climbs ever higher.  Several times since leaving the mountain's interior someone in the group has spotted something like a large white bird flying in the distance.  Now the shape darts past high above you!

INFORMATION FOR THE ADVENTURE MASTER:

Have the each member of the group attempt a Vision check at difficulty level 6 (the creature glides by quickly and fairly high above them).  A successful Vision check will reveal that is not a bird but a large white gryphon!  READ THE TEXT BELOW TO THE PLAYERS IF SOMEONE PASSES THEIR VISION CHECK.                            

"You have read about these celestial servants of the OverLord back at LightRaider Academy but it was more then you would dare hope for, to see one for yourself.  The OverLord is surely good, and the majestic beast is a tangible reminder of the OverLord’s ever-present protection.  The wonderful creature disappears into the mountain rocks above you!"


READ TO PLAYERS:

Soon you round a sharp bend.  Standing before you is a giant!  The creature towers some 20 feet above you and he stands before a large iron gate about half his size.  The large inscription over the gate testifies to the fact that it is indeed the gateway into the Tomb of Heroes.
 
This huge humanoid guardian of the gate holds a large wooden club with spikes the size of large daggers.  He sips from a large gourd.  As he lowers the gourd he looks at you suspiciously and says,  “I was told to let no strangers into the tomb.  But perhaps if you sit awhile and have a drink or two with me, I could consider you my friends and no one said anything about not letting friends in.  Have a drink it’s a good stout ale that delivers quite a kick!”


INFORMATION FOR THE ADVENTURE MASTER:

Give the group time to respond, if they are creative (and of course truthful) the giant could be persuaded using a Persuade Foe roll at Difficulty Level 3.  If no has the Persuade Foe ability, the only way to get past the giant is by drinking with him or fighting him.


READ TO PLAYERS:

“Come on!” continues the giant, “You can put your visit to the tombs on hold long enough to drink with a friend.”


INFORMATION FOR THE ADVENTURE MASTER:

Ability use in this area:
Sense Evil: D.L. 5   
Quiet Movement D.L.5
Blend with Surroundings D.L.5

The Giant is trying to manipulate the LightRaiders to drink by using the Mediocrity Sin Enchantment at Difficulty Level 3 verses Faithfulness.  Someone with Righteously Mingle With Evil can make a roll on his RME ability at difficulty level 2 if it gives him better odds then Faithfulness at D.L.3.  With a successful RME roll, the giant will no longer pressure that LightRaider to drink.

To those that fail their Faithfulness or Righteously Mingle With Evil rolls, give Cue Card # 17:

 Cue Card # 17

 You decide, "What the heck, a little party with the giant won’t hurt.”
 Now make a Shield of Faith Roll at Difficulty Level 3 or take 3 maturity
 units of damage to Faithfulness.  Now drink up.


To those that succeeded with their roll give Cue Card # 18:

 Cue Card 18

 Stopping to drink with the giant is a bad idea.


If no one drinks with the giant or persuades him, go to Sequence 6: Battling The Giant.

If some fail their Faithfulness rolls and drink with the giant then continue below.

Everyone who drinks with the giant must keep drinking until they pass a Self Control roll at Difficulty Level 5.

For each drink, all combat skills will decrease by 1 and all Success Grid Difficulty Levels increase by 1.  This effect lasts for one hour per drink.

If someone drinks with the giant, he will allow the group to continue through the gate without a fight.  As soon as everyone is done drinking go to Sequence 7: Entering the Tombs.


SEQUENCE 6: BATTLING THE GIANT

The LightRaiders must pass a successful Courage Check at Difficulty Level 5 to battle the giant.

The giant’s abuse of alcohol has affected both his Battle Ability and his Physical Vitality
He now has a Battle Ability of 16 and a Physical Vitality of 40.

Because of the giant’s size he may attempt to attack 2 adjacent LightRaiders at the same time, or he may choose one target for a single massive attack.  Single or Double attacks can be dealt out randomly by rolling dice - odd number means a single target, an even number means two targets, or the AM can choose as strategy would dictate.

ATTACKING 2 LIGTRAIDERS: each attack is made at Battle Ability 8 and does 1 SS+4 damage.  Also, this split attention affects the giant defensively and makes him a Battle Ability of 8 on the defensive part of his round.

ATACKING A SINGLE TARGET: The giant’s Battle Ability is 16 and damage is 3 SSt for a single attack.

If it appears that the giant is too much for the RaidTeam, the gryphon could reappear and join the battle.  The gryphon’s statistics are:

Battle Ability 12
Physical Vitality 36
Damage 1 SL + 5.

The celestial guardian will always fight in place of the most seriously wounded LightRaider.  When the battle is over go to Sequence 7.


SEQUENCE 7: ENTERING THE TOMBS

READ TO PLAYERS:

Leaving the giant behind, you stand at the gates of the Tomb of Heroes.  The large iron gate seems to be the last of the barriers to entering the tombs.  Suddenly, the gryphon lands between the gate and the RaidTeam.  It addresses the group:

“The penalty of sin is death.  This should become quite obvious as one travels through the tombs.  Because of sin everyone must face death.  What you learn in these tombs is not just for you, but you must use what you learn to bring freedom to the dragon slaves. As it is written in the Scared Scrolls;

"The Lord is not slow in keeping his promise as some understand slowness. 
He is patient with you not wanting anyone to perish, but everyone to come
to repentance."
2 Peter 3:9

and;

"This is good and pleases our Savior who wants all men to be saved and
come to knowledge of the truth."
2 Timothy 2:4

The OverLord does not want any to perish but wishes that all would come to salvation and knowledge of the truth.  Now use the Gate Opening WordRune and enter the tombs.  Pass through the mountain to the other side.”


INFORMATION FOR THE ADVENTURE MASTER:

Once the group enters the gate, take out Map 2, the map of the tombs and allow the group members to roam about as they wish until they find the rope bridge in Map 3.

Area A
Shortly after the group enters the tombs, they will come to a “T” intersection.  The team must choose a direction to go.  They can go left to Room B or right to Room C.

Room B
In this 20 foot square chamber are several stone caskets that have apparently been disturbed by grave robbers.  An unfinished, empty room lies to the south.

A successful Sense Evil at Difficulty level 5 will reveal the presence of evil.  In each tomb is a Skeleton, 5 in all.  The Skeletons will rise from their stone beds while chanting:

“In the grave is your end, decay, corruption your only friend.”

A Joy roll at difficulty Level 5 must be made against the skeletal dirge.  Give to those that fail Cue Card # 19, to those that succeed give Cue Card # 20.

  Cue Card #19
   
 You have caught the Despair Sin Enchantment.  You must make a
 Shield of  Faith roll at Difficulty Level 5 or take 5 maturity units of
 damage to Joy.  The effect of the enchantment is that you will begin
 to see this quest as hopeless.  You will reflect this hopelessness
 through the comments you make along the way.
 

 Cue Card # 20

 You have successfully fought off the Despair Sin Enchantment. 
 Roll the percentile dice.  If you roll higher than 90% receive
 2 joy m.u.s, if not, receive 1 joy m.u.


THE SKELETONS ATTACK

A LightRaider must make a Courage check at difficulty level 1 in order to fight the skeletal warriors.

SKELETON STATISICS
Courage Check DL1
Physical Vitality 20
Battle Ability 4
Damage 1-4

If the RaidTeam leaves the chamber, the skeletons will follow the group, all the while moaning their dirge.  They will be relentless until defeated in combat.

Room C
This 20-foot by 20 foot square chamber has several stone coffins, all apparently disturbed by grave robbers.  An unfinished, empty room lies to the north.  Evil can be sensed with a successful Sense Evil roll at difficulty level 5.

Suddenly, the group will hear a strange deep moaning coming from the coffins.  A successful Listening Check at Difficulty Level 1 allows the following words to be heard.

               "The grave is your end, decay and corruption your only friends."

A Joy roll must be made against the Skeleton’s dirge at Difficulty Level 5.  Give those that fail give Cue Card # 19.

Those that succeed with their Joy roll receive Cue Card #20.

 Cue Card #19
   
 You have caught the Despair Sin Enchantment.  You must make a
 Shield of Faith roll at Difficulty Level 5 or take 5 maturity units of
 damage to Joy.  The effect of the enchantment is that you will begin
 to see this quest as hopeless.  You will reflect this hopelessness
 through the comments you make along the way.
 

 Cue Card # 20

 You have successfully fought off the Despair Sin Enchantment. 
 Roll the percentile dice.  If you roll higher than 90% receive
 2 joy m.u.s, if not, receive 1 joy m.u.


The Skeletons will now attack the group.  The lids will slide off of the coffins and the skeletons will climb out.  The LightRaiders have three combat rounds to ready themselves.  A LightRaider must make a Courage check at Difficulty Level 1 in order to fight the skeletal warriors.

SKELETON STATISTICS
Courage Check DL1
Physical Vitality 20
Battle Ability 4
Damage 1-4

If the RaidTeam leaves the area, the Skeletons will follow the group while moaning their dirge repeatedly until defeated in combat.

Room D
This 25 foot by 25 foot square chamber contains only one tomb.  On a raised platform is a stone coffin with intricate religious symbols etched around the sides.

There is a metal plate on the lid of the coffin that says:

               THIS IS THE RESTING PLACE OF
               THE GREAT PROPHET KATTARI.
               THE BESTOWER OF ETERNAL LIFE

The lid of the coffin is slightly ajar.  If someone lifts the lid (Strength at DL 2) he will see that Kattari’s remains are still in the coffin.

Etched on the eastern wall near the southeast corner is the following message (Cue Card # 21):

 Cue Card 21

 There is but one way to Eternal life, and only 1 Provision;

 Acts 4:12  John 3:16  Matt 19:29  
 1 Timothy 5:2 Romans 5:11 John 5:24
 John 6:40  Galatians 6:28 Jude 1:21

If any one scriptures listed on the wall are looked up and read aloud, a hidden door (marked by an S on the map) will slide open, just wide enough for one LightRaider to slip through.  As soon as that LightRaider gets through the secret door it seals again.  The same scripture quote will not work twice in a row so a different scripture must be used for the next LightRaider to open the secret door.  Allow the players to figure this out on their own, do not tell them.

When all LightRaiders have entered the secret door, go to Room G.

There is also a secret passage on the southern wall that can only be opened from the passage that comes from Room F.  Therefore one can go from Room F to Room D but not Room D to Room F.

Area E
When the group enters this room they will notice a strange chill.  A suite of armor stands in the northeast corner of this 25 by 20 foot chamber.  A stone spear is propped in the southeast corner.  One tomb sits in the middle of this room.  A small plaque on the base on which the suit of armor stands simply states “ZARED THE MIGHTY”.

A successful Sense Evil at Difficulty Level 4 will reveal that evil is indeed present nearby.

Shortly after entering the room, a glowing apparition floats out of the eastern wall and lets out an eerie howl!  All present must pass a Courage roll at Difficulty Level 3 or run from the room.  The ghost then disappears through a brick sealed door in the northern wall.

Room F
This entranceway has been sealed with bricks.  Placing the stone spear into the hand of the suit of armor will cause the bricked doorway to slide open.

Room G
This 20 by 30 foot chamber has six polished marble sepulchers with beautiful gold inlaid letters that note the occupants’ names and epitaphs.  The individual messages read:

1) Artimus of Goldsborough
Amassed a great fortune in his life selling and controlling the Great Salt Mines.

2) Callie
As promotional director for some of the great dragons Callie earned a life of great luxury.

3) Donoto of Stonemore
This clever entrepreneur founded the great riverboat casinos of Lobster Bay and became one of the richest men in Talania’s history.

4) King Trevor the Third
Through his many military victories, King Trevor seized lands from the low caste peasants and resold it to lesser Barons and Nobles making the King a very wealthy and resourceful land baron.

5) Standish Gluttmore
His wine and ale distilleries span all of Talania.  His golden industry has become a household name, for who has not tasted Gluttmore Wine or Standish Ale?

6) Wendella the Warm
A finer pleasure cannot be found than Wendella’s House of Hospitality during a cold night.

Room H
Above the entrance to this room is a plaque that reads, “THE HALL OF THE MIGHTY”.

Eight great warriors are entombed here (five on the western wall and three on the eastern wall).  There are plaques on the walls at the head of each casket that describe the name of each deceased and his heroic deeds.  Each one of them died either in battle or from a wound received in battle.

Here are their names.  The Adventure Master is free to make up their stories:

 Sir Chadwick the Brave
 General Elleondole
 Captain “Cut Throat” Jones
 Nikoli the Cruel
 Captain Jack “the Jackal”
 General Bartimus
 Sir Ellery the third
 King Francoise “the Wolf”


Take out Map 3.

Room I
In the center of this chamber is a tomb but the lid is lying on the floor and the coffin is empty.  When someone looks inside he will find a plaque attached to the floor of the coffin.  The plaque reads:

This Empty Tomb is to symbolize that only
one has ever risen from the grave by his own power.
The OverLord of Many Names, whose name is the Christ,
whose name is The Life, Whose name is The Resurrection.

"He was delivered over to death for our sins, and was
raised to life for our justification."
Romans 4:25

"And God raised us up with Christ and seated us with Him
In Heavenly realms in Christ Jesus"
Ephesians 2:6

The room has a door across from the opening the group entered.  Etched upon this sealed stone door is “What one must do to become a child of God.”

Either of the following scriptures will cause the door to open:

“Yet to all who received him to those who believe in his name
he gave the right to become children of God”
John 1:12

“Everyone who believes that Jesus is the Christ is born of God."
1John 5:1

or, if anyone speaks of believing in Christ or the OverLord, or accepting Him into his life, heart or anything similar, the door will open for the entire group.

Once the door slides open, continue to Area J.

Area J
The door opens and reveals a narrow passageway that soon broadens into a large deep cavern.   A heavy rope bridge spans the chasm.  To safely cross the bridge the LightRaiders can use any of the following skills:

Agility at Difficulty Level 3
Acrobatics at Difficulty Level 1
Climb Skillfully at Difficulty Level 2

The LightRaiders should use the skill that gives them the best odds of succeeding.

If anyone fails his Acrobatics, Agility, or Climb Skillfully roll, then he will lose his balance and starts to fall off the bridge.  Only the LightRaider directly behind the victim will have a chance to stop him from falling to his death.  To succeed, the LightRaider must pass an Agility + Strength roll at difficulty level 8.  So, if the rescuing LightRaider has a Strength of 5 and an Agility of 4 then his saving grab skill level would be the total of Strength and Agility or 9.

When everyone has crossed the bridge (except the fallen) continue to Sequence 8: Out of the Tombs.

Take those who fall to their death to Sequence 9: Life After Death.


SEQUENCE 8: OUT OF THE TOMBS

READ TO PLAYERS

After crossing the bridge that spans the long cavern, you soon find yourselves in a natural tunnel.  The tunnel drops sharply downward and the red light of the now setting Warfare begins to illuminate the tunnel.  You are soon exiting the mountain’s interior.  You are now on a path on the opposite side of the mountain.  The path appears to wind all the way down to the base of the mountain.  You should be able to make it down before darkness over takes you.  Partway down the path that you see the familiar figure of Daren walking towards you.  “My friends”, he says, “It would appear that you have made it through the tombs.  What has the Great Spirit taught you on this journey?”  (Give the players time to respond.)  Have you the answers to the nine questions?"


INFORMATION FOR THE ADVENTURE MASTER:

Go over the answers with the group.  They are:

1)  exists
2)  special creation
3)  love
4)  separation
5)  death
6)  perish
7)  provision
8)  justifies
9)  Believe that Jesus is the Christ and receive him into your heart.


READ TO PLAYERS:

The climb down the mountain goes quickly as you tell Daren of your adventures. Soon you find yourselves setting up camp for one more night in the Dragon Lands, at the base of the mountain. The thought that by noon tomorrow you will be back in the Liberated Lands excites you and if it wasn’t for the exhaustion from the day’s events, sleep might have come harder.  But alas, before the moon Mulono is directly above, the group is sound asleep with the exception of the watch, the RaidTeam member who is on guard duty.

Have the group choose who is on watch.


READ TO THE PLAYER WHOSE CHARACTER IS ON WATCH

The night is peaceful; the stirring of the nocturnal animals in the nearby woods and the rhythmic chirping of the crickets is all that you hear.  While gazing up at the silver face of Mulono a figure streaks across the illuminated disc.  What was that?  Make a Vision check at Difficulty Level 4.


INFORMATION FOR THE ADVENTURE MASTER

If the Vision check was successful give Cue Card # 22:

 Cue Card # 22

 Your eyes make out the fast moving shape.  It is a gryphon! 
 It circles around the campsite and lands directly behind you.
 You turn to face it.


If the Vision check failed then give Cue Card # 23:

Cue Card # 23

 You could not make out the silhouette.  The figure moved
 too quickly across the face of the moon.  Suddenly, you
 hear a sound directly behind you!


Once the player has been given the appropriate Cue Card, continue below.


READ TO PLAYERS

Turning around again you see the OverLord’s messenger, a gryphon.  "I have been sent by the OverLord", begins the celestial guardian, “to tell you that you have done well.  What you have accomplished and what you have gone through has brought you closer to the OverLord and his Eternal Spirit.  You have grown in the Spirit. (Award each member of the RaidTeam one maturity unit in each of their nine Character Strengths.)  He has sent me to simply say to you, “Well done my good and faithful servants.”  With those words echoing in your mind the gryphon leaps up into the air and is soon soaring high above and away from you.

It is not long before the first rays of Warfare awaken the rest of the group.  With the camping gear quickly stored away and after a quick breakfast, the group, eager to see their homes in the Liberated Lands, begins to make good time back through the Highland Forrest.  You travel upon the path you blazed just yesterday.  “Passing the test is just the beginning,” states Daren.  “As a LightRaider there is much you could be doing until your next Raid.  Spend some time delving into the Sacred Scrolls, and remember, as a LightRaider you are to be a witness for the OverLord.  Learn to live by His Spirit and do not neglect getting together with other TwiceBorn to worship the OverLord.”

It is not long before you are again stepping through the familiar Hollow Tree and then home in the Liberated Lands.  There you will grow in the OverLord while waiting for your next adventure in the Dragon Lands.


SEQUENCE 9: LIFE AFTER DEATH

Use Sequence 9 on page 43 of the original LightRaider Test for this sequence.


END OF ADVENTURE REWARDS

In addition to other Maturity Unit rewards, use this sliding scale to reward the LightRaiders for their work during this adventure.  This will encourage new players by rewarding them well early on and will spur other 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.

 Saving a Drowning LightRaider - Love
 
 Facing the Giant - Self Control
 
 For each Skeleton Destroyed by the RaidTeam - Goodness
 
 Finishing the Adventure - Faithfulness


CUE CARDS

 Cue Card 1 - Test Form

1.  God _ _ _ _ _ _!

2.  We are the product of _ _ _ _ _ _ _   _ _ _ _ _ _ _ _.

3.  What the OverLord feels toward us _ _ _ _.

4.  What sin causes, _ _ _ _ _ _ _ _ _ _ .

5.  The penalty of sin is _ _ _ _ _.

6.  God does not want anyone to _ _ _ _ _ _.

7.  Jesus  (the OverLord) is God’s only _ _ _ _ _ _ _ _ _.

8.  Christ’s resurrection does for those who believe, _ _ _ _ _ _ _ _ _.

9.  What one must do to become a child of God _ _ _ _ _ _ _ and _ _ _ _ _ _ _.


 Cue Card #2

 The words, “There is no God, we are a product of nature” come to your
 ears, or did you just think them?  Make a Faithfulness roll at Difficulty Level 3.


 Cue Card # 3
                     
 You not only believe the thought to be your own, but you
 also believe the thought itself, that there is no God, and that
 we are all a product of nature.  You must defend this position
 whenever the topic comes up.  Now make a Shield of Faith
 roll at Difficulty Level 3 to prevent 3 maturity units of damage to
 Faithfulness. 


 Cue Card # 4

 Your Faithfulness to the OverLord prevails. You immediately
 reject the idea that we are mere products of nature.  You know
 God exists because He exists in you!  You earn 1 Faithfulness
 maturity unit.  Where did the voice come from?  Now make a
 Listening roll.


 Cue Card # 5

 Those are not birds fluttering from tree to tree.
 The blue iridescent wings, the small human like
 body, and the long flowing hair, reveal that these
 are very beautiful, but very deceptive dark creatures.
 Wood Sprites!


 Cue Card #6

 You see the foolishness of this theory and can take
 place in the debate.  Gain 1 Maturity Unit of Faithfulness.


 Cue Card # 7

 “You Believe the Centaurs theory.  Make a Shield of Faith roll
 at Difficulty Level 2 in order to prevent taking 2 Maturity
 Units loss in the Faithfulness Character Strength.”


 Cue Card # 8

 A camouflage cloak, that adds +2 to Blend With
 Surroundings, but only for this mountain.
 

 Cue Card # 9

 Three silver arrows (or crossbow bolts, or sling stones), each
 missile does 2 StarLots of damage but breaks upon impact.


 Cue Card # 10

 OVERCOMER’S WORDRUNE
 GO 4                                                          DL 1
 Romans 12:21
 "Do not be overcome by evil but overcome evil with good."
 Romans 12:12
 Any LightRaider who can say the Overcomer’s WordRune can
 add +1 to their Sense Evil Ability.  This effect lasts for one day. 
 May be used once per day.
 GO + 1 m.u.                                                  SS +1 m.u.


 Cue Card # 11

 QUIET CONFIDENCE WORDRUNE
 PE 4                                                           DL 1
 Isaiah 32:17
 "And the effect of righteousness will be peace, and the result of
 righteousness is quietness and trust forever"
 Isaiah 32:17
 Any LightRaider who can say the quiet confidence WordRune
 can add 1 to the Quiet Movement Ability.  Lasts for one day.
 May be used once per day.
 PE + 1 m.u.                                                     SS+ 1m.u.


 Cue Card # 12

 PURGE EVIL WORDRUNE
 GO 4                                            DL 1
 Proverbs 20:30
 "Blows and wounds cleanse away evil,
 and beatings purge the inmost being."
 Proverbs 29:30
 The LightRaider who says the Purge Evil WordRune
 may add 2 to the amount of damage that one does when
 he hits. Lasts for one encounter.  May be used only twice per day
 PE + 1 m.u.                                                     SS+ 1m.u.


 Cue Card #13

 MEGAFORCE TEAMRUNE
 GO 2                                               DL 1
 Matthew 11:12
 "…the kingdom of heaven has been forcefully
 advancing and forceful men take hold of it."
 Matthew 11:12
 When a whole group of LightRaiders can say this TeamRune
 perfectly and in unison, all those in the raid party with an
 Endurance of 4 or greater will be able to strike twice every
 third combat round against dark creatures.  May be used only once per day.
 GO + 1 m.u.                                          SS +1 m.u.


 Cue Card # 14

 You have caught the Own Things Sin Enchantment.
 You will become increasingly greedy and possessive
  with your things.

 Make a Shield of Faith roll at a Difficulty Level equal                                                                                   
 to the enchantment’s strength. If your roll fails you
 take a loss of Patience Maturity Units equal to the strength
 of the enchantment.


 Cue Card #15
                
 With the help of the Great Spirit and His fruit of Patience,
 you have fought off the Own Things Sin Enchantment.  Make
 a percentile roll and gain 1 Maturity Unit to Patience or 2
 Maturity Units if you rolled 90% or higher.


 Cue Card # 16

 HIGH BRIDGE TEAMRUNE
 PE 4                                                 DL 3
 John 5:24
"I tell you the truth, whoever hears my word and believes him who
sent me has eternal life and will not be condemned; he has crossed
over from death to life."
John 5:24
The Raid Team that can say the High Bridge TeamRune
from memory will cause a bridge to appear over a canyon
or chasm which will last until the last LightRaider crosses
the bridge.  May be used only once per week.
PE +2 m.u.                                                           SS+2 m.u.


 Cue Card # 17

 You decide, "What the heck, a little party with the giant won’t hurt.”
 Now make a Shield of Faith Roll at Difficulty Level 3 or take 3 maturity
 units of damage to Faithfulness.  Now drink up.


 Cue Card 18

 Stopping to drink with the giant is a bad idea.


 Cue Card #19
   
 You have caught the Despair Sin Enchantment. You must make a Shield of
 Faith roll at Difficulty Level 5 or take 5 maturity units of damage to Joy. 
 The effect of the enchantment is that you will begin to see this quest as hopeless. 
 You will reflect this hopelessness through the comments you make along the way.
 

 Cue Card # 20

 You have successfully fought off the Despair Sin Enchantment.  Roll the
 percentile dice.  If you roll Higher than 90% receive 2 joy m.u.s, if not, receive 1 joy m.u.

 
 Cue Card 21

 There is but one way to Eternal life, and only 1 Provision;

 Acts 4:12  John 3:16  Matt 19:29  
 1 Timothy 5:2 Romans 5:11 John 5:24
 John 6:40  Galatians 6:28 Jude 1:21


 Cue Card # 22

 Your eyes make out the fast moving shape.  It is a gryphon! 
 It circles around the campsite and lands directly behind you.
 You turn to face it.

Cue Card # 23

 You could not make out the silhouette.  The figure moved too
 quickly across the face of the moon.  Suddenly, you hear a
 sound directly behind you!

---End---