DragonRaid - Rule Book

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DragonRaid: RuleBook

Game Instructions

1984,
c 1998 by Lamb’s Bride Project
All Rights Reserved.

March 30, 1999


RuleBook ii

Copyright Notices

Published by:
The Lamb’s Bride Project
Adventures for Christ Division
P.O. Box 8240
Colorado Springs, CO 80933
1984,
c revised 1998

Scripture taken from the HOLY BIBLE, NEW INTERNATIONAL VERSION , R

Copyright 1973, 1978, 1984 by International Bible Society. Used by permission of


c
International Bible Society.

“NIV” and “NEW INTERNATIONAL VERSION” are trademarkes registered in the


United States Patent and Trademark office by International Bible Society.

Copyright Notices
RuleBook iii

Preface

Welcome to the DragonRaid Adventure Learning System! This book, along with the
others that belong to this system, will guide you in the allegorical world of EdenAgain,
a place where you can learn Biblical truths and how to apply them.

Some History

This document was originally the RuleBook of the DragonRaid Adventure Learning
System. Subsequently, it was made available on the internet for anonymous FTP,1
with some minor revisions. This copy of the RuleBook is a minor revision of both of
the above. Where the FTP version and the original hardcopy book differed, choices
were made, generally favoring the FTP version. It uses the 1984
c of the New Inter-
national Version of the Bible, rather than the prior 1978
c version.

This Edition

In addition to minor text revisions, this edition is in Adobe’s Portable Document


Format (PDF) and can be viewed with their free Acrobat Reader.

Things to note:

• Pages are numbered sequentially from 1. Although “front matter” pages are
in traditional lower case Roman numerals, the first page after the front matter
is the next sequential number in Arabic numerals. (Front matter page viii –
Roman numeral 8 – is followed by the first page of the body, 9.) This is done
to make navigation within Acrobat easier. Acrobat numbers pages sequentially
from one. So, if you see a page reference, it will match that which Acrobat uses.
1
FTP stands for “File Transfer Protocol.” FTP is also the name of the program used to transfer
files.

Preface
RuleBook iv

• The document is bookmarked. This is generally a clickable “table of contents”


which can be generated in a PDF file.

• The document is linked. This permits a click to take you to a page reference
without having to go to the page manually.2 It also permits World Wide Web
references to be clicked on — causing your web browser to go to the indicated
site.3 It can also go to other documents in the same “relative” directory.4

• The document can be printed (using Acrobat Reader on most printers, using
Windows printer support. Links and such aren’t printed, but the printed doc-
ument “works” as a printed document is expected to work (table of contents,
page numbers,. . . ).

• This edition will mention resources that are not available in PDF files, including
some forms, cutouts, etc. . . . These can be purchased from the publisher, at the
address listed on page ii.

2
This type of link is indicated with a blue box, which will not print when the document is printed.
3
This type of link is indicated with a red box, which also will not print when the document is
printed.
4
This type of link is indicated with a green box, which will not print when the document is
printed.

Preface
RuleBook v

Sample Links

If you are reading this from paper (rather than from a computer screen under Acro-
bat,) you may want to skip this section.

To give the overall flavor of the links, here are a few samples. Before proceeding,
take a look at the top of your screen. There are two buttons of which you should be
aware. They are the / and // buttons. These buttons get you back to where you
were.5 With that in mind, you may wish to explore the following:

Using the StarLot and Shadow Stone

Within Document Creating a Character

Role Playing

DragonRaid Introduction - Staley

To the Web DragonRaid Resources - Sezov

Official DragonRaid Web Site

New Player Briefing

Between Documents LightRaider HandBook

Adventure Masters Manual

5
The difference is that one takes you back to the prior page, the other goes back to the prior
view (possibly of the same page).

Preface
RuleBook vi

Contents

Copyright Notices ii

Preface iii

Some History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iii

This Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iii

Sample Links . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . v

Contents vi

Tables vii

Definitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

Game Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Using the StarLot and Shadow Stone . . . . . . . . . . . . . . . . . . . . . 11

Ability (or Success) Checks . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Creating a Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

The Armor of God . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

Battling Sin Enchantments . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

Combat Procedures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

Normal Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

CONTENTS
RuleBook vii

Battling Dragon Slaves . . . . . . . . . . . . . . . . . . . . . . . . . . 23

Multiple Attack Combat . . . . . . . . . . . . . . . . . . . . . . . . . 24

Using Distance Weapons . . . . . . . . . . . . . . . . . . . . . . . . . 26

Losing Physical Vitality . . . . . . . . . . . . . . . . . . . . . . . . . 27

Advanced Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28

Critical Hit Terms Defined . . . . . . . . . . . . . . . . . . . . 34

Further Explanation of Selected Critical Hits . . . . . . . . . . 34

Fighting Dragons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

Sequence of Dragon Battle . . . . . . . . . . . . . . . . . . . . 38

Rescue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38

Original Rescue Rule . . . . . . . . . . . . . . . . . . . . . . . . . . . 38

Teamwork Rescue Rule – RuleBook Addition . . . . . . . . . . . . . . 39

Using WordRunes and TeamRunes . . . . . . . . . . . . . . . . . . . . . . 40

Reading WordRunes . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

Limitations on WordRune Usage . . . . . . . . . . . . . . . . . . . . 42

Improving a Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43

Loss of Maturity Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44

Team Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45

Role Playing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

Improving the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

Internet Resources 48

CONTENTS
RuleBook viii

List of Tables

1 Success Grid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

2 Sin Enchantment Battle Summary Chart . . . . . . . . . . . . . . . . 18

3 Critical Hit Chart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33

LIST OF TABLES
RuleBook 9

Definitions
Active Defense defense of a LightRaider or dark creature; same as a Defense Roll
(see below).

Advanced Combat consists of normal combat procedure plus two other options for
attack: the halfswing and the critical swing.

Attack Roll
for a LightRaider: Weapon Ability + roll of StarLot.
for a dark creature: Battle Ability + roll of Shadow Stone.

Battle Ability a dark creature’s numerical ability to attack and defend. Dark crea-
tures do not have separate attack and defense ratings. A Battle Ability is also
assigned to dragons and dragon slaves.

Battle Grid an 8” x 11” sheet of paper divided into one inch squares that is used
during a battle.

Critical Hit a hit on one’s opponent that may kill or disable him instantly.

Critical Swing an optional swing that is part of Advanced Combat and may result
in a critical hit according to the roll of the StarLot.

Defense Roll
for a LightRaider: Shield of Faith rating + roll of StarLot.
for a dark creature: Battle Ability + roll of Shadow Stone.

Difficulty Level a numerical value assigned to a specific action to denote its com-
parative difficulty.

Half-Swing uses same procedures as normal combat, but causes only half as much
damage.

Mind Speech evil thoughts that dragons put into the minds of men.

Multiple Attack Combat combat in which more than one creature attacks a single
LightRaider or vice versa.

Normal Combat the procedure by which combat is run, consisting of rounds and
phases in which the opponents alternately attack and defend.

Passive Defense defense of a LightRaider or dark creature by using Shield of Faith


or Battle Ability (respectively) alone, without roll of StarLot or Shadow Stone.

Definitions
RuleBook 10

Simultaneous Combat the state in which two opponents are fighting one another
at the same time. Combat is usually simultaneous, unless one opponent sur-
prises the other.

Success Check comparison of a StarLot percentile roll (see page 12) and a number
on the Success Grid to determine whether a LightRaider is successful in an
attempted action (see page 13).

Weapon Ability the rating that a LightRaider has in any given weapon. The higher
the rating, the more skillful he is in the use of the weapon.

Game Equipment
LightRaider HandBook This book contains much of the knowledge that your char-
acter would have acquired in his studies at DragonRaider Academy. All players
(and the Adventure Master) need to read this book thoroughly.

Adventure Master Manual This comprehensive manual is for Adventure Masters


only. The rest of the players should not read it.

RuleBook This short booklet contains the rules that you need to know to play
DragonRaid. It is included in the Adventure Master Manual as well as published
separately as a handy reference for players.

New Player Briefing This contains the information necessary to begin playing
DragonRaid. Although it permits you to get into the game quickly, you should
still read the LightRaider HandBook thoroughly if you want to be a successful
player.

LightRaider Test Adventure GuideBook This is the first DragonRaid adven-


ture. It is designed for beginning players and Adventure Masters. Only Adven-
ture Masters should read this GuideBook; players should read the introduction
marked “LightRaider Test Player Briefing” found in this GuideBook and in the
New Player Briefing.

Rescue of the Sacred Scrolls Adventure GuideBook This second adventure leaves
more decisions to the players and Adventure Master; it assumes you have al-
ready played The LightRaider Test. The GuideBook contains everything nec-
essary for the adventure, including cue cards and the New Player Briefing.

LightRaider Figures Cardboard depictions of LightRaiders which help represent


the location of characters, particularly useful during Combat.

Game Equipment
RuleBook 11

Counters Markers used to represent dark creatures and other inhabitants of Talania
on the battle grids.

Battle Grids Two 8” x 11” battle grids covered by 88 numbered one-inch squares.

Cassette Tape A cassette tape which introduces DragonRaid. It helps new players
and Adventure Masters learn the basic rules and create characters.

StarLot The ten-sided, transparent crystal is used in DragonRaid to generate ran-


dom numbers.

Shadow Stone This eight-sided, opaque die is used almost exclusively to generate
random numbers for evil non-player characters and creatures.

Character Sheets These sheets are designed to help you keep longstanding records
of your character’s strengths, abilities, and other statistics.

LightRaider WorkSheets The worksheet is used to calculate all of the statistics


for a LightRaider.

Using the StarLot and Shadow Stone

The StarLot is the crystal used primarily by good forces to shape characters or to
decide outcomes; the Shadow Stone is used by evil forces for their random determina-
tions. The StarLot generates random numbers from 1 to 10; the Shadow Stone gives
numbers from 1 to 8. However, they can both be made to generate other ranges of
numbers. Below is a list of their most common uses. Remember, a roll of zero from
the StarLot is a 10, unless rolling it for a percentage.

1. The StarLot may be used to find a number from 2 to 20. To do this, you
multiply your roll by 2; or else roll twice and add the results. The instructions
will specify which method to use.

2. The Shadow Stone may be used to generate a number from 2 to 16. Multiply
your roll by 2 or roll twice and add the results. The will instructions specify
which method to use.

3. Using the StarLot, you may find a number from 1 to 5 by simply dividing the
value shown on the die by 2, rounding up.

4. The Shadow Stone may be used in the same way to generate a number from 1
to 4.

Using the StarLot and Shadow Stone


RuleBook 12

5. The StarLot is very useful in generating a percentile. Roll the StarLot twice,
designating the first roll as tens and the second roll as ones. Then read the
result as a percentage. For example, rolling a 5 and a 7 gives you 57 percent.

6. You can add or subtract a set number from one or more rolls of the StarLot.
For example, if you add 3 to one roll of the StarLot, you generate numbers from
4 to 13. This is written: SL + 3. (When subtracting, ignore results of zero or
below; consider them “1”.)

7. You may also add or subtract a set number from one or more rolls of the Shadow
Stone. For example, subtracting 2 from one roll of the Shadow Stone gives you
a number from - 1 to + 6. This is written: SSt - 2. (Again, you should ignore
results of zero or below or consider them a “1” instead.) By rolling the Shadow
Stone and adding 2 to the result, you may get a number from 3 to 10. This is
written: SSt + 2.

Ability (or Success) Checks

Many times while playing DragonRaid you will be asked to make a Ability (or Success)
Check. To do this, you need to learn how to use the Success Grid that is printed on
your Character Sheet (and also on page 13). Here is an example for you:

You are walking down a trail, and the Adventure Master says you hear
a noise ahead of you. You want to try to determine what caused the noise
— a chipmunk, a bear or an orc — so the Adventure Master tells you that
you need to make a Success Check using your Listening Ability of 7. He
says the noise has a Difficulty Level of 4.
The numbers across the top of the Success Grid represent Difficulty
Levels. The numbers down the left side of the Success Grid represent your
Ability ratings. Run your finger across row 7 until you come to column 4.
Notice that the number there is 45. Now, to see whether you recognize the
noise or not, you roll the StarLot twice. The first number rolled represents
the tens and the second represents the ones. For example, suppose you
roll a 4 and then a 1. That gives you a total roll of 41. In order to win
a Success Check, the number you roll must be equal to or greater than
the number on the grid. In this example, 41 is less than 45, so you failed
the Listening Check and do not know what made the noise on the path
ahead.

Ability (or Success) Checks


RuleBook 13

Table 1: Success Grid

DIFFICULTY LEVEL

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

1 45 55 65 75 85 95 – – – – – – – – –
2 40 50 60 70 80 90 – – – – – – – – –
A 3 35 45 55 65 75 85 95 – – – – – – – –
B 4 30 40 50 60 70 80 90 – – – – – – – –
I 5 25 35 45 55 65 75 85 95 – – – – – – –
L 6 20 30 40 50 60 70 80 90 – – – – – – –
I 7 15 25 35 45 55 65 75 85 95 – – – – – –
T 8 10 20 30 40 50 60 70 80 90 – – – – – –
Y 9 10 15 25 35 45 55 65 75 85 95 – – – – –
10 10 10 20 30 40 50 60 70 80 90 – – – – –
R 11 10 10 15 25 35 45 55 65 75 85 95 – – – –
A 12 10 10 10 20 30 40 50 60 70 80 90 – – – –
T 13 10 10 10 15 25 35 45 55 65 75 85 95 – – –
I 14 10 10 10 10 20 30 40 50 60 70 80 90 – – –
N 15 10 10 10 10 15 25 35 45 55 65 75 85 95 – –
G 16 10 10 10 10 10 20 30 40 50 60 70 80 90 – –
17 10 10 10 10 10 15 25 35 45 55 65 75 85 95 –
18 10 10 10 10 10 10 20 30 40 50 60 70 80 90 –
19 10 10 10 10 10 10 15 25 35 45 55 65 75 85 95
20 10 10 10 10 10 10 10 20 30 40 50 60 70 80 90

Ability (or Success) Checks


RuleBook 14

Creating a Character

Creating a character has been made as simple as possible by the use of a LightRaider
Worksheet. This worksheet contains virtually all the information that you need; use
it as you create your character.

All characters in DragonRaid have different attributes that stem from the Fruit of
the Spirit listed in Galatians 5:22-23. You will find nine “Character Strengths” listed
in the upper left-hand corner of the LightRaider Worksheet. In order to find a rating
for any one of these, take the StarLot and roll it. For example, suppose you get a 7.
That means you have a Love Strength of 7. Suppose you roll the StarLot again and
get a 4; this will be your rating for Joy. Follow the same procedure for the remaining
Character Strengths, rolling the StarLot once for each. (Note: A roll of “0” on the
StarLot is “10,” not zero.)

After you have rolled for each one of the Character Strengths, add them all together
and divide the answer by 2 (disregard any remainders). The result is your Physical
Vitality, which is a measure of how healthy you are. If your Physical Vitality is less
than 19, your character is too weak to enter the Dragon Lands. Begin again and
create another character.

Next you need to find ratings for your Strength and Agility. Strength is merely the
physical strength of a LightRaider; and Agility is a LightRaider’s coordination and
dexterity. To determine Agility and Strength, roll the StarLot once for each.

Now you must find ratings for an assortment of Character Abilities, Armor Ratings,
Weapon Abilities and Defensive Abilities. Eight Character Abilities, one Weapon
Ability, and all of the Defensive Abilities are required for a beginning LightRaider.
Then players may choose three more Character Abilities and three more Weapon
Abilities. In any ability not chosen, the player automatically has a rating of 1.

First find the rating for the Character Abilities. Use the formulas found on the
LightRaider Worksheet, dropping all remainders. For example, the Hope Character
Ability is determined by adding (3 x Joy) + Peace + Patience + Faithfulness and
dividing the sum by 6. You will see that all the Character Abilities are based on the
Character Strengths and sometimes other Character Abilities. Once you have calcu-
lated the required eight Character Abilities (Courage, Endurance, Hope, Knowledge,
Listening, Quiet Movement, Vision and Wisdom), you are ready to go on and figure
your character’s Armor Ratings

The character’s Armor is found as follows:

Creating a Character
RuleBook 15

BELT OF TRUTH Knowledge Ability

BREASTPLATE OF RIGHTEOUSNESS Goodness Strength

SHIELD OF FAITH All Character Strengths added to-


gether and divided by 9.

HELMET OF SALVATION Hope Ability

SWORD OF THE SPIRIT 1 for all beginning players. (This


rating may be raised by adding ma-
turity units)

BOOTS OF THE GOSPEL OF PEACE Love + Joy + Peace + Goodness +


Faithfulness, divided by 5.

Note: When dividing a number to determine an Ability or Armor rating, always


disregard the remainder (even when it is more than 5).

Once you have figured out your character’s Armor ratings, you may then figure the
Weapon Abilities. Start with Solo Battle, which is a required Weapon Ability. Then
choose three Weapon Abilities from the list below Solo Battle. Please note that
additional information on Weapon Abilities is found in section IV-F of the LightRaider
HandBook. There is a summary chart that indicates whether the weapon is a melee
or distance weapon and tells the damage it does.

Next on the LightRaider Worksheet are the Optional Character Abilities. A player
has the opportunity to choose three of these—any three that he desires. Once your
three Optional Character Abilities have been chosen, the only thing left to do is figure
the formulas for Defensive Abilities. Once all the calculations have been done on the
LightRaider Worksheet, take the Character Sheet and transfer the information to it.
Notice that for all the Character Strengths, Character Abilities, Weapon Abilities,
Defensive Abilities, Armor and Physical Attributes, there is an extra column marked
“adds.” These lines are for recording temporary bonuses that you may gain, for
instance, by saying WordRunes. There is another column beside Weapon Abilities
with the word “damage.” This is for recording the amount of damage that each of
your weapons can do. On the front of the Character Sheet you will notice a Success
Grid that will determine the success or failure of certain actions that you do. Below
it is the 1-5 Chart. A StarLot can generate a number from 1 to 5 using this chart.
[Note: The function of the 1-5 chart can be duplicated by dividing the roll of the
StarLot by 2 and rounding up.]

Turn over your Character Sheet. On the back are areas for keeping records and

Creating a Character
RuleBook 16

statistics related to your character. The boxes marked Love, Joy, Peace, Patience,
Kindness, Goodness, Faithfulness, Gentleness, Self-Control and Sword of the Spirit
are good places to record maturity units. More is said about maturity units in the
section “Improving a Character.” The next box, “Special Items,” is a place to record
unusual things that you have received, such as a healing potion.

“Wounds” is where you may keep track of your Physical Vitality. Write in your
Physical Vitality from the other side of the sheet. Then use the open space to record
injuries. That way the front of your Character Sheet stays clean. “Special Wor-
dRunes” are detailed in the LightRaider HandBook. This is a place to keep track of
when and where they are used. At the bottom is the LightRaider’s “Standard Equip-
ment.” These items are ones you usually carry. And finally, the “Notes” section is
for any other additional references that you would care to make.

The Armor of God

LightRaiders are completely armed for battle with the Evil One. This raging war
between good and evil is deadly; so we are instructed to “put on the full armor of
God so that you can take your stand against the devil’s schemes” (Ephesians 6:11).
A list of the Armor of God is found in the Sacred Scrolls (Ephesians 6).

LightRaider Armor weighs nothing. It is invisible to dragon slaves, dark creatures


and, under most circumstances, to other LightRaiders. Only at special times can
LightRaiders observe one another’s Armor. Dragons, however, can see the Armor
from a distance of a quarter mile.

BELT OF TRUTH (BT) The Belt of Truth is the degree to which a LightRaider
has learned from the Sacred Scrolls. It helps him to avoid Ability Checks
when faced with certain enchantments or temptations, since the LightRaider
automatically resists if the Belt of Truth rating is high enough.
• The Belt of Truth rating is the same as the Knowledge Character Ability
rating.

BREASTPLATE OF RIGHTEOUSNESS (BR) The Breastplate of Righteous-


ness represents the extent to which the OverLord’s righteousness has been
worked out in the LightRaider’s life by obedience to Him. It enables him to
resist invitations to impure acts.
• Your initial Breastplate of Righteousness rating is the same as your Goodness
Character Strength rating. It increases as your Goodness Character Strength
increases.

The Armor of God


RuleBook 17

SHIELD OF FAITH (SF) The Shield of Faith is a measure of the LightRaider’s


trust in the OverLord. This faith is the LightRaider’s most important defense
against dragon fire. It also protects him from all conventional weaponry, such
as swords, axes, and arrows; and it protects him from physical attacks by dark
creatures.
• Your beginning Shield of Faith rating is determined by adding your nine
Character Strengths together and dividing by nine.

HELMET OF SALVATION (HS) The Helmet of Salvation gives LightRaiders


their hope of eternal life in the Everlasting Kingdom. This hope in the OverLord
assures them that they are indeed members of the TwiceBorn.
• Your Helmet of Salvation rating is the same as your Hope Character Ability
and it increases as your Hope increases.

SWORD OF THE SPIRIT (SS) The Sword of the Spirit is the only part of the
Armor designed for defense and offense alike. It is the Word of the Almighty,
an effective weapon in the LightRaider’s hand. Your Sword of the Spirit rating
determines what level of WordRune you may use: If you have a Sword of the
Spirit rating of 1, you may use only WordRunes of Difficulty Level 1. Sword of
the Spirit always begins as a 1; it will be raised as you gain maturity units by
saying WordRunes from memory and by completing dragon raids.6 You may
not use WordRunes of more than three levels below your Sword of the Spirit
rating. For example, if your rating is 5, you may use WordRunes of Difficulty
Levels 2, 3, 4 and 5, but not 1.
• Twenty maturity units are required to raise the Sword of the Spirit rating by
one point. For example, you must add 20 maturity units to your Sword of the
Spirit rating of 1 in order to raise it to 2.

BOOTS OF THE GOSPEL OF PEACE (BGP) The Boots of the Gospel of


Peace rating indicates the LightRaider’s readiness to get involved in bringing
peace, reconciliation, or rescue. If a LightRaider’s BGP rating is sufficiently
high, it may sustain him even when his courage has failed.
• The beginning Boots of the Gospel of Peace score is computed by adding
Love, Joy, Peace, Goodness, and Faithfulness, then dividing the result by five.
It increases only as those five Character Strengths increase.
6
Reading WordRunes, which LightRaiders are allowed to do three times in each adventure, does
not award maturity units to the Sword of the Spirit.

The Armor of God


RuleBook 18

Battling Sin Enchantments

Sin enchantments may be contracted from many different sources: dark creatures,
dragons, and sometimes inanimate objects that have been contaminated by evil be-
ings. Each enchantment is transferred in a special way, and is directed at one or two
particular Character Strengths or Abilities.

If a LightRaider is exposed to an enchantment, the Adventure Master rolls the Shadow


Stone to determine its Difficulty Level. The LightRaider uses his defending Character
Strength and rolls the StarLot using the Success Grid. If he fails this roll, he must
reroll against his Shield of Faith to see if any spiritual damage is incurred. If he fails
that roll, he will lose 1 to 8 maturity units from the Character Strength involved,
depending on the Difficulty of the enchantment. For instance: if the Difficulty Level
is 7, the LightRaider loses seven maturity units from one of his Character Strengths.
The player must act as if his character believes the erroneous thought or is affected
by the enchantment, until he is rescued by his companions.

Table 2: Sin Enchantment Battle Summary Chart

1. Enchantment Attack
Adventure Master rolls the Shadow Stone to find the Difficulty Level of the
Enchantment.

2. LightRaider Defense — Level 1


LightRaider rolls StarLot on Success Grid against the specific Character
Strength under attack.
• If successful, he has resisted the enchantment; if the roll failed, he falls under
enchantment and goes on to step 3.

3. LightRaider Defense — Level 2


LightRaider rolls again against his Shield of Faith (at Difficulty Level specified
above).
• If successful, he takes no damage but is still enchanted. If the roll failed,
he takes damage (equal to the Difficulty Level) against the targeted Character
Strength.

Battling Sin Enchantments


RuleBook 19

Combat Procedures

Introduction

Whenever any type of encounter is imminent, the Adventure Master should place
one of the cardboard battle grids on the table. Each grid consists of an 8” x 11”
card divided into 1” squares, with each inch representing five feet in EdenAgain.
Cardboard or metal figures are set on this grid so that the players and the Adventure
Master can visualize the action. The Adventure Master places the dark creature
counters and controls their movements; each player places his or her character on the
grid and controls the character’s movement.

While the characters are on the battle grid, game play is measured in rounds. In each
round, every participating LightRaider and dark creature (or dragon slave) exercises
one (and only one) of three possible options:

Movement He may move as many as two squares (ten feet) on the battle grid in
any direction except diagonally. Retreating from combat is also considered a
movement option. (For more information on retreating, see under next section,
“Normal Combat.”)

. . . or. . .

Action He draws a weapon, changes weapons, gets something from his backpack,
says a WordRune, etc. He may even choose to do nothing.

. . . or. . .

Combat He attacks–but only if his weapon is ready and his opponent is in an adja-
cent square (not diagonally) or within range of a distance weapon.

Rounds are conducted in segments for orderly play. These segments are:

1. Declaration The Adventure Master records what options the dark creatures or
dragon slaves will choose for that round. Similarly, each player states what
option his or her character will choose.
2. Battle Those who have chosen the combat option now proceed with their attack.
A LightRaider always attacks first, and the dark creature defends (this is called
phase l). Then the dark creature attacks and the LightRaider defends (phase
2). See more details in the next section (“Normal Combat”).

Combat Procedures
RuleBook 20

3. Action Any LightRaiders or dark creatures who chose this option now take the
action they specify. Again, LightRaiders go first.

4. Movement LightRaiders or dark creatures who chose to move do so now (Light-


Raiders go first).

To repeat, no LightRaider or dark creature may exercise more than one option per
round. After Round I is finished, Round II is conducted in the same way (and so
forth until the encounter is finished).

Normal Combat

When combat occurs, it is considered to be simultaneous–i.e., both combatants are


attacking each other at once. Exceptions to this rule will be discussed in a later
section.

For game purposes, however, the opponents must attack each other separately. Light-
Raiders always attack first; dark creatures, dragon slaves, and dragons attack second.
However, even if a LightRaider kills his opponent in the first half of the round, the
opponent still gets to attack once in return. This simulates real hand-to-hand combat,
in which both combatants may conceivably be killed or injured at the same time.

In simultaneous combat, the following procedure is carried out. (Here again, dark
creature means either a dark creature or a dragon slave, since both use the Shadow
Stone):

ROUND I

PHASE 1
LightRaider’s Attack Roll
LightRaider rolls StarLot. Enemy’s Defense Roll
LightRaider adds result of roll to Dark creature rolls Shadow Stone.
his Weapon Ability rating. Dark creature adds result of roll to
his Battle Ability.

Compare the two numbers.

If the LightRaider’s number is less than or equal to the dark creature’s, then the
LightRaider has missed–begin Phase 2.

Combat Procedures Normal Combat


RuleBook 21

If the LightRaider’s number is greater than the dark creature’s number, then the
LightRaider has hit the dark creature. He rolls the StarLot again to determine the
amount of damage his weapon has done to the dark creature. Then the Adventure
Master secretly subtracts the damage from the dark creature’s Physical Vitality.

PHASE 2
Enemy’s Attack Roll
Dark creature rolls Shadow Stone. LightRaider’s Defense Roll
Dark creature adds result of roll to LightRaider rolls StarLot.
his Battle Ability. LightRaider adds result of roll to
his Shield of Faith rating.

Compare the two numbers.

If the dark creature’s number is greater than the LightRaider’s, then the dark creature
has hit the LightRaider. The Adventure Master rolls the Shadow Stone to determine
damage done by the dark creature, and the player subtracts this damage from his
character’s Physical Vitality.

If the dark creature’s number is less than or equal to the LightRaider’s number, then
the dark creature has missed. If both opponents are still alive and want to continue
fighting, the battle is resumed when all players are ready for Round II.

ROUND II

Round II and all the succeeding rounds are fought in exactly the same way. The
battle continues until someone is killed or retreats.

***

Notes on Combat

If a LightRaider is fighting a dragon slave, the Adventure Master must inform the
LightRaider when the dragon slave reaches 10 or fewer Physical Vitality points (see
next section).

There are two situations in which combat is not simultaneous. Under these conditions,
one side will get one or more free attacks:

Combat Procedures Normal Combat


RuleBook 22

1. Non-simultaneous combat most commonly occurs when one side is ambushed


or surprised in some other way. (If both sides are surprised, combat is simulta-
neous.) For instance: “A group of dragon slaves jumps out from behind a rock
and ambushes the LightRaiders.” In cases of this sort, the surprise is written
into the adventure. But surprise may also occur when one of the combatants
shoots the other from a hidden vantage point with a distance weapon.
2. The second type of non-simultaneous combat occurs in a withdrawal or retreat.
One combatant may choose to withdraw for any reason (usually because he is
wounded). When this happens, he declares that he is withdrawing; thereafter
he may not attack or actively defend himself. This gives his opponent the
opportunity to attack with a greater chance of success, and to defend without
any danger of being injured. A retreating combatant is only allowed to make
a passive defense. For example: A LightRaider with a Shield of Faith rating
of 7 would have only that 7 in defense. Likewise, a dark creature or dragon
slave would have only his assigned Battle Ability for that round. No StarLot
or Shadow Stone may be rolled.

SUMMARY OF NORMAL COMBAT PROCEDURE

ROUND 1

Phase 1: LightRaider Attacks

LIGHTRAIDER’S ENEMY’S
ATTACK DEFENSE
ROLL ROLL

Battle Ability
+ roll of
Weapon Abil- Shadow Stone
must be
ity + roll of to hit enemy.
greater than (done by
StarLot (Adventure
Master)

LightRaider Adventure
rolls StarLot Master takes
If LightRaider to determine damage off
then and then
hits damage ac- enemy’s
cording to Physical
weapon use Vitality.

Combat Procedures Normal Combat


RuleBook 23

Phase 2: Enemy Attacks

ENEMY’S LIGHTRAIDER’S
ATTACK DEFENSE
ROLL ROLL

Battle Abil-
ity + roll
of Shadow Shield of
must be to hit Light-
Stone (done Faith + roll
greater than Raider.
by Adventure of StarLot
Master)

Adventure
Master rolls
Shadow Stone LightRaider
to deter- takes damage
If enemy hits then and
mine damage off his Physi-
according cal Vitality.
to enemy
involved

ROUNDS 2, 3, 4, 5, etc. . .

LightRaider’s
until any one
Repeat Phase Physical Vi- LightRaider
of four things or or
1 and Phase 2 tality = 0 retreats
happens
(dead)

Enemy’s
Physical Vi- Enemy re-
or
tality = 0 treats.
(dead)

Battling Dragon Slaves

Battling dragon slaves on EdenAgain presents a unique problem for LightRaiders,


because the OverLord of Many Names has instructed His people not to kill them.
He loves them and desires that they would give their allegiance to Him rather than

Combat Procedures Battling Dragon Slaves


RuleBook 24

the dragons. Thus, on EdenAgain, the TwiceBorn may wound but not kill the Once
Born. Players must see that their characters are careful when battling dragon slaves.

Serious penalties are imposed for killing a dragon slave, whether it is done purposefully
or accidentally. Therefore, LightRaiders have developed at least two ways to deal with
dragon slaves without killing them:

1. Disarming. In order to disarm a dragon slave, a player must first indicate to


the Adventure Master that he wishes to do so. Then the LightRaider rolls a
StarLot. If he rolls a 9 or a 10, it means that he has successfully knocked the
weapon from the dragon slave’s hand. The player may not make any further
attacks in the round when using this option. The dragon slave gets to attack
normally during that round, even if his weapon was knocked away, since this is
simultaneous combat. The LightRaider may also defend normally. In the next
round, if the enemy has not been disarmed, the LightRaider may try again to
disarm him, or he may attack normally.

2. Overpowering. This option works best when the dragon slave is down to 10
Physical Vitality points or less, but may be tried any time. The player must
inform the Adventure Master that he wishes to bind the dragon slave. Then the
player adds his character’s Strength and Agility scores together and compares
the result to the dragon slave’s Physical Vitality plus Shadow Stone roll. If
the LightRaider’s number is greater than that of the dragon slave, then the
LightRaider has succeeded in overpowering the dragon slave and may tie him
up (which requires his full attention for two rounds). Regardless of whether the
LightRaider’s roll is high enough, the dragon slave still gets to attack normally
during that round.
Two or more LightRaiders may combine their Strength and Agility scores to
overpower a dragon slave. Again, as with one LightRaider, the next two rounds
of battle must be spent in binding the dragon slave. None of the LightRaiders
involved in overpowering him may fight for those two rounds.

Multiple Attack Combat

This procedure is followed when two to more7 LightRaiders are attacking a single
enemy, or two to more dark creatures are attacking a single LightRaider. Here are
two rules to help you understand how multiple attacks work:

Rule 1.
7
Normally the maximum would be four – based on how the battle grid is used.

Combat Procedures Multiple Attack Combat


RuleBook 25

When either a LightRaider or a dark creature is defending himself against more than
one attacker, he uses his defense roll to block the lowest attacking number first. If,
after subtracting that number from his defense roll, he still has enough points left to
block another attack, he may do so. He subtracts points from his defense each time
he blocks an attack until he has too few points left to block another attack (each
time, his Defense must be greater than or equal to the Attack value).

For example, LightRaider Taren has a defense roll of 18 and is attacked by two orcs
who have attack rolls of 11 and 8. Taren blocks the 8 successfully (note that the
lowest attack is blocked first). But now Taren has only 10 points left—not enough to
block the 11-point attack. This means that his defense of 18 was only large enough
to block one attack. Thus:

Initial Defense Roll: 18


Minus First Attack: – 8
Remaining Defense 10
Minus Second Attack – 11
Remaining Defense -1

Since the subtraction of the second attack resulted in a number below zero, Taren
was not successful in blocking the second attack. Note that if Taren’s defense was 7,
he could not have blocked either attack.

The same rule applies to a number of LightRaiders attacking one enemy. Suppose
that four LightRaiders (A, B, C, and D) are all using swords to attack a troll that
has a Battle Ability of 10. The four LightRaiders each have a Sword Attack Ability
of 4 and a Shield of Faith of 5, as follows:

A B C D Troll
Sword Ability 4 4 4 4 Battle Ability 10
Shield of Faith 5 5 5 5

Suppose all four LightRaiders are able to attack the troll at once. They all roll the
StarLot and come up with results as follows:

A B C D
Roll of StarLot 4 8 3 9
+ Sword Ability 4 4 4 4
Total (Attack Roll) 8 12 7 13

Now the Adventure Master rolls the Shadow Stone and adds it to the troll’s Battle
Ability as follows:

Combat Procedures Multiple Attack Combat


RuleBook 26

Roll of Shadow Stone 5


+ Troll’s Battle Ability + 10
Total (Defense Roll) 15

So the troll has a total defense roll of 15.

Now the Adventure Master arranges the LightRaider’s attacks in order, beginning
with the lowest, as follows:

A B C D
7 8 12 13

He compares them to the troll’s defense roll, subtracting the LightRaider’s attack
rolls one by one, as follows:

Initial Defense Roll: 15


Minus First Attack: – 7
Remaining Defense 8
Minus Second Attack – 8
Remaining Defense 0

Thus, the troll blocked only the two lowest attacks.

Rule 2.

If a player has two or more opponents to attack, he must choose only one. He cannot
attack more than one opponent in the same round. Thus, in Taren’s case, he must
choose one of the two orcs and attack only that target in this round. He may change
targets for the next round.

Using Distance Weapons

Distance weapons include spears, war hammers, bows, hand axes, daggers, battle
axes, slings, and military forks.

When the defender is not taken by surprise, follow the procedure for normal combat,
making sure that the opponent is within the range of the weapon being used.

When a defender is taken by surprise, he may not add a StarLot roll to his Shield
of Faith (if a LightRaider) or a Shadow Stone roll to his Battle Ability (if a dark
creature).

Combat Procedures Using Distance Weapons


RuleBook 27

Quite often a player will want to use a distance weapon even though his character is
positioned behind another LightRaider. This can be allowed only when he is behind
just one other LightRaider. In that situation he may use a distance weapon under
the following rule:

If the character using the distance weapon proves to be unsuccessful in his attack,
there is a possibility that he may have hit his own friend. He must find out if this
happened. To do so, he rolls a normal attack against the LightRaider in front of him,
including a roll for damage if a hit was made.

Distance weapons cannot be used to attack an opponent in an adjacent square on the


Battle Grid. However, distance weapons can be used to attack diagonally, which is
never allowed in melee combat.

Losing Physical Vitality

Every creature in the game of DragonRaid (except a dragon) has a Physical Vi-
tality rating. A LightRaider’s Physical Vitality is found by adding all his Character
Strengths and dividing the result by 2. As his Character Strengths go up, his Physical
Vitality also increases.

Dark creatures have a pre-assigned Physical Vitality. These can be found in the
Adventure Master Manual or in the text of the adventure. Dragon slaves also have
pre-assigned Physical Vitalities that are stated in the adventure. In later supplements,
dragon slaves will have variable Physical Vitality.

Since Physical Vitality is a measure of bodily sturdiness, any damage suffered in com-
bat must be subtracted from the Physical Vitality score. For example: A LightRaider
with a Physical Vitality of 25 is hit by an orc. Rolling the Shadow Stone, the orc gets
a 6, which must be subtracted from the LightRaider’s 25 points. This gives him a
temporary Physical Vitality of 19. Those 6 points of damage may be healed, however.
(See Recover from Injury chart in section IV A of the Adventure Master Manual.)

There are five degrees of injury for Talanians, each causing certain results:

1. Wounded Caused by any loss of PV points; must make an Endurance check at


Difficulty Level 3 to travel.
2. Seriously wounded PV of 10 to 6; must make an Endurance check at Difficulty
Level 8 to travel.
3. Critically wounded PV of 5 or below; cannot travel or fight.
4. Unconscious PV of 3 to 1.

Combat Procedures Losing Physical Vitality


RuleBook 28

5. Dead PV of 0.

The Adventure Master enforces these rules. He must keep track of who is wounded
and make the Endurance check on the morning of each day in EdenAgain. If any
character fails the roll, he cannot travel because he is in too much pain. The party
has three options: 1) stop; 2) carry him; or 3) find a way to heal him so that he is
well enough to travel.

Advanced Combat

Note: The Advanced Combat System is included for the purpose of making a battle
more realistic and exciting. Since real war is brutal, this may offend some players.
This system is optional. The Adventure Master and the group can decide together
whether to use it or not, but it should not be used if anyone is offended by it. See
section III E in the Adventure Master Manual for further guidelines.

Once you know how to do normal combat, it is very easy to learn advanced combat.
It differs from normal combat only in that it offers two additional, optional ways in
which a character may attack a dark creature, a dragon, or a dragon slave. These two
options are the half-swing and the critical swing. When players are using advanced
combat, they must tell the Adventure Master whether they are attacking normally,
with a half-swing, or with a critical hit. If they fail to inform the Adventure Master
of their choice, he must assume that they are using the normal attack.

THREE OPTIONS FOR ADVANCED COMBAT

1 Normal attack: 2 Half–swing: 3 Critical swing:


use normal combat use normal combat see procedure that
but reduce damage by follows
half

Normal attack Use normal combat rules.

Half–Swing The half-swing is performed in exactly the same way as normal combat,
except that all damage is reduced by half. If a player is using the halfswing
and rolls a 7 on the StarLot for damage, he consults the 1 to 5 chart on the
Character Sheet8 for the amount of damage done. The chart shows that he did
4 points of damage instead of 7. (Further divide this result by 2 if the weapon
8
. . . or rolls a StarLot, divides the result by two, and rounds up. . .

Combat Procedures Advanced Combat


RuleBook 29

is capable of only 1-5 points of damage in the first place.) The half-swing is
very useful when fighting dragon slaves, since LightRaiders are not supposed to
kill them.

Critical Swing The critical swing is a bit more complicated. In order to use the
critical swing, the player goes through the following steps (see also the charts
that follow):

1. He attacks as in normal combat.


2. If he hit his opponent, he immediately rolls the StarLot again. If he rolls
a 10 on the StarLot, he goes to step 3. If he rolls 1-9, it is only a normal
hit. He simply rolls the damage according to the weapon he was using,
and the battle continues as usual.
3. If he gained a critical hit (i.e., rolled a 10), he consults the Critical Hit
Chart in this section and rolls the StarLot again to determine what part
of his opponent’s body he has hit.
Let’s say he rolls a 7. He finds #7 on the Critical Hit Chart. It says,
“Neck Hit”. He then rolls the StarLot again to determine damage.
Suppose he rolls an 8. It says, “Neck broken or head cut off–instant kill”.
The player has killed his opponent instantly.
However, suppose he rolls a 2. That is just a slight hit. He does nor-
mal damage according to the weapon he is using, but his opponent loses
his attack the next round. The opponent may, however, still use passive
defense.

A similar procedure is followed in phase 2 of the round, and all is repeated in


successive rounds until an opponent retreats or is killed.

Combat Procedures Advanced Combat


RuleBook 30

CRITICAL SWING PROCEDURE

ROUND 1

Phase 1: LightRaider Attacks

LIGHTRAIDER’S ENEMY’S
ATTACK DEFENSE
ROLL ROLL

Battle Abil-
Weapon must ity + roll
Ability + roll be of Shadow to hit
of StarLot greater Stone (done enemy.
than by Adventure
Master)

LightRaider Adventure
rolls Star- Master
If he If Lot again to takes Light-
Light- rolls 1-9 determine Raider
then then
Raider Star- is damage damage off
hits, Lot. rolled, according enemy’s
to weapon Physical
used Vitality.

roll StarLot
A crit- to deter-
Adventure
If a ical hit Using mine area
Master
“0” has been Crit- of body hit
takes off
(10) scored. Go ical and follow then
enemy’s
is to Critical Hit instructions
Physical
rolled, Hit Chart. Chart, on chart to
Vitality
determine
damage

Combat Procedures Advanced Combat


RuleBook 31

ROUND 1

Phase 2: Enemy Attacks

ENEMY’S LIGHTRAIDER’S
ATTACK DEFENSE
ROLL ROLL

Battle Abil-
ity + roll must Shield of
of Shadow to hit
be Faith + roll
Stone (done Light-
greater of StarLot
by Adventure Raider.
than
Master)

Adventure
Adventure
Master rolls
Advent- Master
StarLot
ure If takes dam-
If en- again to
Master 1-9 age off
emy then determine then
rolls is Light-
hits, damage,
Star- rolled, Raider’s
according
Lot. Physical
to kind of
Vitality.
enemy.

roll StarLot
to deter-
enemy mine area Player takes
If a has scored Using
of body hit. damage off
“0” a critical Crit-
Adventure Light-
(10) hit: go to ical then
Master Raider’s
is Critical Hit Hit
follows in- Physical
rolled, chart. Chart,
structions Vitality.
on chart to
roll damage

Combat Procedures Advanced Combat


RuleBook 32

ROUNDS 2, 3, 4, 5, etc. . .

LightRaider’s
until any one
Repeat Phase Physical Vi- LightRaider
of four things or or
1 and Phase 2 tality = 0 retreats
happens
(dead)

Enemy’s
Physical Vi- Enemy re-
or
tality = 0 treats.
(dead)

Combat Procedures Advanced Combat


RuleBook 33

Table 3: Critical Hit Chart3

First roll StarLot to ascertain type of hit, then roll again to determine
result (damage).
Roll Type of Hit Damage
Roll Percentile — A roll of 96% or above is an instant kill. If no instant kill,
1 Chest Hit
roll twice for extra damage

1-2 Means a broken leg; do double damage

2 Leg Wound1,2 3-8 Do normal damage; enemy loses next two attacks

9-10 Leg cut off; do double damage; enemy loses one point PV per round
until bandaged.

1-2 Eye put out; do double damage; loses next three attacks.
3 Head Wound1,2
3-10 Roll twice for extra damage; enemy loses next attack.

1-4 Enemy loses weapon; do normal damage; enemy loses all attacks until
another weapon is drawn.

4 Hand Wound1,2 5-8 Same as above; but hand broken.

9-10 Hand cut off; loses weapon; do double damage; enemy loses one point
PV per round until wound is bandaged.
Roll percentile — A roll of 96% or above is an instant kill. If no instant kill,
5 Chest Hit
do double damage; enemy loses next attack.
Roll percentile — A roll of 96% or above is an instant kill. If no instant kill,
6 Groin
do double damage; enemy loses next two attacks.

1-3 Just a scrape; do normal damage; enemy loses one attack.

4-7 Do triple damage; enemy loses one point PV per round until bandaged.
7 Neck Hit1,2
8 Neck broken or head cut off — instant kill.

9-10 Do triple damage; spinal cord severed; paralyzed. Roll StarLot twice to
determine percentage of body paralyzed.

1-6 Roll twice for extra damage.


8 Abdominal Hit
7-10 Do double damage; enemy loses one attack.
Roll percentile — A roll of 96% or above is an instant kill. If no instant kill,
9 Chest Hit
do double damage; enemy loses next attack.
Roll percentile — A roll of 96% or above is an instant kill. If no instant kill,
10 Groin
do double damage; enemy loses next two attacks.

1
If combatant is not using an edged weapon, use the preceding category of damage.
For example, if a staff is used to inflict a leg wound and the second roll is a 10,
consider it instead to be an 8 because a staff is not edged.
2
See following pages for more details on results of these critical hits
3
For explanation of terms, see notes that follow this chart.

Combat Procedures Advanced Combat


RuleBook 34

Critical Hit Terms Defined

Double damage Roll the StarLot once and multiply the result by two. This is the
total damage to be taken away from the opponent’s Physical Vitality.

Instant kill If the indicated percentage or better is made on the StarLot, then the
opponent is killed in one blow.

Lose next attack(s) May not attack for the indicated number of rounds, and may
defend using only passive defense.

Lose one point of Physical Vitality per round Due to shock and loss of blood,
must automatically subtract one point from Physical Vitality each round until
the wound can be bandaged.

Normal damage The amount of damage a weapon normally does.

Roll twice for extra damage Roll the StarLot twice and add the results. The sum
is the total damage done to the opponent’s Physical Vitality.

Triple damage Roll StarLot once and multiply the result by three.

Further Explanation of Selected Critical Hits

The following explanations contain additional data on certain types of hits.

2 — Leg Wound A roll of 1 or 2 on the StarLot indicates that the leg is broken;
the injured one may not walk on it for a period of one week. His ability to
attack is also affected. He may attack only with his “base value”. In other
words, he may not add a StarLot roll to his Weapon Ability rating, or (for dark
creatures or dragon slaves) a Shadow Stone roll to his Battle Ability.
A roll of 3 to 8 means the enemy loses his next two attack rounds after the
completion of this round.
A roll of 9 or 10 means the opponent’s leg is cut off; bleeding must be stopped or
he loses one Physical Vitality point per round. He may not walk for three weeks.
After that time, he may walk normally with a special wooden leg. Otherwise,
he may move if assisted by two companions.

3 — Head Wound A roll of 1 or 2 indicates the loss of an eye. This causes the com-
batant thus blinded to be able to use melee weapons only–no distance weapons
because of poor depth perception.

Combat Procedures Advanced Combat


RuleBook 35

4 — Hand Wound A roll of 1 to 4 indicates that your opponent’s weapon is lost


and he cannot attack you until he draws another. If he (or it) does not have a
hand-held weapon or is not using hands, there is no weapon lost.
A roll of 5 to 8 carries the same consequences as above, except that his hand is
broken and he cannot use it for a week. Thus, he must fight, if at all, with his
other hand at a penalty of -2 on his Battle Ability or Weapon Ability.
A roll of 9 or 10 indicates that a hand is cut off. This is the hand holding
the weapon. The bleeding must be stopped or one Physical Vitality point per
round will be lost until the wound is bandaged. The victim must fight with his
other hand at a penalty of -2 to his Battle Ability or Weapon Ability. If he is
a LightRaider, the penalty continues until he returns to the Liberated Land to
be retrained using his other hand or to get specially modified weapons. Note
that if a hand is cut off, the character cannot use two-handed weapons such as
a longbow or battle axe.
7 — Neck Hit A roll of 1 to 3 indicates the enemy is just scraped and loses one
attack.
A roll of 4 to 7 indicates that your enemy is bleeding and loses one Physical
Vitality point per round until bandaged.
A roll of 8 indicates an instant kill.
A roll of 9 or 10 indicates that your enemy’s spinal cord is severed. Roll the
StarLot to find the percentage paralyzed. For each 20% rolled, one limb is
paralyzed; i.e., 43% means two limbs, 75% means three limbs. (If more than
90% is rolled, then death occurs.) Now roll the Shadow Stone to see which
limbs are affected (re-roll whenever you get duplicate results): 1 or 2 means
right leg; 3 or 4 means left leg; 5 or 6 means right arm; 7 or 8 means left arm.

Fighting Dragons

LightRaiders must remember that the dragons’ primary goal is to attack the soul
rather than the body. Therefore, three of the five types of dragon attack are aimed
at spiritual damage rather than physical harm. The following table summarizes the
types of dragon attack and effective defenses.

Dragon Attack Mode Effective LightRaider Defense

Mind Speech Refute by Scriptural Principles


Fire Shield of Faith
Smoke WordRunes
Breath WordRunes

Combat Procedures Fighting Dragons


RuleBook 36

Physical Attack Normal Weaponry

The LightRaider’s method of attack and defense is determined by the dragon’s attack
mode. For example, a LightRaider may not defend against mind speech with normal
weaponry; and he may not attack the dragon physically unless the dragon first attacks
him in that way.

Following is a description of each of the dragon attacks with a few comments about
defense.

1. Mind Speech

A. Attack
The dragon attacks with mind speech by imposing an erroneous
thought upon the mind of a LightRaider. These thoughts are spec-
ified in the adventure.
B. Defense
The LightRaider must be able to refute any thought with arguments
based on Scripture or scriptural concepts. Any player whose charac-
ter has a Wisdom of 8 or more may do double damage to the dragon
if he can gave two arguments.
If the LightRaider refutes the thought, he does damage to the drag-
on’s Pride Factor by an amount equal to his Belt of Truth rating. If
the player does not refute the thought, he takes damage as specified
in the adventure. If the character has a rating of only 1 or 2 in the
Character Strength targeted by the mind speech, he automatically
comes under its sway. The player must then have his character act
as if he believes the vile thought until he is rescued (see Rescue on
page 38).

2. Fire

A. Attack
The dragon’s fire weapon may consist of fire, hot stones, lava or fire
water, according to the type of dragon. Dragons may use their fire
weapon an unlimited number of times per day.
B. Defense

Combat Procedures Fighting Dragons


RuleBook 37

A LightRaider’s Shield of Faith is his only real defense against


dragon fire. However, his Shield of Faith rating must be equal to
or greater than the dragon’s fire attack ability to avoid damage. If
the Shield of Faith rating is less than the dragon’s fire attack abil-
ity, the LightRaider suffers damage of one roll of the Shadow Stone
for each point of the difference between the dragon’s ability and the
LightRaider’s Shield of Faith.
Two or more LightRaiders who face a dragon together may combine
their Shield of Faith ratings to resist the dragon’s fire attack. This
is usually necessary to resist the full fire damage of the dragon. In
order to do this, however, all the LightRaiders must be within the
effective range of the dragon’s fire.

3. Smoke and Breath

A. Attack

The effects of the smoke weapon vary according to dragon fam-


ilies; the effects of the breath weapon depend upon the individ-
ual dragon. The enchantment transmitted by both the smoke and
breath weapons will be specified in each adventure, as well as the
results of falling under the enchantment.
B. Defense

Both weapons target a certain Character Strength, Ability, or Ar-


mor Rating. The area targeted will be specified in the adventure. To
defend against a dragon’s smoke or breath weapon, the player rolls
a StarLot. If he rolls a number less than or equal to the targeted
rating, he successfully defends himself. If he rolls a higher number,
he falls under the enchantment and needs to be rescued. For exam-
ple: LightRaider Kareth has a Self-Control of 6. He is attacked by
a dragon’s smoke weapon; the player running Kareth must roll 6 or
less to save Kareth from the effects of the smoke.
A LightRaider may use WordRunes to attack a dragon that has used
its smoke or breath weapon.

4. Physical Attacks

A. Attack

Combat Procedures Fighting Dragons


RuleBook 38

Dragons may use their teeth, claws, or tail to attack. All three do
great amounts of damage. Note: The dragon attacks with all four
feet only if attacking from the air, and it attacks with its tail only
if someone is behind or to either side of it.
B. Defense

LightRaiders may use the Shield of Faith to defend, and normal


weaponry to attack. The damage inflicted by the weapon is the
normal amount.

Sequence of Dragon Battle

The dragon always attacks first, and will always begin with mind speech. Then the
LightRaiders must refute the mind speech. In a round of mind-speech battle, there
are not two phases as in normal combat. Each round of mind speech battle consists
of:
I. Dragon attacks with thought.
II. LightRaider counterattacks with argument.

After the first round of dragon battle, consisting of mind speech, the Adventure Mas-
ter rolls the StarLot according to the instructions in the Adventure Master Manual
to see what attack mode the dragon uses next. The players may have to change
their strategy, depending on what the dragon does; and the battle continues until the
dragon is killed or flies away or all the LightRaiders are dead.

Damage inflicted upon a dragon reduces its Pride Factor. When this factor drops to
0, the dragon is dead.

Rescue

Original Rescue Rule

Many different forms of enchantment can entangle a LightRaider in the Dragon Lands.
Usually when a LightRaider falls victim to one of them, he must be rescued. There
are some enchantments that the LightRaider has to endure until they wear off. In
other instances, it is up to those unaffected by the enchantment to free their trapped
friends.

The rescue procedure works as follows: The unaffected members of the party must

Rescue
RuleBook 39

advise their wayward friend in a kind and gentle way. This advice may include telling
him why his action or thought is wrong, or why it will hurt him. Players can make
use of Scripture or any other knowledge they have that would help in this situation.
It is up to the Adventure Master to determine whether or not the players’ statements
are appropriate, though he may rely on the guidelines suggested in each adventure to
help him decide. If he rules that the advice is acceptable, the LightRaider is rescued.
If he rules that it is not, the LightRaider is still trapped by the enchantment.

Any number of attempts can be made; however, after 24 hours any enchanted Light-
Raider will cause the following rule to apply (although attempts to rescue him may
continue even after the rule goes into effect):

When one member suffers, all the rest suffer with him. Consequently,
for every person who is caught in a sin enchantment, the Adventure Mas-
ter subtracts 1 from all the Character Abilities and Weapon Abilities of
everyone in the party. Thus, if two people are caught, the Adventure Mas-
ter subtracts 2 from all Character and Weapon Abilities. These effects
last until the enchanted LightRaider(s) is (are) rescued.

Teamwork Rescue Rule – RuleBook Addition

This method for rescue generally supersedes instructions in the LightRaider Hand-
Book, RuleBook, and Adventure Master Manual for Adventures 5 and beyond.

Enchantments attack Character Strengths and Abilities. In turn, unenchanted players


must teach and counsel a player out of enchantment using the “TeamWork Rescue
Rule.”

Unless otherwise stated in the adventure narrative, an enchantment has power estab-
lished by one roll of the Shadow Stone: SSt + 10 (i.e., ten plus the number shown
on one roll of the Shadow Stone). Each enchanted LightRaider’s enchantment is
established separately.

After the power of an enchantment is established, each player may give counsel once.
By contributing advice and counsel, players contribute rescue points equal to their
strength on the Character Strength or Ability attacked. Therefore, if a LightRaider
with a JOY of 8 contributes against an enchantment that attacks JOY, 8 points are
scored against the enchantment.

When enough LightRaiders contribute to add up to the enchantment’s power, the


enchanted LightRaider is freed.

If all unenchanted LightRaiders have contributed and there are still not enough points

Rescue Teamwork Rescue Rule – RuleBook Addition


RuleBook 40

to free an enchanted LightRaider, then all unenchanted LightRaiders can contribute


once more.

If more than one LightRaider needs to be rescued, advice and counsel must continue
to be offered. In other words, LightRaiders are rescued individually. (This forces
players to think more deeply and to come up with more reasons why a particular
evil is not a good idea). Note that a second enchanted LightRaider still requires
every unenchanted LightRaider to give counsel or advice before LightRaiders who
contributed to the first LR’s rescue can contribute again! (This forces everyone into
the spiritual warfare).

Acceptability of advice and counsel is decided by the Adventure Master.

Using WordRunes and TeamRunes

Reading WordRunes

A typical WordRune is shown below. The numbers along the left side refer to the
explanations which follow.

1. Unworldly Peace

2. Isaiah 26:3

You will keep in perfect peace him whose mind is steadfast,


3.
because he trusts in you.

4. Isaiah 26:3

5a. PE 1 DL 1 5b.

The LightRaider who can correctly repeat the Unworldly


6. Peace WordRune may add three points to his Peace rating
for one action only.

7. May be used once per day on EdenAgain.

8a. PE + 1mu SS + 1mu 8b.

Using WordRunes and TeamRunes


RuleBook 41

1 Title This is the title of the WordRune.

2 and 4 Scripture Reference When you say a WordRune, you must begin and end
with the Scripture reference.

3 Scripture Text This is the actual Scripture text as it appears in the New Interna-
tional Version of the Bible.

5a Character Strength Requirement This is the WordRune’s Character Strength re-


quirement. Your rating for the Character Strength mentioned (in this case the
PE or Peace Character Strength) must be at least as high as this number to be
able to use the WordRune.

5b Difficulty Level This is the Difficulty Level (DL) of the WordRune. Your Sword
of the Spirit (SS) rating must be equal to or greater than the DL for you to use
the WordRune. Since all LightRaiders start with a Sword of the Spirit rating
of 1, beginning LightRaiders may only use DL1 WordRunes.
The Difficulty Level of a WordRune is determined by its length as follows:

DL 1 WordRune contains from 1 to 19 words.


DL 2 WordRune contains from 20 to 29 words.
DL 3 WordRune contains from 30 to 39 words.
DL 4 WordRune contains from 40 to 49 words.
DL 5 WordRune contains from 50 to 59 words.
DL 6 WordRune contains from 60 to 69 words.
DL 7 WordRune contains from 70 to 79 words.
DL 8 WordRune contains from 80 to 89 words.
DL 9 WordRune contains from 90 to 99 words.
DL 10 WordRune contains 100+ words.

A LightRaider may not use a WordRune more than three levels below his Sword
of the Spirit rating. For example, a character with an SS of 5 may recite
WordRunes of DL 5, 4, 3, or 2, but not 1.

6 Description of Effect This paragraph describes the WordRune’s power or effect.

7 Frequency of Use In DragonRaid, WordRunes can only be used periodically. The


frequency with which a WordRune can be used is found below the description
of the WordRune’s power, e.g., once per day. Here “day” refers to a day in
EdenAgain, not a day in the lives of the players.

Using WordRunes and TeamRunes Reading WordRunes


RuleBook 42

8a Sword of The Spirit Award This indicates how many maturity units (mu) are
added to your Sword of the Spirit (SS) rating upon accurate recitation of the
WordRune. When you accumulate 20 such units, your Sword of the Spirit
rating will go up by one and you will be able to use WordRunes that are one
level higher in difficulty. Maturity points are awarded only when the WordRune
is said from memory, not when it is read.
8b Character Strength Award This tells how many maturity units (mu) are awarded
to the Character Strength if you recite the WordRune correctly. Again, maturity
points are awarded only when the WordRune is recited from memory, not when
it is read. Twenty mu’s give you an increase of one point on the specified
Character Strength. An increased Character Strength rating may raise some of
your Character Abilities (CA) also. This is explained in the section “Improving
a Character” below.
[Maturity units (mu) are based on Ephesians 4:11-13; Christians are supposed
to be maturing together into the fullness of Jesus Christ.]

Limitations on WordRune Usage

Several restrictions govern the use of WordRunes:

1. In order for a WordRune to work, the LightRaider must begin and end with
the Scripture reference.
2. A LightRaider may not use a WordRune that has a Difficulty Level higher
than his Sword of the Spirit rating. He also may not use a WordRune with a
Difficulty Level more than three levels below his Sword of the Spirit rating. The
only exceptions to these rules are the Great Rescue WordRunes, which may be
said by any LightRaider.

3. Different WordRunes may call for different Character Strength ratings. A Light-
Raider must have a rating in the specified Character Strength that is at least
as high as the requirement on the WordRune.
4. WordRunes may be used only as often as specified for each one.

5. WordRunes must be quoted correctly from memory to gain maturity units. (A


LightRaider may read up to three WordRunes per adventure, but he will gain
no maturity units for reading them.) The number that a LightRaider may
memorize is unlimited.

6. If a LightRaider fails to say a WordRune correctly, he may or may not be


allowed to try again, depending on the situation. In unpressured circumstances,

Using WordRunes and TeamRunes Limitations on WordRune Usage


RuleBook 43

he should have a second try; but in the middle of a battle, his failure is usually
final.

7. Each WordRune must be used in an appropriate situation. For example, the


WordRune to be used against a shadow dragon will not work against a fluster
beast.

8. A WordRune whose description offers bonuses or raises a Character Strength


does so only temporarily. (This refers not to the normal award of maturity
units in the lower left of the WordRune, but only to special results described in
the center paragraph.) Therefore, a character cannot recalculate any Character
Abilities that use a temporarily raised Strength or Ability.

TeamRunes are exactly like WordRunes, except that the entire raid party must say
them in unison for them to be effective. The same restrictions apple to their use.
For example, all characters must meet the specified Character Strength requirement
before a TeamRune can be used.

Improving a Character

Rolling up a character is just the beginning. As you play, your character will be
working towards the goal of a full ten in every Character Strength and Ability. This
score represents an abstraction of the closest a mortal human can get to the glory
and perfection of the OverLord of Many Names. Only in the Everlasting Kingdom
can one hope to become even more like his Maker.

A character may obtain this rating of ten by slow, steady work–slowly accumulating
maturity units in each of his Character Strengths. When he has 20 maturity units
(mu) in any one area, he may raise that value by one and begin the process again.
For example, Alexis the LightRaider has a Joy Ability of 6. She has accumulated
19 maturity units in this area through various means; now she says the Night Light
WordRune and gains an additional maturity unit for her Joy, bringing her total to
20. So Alexis erases the 6 from her Joy and happily writes in a 7. Then she erases
her Joy maturity units and is ready to begin accumulating more of them for the next
step up, which is an 8. When she has another 20 units, she will change her 7 to an
8, erase the maturity units, and begin again. (Note: When a Character Strength is
increased, it may change some of the Character Abilities. Recalculate those affected.)

Characters may earn maturity units in several ways, including performing good acts
in accordance with the OverLord’s teachings, reciting WordRunes, and completing
dragon raids. Let’s look at each way.

Improving a Character
RuleBook 44

During the course of an adventure, LightRaiders have many opportunities to do good:


rescuing others from sin or danger, helping their fellows at personal expense, etc.
These good deeds will gain maturity units for the character, since by using his Ability
he increases it. A scriptural basis for this is found in the parable of the talents
(Matthew 25).

Saying a WordRune from memory is another way to earn maturity units. Each
WordRune bestows a certain number of maturity units to specified Strengths. This is
because memorizing and reciting Scripture verses puts them into the heart and mind,
enabling the character to grow in appropriate areas.

Completing a raid is another way to earn maturity units. Each adventure is written
with a certain reward of maturity units to be given when it is successfully completed.
These maturity units include those accumulated by doing good deeds along the way,
as well as some given at the end. This reflects the fact that overall experience increases
one’s maturity and ability to conquer the next task; again, using abilities causes them
to grow.

DragonRaid players are strongly encouraged to retain the same LightRaider char-
acters from one adventure to the next. This will give them more opportunity to
progress in Scripture memorization, and their characters will have more time to reach
high levels in the Character Strengths and Abilities. For maximum enjoyment and
educational benefit, ongoing use of the same LightRaider characters is critical. The
Character Sheet enables a player to keep records on his character over an extended
period.

Loss of Maturity Units

It is possible for a character to lose maturity units. This can occur in several ways:
for example, by getting entangled in a dark creature sin enchantment, or by believing
a dragon’s mind speech. However, if a LightRaider’s Shield of Faith rating is high
enough, it may stop any spiritual damage (that is, loss of maturity units) from occur-
ring as a result of being caught in a dark-creature sin enchantment. (See the section
“Battling Sin Enchantments” above.). A LightRaider may also lose maturity units
by being disobedient to the OverLord.

The loss of maturity units (mu) is treated differently for two separate situations:

1. When a new character loses maturity units on a Character Strength for which
he has not accumulated any maturity units, and

2. When a character loses maturity units at any other time.

Loss of Maturity Units


RuleBook 45

The first situation occurs with characters who are on their very first adventure and
have not acquired maturity units in the Character Strength where they are being
penalized. Instead of having to recalculate all his Character Abilities because of the
loss of 1 maturity unit against a Character Strength, the player needs simply to turn
to the back side of the Character Sheet and make a note in the appropriate box to the
effect that he is “in debt” 1 mu for that Character Strength. For example, if he has
lost 1 mu on Peace, he goes to the Peace box and simply makes a note that he owes
1 maturity unit. If he had a 6, and he lost 1 maturity unit, it would ordinarily make
Peace drop to 5, with 19 maturity units. New players are given a grace allowance of
three maturity units that can be lost in this way before they have to recalculate their
Character Abilities due to the reduction of the Character Strength that was involved.
However, they must keep track of these debts and “pay them off.” Remember, this
only applies if your character has not accumulated maturity units in a particular
Character Strength during the first adventure.

The normal procedure to follow when a character loses a maturity unit is simply to
subtract the lost unit from those accumulated for the targeted Character Strength. If
there are no accumulated maturity units, then the player is forced to reduce his Char-
acter Strength by 1 and write down 19 maturity units on the back of the Character
Sheet. Then he probably will have to recalculate some of his Character Abilities.

Team Action

Members of a raid party must remember that they are not competing against each
other or against the Adventure Master. The game system is designed to promote team
effort and cooperation. LightRaiders are working together to complete a mission for
the OverLord. Each one will have his own strengths and weaknesses; therefore, they
must be interdependent.

One or two LightRaiders would very quickly find themselves overwhelmed among the
dangers of the Dragon Lands. There is strength in numbers if the characters work
as a team in fighting evil. Yet each one must carefully watch his own behavior; for
the strength of the group will be impaired if one person is careless and falls into
enchantment or trouble of some kind. (See the section on “Rescue” above.) This
bears out the teaching from the Sacred Scrolls that when one part of the body is
ailing, the rest of the body suffers for it.

Team Action
RuleBook 46

Role Playing

Role playing makes the DragonRaid Adventure Learning System different from many
other games. It means taking on the personality or characteristics of an imaginary
individual, acting like that person, thinking like him, and trying to portray him as
accurately as possible, basing your actions on his characteristics. At first, role playing
may seem threatening, and many players are inhibited because they have never played
a game like this before. But as time goes on, role playing becomes more comfortable
and more fun. Several examples of role playing are given in the New Player Briefing:
the Adventure Master role-plays, and the players role-play interaction between their
own characters and dark creatures or dragon slaves.

Role playing in DragonRaid is facilitated by the use of cue cards. The following
illustrates the use of cue cards:

The Adventure Master reads to the players, “As your party of adventurers is walk-
ing along a pathway through a thickly forested wood, they hear a sudden shout up
ahead.” The Adventure Master asks the players to make a Listening check at a cer-
tain Difficulty Level. Usually some players hear the noise and some don’t. Those
who hear the noise get to look at a cue card that says, “You’ve heard the voices of
two different trolls up ahead, but the sound is unclear and you can’t hear the exact
words.” At that time, it is up to those who heard the trolls to inform the rest of the
party. Failure to communicate can have serious consequences for the rest of the party;
if the players do not role-play their characters and warn their fellow LightRaiders,
the mission may end in disaster.

Improving the Game

Whether you are a player or an Adventure Master, there are many things you can do
to increase your enjoyment of DragonRaid. Here are just a few ideas:

1. Remember that you are a team. You are not competing against each other. Try
to build a cooperative spirit–maybe even by shouting encouragement to your
friend when you are otherwise unable to help him.

2. Using small metal figures (called miniatures) can also add to the fun. Many
players enjoy painting these figures, which may be obtained from almost any
hobby store.

3. Meeting regularly, whether once a month or once a week, adds enjoyment. A


set schedule gives you something to look forward to, especially if you are in the

Improving the Game


RuleBook 47

middle of an adventure.

4. Do not take the game too seriously. It is disappointing if your character is about
to make a score of 10 in all the Character Strengths and suddenly gets killed;
but remember that it is only a game. You can roll up another character and
try again. Learn from your mistakes and move on.

5. Serve lots of refreshments: soft drinks, or chips, or whatever else your group
may desire.

Improving the Game


RuleBook 48

Internet Resources

If you would like further information on DragonRaid, plenty is available!

Over time, some or all of these references may become invalid, as internet providers
change and such, so if a link doesn’t work, use your favorite internet search engine,
and track it down. . .

Before discussing the web, it is worth mentioning that there is a discussion group for
DragonRaid. To subscribe, send an empty message to:

[email protected]

You will be emailed instructions to confirm your subscription. Once your subscription
is confirmed, you will receive the group contributions to the mailing list.

The next page contains links to DragonRaid related web sites.

Enjoy!

Internet Resources
DragonRaid Resources on the Internet
DragonRaid Links
DragonRaid Introduction and Information
http://www.geocities.com/Heartland/5268/dr.html -- hosted by
Dave Staley and gives basic information about DragonRaid. It
also hosts the DragonRaid Survey and has the DragonRaid User
List!
GreyWater DragonRaid Site
http://www.alaska.net/~cass/draid/index.html --hosted by
Steve Carrington. Originally it was the 'Unofficial DragonRaid
Web site. It also hosts the LightRaider NET newsletter.
DragonRaid Resources Page at
http://www.jersey.net/~sezov/draid/ --hosted by Rich
Sezov to be resources to help the Adventure Master. It also hosts
the Master WordRune List!

WilderLands Hold at http://www.teleport.com/~thehold/


--hosted by Jeff Smith.The central part of this one is a tale of the
legend of the WilderLands Hold, which existed in the Dragon
Lands before the coming of the OverLord, and since the Great
Rescue has been moved to the Liberated Land.
DragonRaid Web Sampler --
http://www.associate.com/Innovative/DragonRaid/index.html
-- generously hosted by Glen Stewart. This sampler introduces
web surfers to what DragonRaid is all about! It even rolls up a
character fo you!
Official DragonRaid Web Site (True Adventure Learning) at
http://www.groups.org/dragonraid/ -- hosted by The Lamb's
Bride Project. This is where you can find:
* Official News about DragonRaid and its future!
* Information to let you order DrragonRaid.
Institute For Christian Small Groups at http://www.groups.org --
hosted by The Lamb's Bride Project. This is the Center for Small
Group Leadership and Christian Community where you can find:

* Small Group Leadership That Empowers Christians


* Christian Community That Helps People and Obeys God
LightRaider NET --the newsletter for (DR) adventurers-- at
http://www.alaska.net/~cass/lrnet/ is hosted by the GreyWater
DragonRaid Site and has a GeoCities mirror site. This email-
newsletter-turned-webzine is not an Official publication ,but tries
to keep DR fans informed and gives DR fans a means to express
themselves.

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