AdventureMaster Archives
Second Edition

Additional Rules to Dragonraid

DISCLAIMER:
There are endless petty squabbles between DR factions over what is 
"Biblically acceptable" in fantasy gaming.
 Don't like the rule?  Don't use it in Your World. End of arugment.

These are fan-produced additional rules for Dick Wulf's Dragonraid, the Christian medieval role-playing game, designed to broaden the scope of the game. Visit the Official Dragonraid Website to check out buying the original boxed set of Dragonraid. It includes the "official" player's manual, Adventure Master Manual, WordRune book, background book and one module for about $19.95 plus postage and handling.

Many of these rules are duplicated in a simpler way in the Sword & Shield Player's Manual found on this site, but are listed here in the full form for the AM's use. 
 

New Rules Contents:
On Living
Attribute Checks
Cryptic Alliance
Former Profession
Greedos
Insurance Points
New Character Classes
    Encourager
    Psalmist
Raid Flasks
Strong Drink
Witnessing
On Fighting
Animal Attacks
Critical Miss
Flaming Oil
Holy Water
Holy Weapons
Blessing a Weapon
Silvering a Weapon
Undead, Destruction of

On Magic
Magic in Dragonraid
Magic, Sensing of
Magic, Destruction of
Illusions
Spell Attacks

On Searching
Detect Lies
Detect Traps
Detect Secret Doors
Listening at Doors
Opening Doors/Chests
TrueSight

On Dying
Coma Points
DeathFlash


 
 
On Living 

Attribute Checks

ne of the real problems with Dragonraid is that very little is made a hard and fast "rule." Many attribute checks are used once in the few modules and never tried again, and this makes it hard to AM a game of your own devising. However, I've tried to keep track of some of the less obvious attribute checks. Here is a list of some of the oddball ways the "real" modules have used some attributes:
  • I've seen the Belt of Truth used as automatic save from certain non-magic written and spoken attacks on the Scrolls or the OverLord, with optional MU damage at AM's choice. Also, some players with BT ratings above a set number may automatically disbelieve "attack" lies about the OverLord. (Just as a working knowledge of the Bible will save you from being confused by the lies of this world.)
  • BR armor may act as a Save from a SC or RME "attack" where the PC is "invited to sin." (Your control failed, but you were able to resist by the OverLord's power in your life.)
  • I've noticed that the initial CO check for one party member to do a daring thing might be quite high (say, DL 8), but others may try the same deed at progressively lower DL check as it is seen that someone is brave enough to attempt it. ("Gideon leaped the sheer crevice; I'll try it too!")
  • Also, I've seen the BGP act as a Save from a COurage failure.
  • A WIS check may be made at player's request to help determine a correct path or choice. ("Do I think it would be a wise thing to push the button marked "PRESS ME" in Orcish?")
  • The Resist Torture check may not mean full torture...how about a DL 1 check for being "brought in for questioning" by the local (Dragon-owned) police?
  • And consider temporary penalties on the PC's abilities, brought about by non-magical outside effects? (A -3 to LIS and VIS if the PC has his head stuck in a bucket would be an obvious alteration, that kind of thing.)

Cryptic Alliance

any in this time are beguiled by the Dragons, but none quite so much as the members of that feared secret society, the Cryptic Alliance. These foolish OnceBorn, often men and women of high station, secretly bow to the Dragons in a bid for wealth and power. Most in the DragonLands serve the Dragons unknowingly...but these lost souls know their masters. The Alliance will have it's greedy hands in many pockets, hiding in high towers and low places, trying to "dance with the Dragons." (And as the Wise Ones say, "Cut a deal with a Dragon and don't be surprised who gets the bigger piece.") People such as these have always existed...ready to sell their souls for power. There are said to be many competing Lodges of this group; low level members may not even know that the Dragons are their masters. (The Brotherhood of the Watchtower may or may not be under control of the Cryptic Alliance, but if it is, only the Lodgemaster in the local Tower will know is really pulling the strings.)

There is said to be some secret symbol or handshake recognized from CA member to member, but no Raider has yet reported what it might be. Be on your lookout for anything that shows a common thread. We are especially to bring the Great Rescue to these lost ones, though they may seldom want to listen.

Former Profession

ny player is allowed to do a "memory search" at any time to see if a person or thing was in your coursework at the Academy. To do such a "data base search" requires a KN roll vs. a DL set by the AM, based on how obscure the fact generally is. Any KN roll that FAILS by 50 points or more means you "remember" incorrect information. ("Did you know orcs are deathly afraid of chocolate pudding?") Now, it stands to reason that back in the Liberated Lands, your family did something for a living, so every newly-rolled LightRaider is allowed to roll on the Former Profession table. You probably spent considerable time helping around the shop or farm before you decided to become a LightRaider. As such, any Knowledge roll involving your previous profession is done at +3 KN.

The wildcard on the former professions table is the Prodigal "profession". If you roll this, then you spent considerable time wandering in the DragonLands in your youth before finding the Overlord. A Prodigal is sort of "Streetwise"...you automatically get Sense Evil (SE) as a bonus skill even if you haven't chosen it, you get the standard +3 KN bonus when dealing with certain types of evil that the AM thinks you might have encountered before, and you get a special -3 on RME checks due to your hatred of the Dragons and their ways.

All Races of Men from the Liberated Land will roll on this table. Converted OnceBorn NPC's from the DragonLands will have a profession chosen for them by the AM; this profession will reflect the race's skills or the home-town of the new PC. 
 

Former Profession Table, Liberated Lands(2d10)
1-2
3
4
5-6
7-8
9-13
14
15-21
22-24
25-26
27-30
31
32-35
36
37
38
38-40
41-44
45-46
47
Notary Public
Cabinetmaker
Boatwright
Shipwright
Leather
Farmer
Forester
Net Fisher
Carpenter
Teamster
Miner
Jeweler/Goldsmith
Sailor (Salt Water)
Gem Cutter
Sailor (Fresh)
Line-Fisher
Candle-Maker
Stone-Cutter
Arrow Maker
Weaponsmith
48
49
50
51-52
53-54
55
56
47-59
60
61
62-63
64-65
66-67
68-70
71-72
73-74
75-79
80-85
86-91
92-00
Canal Boater
Acrobat/Showman
Sign/House Painter
Blacksmith
Bow Maker
Barrel-Maker 
Artwork Painter
Tailor
Sculptor
Weaver
Hunter
Bureaucrat*
Trapper
Scribe
Horse Trainer
Musician
Trader
Scholar**
Prodigal***
Roll Twice 
*Bureaucrat: +1 on all PF or TL scores dealing with OnceBorn townfolk or their government officials. Will have an innate understanding of most government offices and with d4 days research will be able to decide the best political channel to pursue to get results. 

**Scholar: PC is a professional student/Raider. Gets +3 KN on most areas. (Again, AM's call as to when this applies.) 

***Prodigal: PC spent a wayward youth in the DragonLands before becoming TwiceBorn. Automatically gets SE at computed level, and gets a +3 KN in special cases dealing with some types of Evil...traps, situations, etc. (AM's call when this applies.) The PC gets -3 DL on RME checks, and checks for traps at DL 5 not the DL 8 others must use.

Greedos

he crafty greedos detailed in the regular Dragonraid Lightraider's Handbook have an extra feature in My World...they generate a "magical" disguise field, masking their true appearance. (This field may actually be hologram-technology based; your call.) They will use this ability appear to pass themselves off as regular OnceBorn (or even TwiceBorn!) and go about their cheating ways passing themselves off as Men. This makes them extra hard to detect and deal with. Note that by the True Sight feature of the Helm of Salvation, a Greedo disguise may be seen through by rolling a HS check at an easy DL 1, but this check must be a Raider's idea, and not an AM "gimme." It is permissable to "lean on" the corrupt merchant, but Raiders better have hard evidence of wrong-doing when they go before the local (possibly bought-off) authorities. And remember, as no OnceBorn will be able to see through the Greedo field, protests to the locals that "old merchant Magillicuddy is a space alien" are just as likely to get the Raiders imprisoned as lunatics.

Insurance Points

s noted, without direct action of some kind by the OverLord, the Stats of Men cannot exceed a rating of 10. However, a player may accumulate up to 20 additional MU points "over-the-top" of that 10 to act as "insurance" against Enchantment attack on that attribute.
 

New Character Classes:

ou know all the character classes from the Player's Manual, but here are a couple of additional classes that are Scripturally -based and also fun! (I'm really pround of the pseudo-bard class!) Check these out and see if they offer something you can use.

The Encourager

This class is designed to support and encourage LightRaiders that they might be ever stalwart in carrying the Good News. Any player who scores a seven or better in the following formula may be an Encourager: (LO + LO + MC + MC + KI) / 5. At any time during the day, the Encourager may boost Primes or any Skill rating of any single PC other than him/herself. This is done by forming a compliment based on a Scripture reference. To be successful, the Encouragement must be drawn from a Scripture reference whose DL is at least as large as the SS rating of the Encourager, figured on the chart to the right.

The Encouragement must be (in the GM's biased opinion) a sincere statement of support for the PC. ("You know, I have always admired your strength, and like it says in the Sacred Scrolls "You shall..." etc.)

SS Rating Length of Scripture Reference
1   1 to 19 words
2   20 TO 29 words
3   30 to 39 words
4   40 to 49 words
5   50 to 59 words
6   60 to 69 words
7   70 TO 79 words
8   80 to 89 words
9   90 to 99 words
10 100 + WORDS 
When properly done, the Encourager adds a temporary ADD bonus to all checks make against that Prime or Ability. The boost is equal to a "plus 1" for every point of SS held by the Encourager. The boost only affects the Prime or Ability boosted; the PC may not refigure any skill rating that draws on that ability.

If used to boost a Prime (Love, Joy, etc.) the boost will last until the Prime has been actually damaged a number of times equal to the MC of the Encourager that spoke the Word. If used to boost a rating or Ability (RT, RFI, WM, CO, etc) then the boost will last until the rating has failed a number of attribute checks equal to the MC of the Encourager that spoke the Word.

The AM is final word on what can or cannot be accomplished with this ability. Any application that you consider misuse of this special character class may be declared void in your world. This special ability may be used a number of times a day equal to the Encourager's SS times the MC rating, and only one such boost may reside on a PC at a time. When the Encouragement fails, there is no reason why the Encourager cannot re-boost the rating, or boost a different rating on the same PC.

There is one additional limitation...the same scripture reference can only be used once per gaming session as an Encouragement, so the player would do well to begin to collect a notebook of such encouragements, probably logged by skill/Prime category. There is no racial limitation to this class...all PC's may qualify, for we are all called to support one another! 

The Psalmist

The Psalmist is a character class devoted to praising the Overlord in music. To qualify, the PC must have an AG of at least 7, and must meet or beat a seven in the following formula: (2Joy + patience + SControl + Hope)\ 5 (add +1 to the end result if PC is an Elf or Gnome.) If the PC becomes a Psalmist, then the "previous career" role was merely the family business, and the title "Apprentice Psalmist" is added to the character sheet. (Note the PC was only around the family business for a short while before devoting all free time to music; as such, only a +1 bonus falls on KN rolls to that area. The PC does get a full +3 on all KN rolls about music, praise, and "lore", as below.)

A beginning Psalmist will undertake to build an instrument (50% chance hand-harp/50% chance lute) upon first becoming a LightRaider. The AM will provide a list of materials needed for the item. The instrument will require the best of materials (though not the flashiest), and will take d10 weeks of spare time to complete. The instrument will require 100 SP per week in additional hardware and tools to make and tune. (At AM's whim, the player may require special technical advice from a "serious musician" NPC to construct the device...and push the PC to witness to the musician if OnceBorn!) The young Psalmist will also need to pay 50+5d10 SP for the construction of a traveling case to protect this fine music-maker. (If not, add a 25% chance of damage per battle.) If the entire party does not aid in the funding of the device, it may be a long while until the first praise-sing!

ALL Psalmists gain these special abilities from their music classes at the Academy:

  • They may achieve WordRune effects by singing hymns or contemporary Christian music (Usually one verse will do. Specific song/Rune exchanges to be submitted to the AM and approved before gametime!) For higher level Rune effects you may wish multiple verses, require a AG check vs. the psalm's approximate DL level, or be REAL EXACTING about being on key!
  • The Psalmist's keen ear & musical training grant a permanent +2 on all LIS checks, including Listening at Doors.
  • The profession-based KN bonus is extended to include a "Lore" check. The young Psalmist gets a +3 on all KN checks involving people or things that may have been recorded in song. ("The 'Sleepless Knights'? I heard a song about them!") If the KN check fails, the musician may re-roll after a night's "research" swapping tales with another Psalmist, or even consulting a OnceBorn bard or entertainer. (One check per evening of research.) If the check is made, the AM is encouraged to invent some bit of doggeral that expresses the facts needed to advance the plot. ("Hey nonny, nay, the Orcs all RAN away, from the BATTLE of Hamsire, in NINE FOURTEEN, La-low!")
Remember to make RME rolls as needed if the shining Psalmist has to go to some smoky low dive to find info. ("ARRGH! I've caught the Bawdy Song Enchantment!") The mere existence of a person or thing would probably be a DL 2 check; specific information or current location would run much higher. 

Once the Psalmist has completed his/her instrument, the musician also gains the following special abilities: +2 on CA while playing, +2 on TL while playing, and +2 on PF while playing, but remember, all that music in a dungeon will increase the chance that more dark creatures will wander by. 

Raid Flasks

hile Raiders may not use magic potions (again, powerful traps laid by the Dragons), the Overlord may choose to send RaidFlasks as a special blessing to the LightRaiders. These Flasks are NOT human/Dragon "magic"; they a special gift from the Overlord, provided in love to bolster a party in need of help. (And not the products of human arrogance or Dragon evil.) All RaidFlasks last until midnight on the day taken. Most Flasks cause a -5 DL shift to specific skill checks. Any check whose DL falls to Zero or less is automatically successful. Use this special Gift as per your best evaluation. It does allow weak parties more chance of success, but the argument could be made that it reduces reliance on WordRunes. If used by a OnceBorn man or woman, the Flask tastes like bitter bile. If used by a Dark Creatue, the flask does d10 burn damage (internally!) Hey, remember what happened to the Nazi's that stole the Ark?

 Typically, 1-6 Flasks are found by the HQ fountain on the day of a Raid. Choose your Flasks or random roll on the following table: 
 

Raidflask Table (Roll 2d10 or Pick!)
1-4
5-9
10-23
24-25

26-27
28-30
31-35
36-40

41-45
46-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
91-95
96-00

KeenEye
Balm of Gilead
Healing
Invisibility

Listening
Caffeine
Sampson 
WaterBreath

ElvenStep
Dolittle
Glibness
Charm
EagleEye
FoxFlash
Chameleon 
Nimbleness
SwimFins
SquirrelTred
Trap Detection 
TrueSight 

-5 DL on VIS Checks
+25 PV and cures Poison
5 PV Heal
OPTICALLY invisible to
  Dragons & Dark Creatures*
-5 DL on LIS
Double attacks at -1 to Hit
+3 Damage, -5 DL on ST
Like a fish until Midnight
(But no special WM bonus)
-5 DL on Move Silently
-5 DL on Converse w/ Animals
-5 DL on Persuade Foes
-5 DL on Talk w/ Locals
-5 DL on Track Enemy
-5 DL on Evade Enemy
-5 DL on Blend W/ Shadows
-5 DL on AG checks
-5 DL on Water Movement
-5 DL on Climbing
As KN of 12 (see Trap Detection)
-5 DL on HS checks, as below. 

Strong Drink

've chosen a slightly modified version of the data used in Wulf's Lightraider Test module, balancing the pull of the next drink with the Biblical prohibition against drunkenness. Undercover PC's may, if chosen, hold a ale, beer or wine in their hands and discretely pour it into a plant to avoid really drinking it. This is a SC check at DL 3; failing this means that the drink "really looks kinda' good" and they are drawn into drinking it. PC's may actually take that first drink to be social...but recall the continual pull of "one more." In any event, consider a RME roll when they enter the bar for possible damage to one of the Primes. Effects are listed for each category of drunkenness, but note that Prime damage is cumulative. 
 
Strong Drink Table
Drink Spiritual Physical
1 Nil +2 DL on all Physical Checks
-2 on all Attack & Defense Rolls
EN roll at DL 1 or pass out
SC CHECK at DL 3 or go Drink 2 
2 -3 MU JO
-2 MU SC
+3 DL on all Physical Checks
-3 on all Attack & Defense Rolls
EN roll at DL 3 or pass out
SC CHECK at DL 6 or go Drink 3 
3 -5 MU JO
-6 MU SC
Nil+5 DL to Physical & Mental Checks
-5 on all Attack & Defense Rolls
EN roll at DL 5 or pass out
SC CHECK at DL 8 or go Drink 4 
4 -9 MU JO
-10 MU SC
10 DL on Physical & Mental Checks
10 on all Attack & Defense Rolls
EN roll at DL 10 or pass out

Witnessing

hile it is certainly important to use Dragonraid as a tool to teach witnessing, there will be times when speedy gameplay trumps the long, intensive OnceBorn conversion format devised by Wulf & company. While you are encouraged to use the Five Great WordRunes to subtly teach your young players how to witness to others, there will be times when a quick method is needed to resolve some OnceBorn encounter. Therefore, at AM's choice, there is a way to distill such conversions to a dice roll and speed play. 
If a player wishes his character to witness, either to a single NPC or to a crowd of OnceBorn, the player tells the AM and begins his presentation. ("Once, I was lost from the OverLord, and woe...what I sad life I had", etc.) AM listens to the PC's witness and assigns a Difficulty Level to the conversion. The base DL is defined as shown on the table below. This may be modified upwards if the crowd/person is hostile, or downwards if the target is friendly to the PC. If the target is a group of OnceBorn, the AM may choose to make a single roll for the group or roll each person separately. 

There are several modifiers to this method:

  • PC must stop all attack forms while witnessing. The only defense allowed while preaching is a flat Shield of Faith score, no d10 roll added.
Conversion Difficulty
Character Race Level
Gnome
Deep Gnome 
Dwarf 
Elf 
Gnome Warrior
Deep Gnome Warrior 
Dwarf Warrior
Morlock 
Morlock Warrior
Darkling Footman
Darkling Captain
DL 5
DL 6
DL 6
DL 6
DL 6
DL 7
DL 7
DL 7
DL 8
DL 8
DL 9
  • The DL of the conversion attempt will certainly go up if the PC or any other Raiders have scored damage on the target OnceBorn.
  • Add +1 to the DL if an elf PC preaches to dwarfs or morlocks, or if a dwarf PC preaches to elves.
  • Add +2 to the DL if an elf preaches to darklings.
  • Add +1 "Fire of the Holy Spirit" bonus to the PF rating if a PC is preaching to his/her own race of Men.
  • Note that if the preaching PC is a Psalmist, the normal +2 applies to PF, and if PC is also an elf, there is an additional +1 to PF!
Preaching is usually a voluntary act, and should earn the player who does it a Faithfulness bonus of a MU or two. But in some cases, preaching is mandatory!
  • If a TwiceBorn elf encounters OnceBorn elves (green or darkling), the PC should be expected to lay down all weapons and begin to witness. FA penalty points if no preaching is done immediately. If target elves are darkling, PC will be under attack during this preaching.
  • If a sub-surface PC encounters others of his\her own race, the PC must beat a SC check at DL 10 or go into "John the Baptist" mode and drop all weapons to preach. If this check is made and PC begins to preach anyway, award FA bonus points.
  • Extra special bonus FA points to the PC that brings along small copies of the Sacred Scrolls to give to the converted. And of course, the Raiders may be expected to leave a party member behind to start forming a church among the new converted, and may just have to stop for a pot-luck dinner if all goes well...
On Fighting

Animal Attacks

n translating monsters into the Dragonraid system, remember that many creatures (often giant animals) get a multiple attack format, usually "claw/claw/bite". If running an attack on a Raider by such a creature, make the three required rolls for attacks, then subtract the lowest rolls first against the Raiders armor rating. (For instance, first 3, then 5, then 7.) If the total gets past the armor rating, then the damage will come from whichever attack(s) finally hit. 

Critical Miss

imilar to the Critical Hit in the Dragonraid rules, a critical miss is a "flub" swing made by a fighter who really messes up a shot. If a player rolls a 1 to hit, that player must roll again. If a second 1 results, the player must roll 2d10 and take the damage from the Critical Miss Table. It may be hard to shoot yourself a Critical Hit in the foot with a bow, but it does happen! 
 
Critical Miss Table (Roll 2d10)
1 -13    Sidestep; AG check* or stunned for d4 rounds
14-33   Slipped; AG check or stunned for d6 rounds
34-38   Trip and Fall; stunned for d6 rounds
39-43   Fumbled Weapon; AG check or lose weapon
44-47   Lost Balance; AG check or lose next attack
48-52   Dropped Weapon in Reach
53-57   Dropped an Item, Tripped. Lose next attack
58-62   Tangled Legs with Opponent; both go down
63-65   Weapon tangled w/ Opponent; Lose next attack
66-69   Weapon Breaks; roll SS against d8 DL to save
70-74   Lost Weapon; d8 direction, d10 feet
75-76   Twist Ankle; 1/2 speed 10 min; AG check or fall
77-78   Distracted; next monster attack at +3 to Hit
79-80   Bang Head on Armor; -3 to hit d4 rounds
81-82   Bang Head HARD; -6 to hit d6 rounds
83-84   Hit Self - Half Swing
85-86   Hit Self
87-88   Hit Self - Double Damage
89-90   Hit Friend - Half Swing
91-92   Hit Friend
93-94   Hit Friend - Double Damage
95-96   Critical Hit, Self - Roll AG Check to Save
97-98   Critical Hit, Friend - AG Check to Save
99        Roll Twice from 1 to 98
100       Roll Three Times from 1 to 98
* To roll an AG check, roll d10 and roll under or at your AG to save. 

Flaming Oil

laming oil (the classic "Molotov Cocktail") is considered unchivalrous and barbaric by LightRaiders everywhere, although intelligent dark creatures might use it. If used against the Raiders, roll a missile attack by rolling a d8 plus the attacker's BA against the target's SF/d10 defense roll.. Meet or beat the roll and you've scored a hit on that Raider. Damage is 2d8 initially from the now scorching liquid. Non-directly hit Raiders within a 10' circle take 2pv "splash damage." Also, the hit Raider takes d4 for the next two rounds as the oil burns out. 

Holy Water

oly water is given to the players in special flasks at the time of the OverLord's choosing, often found by the HQ fountain in the morning before a Raid. A standard flask of holy water will last one week before it looses it's slight blue glow and returns to normal water. It can be used to destroy magic items or spells (see Magic, Destruction of), and to combat the foul undead (see, oddly enough, Undead.)

Also, unless the lifeless bodies of OnceBorn are blessed with holy water, they can be controlled by the Dragons, as they were in life. In an attempt to mock the OverLord's triumph over death, the Dragons use their evil powers to make the dead bodies of OnceBorn men into the "undead", walking lies that try to mislead and terrify the living. Note that blessing cannot allow the now dead OnceBorn to know the OverLord, or bring them from the Flames of Chaos to the Eternal lands...their path was chosen by ignoring the Great Rescue in life. This blessing will, however, prevent the Dragons from animating the bodies and spreading lies and despair.

It is suggested that you reward +1 MU of Faith to the first person to think of blessing the remains of any OnceBorn you find. As with the destruction of magic, do not let this bonus become the goal of doing the good deed...if it does, perhaps you should dock a Goodness MU point or two as penalty. 

Holy Weapons

t is said that at the time of the Making, the Overlord instructed the dwarves in the construction of a variety of "Holy Weapons." These weapons were forged in the heart of the sun, blessed with great power through the Overlord, and scattered through space and time to await the LightRaiders who would one-day wield them for good. From time to time, the Raiders will unknowingly uncover such weapons. (Roll on the Holy Weapons table to construct such a weapon.) Though knowledge of some specific weapons has been passed down by the Psalmists, the general description of the Holy Weapons follows: 
 
Holy Weapon Strength Table (Roll 2d10)
1-35 
36-40 
41-68
69-70 
71-88 
89-90 
91-99 
100 
+1 hit/damage
+1 hit/damage & boosts 1 Rune
+2 hit/damage
+2 hit/damage & boosts 1 Rune
+3 hit/damage
+3 hit/damage & boosts 2 Runes
+4 hit/damage
+4 hit/damage & boosts 3 Runes 
  1. All such weapons fit standard stats, except as rolled on the attached weapons Table. As noted, a Holy Weapon will have between +1 and +4 to hit/damage bonus. Such weapons will allow attacks on dark creatures that normally require silvered or blessed weapons to hit. And most such Weapons will allow the amplification of one or more WordRunes when invoked by the Raider who owns the Weapon. (AM may determine which Runes are affected and to what extent.) 
  2. A Holy Weapon will initially appear as a normal weapon, with no visible hint of it's true nature other than very nice workmanship. (Although a successful SE at DL 10 will give the Raider a very comforting "warm fuzzy" feeling.)
  3. If dipped in a holy font or splashed with holy water, the weapon will show a glowing Rune that only the finder can see. The Rune will be a name or phrase written in "Old High Elvish" (which is, amazingly enough, almost identical to modern Hebrew.) There is a 75% chance that the Weapon was forged at the time of the Making specifically for the Raider who has now found it; if so, the rune will reflect a praiseful name or some attribute of the PC and the AM instructs the player that the weapon "feels good." A witty player may sketch the Rune before it fades, and seek out a Psalmist, a OnceBorn sage, or a scholarly elf to learn the meaning of the Rune.
  4. If the finder is NOT the weapon's true owner, then the AM must construct a private Quest to locate the person who is fated to wield the weapon. Reward the Raider with FA mu's based on the difficulty of finding the Weapon's true owner. Note that the "true owner" may even be the Raider who found it...at a later date, after personal growth. (Peter was not that much of a Rock at the time of his naming, but grew into it later.) Also note that the AM may make the true owner a OnceBorn (awaiting a "sign" that he is welcome into the Family) or a TwiceBorn (thinking of becoming a Raider), or even, after much work and searching, another member of the same party.
  5. If the weapon is matched to the finder, no abilities whatsoever will manifest until the PC's WIS score reaches 6. If the PC does not realize the nature of the sword by this time, the Rune will become apparent to the Raider alone. At WIS 6, the weapon will gain +1 hit/damage, with any additional pluses manifesting as WIS increases, one point at a time, up to the maximum of the weapon. Also, if the weapon IS to be matched to the finder, the AM will have to make it a weapon the PC has actually trained with...be careful! I'd "wrap the weapon in cloth" when it is found, and then roll to see if the un-wrapper is the true owner...if so, quietly check his/her character sheet for known weapons, and make it match their skills.
  6. To avoid "making our brother/sister stumble", ownership of Holy Weapons is kept strictly private; no Raider will boast or even admit to owning one. It is up to the AM to keep track of all bonuses, and alter the player's rolls. If a Player openly boasts of ownership, the Rune goes dim and all bonuses evaporate. If a player is under any Enchantment, then the weapon's abilities shut off until the Enchantment is rebuked. (And remember to include the standard -1 to all Party rolls when any individual is so Enchanted, as well.)
  7. Any dark creature who attempts to hold such a weapon will suffer electrical burn damage equal to it's pluses. Creature must also roll at or under it's BA on a d10 (add the weapon's pluses to the roll) or run in mindless fear of the OverLord for d10 game minutes. If found in the hoard of an intelligent dark creature, the weapon will be minimum wrapped in cloth, and may be stoutly boxed in lead if powerful enough! 

Blessing a Weapon

he Blessed Might WordRune will allow a normal weapon to hit selected undead and other creatures, normally requiring a silvered or Holy weapon to hit. (See the New Runes page) This Rune is never given to a starting party, it must be found as treasure.

Silvering a Weapon

or 10 silver pieces (sp) a PC may have the edge of weapon doctored with a silver wash that will enable 1/2 damage on creatures that require special weapons to hit (usually undead.) This treatment will last about 25 successful hits before the silver wears off the edge. Blunt weapons are 20 silver due to the larger area that must be treated, and treating daggers will cost 5 silver each. Certainly any PC who has the Weaponsmith or Blacksmith skill will be able to do it for 5, 10, and 2, respectively. This will require the purchase of at least 100 sp for forge and tools. Note that on undead at least, this treatment still only produces 1/2 damage rounded down; it is much better to find Holy Weapons or to Bless the weapons you have.

Undead, Destruction of 

y campaign includes a variety of "undead" monsters, where the original Dragonraid had only the skeleton as an opponant. Drawing on classic themes, we had to have some additional attacks! Here are two special attack forms for battling undead:
  • Holy Water Attack: If the party has been given holy water Flasks by the OverLord for use on the adventure, they may be used in the following manner. Roll a missile attack by rolling a d10 plus your AG against the undead's BA plus a d8. Meet or beat the roll and you've scored a hit on that creature and smashed the bottle in his face. Undead take d10 damage from the now scorching liquid. If fighting non-physical undead (specter, ghost, etc) or if you wish to hit several undead at once, make the same roll to hit the stone ceiling and splatter all within a 5' radius of impact point. Miss on the roll, and the AM rolls d8 for direction, 2d10 for feet from target, and the splash may still hurt something. Undead at the circumference of the 10' circle take 2pv "splash damage." 

  •  
  • Rebuking: Significant numbers of undead may be repelled by rebuking them in the OverLord's name with the Banish Evil WordRune. (See the New Runes page for actual Rune.) The Rebuke is done like this:
    1. The PC with the highest Sword of the Spirit rating holds his shield arm high in the direction of the undead creatures. 
    2. The party says the Banish Evil TeamRune. A shimmering cross made of light appears before the Raider. That Raider must remain in position to continue presenting the Rune through out the rebuking.
    3. That Raider rolls a SS roll vs. the undead's Battle Ability. If the party outnumbers the undead, add +1 to the SS for each Raider over the count of undead. (Treat banshees, mummies, specters, vampires and ghosts as DL10. It takes a pure 100 to rebuke a vampire or ghost.)
    4. If the roll beats the percentage, the undead will seek to escape at the highest possible speed, including clawing at solid walls if that is the only way away from the OverLord's Mark. Any undead below a specter is stupid enough to be held at bay while unoccupied Raiders pound at its back. If the roll beats the percentage by 25 points or more, the undead turns to dust.
This, like many others, should be a found Rune. Encourage the party to memorize this one, as it is a TeamRune and would use up one "read" from the 3 allotted per adventure Further note that if the Rebuking fails, it is NOT the OverLord's fault. The power is there for whoever petitions it...as the roll is based on the SS rating, it is the party's responsibility to learn and grow so that greater things can be done. If any player bemoans anything concerning a failed Rebuke that even sounds like sour grapes, blast off a Faithfulness penalty so fast it smokes! 
 
 
On Magic 

Magic In Dragonraid 

he Wise Ones at the Academy had a saying: "The greatest of wizards is the plaything of Dragons." All "magic" is corrupt and vile beyond belief. The Dragons' magic stems from the time of the Rebellion...it is nothing more than their arrogant desire to control all that the Maker has created for Man. From time to time, Shaitan's Brood will let some small trinket fall into the hands of Man, that they may infect Men with the PowerLust that will entrap And consume the foolish OnceBorn. All "magic" items and enchantments are to be destroyed, and destroyed in the quickest, most efficient way possible.

When a magic item is encountered by the Party, the AM rolls a curse level for the item (usually roll a d8, but select items may go as high as 10.) This is the strength of the item, both in terms of what it can do and how much control it exerts on Man. Any person who TOUCHES (Flesh-to-Item) the device must make a SC roll vs. that curse level. If the SC fails, the player will pocket the item (if found in private) or else "volunteer" to carry it for the party. The player is now infected with the PowerLust enchantment, and will slowly begin to make party decisions themselves, control others, and generally disagree with the RaidLeader. Player must now beat a SF roll vs. the curse level, or take that number of MU damage to Self Control, and even if there is no initial damage, the PC still has contracted PowerLust. The enchantment will seek to get the PC to use the magic item whenever possible, provided that such use will go unnoticed. Each such use will require the device to make an additional attack roll vs. the player's SC, and if it works, repeats the above MU damage if the SF roll fails. Note that once the PC has fallen into PowerLust, the FA damage is automatic with each use of the magic until the PC is Rescued and the item destroyed.

Any foolish, non-enchanted Raider who CHOOSES to try and USE a magic item suffers MU loss to Faithfulness EVERY TIME the item is used, NO SF SAVE, and is infected with the PowerLust Enchantment immediately. (Remember to dock the party rolls by -1 for every "infected" PC.) Any such voluntary use of Magic by a Light Raider has no effect on the first try, but after infection occurs, the character will be compelled to actually use the item (as above.)

In any case, if the party discovers the infection counsel from the Sacred Scrolls will Rescue the PC as usual. Note that some magic items have been found that attack and damage other abilities...the AM may be creative. (Also see Magic, Destruction of.) 

Magic, Sensing of

layers may Sense Evil at DL 10 to detect cursed or magic items. Sensing must be done within 1' of artifacts, though extremely powerful (and dangerous!) items may broadcast at a greater distance. Any Prodigal (see Professions) who makes a successful SE roll will see a glowing DragonRune on the item describing it's evil Enchantment. As noted, it is usually PowerLust, but often something more sinister. A powerful enough item (DL 9 or 10) may detect the "Sensing" and make an attack form in an attempt to infect the PC with PowerLust.

Magic, Destruction of

s stated above, magic items are in the game to be destroyed. Items of Level 1-4 can be destroyed with Holy Water (one Flask per item per attempt), while stronger items may be neutralized with the Destroy Darkness WordRune (see New WordRunes.) In addition, the Fountain found in many Raid HQ's will destroy Level 1-6 items; however, it is common practice to attempt to destroy magic items IMMEDIATELY to avoid possibly losing it on the way home.

Holy water attack runs as follows: a flask is poured on an Item, and roll the flask as level 10 ability against the Item's DL level. If the Item fails a save, it usually turns to dust with a glittering light effect. If it saves, it is, alas, only "wet." Any number of flask attempts may be made. Dropping the Item in the Fountain give an attack roll of 20 against the vile device, but is a "one shot" attempt...if it fails there, the players must seek out a special way to destroy the Item. (Sounds like a great chance for a Quest, doesn't it, AM?) 

It is possible to make an attack on a ring or other magic item that a foe is carrying: roll a d10, add it to your AG and meet or beat the Item's DL added to a d8. If the item is hidden in a pocket (or is waterproof!) the Item's defending DL must be modified upward by the AM. Remember, this is only to HIT...damage requires a second roll as above.

Destruction of a magic item brings such a good feeling...and MU bonus to FA. It is suggested you award +1 MU for every 2 Levels of strength in a magic item to the first person to successfully destroy it. AM may modify the reward significantly downward if a room full of magic is destroyed by WordRune. Also, if players show signs of wanting to destroy magic only to get the MU points, subtract MU for their selfish intentions. (Because the AM knows your heart, too!) For further study of holy water, see Undead entry. 

Illusions

ragons and some wizards use foul magic to make honest people see lies that are not there. Walls of flames, pits of spike...these things can hurt you if you believe the illusion is real. It is possible to see through the lie by meeting it firmly with faith in the Overlord. To "disbelieve" an Illusion, make a Faith roll against DL 8. The AM may modify the roll as follows: -1 DL if the True Sight WordRune is invoked, -1 for each Sacred Scroll reference that encourages faith in the OverLord or His Truth, -1 DL if other team members assure you that the Illusion is only a lie, and -5 DL if the PC has successfully seen the Illusion for what it is by a HS True Sight roll.

Spell Attacks

n most campaigns (and especially mine, set in Sanctuary!) the party is going to be attacked by magic at one time or another. While the basic game of Dragonraid sidesteps this kind of thing, in OUR game we are Gung-Ho out to stamp out magic and augury and all of that festering rot! And doing this means that we are going to annoy the local Mages somewhat! And also, since I regularly re-cycle old AD&D modules (gasp!) for Dragonraid play, how do we handle offensive(!) magic?

I have found this to work best: The D&D "Level" of the spell is taken as the DL of the attack, and it is indexed against the rating on the player's Shield of Faith. (For example, a "Sleep" spell would be a DL 1 attack on the player's SF.) Meeting or Beating the percentage roll means that the spell has failed...beating it by 50 points means the spell has reflected back on the caster, NO SAVE. (Foolish OnceBorn who play with DragonPower are so attuned to it that when hit by their own dark spells, they are engulfed by it.) If an "area-of-effect" spell is cast against the entire team, the shield scores may be additive with respect to the save, as a Dragon's fire attack. (Note that to arrive at the additive "we-all-hang-together" bonus, the players must be aware that they are being attacked by spell, and state that they are presenting shields as a united defense.)
 
 
On Searching 

Detect Lies

wice daily the Belt of Truth may be used as a special "lie detector" against OnceBorn or dark creatures, however, this only works with questions that involve the Sacred Scrolls or other Light Raiders. Player must state that he is using the BT and roll vs. the creature type shown on the Sense Evil table in the AM's manual.The detection will only detect a creature telling what it knows as a lie...if it believes it is telling the truth, no lie will be detected. The AM also may use it as a special automatic save from "false doctrine", where a player is confronted by Dragon lies that attack our Faith in the OverLord; a successful BT save at some DL level results "You are reminded of (insert chapter and verse) that saves you from the creature's falsehood." 

Detect Traps

etecting traps of a physical type (arrows, dead-drops, false floors, etc.) is required coursework back at the Academy. To check any 10' section of wall/floor for traps requires a KN roll vs. DL 8. A Prodigal (see Former Profession) gets a -3 DL on such a check, due to prior exposure with such dastardly things. Note that detecting the trap and disarming it are two different things. To disarm, the AM rolls a d8 + 1 to determine the DL of the trap. The PC who noticed the trap can AG roll vs. the DL level to disarm the delicate mechanism that would trip the trap. Success renders it harmless, failure triggers it. The PC may elect to let some other party member with a higher AG attempt to disarm, but that PC will undergo a +1 DL penalty because he does not "see" the mechanism as clearly as the one who first found/understood it. 

Detect Secret Doors

o merely detect a secret door, a PC must beat a one VIS roll at DL 8 for each 10' section of wall or floor checked. This visual search also involves tapping, and that may draw dark creatures. Elves get a check secretly by the AM whenever the party enters a room containing a secret door; all other players must SAY they are checking, and which wall/floor section. Figuring out how to open the door is a WIS roll at a base DL of 4, modify up or down based on how complex the AM thinks the activating mechanism is. As with Traps, only the person finding the door must make the WIS roll; if any other member tries to figure it out, raise the DL by +1 due to unfamiliarity. The AM may possibly make it a magic secret door, and key the opening to some other attribute test or roll. ("I insist we trash this on the way out...obviously magic!") The WIS roll may be modified downward by -3DL if the Door Opening WordRune is invoked. Certainly, only a truly heartless AM would "trap" that secret door...

Listening at Doors

ny Raider worth his salt (Ha!) at some time is going to need that little extra advantage of listening at the closed door of a room before entering. This is done with a LIS check at DL 2 for a standard 3" wood dungeon door, and a DL 3 for a 5" thick wood dungeon door.. Assumes silence on the Raider's side of the door; modify DL up or down according to environmental conditions. (And remember the +2 LIS bonus for Psalmists. See New Character Class: The Psalmist.)

Opening Doors & Chests

n the course of any Raid, our brave band of LightRaiders is going to be placed in the position of busting into some Dark stronghold for the purposes of Daring-Do. If we were playing some other Hack n' Slash game, we could kill everything in sight and pillage the place to the floorboards. However, Dragonraid etiquette requires a more restrained mode of conquest.
DL of Door and Chest Table 
  Warped or Stuck Door
2   Propped Shut by Furniture 
3   Simple Key-Lock
  Complete Mechanical Lock
5   Magic Locked by Device (ring, etc.)
6   Mage-Locked (to 1 type of Creature)
7   Mage-Locked (to specific individual)
8   Dragon-Locked (to 1 Type of Creature)
9   Dragon-Locked (to specific individual)
10 Dragon-Locked (to specific Dragon) 
Is it morally right to break into this room? Were we expressly told to in our Mission Briefing? We are giving dominion over all things by the Maker, but are we sure that the stuff we are "liberating" is not the legal property of these dark creatures? (A truly fair AM will lay it on thick: "Looks like that stolen alter set you heard about!") Do note that if encountering a laird creature other than orcs, goblins, undead or Dragons, you are to try and witness/reason with the Dark Ones, and only fight if attacked. (And NEVER kill dwarves, elves, humans or gnomes under ANY circumstance.) 

OK. End of sermon. Once we have determined that busting into a room or strongbox is something we can ethically do, the work is done in this fashion: Doors in this game may be physically locked or sealed, or Mage- or Dragon-Locked by dark magic. 

  • Physically Locked Door or Chest: Entry is gained with a strength roll...good old-fashioned brute force. Usually, up to three Raiders may combine to shoulder a standard 3' wide dungeon door open, at a DL shown on the table. The stated 1-4 DL figures a standard wood dungeon door, about 5" thick. Modify upward (AM's call) for metal doors, greater thickness, multiple locks, etc. Remember that the special Door Opening WordRune will drop the door's DL by -3, and if this puts the DL below 0, the door flies open...possibly hurting the Raiders who were not careful. (AG check or simply bop 'em to keep them on their toes.) Use this same base 1-4 for a standard wooden chest, 2' x 2' x 3', with similar mods for metal construction or such. (Remember, heavy bashing may harm the chest's contents if fragile.) 
  • Magically Locked Door or Chest: Mages or Dragons will often cast a Dark magic upon a such a door or chest to keep Raiders OUT! (A good "dungeon lawyer" will probably try this argument: "Sure we are supposed to open it! If we weren't, why would it be magic'd shut?") There are three ways to open it: 
    1.  
    2. Hit it with holy water in a attempt to de-magic it, then deal with the physical locks, if any. (AM should roll a d8 to see how "enchanted" the thing is, and follow the holy water instructions under Magic, Destruction of.)
    3. WordRune it with Door Opening WordRune, if a door. If this drops the DL to 4 or under, it is disenchanted, and may be opened by physical (ST roll) means. Note this Godly Rune overcomes normal Mage-strength magic, the "trickle down" the Dragons corrupt men with.
    4. De-magic it with the Destroy Darkness WordRune. This High Level Rune, if any party member can cast it, will evaporate the door or box if successful, leaving contents in tact. 
One more possible "opener" might be tried if the party includes a Prodigal character. You have the option of using a special "house rule"; perhaps that world-wise prodigal may have picked up the "Lock-Picking" skill along the way. If so, the player has the ability at the same score as his/her Agility rating. 

Roll this "ability" score vs. the locks complexity (AM's call.) (This is a very risky precedent to set in the campaign...consider well turning this thing loose. You might force the player to make a speech before the event; "How glorious is the OverLord, to use my failing for the cause of Good"...something like that. If ANYONE else tries this lock-pick trick, roll the ability as a 1, like all other non-developed abilities in the game, and you might want to add a +5 DL for "unfamiliarity with this skill.") 

True Sight

wice daily, each LightRaider with a HS over 5 may examine the world through the visor of the invisible Helm of Salvation to see through things or illusions. The Raider must tell the AM he/she is doing so, and the thing inspected must owned or directly affected by the Dragons or their dark creatures. The PC will either see through a physical concealment or see the truth about a magical illusion. The AM should index the player's HS rating vs. the DL of the barrier as shown on the following table. 
 

TRUE SIGHT DIFFICUTLTY TABLE
DL  Illusion Type
1   Average Dark Creature Illusion (As Greedo)
2   Average Human Mage Illusion
3   See through 1" Wood (as Chest)
4   See through 3' Wood (as Dungeon Door)
5   Hatchling Dragon Illusion or Disguise or 1" Metal (as Chest)
6   Mature Dragon Illusion or Disguise or 3" Metal (as Dungeon Door)
7   Elder Dragon Illusion or Disguise or 1' of Stone (as Dungeon Wall)
8   Eldermost Dragon Illusion or Disguise
9   5' or less of Stone
10 Shaitan's own Illusions 

(DL assumes average-level spellcasters; the AM must modify upwards for powerful Mages or dark creature illusions.) Also note that over 1' of LEAD is impenetrable by True Sight, and will require a high-level Word Rune...because you can't have everything. Mithril is also said to stop the ability.

This ability gets out of hand very quickly if misused. Remember as the AdventureMaster in the game, your job is to provide an exciting, interesting game for everyone...but not a "Monty Haul" free-for-all. If you feel that the players are learning too much too quickly through constant use of this gift, then have your local Dragons discover a HUGE lead deposit, and begin to line EVERY wall with it! (A balanced Game is a fun Game!)
 
 
On Dying

Coma (Cling to Life)

player reduced down to -1 through -5 PV is in a coma and will loose blood at the rate of -1 PV per round of battle until his/her wounds are bound with bandages or a Healing flask or WordRune brings the player back up. At -6 the PC has "gone to the Eternal Lands." (While this passing is cause for celebration, not all PCs will want to go to meet the Overlord today.) A player who slips past the -5 PV level must make a Hope check to cling to life every ten minutes (vs. DL 1 the first check, DL 2 the second check, etc.) This may provide time to get the PC to a Renewer. 

DeathFlash

y campaign is set in Bob Asprin's "Sanctuary", with the Raiders entering shortly after Tempus and the HellHounds have hit town. As they interact with the town, saving souls, doing good, they are going to gradually change the timeline. (Especially after we kick that Varshranka Dragon's TAIL!) A DeathFlash is a momentary burst of multi-colored light in the eyes of a Raider when he/she looks on the face of someone who is due to die in the next 24 hours. It should be a red flag to be prepared to ROLL! 

Here ends the main rules supplement. 

Onward, for the OverLord!


 
 
If you want to see about buying the original Dragonraid game, visit the Official Dragonraid Site. To go back to the Inn's Homepage, then Return to the Inn. Click the AM's Workshop sign to go to the Workshop contents page, or go on ahead to the Next page, and learn about the hidden races!
This site is bravely maintained by Andros, the Aged Elf! This page is © 2009, Andrew Bartmess. DoubleClick on the Mystic Book to the right and Email me!
I last forged the mighty electrons of this page on 1/13/09!