Not bad, but if this is the version that's AFTER spelling and grammar errors were corrected, I'd hate to have parsed through the original!
I'd give this a higher vote if not for that and a couple other problems. "They ask the party for help in defending their children against such a horrible fate." What horrible fate is that? Heck, if I was the headman of a small village in that situation, my answer would be something along the lines of "You know something, greedy ruling lord, come in and TAKE the damn plant. You can't really take it out of the village anyway, but you're welcome to try. Bring your wizards and alchemists along and have them check it out ... you don't have to take our word for squat."
It's absolutely evocative prose, and were I to read it in a fiction work, it'd fit magnificently. It's just a bit much for the exigencies of a tabletop gaming campaign, where the amount of storytelling and flavor text with which you can batter the players is limited. There's a lot a GM has to invent here: what are the powers of the Tree? Is it a deity in of itself, a servitor/avatar of one, or simply an uber-Undead? Is there a nation near to hand or claiming this territory? What are these minions the Emperor has? Who are the cultists that serve/oppose him? I'd be happy to see more of these particulars fleshed out.
The flavor text doesn't say, and I'd wager the average player would raise eyebrows at several pages worth of it that boiled down to "Evil last emperor of destroyed empire / nasty undead tree / and here's the location."
A sound idea, and the selection and explanation of the songs comprise a good, representative range of the genre. Like EchoMirage, though, I have a hard time figuring out how many the excerpted lyrics could possibly scan (except for a couple of the jocular lyrics, where strict scansion and meter aren't needful), and artistically they're comparatively pedestrian. I empathize with the effort; having been a lyricist and poet for decades, it's not always easy to churn out quality lyrics on demand, but the lack keeps the sub from top marks.
Heh, I like this. I have a "Something Weird" vendor in my gameworld who peddles offbeat things from time to time ... this sounds like something he'd sell.
Dungeons (Forest/ Jungle) (Puzzles)
Are they stupendous challenges? No, they're not. Are all such challenges required to be, and do we presuppose every party taking one on is a veteran one?
Do they involve dozens of intricate rooms and chambers with zillions of fiendish traps and dozens of awesome creatures? No, they don't, but - after all - we're talking realism here, and there's not a lot that's ever been put to paper in RPG-land less realistic than "dungeons" ... quite aside from the difficulty in statting one out without reference to system mechanics.
Would a series of tombs in the middle of nowhere that was looted, and its undead destroyed, cease to be relevant to the campaign? I would imagine so, except in so far as future explorers were archaeologists; I don't much feel the need to recycle old plots, or press the reset button and hope I get a 100% turnover in players so that I can. Would that be "unrealistic?" No more so than Karnak, the Pyramids, Angkor Wat or Petra are "unrealistic" because they're ancient ruins of mystery which were looted over the years. Go to Comment