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ID: 6290
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Comments: 19
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Rating: 3.5833
Condition: Normal
Submitted:
March 30, 2011, 11:07 am
Updated:
March 30, 2011, 1:14 pm


HoH not available due to level or sub is not 10 days old
The Barrows of the Forest Lords
By: RGTraynor

Here seven great lords lie, slain by treachery by the pariah god Moralis and set into their forgotten tombs to endure torment eternal.

Amidst the trees, almost so subtle you cannot tell them for works of man, are seven large burial mounds; six in a ring, with the seventh in the middle.  Trees grow around and upon the mounds, which are heavily choked by thorns, so much so that the trees seemingly writhe in their grasp.  Granite lintels and doorjambs - some partially collapsed - are weathered with the passage of ages, but one can still make out the runes of the Seliseni tongue, used by the great Founders’ Empire of the elder days, a language known now only by scholars and wizards.  The entrances themselves are blocked with slabs of basalt, cracked, weathered and partially sealed in by soil and undergrowth, but they can be cleared out and opened with just a little labor.  

The resulting doorways are small, and a human would have to go through on his hands and knees at best.  An earthen tunnel averaging a dozen feet long - and filled with the vermin one can normally expect of such places - leads to a broad chamber, lined with brick and sagging with the weight of ages, high enough to be able to stand.  In the center of the chamber is a rough-hewn basalt catafalque, side-to to the entrance, with a desiccated mummy on top.  And a spirit materializes, all swirling shapes in the darkness, and speaks ...

The heavily-wooded province of Donengil, northernmost of the Founders’ Empire - fallen these four thousand years ago - was governed by seven “Forest Lords.”  In the days of the Empire’s ruin, Donengil survived just a little longer, as chaos and war ripped the Empire’s corpse to bloody shreds, but shorn of commerce, its people fell quickly into a subsistence economy.  The privations suffered by its folk opened the door to one of the darker so-called Pariah Gods, Moralis the Sorrower, Lord of pain and anguish.  Slowly He poisoned the minds of the Forest Lords, and torn apart from within, Donengil failed to outlast the Empire by as much as a generation.  The crude burial mounds of the Forest Lords were the best the handful of survivors of the province’s capitol could manage, before they vanished into the trees; all the other works of the city are long vanished.

Yet Moralis’ influence remains in the barrows.  Each Lord is undead now, fixed to their individual catafalques.  Once a living person breaks the plane of the central chamber - and a powerful unseen force will prevent more than one living person at a time from doing so - the Lord’s disembodied spirit will materialize.  The spirit will be translucent and in black-and-white, and clad in a formless, shifting, hooded robe.  No facial features can be seen, and the hands are folded into the sleeves.  Each spirit will say “My name is {spirit’s name} and I am dead” in a soft, raspy voice.  After a pause, it will launch into its individual soliloquy.  It will neither answer questions, repeat the soliloquy, or interact with the characters in any other fashion, and characters trying to talk over its voice may drown it out.

The soliloquy launches a test, individualized to each barrow and set by Moralis.  Characters can ignore the test by leaving the central chamber, but no other test in any other barrow will start until it is successfully met.  No character may take more than one test until all other characters have had at least one turn.  The nature of the barrier - it is proof against sound, force, magic and missiles - precludes more than one character from meeting each test, although if a character dies in the course of the test, the barrier will permit a replacement through.  The only clue beforehand is the word attached to each barrow, the one engraved on the exterior lintel in Seliseni.

Once a task is overcome, the spirit sighs with relief and dissipates; at that point, the barrier preventing other characters from entering the central chamber will also dissipate.  All that is left behind - with the exception of only one barrow - is the wrapped mummy, which will crumble to ancient dust if touched.  On the head of each mummy is a thin, fragile golden circlet, which will visibly resize to the head of the character succeeding in the test as people gaze at it.  If a character reaches to take it, a voice sounds, “Nothing is freeeee ...”  

Each circlet has its own enchantment, but it is also tainted by the hand of Moralis.  The owner (it is not necessary to wear the circlet) will become more callous and indifferent to the suffering of others over a span of months, although not so much as to provoke questions as to changed personalities.  The taint is not detectable by anything short of strong divine power, but will wear off if the owner permanently relinquishes the circlet, over a course of years.

Justice: “My name is Tayesha and I am dead.  I was the lawgiver for my people.  Two mothers came before me with a child they both claimed was theirs, for one child died and they were placed together.  But the Spirit whispered in my ear, and I lawspoke that the child should be slain since the thing could not be proved.  My conduct gave great distress to the people.  Thus I did the work of the Pain Lord.”

The task: to retry the case, in effect.  Ghosts of the two mothers (Aine & Varra) will appear to plead their case.  Neither know the father, both gave birth - during the same holiday festival to a hazel eyed boy, both breast fed and with their gums rubbed with herbs.  The ghost of the child is between them, swaddled in a yellow silk cloth.  All are intangible, but either Aine, Verra or Tayesha can touch the child, and will remove the cloth if asked.  (If the Mercy barrow is attempted first, characters will note that the ghost child here does not have a cursed mark.)  For purposes of “solving” the test, any judgment the character makes will suffice ... although, if the GM elects, certain choices might invoke a tangible air of impending doom.

The circlet: It is set with a vivid emerald, and grants the wearer a bonus to detect lies.

Mercy: “My name is Sethana and I am dead.  I was the healer for my people.  The Spirit whispered in my ear, and I went from wounded woman to feversick man, drawing out the treatments so all could be healed, I said.  But this was so that more could suffer longer.  Thus I did the work of the Pain Lord.”

The task: The baby cited in the previous barrow lives again - and obviously, the significance of this won’t be grasped if this barrow is tackled before Justice - out of time, out of place, the plain mark of a curse on his chest.  The baby is tangible, living and will grow up as normally as any other child; his disposition is up to the party, of course.  For purposes of “solving” the test, anything the character chooses to do - up to and including killing or abandoning the baby - will suffice.

The circlet: It is set with a row of onyx beads, and grants the wearer either an instinctive knowledge of basic first aid, or if the wearer knows healing magics, a bonus to cast them.

Valor: “My name is Destandasa and I am dead.  I was the battleleader for my people, and I taught the young to stand strong and tall in the fight.  But the Spirit whispered in my ear, and I taught them that shields and armor were the implements of cowards.  And so many died in anguish when the Unlife came.  Thus I did the work of the Pain Lord.”

The task: The barrow fills with corporeal zombies.  Provide enough to make a very difficult challenge for the character.

The circlet: It is set with a vivid sapphire, and grants the wearer a bonus to morale in battle.

Endurance: “My name is Hakyawa and I am dead.  I was the tester for my people, and I devised tests of pain and endurance to toughen them and make them strong.  But the Spirit whispered in my ear, and I made the tests harder and put torment into them, so that they screamed in their anguish and their parents also.  Thus I did the work of the Pain Lord.”

The task: The character must walk along a suddenly materializing path of embers, naked (such clothing as he has vanishing, to appear outside the barrow) with slivers of burning pine pitch shot from nowhere into his bare flesh.  He cannot run, and must stroll at a moderate pace.  If he succeeds (or dies trying) he will rematerialize inside the barrow; his wounds remain.

The circlet: It is inset with lines of jade, and grants the wearer a bonus to long term endurance, such as in hiking, climbing or common labor.

Thought: “My name is Twerepa and I am dead.  I was the teacher for my people.  But the Spirit whispered in my ear.  So I taught the people to follow only the sayings of old, and to pay no heed to new learning or new ideas.  So it was that the young perished for want of keen thought.  Thus I did the work of the Pain Lord.”

The task: to answer a series of riddles.  (I admit to a fondness for old Anglo-Saxon ones, and submit three of my favorites below.)  At the first wrong guess, a zombie appears to attack the character.  At the second wrong guess, two zombies appear.  At the third, three, and so on.  Characters may make as many wrong guesses as they can overcome the zombies.  If he guesses right, the spirit will speak the next riddle in order, requiring the character answer no more than three in all.
 
The rolling hills, the heart that beats forever,
The land that never changes, never stills;
Ploughed by travelers far from home, not planted;
White in anger, green in peace, and always blue.

My head was hammered into shape, scarred by sharp chisels,
Scoured by a file. I swallow what faces me; Wearing a ring,
I thrust firmly against a hard object. I strain at what stands
Between my lord and his destination;
At times my foe guards gold. What now am I?

A harvest sown and reaped on the same day
In an unplowed field, which increases without growing;
Remains whole though it consumes within and without;
Is useless and yet the staple of nations.


The circlet: It is set with a small yellow diamond, and grants the wearer a maximum of one intuitive flash a day (wholly at the GM’s discretion) between competing choices.

Skill: “My name is Tenayoga and I am dead.  I was the crafter of my people and I fashioned tools and arms and needful things.  But the Spirit whispered in my ear, and I saw that I used too much of our goodly things to make the tools.  So I worked with less metal and sinew and weaker wood and more brittle stone, and that which I fashioned failed the people in their need.  Thus I did the work of the Pain Lord.”

The task: The character is surrounded by seven mechanical traps, and must disarm or bypass them all to succeed.

The circlet: It is set with a sparkling ruby, and grants the wearer a bonus to non-combat tasks requiring fine manual dexterity.

Duty: “My name is Mirolena and I am dead.  I was the leader and the grandmother of my people, and I would not listen to the Spirit, for the Spirit spoke lies and sowed mistrust.  But I failed to see the Spirit sink its venom into the souls of my closest friends, believed no warnings that this was so, and would think no ill of my friends.  Thus I did the work of the Pain Lord.”

The task: to defeat a demon of the Outer Dark.  It is in a bear-like chaos form, shifting regularly, and will attack the character savagely, having the rough stats of a giant bear in your game system.  There is a horrific spiritual aura around the creature, and it will provoke a morale check, fright check or sanity check, depending on your system.

The circlet: It is set with a large white opal, and grants the wearer a bonus to resist attempts to influence him by magical means.



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Comments ( 19 )
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Voted Cheka Man
2011-03-30 12:50 PM
0xp

A well-written submission.

EchoMirage
2011-03-31 04:58 AM
0xp

It's very... RPG-like. Like it was made for a computer game, or for a set of characters in pen-and-paper.

Also, why wasn't it looted in the 4000 years before?

I like the prose, though.

RGTraynor
2011-03-31 01:21 PM
1xp
(grins) Designed for role-playing games? Go figure.

As far as why it hasn't been looted in the previous 4000 years, who's to say no one has tried? Most tomb-thieves don't come with large parties to overcome arcane dangers; one or two guys, tops.

But, of course, you can guess why in the text: this was in a thinly-populated area that the "handful of survivors" fled entirely. Think of all the archaeological finds in the last century in a similar state: long forgotten ruins in a land reverted to jungle or forest, places known only to the occasional (disinterested) hunter.
Mourngrymn
2011-04-01 11:38 AM
0xp
It's very... RPG-like. Like it was made for a computer game, or for a set of characters in pen-and-paper.

Isn't that what this entire site was founded on?
EchoMirage
2011-04-02 02:20 AM
0xp
Let me rephrase. The location does not sound realistic - it seems its sole existence was to sit there, provide a modest challenge to some dude, then cease being relevant.
RGTraynor
2011-04-02 04:28 AM
0xp
What's "unrealistic" about haunted burial mounds? It's not only a staple of tabletop gaming, it's a staple of Earth's own mythology.

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.
EchoMirage
2011-04-02 02:32 PM
0xp
For example, the haunting - it is presented as penance, telling of their errors. Why then does the haunt fade after telling the story of their failure to a scant few tresspassers?

What else?
It is straightforward.
It steers players away from interaction/cooperation.
The trials could be far better.
The presentation could use spicing up.
Etc.

I am not bitching, I am intent on helping you improve.
RGTraynor
2011-04-03 09:41 AM
0xp
That presumes that "improvement" = "conforming to your prejudices."

For one thing, I don't think that "straightforward" is a bad thing. Something that, IMHO, has badly marred this hobby is the notion that there has to be an arms race between GMs and players - problems have to be ever-more baroque and convoluted, and players aren't rewarded for good or clever plans so much as they are for guessing the precise answers the GM had previously in mind. There's a lot to be said for problems with logical solutions.

For another thing, this is already a highly cooperative hobby, and the overwhelming majority of adventures emphasizes it already. Indeed, this encounter strips the players away from their guaranteed collective support network and forces them to solve the problems individually, of their own resources, without advice from others. I don't think that's a bad thing either.

Spicing up? Of course I could have written three times as many words to say pretty much the same thing. However, I have my own preferences for how much flavor text I'm going to shove down players' throats. There's a point where "evocative" seques into "boring" and "repetitive," and I seek to err on the former side, short of the point where eyes start to roll, players start to sigh, and attention begins to drift to the laptops.
EchoMirage
2011-04-03 04:50 PM
0xp
Oh.
Sorry for trying to help.
I thought we put up things on Strolen's to get some critique.

You act like it's perfect.
Whatever.
RGTraynor
2011-04-04 03:06 AM
0xp
Perhaps you do, and that's fine - you can submit what you please for the reasons which suit you, and no one can say boo to that. For my part, I've mined Strolen's heavily for ideas and stuff for my game. Putting up subs is my way of giving back. No one ought to say boo to me for *that*.

"Perfect?" No, I never said anything of the sort, and I'm quite capable of choosing my own words without someone putting them into my mouth. But my subs ARE designed the way I wanted them to be designed, have the amount of challenge I prefer, target the archetypes I want targeted and have the amount of flavor text I find suitable. Those who share my preferences are welcome to steal my stuff. Those who want to rewrite my stuff to suit their own preferences, they're welcome too - heck, I do that enough for things I clip from this site.

But telling me, repeatedly yet, that I ought to write my material to suit someone else's preferences? A bunch of game companies have paid me to do exactly that over the years; that's about the only way I'm going to do that.
EchoMirage
2011-04-04 09:05 AM
0xp
If you look above, at first I offered just critique, without suggestions (not orders) - to which I received a less than friendly reply.

Hence, I elaborated, and pointed out possible improvements. Because, I'm such a nice guy.

Upon which I again receive a pissed-off paragraph.

Hence, a last suggestion: calm down, really. Or I will come to think the RG at the beginning of your nick means Rage-Guy. You know, this dude:
http://t2.gstatic.com/images?q=tbn:ANd9GcSZZPcU-ZbqDLNvkrun5rg57pczzUFrw4tVECwAkLI4UKWhgSQ4dw&t=1
Voted MysticMoon
2011-04-03 04:03 PM
2xp

Overall, I like this. The puzzles are interesting and practical and I think there is enough description to carry it through.

I probably wouldn't use it myself. While I see the challenge in making a single player face a barrow alone (and I would applaud a GM who could pull it off), I don't like the idea of making the rest of the players wait around. The few times I've ever done something like this, I've lost control of the group (players would lose interest, get up and wander around, and have trouble getting back into play.) Maybe that says more about my limitations as a GM, but I have more success when I keep as many players involved as possible. Plus, I like seeing how a group responds to a challenge. That kind of group energy is the reason I play so few video games (and I'm too set in my ways to try those new-fangled MMORPGS.)

While I could be wrong, I think Echo's point is that this feels a little contrived. Your point about the classic dungeon being far more unrealistic and contrived is a good one that I fully agree with, which is why I don't run them.

I do prefer subs with some extra prose. Even though I would never read stuff like that off to the players, I find that that extra bit of flavor helps bring the ideas to life for me. I understand that that is a personal preference, so I don't knock off points for subs that don't do it. You provided enough detail to make it understandable and I commend you for that.

And bonus points for using barrow mounds. I've always been fascinated by them.

axlerowes
2011-05-17 10:03 AM
0xp
I agree forcing the party to split is forcing one part of the party to deal with the problem while the other part of the party will wonder off or work hard to force themselves into the room,
Voted EchoMirage
2011-04-03 04:50 PM
0xp


Voted Old Dreamer
2011-04-03 06:24 PM
1xp

Well, let's see. Very descriptive description of the physical features of the barrow, no need for a map here as it seemed quite clear in my mind's eye. Thank you.

Would this be somewhat contrived and party disrupting if a large group encountered them? Most definitely. However, this would be pretty cool for an individual or pair of players interacting. 

I think I would break these up and scatter them across the forest, and also allow that some of them have been looted already. 

So there, likely useful for all of us.

Voted Dossta
2011-04-13 07:20 AM
1xp

Interesting setup.  Forcing the players to stand alone like this could provide for some good gameplay, but I would still probably tweak it a bit to give my players the option of seeking more help.  Perhaps the barrier could allow a second player (or third) through if the subject of the test requested it?  There should be a significant penalty or other alteration to the test to make the first player hesitate to do this, however.  I would probably also remove the barrier against sound entirely, so that the rest of the party can at least stand by and shout advice, thus remaining more involved.

A few other small nitpicks: challenges one and two (judging the baby case and dealing with the live baby) are significantly easier than the rest of them, and might cause a party to cry foul when faced with the later challenges.  Also, you forgot to include the answers to the three riddles.

Overall though, well done.

axlerowes
2011-05-17 10:07 AM
0xp
I disagree with the assertion that these first two challenges are easier. They are roleplaying problems with open end solutions. If you ask your average roleplayer if would rather have his or her character take care of baby or fight a room full of zombies, I know what the answer would be.
Voted axlerowes
2011-05-17 10:24 AM
0xp

The first paragraph is very good, but could use a little more polish.  Which way are the doors facings?  Do the runes mean anything?  I don't know that it needs much more just few tweaks would make it smoother.  Also when you launch into your backstory, it is right after you state that the ghost "speaks....".  This could use more of a transition.

 

As to the concept itself, Have you played this out yet?  I have run a couple of these repetative challenege rooms and found that players are less excited about these then more linear challenges.  Each room feels like they are starting over.  I am very curious as to how this challenge is recieved by other groups. 

 

Finally it does have a very classic  (1st ed. DnD) feel, but I like that the challenges and consequneces are not just mechanic based.  How do you plan to play out the slow lose of a moral compass? 

RGTraynor
2011-05-24 03:09 AM
0xp
Indeed I did; this is slightly spruced up from the original adventure I put people through. My players handled it just fine, and have no particular beef with such challenges.

Following your comment to Dossta above, you're absolutely right: the surviving baby proved the toughest challenge of all. The character in question proclaimed his intent to keep the baby, adopted him when they got back to civilization ... and then promptly checked out, preferring to keep his city focus on his social climbing and his aristocratic mistress. Happily, the party leader has a strong maternal instinct and cared for the boy, and took him with her when she became pregnant herself and relocated to the elven empire. It broke her heart to hear the now-toddler plaintively ask where his papa was and why he never wrote ("Is it because I'm bad, Auntie 'Laina?"), and she adopted him herself.

The child is now nearly six, and a good, sweet lad, but heck ... he's a creation of the freaking God of Pain, he sees and speaks to disembodied spirits, and the grownups are worried as all get out as to what he might become when he grows up.

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