Opening Scene/Set Up
The Party begin in the city of Stenskog, having encountered the Order of Speared Light doing suspiciously antagonistic things towards the locals - particularly the locals from more rural areas who express concern about their practices towards the Children of Nature. There is also some rather intense questions in regards to rumors of ruins and burial places.
If any players (or the whole) in the Party qualify as monster, abomination, or draconic to the Order of Speared Light, or hunts down any if those same beings, they may have their own views as well.
"I think there's an old barrow, and I've heard it's haunted? I'm not sure, people don't all agree"
"There's like, some arches to the east?"
"That was a fountain, not some arches."
- local rumors and responses
After spending some time in the city, the Party leaves on the road again. On the road the Party can see ahead of them in some distance, a group of people, presumably the same Order of Speared Light individuals go off the road and down a long unused side road.
In my BiPS campaign, the players have just resolved the
Seige of Felkhath, and are on their way north from
Felkhath City to the (current) Southern
Vetheriss region which had been
annexed from Northern Felkhath.
The players are either from Felkhath or have loyalty ties to Felkhath, and each member of the party has antagonistic views toward the Order of Speared Light for their own personal reasons. The party also met these Order of the Speared Light members interfering with the local mining industry of
Stenskog City for their own purposes in supporting the
Capitolist Faction of the Civil War.
"BIG STONES" shouts a player, because Lyraine missed an opportunity to have plot seeds.
The players are in the process of recruiting armies and making alliances - because I am not letting them single-handedly (okay, they're just three people, so I guess they have six hands) win a war theater.
— Lyraine
The Hill
The Party follows the Order of Speared Light's group and sees two individuals keeping their distance from the barrow. One is setting up a campsite and keeps pausing to look up and the hill, making some warding sign.
The rest of the group approach the hill, and are bothered by a Lantern Man as the entrance torches alight with their pale green glow. Eventually the group who approached the entrance do enter.
The campsite's guards are the one nervous individual and one who more enjoys the nervous one's current state.
To pass by the Lantern Man without gaining a curse, solve their riddle. These are undead who are unable to pass on after altering property boundary lines and lying for it. They're also trickster-like, and in Theydim, they also serve the Watcher as "door guards" once they find a place at an entrance brazier, but are noncombatant undead who will flee and curse someone who tries to harm them. The riddle goes as follows -
"I mind my manners when I cross these to you, you mind yours when you cross these to me. We cannot see the, and mortals may move them to claim these do too, but they are always between us."
Answer - Borders, Boundaries, anything along those lines.
Another possible way to enter the barrow is to move at least one boundary marker stone to its proper place - though if the goal is to make the session a one-shot, this solution may extend plans over. This is more in-line with the original Lantern Man/Will-o'-the-Wisp lore from Scandinavia.
A list of possible curses for the Party or Players to be inflicted with:
- When you need it most, the weapon or tool you depend on will fail you within the next three times you use it.
- Everything will taste like cheese.
- Your sense of direction is randomly flipped for the next several days.
- You will have the distinct impression you have failed to properly maintain acceptable hygiene as there is a whiff of a fecal scent just behind you for the next week.
- You will have regular auditory hallucinations of an embarrassing moment running on repeat for several days. No one else can hear it.
Inside the Barrow
Room One
Upon entering the hill, the Party finds two open caskets, and a hollowed out section of the painted and engraved wall opposite to the entrance with another open casket. One of the caskets has the symbol of the Watcher on it - A skull with an hourglass on its side within the mouth. There is another gateway similar to the one guarded by the Lantern Man, except the braziers have been removed.
The hill is lit with the same
For a Barrow in Theydim, caskets are generally left open, and the entombed bodies of the deceased are mummified if the individual wanted to guard the hill. The two caskets in the center of the chamber are both empty, but appear to have recently been occupied.
The empty casket in the back contains a backpack within and have a few mundane but personal-like items removed but laying about the container, such as a sharpening stone, thin strips of leather for tying back hair, and a set of dice with numbers or symbols on them. The backpack appears to be old and worn.
The walls are painted and carved to represent the history of the structure - an image of a devastating battle where one side was overwhelmed by the other takes up one wall, while its opposite shows the battlefield just the evening before the battle with the two forces appearing to be evenly matched as they approached.
The entrance wall and the wall with the empty casket both have symbology and depicted prayers, spells, and warnings of the Barrow being protected.
Room Two
The second chamber has more open hollows in the walls, except they show signs of being occupied until recently. Players hear the sounds of some battle. The chamber is more like a winding hallway than a room. Wall panels not occupied by an open casket depict the same images as the first room.
As the players wind their way around, they come across some undead - armed and armored in older styles. A few are picking up their fellows, and appear to be too injured to fight.
These undead are the barrow guards, Mound Dwellers, and as they see the Party, they will prepare to complete their task despite being in little to no shape to do so. Before any possible combat, they will ask after the purpose of the Party's journey into the hill, and if the Party is with the earlier group.
The Mound Dwellers will attack if the Party says they are with the Order of Speared Light, and if the Party says they are not, then the Mound Dwellers will insist on having the Party swear to stop the earlier group from escaping with desecrating the graves.
The party, after the encounter with the Mound Dwellers, continue through another entrance way where entrance braziers had also been moved, but now the passage goes down a series of stairs.
As I'm not including statblocks into this adventure, you have the freedom to use the undead statblock, in any, of your choice from your chosen system. In the case of D&D, there are a whole slew of Undead enemies you can recycle the statblock of to make the adventure fit the ability range of the players and their character.— Lyraine
Room Three
The final chamber is an open space, there are two open caskets in each of the walls, and a mural in the center of the wall opposite to the entrance. However, the Party have their viewing of the wall obscured by a battle of the Order of Speared Light members against Mound Dwellers and one undead who seems to be the same, but more able to fight.
There is a ringing bell toll as the more unique undead attacks with her weapon, a longsword, before using her shield to block. She calls forth commands in an antiquated speech pattern the Party members from Theydim can understand much like modern English speakers can understand an unaltered Shakespeare play.
The Order of Speared Light fighters speak in modern Thydian, and one shouts about "not damaging the staff" before one of them notices the Party.
Said staff is under a pile of bodies.
The combat will draw the Party into it, and the Party will have to chose their side.
The Choice and Epilogue
If the Party sides with the Undead, then the Order will fight the Undead and the Party to the death or certain defeat.
If any Undead survive the combat, they - through the one speaking in
Middle Thydian - will give the offer of a promise to aid the Party in the future after introducing herself as
Elidhe Deadblade, a
Vengeance Hunter who has the ability to more freely leave the Barrow and can call upon the dead of the hill from where she is if she has their permission. The Undead of the hill will grant her the permission to call them to aid the Party, and she will draw the Watcher's symbol onto a stone to make an enchanted communication stone capable of contacting her (or will add the symbol to an already existing item).
If there is a spellcaster or staff weapon user, you can have the party be approached after the next evening by one of the Mound Dwellers who turns out to be wearing the death armor of one of the Watcher's clerics. This individual will offer the staff, though will warn that it's best in the hands of someone who directly follows the Watcher and emphasize that the gift is more of a loan as they do not want the barrow "desecrated again by the treasure huntering warriors claiming to follow
Saint Antral".
If any Order members survive, depending on their numbers and if their leader survived, they may flee to harass the party another day (Leader Survived), surrender to the Party to be taken to a living member of the
Order of the Dead's Rest for judgement for grave robbing, surrender to the Party to repay their debt to the Party, or something else entirely.
If the Party sides with the Order, then the Undead will fight the Party and the Order to the (un)death. If any of the Order members survive the combat, they will give an offer of a promise to aid the Party in the future out of owing the Party a debt. The leader, (LyraineHasNotMadeANameYet), will draw the crest of the Order onto a stone to make an enchanted communication stone capable of contacting them (or will add the symbol to an already existing item).
The Party will not be offered the staff, but will be offered future employment in investigating ruins and rumors of sites with artifacts, and have a contact within the Order. The Party could negotiate for the staff, if they desire it.
Elidhe Deadblade, however, will begin stalking the Party and going into combat with them whenever she crosses paths with them while working on her primary revenge quest. She may call upon the undead from this barrow to fight alongside her, hissing and rasping about their resting place being desecrated.
Rewards
Note from Lyraine:
Party rewards are very system based, and vary from person to person in how they run their games.
This is Lyraine's game - we never have money.— Lyraine's Players
Ahem, yes. My players joke about this because I let them "Get away" with a lot of other stuff and don't micromanage their inventories too much, but they're also not joking. I have a "habit" of not awarding my players' characters in money (something something, they've not done a whole lot of work they'd be getting paid for). They have two talking swords only one player can use, a magic hairpin that offers magical protection from poison and a way to more easily give a mage more defensive means, a "loud sword" allowing the wielder to shout over a battlefield for 300 meters or so, some potions, and some scrolls. Oh, and some ancient but really well made splint armor.
Something something economy, something something, I actually really dislike D&D's uh "market" system thing.
Long note short - award your players in a way you see fit. I have some notes of rewards and consequences at the end of the adventure.
Staff of the Watcher
This staff works better for people whose primary deity is the Watcher, but it an excellent pole arm or mage weapon as well. This item is a lovely little plot hook for future adventure's considerations.
Offer of Promised Aid/Future Promises of Conflict
Work, enemies, or allies, the Party can always use more connections to people and organizations in the world. Depending on sides and number of initial survivors, the party gains at least two of these that can be used for future plot hooks for future adventures or events.
After running this in my campaign - we wrapped up about 2.5 hours after starting the session, but if I include when the party was initially starting with following the Order of Forged Light's people, it was about 3 hours of play for our session and the choices my players made