Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Lost in a painting of Bosch; need some ideas
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kenjib" data-source="post: 402015" data-attributes="member: 530"><p>The contrary virtues seem to make it very easy for you to have the seven trials all rotate around both the sins and virtues, as opposed to having to choose one or the other. The players are placed into a dilemma where they are tempted to chose the sin over the virtue. If they chose successfully, they pass the test. I think the trick to making this work well is to disguise and misdirect in such a way that the players can't quickly see what the right decision is and know what they need to do.</p><p></p><p>I would set up the adventures as a set of encounters that occur along a road -- this road being the path they are told in the beginning is the only way to escape (through another encounter that establishes an over-arching narrative).</p><p></p><p>After entering the portrait the party is in a field on the side of a dirt road. In the distance they see a figure approaching at a leisurely pace. As he gets nearer they see a man of rather handsome features, however he happens to have the legs of a goat and a pair of curled horns rising from the top of his head. When he gets to the players he welcomes them to his domain, says that he knows why they are here, and offers to make them a deal. He points down the road. They must travel down this road, where they will face seven trials. If they pass, the souls they seek will all be freed along with the players. Should they fail, their immortal souls will suffer unimaginable torment with the rest of the damned for all eternity.</p><p></p><p>One idea off the top of my head:</p><p>*** liberality versus covetousness ***</p><p>The path leads to a small cave on the side of the road. Inside they encounter a fierce monster guarding a treasure. As they continue down the road they find an impoverished town. They discover that the livelihood of the townsfolk has been destroyed by the ravages of the monster. They are happy to hear that the monster has been killed, but winter is coming, the fields are all fallow, the livestock all slain, and the villagers have no money with which to buy food from nearby villages. The solution to this test is that the players must sacrifice the treasure they won for the good of the villagers, and to finish righting the wrongs that the monster caused. If they do the right thing, they will have to spend every last copper piece of the treasure they won just to insure that the villagers survive the winter.</p><p></p><p>I dunno. Maybe that one's too easy, but how hard should it be? I'm not sure what to do if the players fail one of these tests. Do you want to tell them that they are damned eternally for their covetousness and rip up their character sheets, or is there a second chance -- the long road to redemption? Can they escape from hell?</p><p></p><p>I'm an atheist and this sounds really cool to me but I'm not sure how the religious overtones would go over with other people. It could be a touchy area as this story idea could be seen as kind of preachy. I just think it's cool though, as I can appreciate all kinds of different religions.</p><p></p><p>It would be really fun to see an adventure, or even a whole campaign, built on a more symbollic/allegorical level rather than the standard, more realistic, model that is de facto. Probably hard to do well but a very interesting idea.</p></blockquote><p></p>
[QUOTE="kenjib, post: 402015, member: 530"] The contrary virtues seem to make it very easy for you to have the seven trials all rotate around both the sins and virtues, as opposed to having to choose one or the other. The players are placed into a dilemma where they are tempted to chose the sin over the virtue. If they chose successfully, they pass the test. I think the trick to making this work well is to disguise and misdirect in such a way that the players can't quickly see what the right decision is and know what they need to do. I would set up the adventures as a set of encounters that occur along a road -- this road being the path they are told in the beginning is the only way to escape (through another encounter that establishes an over-arching narrative). After entering the portrait the party is in a field on the side of a dirt road. In the distance they see a figure approaching at a leisurely pace. As he gets nearer they see a man of rather handsome features, however he happens to have the legs of a goat and a pair of curled horns rising from the top of his head. When he gets to the players he welcomes them to his domain, says that he knows why they are here, and offers to make them a deal. He points down the road. They must travel down this road, where they will face seven trials. If they pass, the souls they seek will all be freed along with the players. Should they fail, their immortal souls will suffer unimaginable torment with the rest of the damned for all eternity. One idea off the top of my head: *** liberality versus covetousness *** The path leads to a small cave on the side of the road. Inside they encounter a fierce monster guarding a treasure. As they continue down the road they find an impoverished town. They discover that the livelihood of the townsfolk has been destroyed by the ravages of the monster. They are happy to hear that the monster has been killed, but winter is coming, the fields are all fallow, the livestock all slain, and the villagers have no money with which to buy food from nearby villages. The solution to this test is that the players must sacrifice the treasure they won for the good of the villagers, and to finish righting the wrongs that the monster caused. If they do the right thing, they will have to spend every last copper piece of the treasure they won just to insure that the villagers survive the winter. I dunno. Maybe that one's too easy, but how hard should it be? I'm not sure what to do if the players fail one of these tests. Do you want to tell them that they are damned eternally for their covetousness and rip up their character sheets, or is there a second chance -- the long road to redemption? Can they escape from hell? I'm an atheist and this sounds really cool to me but I'm not sure how the religious overtones would go over with other people. It could be a touchy area as this story idea could be seen as kind of preachy. I just think it's cool though, as I can appreciate all kinds of different religions. It would be really fun to see an adventure, or even a whole campaign, built on a more symbollic/allegorical level rather than the standard, more realistic, model that is de facto. Probably hard to do well but a very interesting idea. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Lost in a painting of Bosch; need some ideas
Top