Ydars
Explorer
I am putting together a campaign, initially for 4E, to try the system out and to explore some ideas I have been obsessed with for many years, but which would have worked less well in 3.5E (but see later).
For a map of the first part of this dungeon (unfinished) see
YouShare - Free File Hosting V1.5 - Sleeping City of the Old Ones
(the quality of this file is not great but the original is 3GB, so apologies).
The idea is to create a sandbox style, non-scaling dungeon that is above ground and is sited in an ancient and semi-sentient City whose masters have vanished leaving the city slowly falling into ruin and their apprentices vying for control. Since these masters brought many races and creatures together for their experiments, the city is not really a city in the classical sense; it is a collection of closed courtyards, whose function is to confine and restrict access whilst allowing the masters to pursue their goal of arcane research. Hence the city was designed with the masters in mind and not with the comfort of its inhabitants.
To also elaborate on my preferred style, I will say that I want to push this to some simulation; I want, once the basic premise is accepted, to go the route of "historical fantasy" if you like, where the internal laws I have set up for the city are completely consistent and with a nod towards some monster ecology.
Automatic functions of the city will include;
harvester insects (or insect-like constructs) that gather food from ivy/vine-like plants growing up the walls of many courtyards and deposit them in "hives" that serve as a food source.
Golem guards and gargoyles that complicate simple wall climbing as a means of overcoming walls.
Each "room" of the dungeon is actually a courtyard and I want to push the idea that the Masters warped time and space in such a way that the magical laws underlying each courtyard can be fundamentally different. The mechanical consequence of this is that certain rituals e.g. healing or divination can only be carried out in certain locations.
Since this might actually one day see publication (I am so keen on this idea I am inspired once a decent GSL comes out to try for getting this out) I was interested in people's opinions.
Have you ever tried anything like this, and if so, what were your experiences? Does 4E breakdown if you completely forget about "balance" as written in the RAW? How far can you push 4E (in terms of encounter levels versus PC levels) before things become too hard or too difficult.
Any help or suggestions welcomed!
For a map of the first part of this dungeon (unfinished) see
YouShare - Free File Hosting V1.5 - Sleeping City of the Old Ones
(the quality of this file is not great but the original is 3GB, so apologies).
The idea is to create a sandbox style, non-scaling dungeon that is above ground and is sited in an ancient and semi-sentient City whose masters have vanished leaving the city slowly falling into ruin and their apprentices vying for control. Since these masters brought many races and creatures together for their experiments, the city is not really a city in the classical sense; it is a collection of closed courtyards, whose function is to confine and restrict access whilst allowing the masters to pursue their goal of arcane research. Hence the city was designed with the masters in mind and not with the comfort of its inhabitants.
To also elaborate on my preferred style, I will say that I want to push this to some simulation; I want, once the basic premise is accepted, to go the route of "historical fantasy" if you like, where the internal laws I have set up for the city are completely consistent and with a nod towards some monster ecology.
Automatic functions of the city will include;
harvester insects (or insect-like constructs) that gather food from ivy/vine-like plants growing up the walls of many courtyards and deposit them in "hives" that serve as a food source.
Golem guards and gargoyles that complicate simple wall climbing as a means of overcoming walls.
Each "room" of the dungeon is actually a courtyard and I want to push the idea that the Masters warped time and space in such a way that the magical laws underlying each courtyard can be fundamentally different. The mechanical consequence of this is that certain rituals e.g. healing or divination can only be carried out in certain locations.
Since this might actually one day see publication (I am so keen on this idea I am inspired once a decent GSL comes out to try for getting this out) I was interested in people's opinions.
Have you ever tried anything like this, and if so, what were your experiences? Does 4E breakdown if you completely forget about "balance" as written in the RAW? How far can you push 4E (in terms of encounter levels versus PC levels) before things become too hard or too difficult.
Any help or suggestions welcomed!
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