Mercurius
Legend
Thanks for all of the replies - every single one has something useful and helpful (I love EN World!). To go through some specifics:
Great recommendation - I just purchased it on Amazon Marketplace five minutes ago for $2 + shipping. Thanks!
I like that. At the least there will be other adventuring parties that the PCs will run into - some potentially much higher in level. But there will also be agents of various orders, including the Seekers Guild, which is a very organized adventurer's guild that sends people out ("Seekers") to find remnants of the prior civilization, in particular the key to the greater magic that was wielded.
Thanks, Raven, I'll look through that.
Good idea. Actually, Chichen Itza isn't a bad comp because I'm going for an Atlantean vibe with non-European architecture with pyramids, ziggurats, etc.
I forgot about that! I used to own it but it was lost or sold years ago. I just re-ordered a copy on Amazon for $5 including shipping - a second purchase from this thread!
Thanks for the links. As for the "Ancient Evil," funny you should mention that. I started running the higher level characters through the first part of the 4E version of Tomb of Horrors and I was re-visioning Acererak as an undead wizard from the prior high civilization who was trying to make a comeback. There's more to come there.
But one of the things that the PCs would figure out is that the high civilization was destroyed by a great war between the wizard-kings, the Sul Magari, and the old gods. Both lost - the civilization was destroyed, the Sul Magari killed (for the most part - some survived in undead form and some, unknown to anyone, reconfigured themselves as the new pantheon of gods...another secret the PCs should find out). But in the process, one of the old gods was imprisoned and not destroyed - and within this city. So I'm going to lead the PCs into freeing this god. The problem is that a thousand years of imprisonment has driven him mad and made him very dangerous. If you've read Steven Erikson's Malazan books, I'm thinking something along the lines of a Jaghut Tyrant.
This is pretty much exactly what I want to do. Thanks for clarifying this for me. And as for "knowing how bad things are," read my reply above to Hand of Evil. It will get pretty bad.
That's not a bad idea. I'm torn, though, as I really like the feeling of completeness that you get from playing a character through every level, even if a level is only one or two sessions. But I'll just have to wait and see how it turns out. I've also dabbled with the idea of just starting them at higher level maybe in the 3-5 range, but one of the things I like about 4E is that every level is quite playable and you don't feel like a newborn babe at 1st level like you did in AD&D (remember magic-users with 1-4 HP who, after casting magic missile, had to hide behind the fighter, fearfully clutching their quarterstaff or tossing a weak dart or two into the fray?).
Thanks for more links - I've got a lot to check out!
You look at an older Monte Cook product for Arcana Evolved Ruins of Intrigue. As from some setting idea, it has an interesting method to quickly build out adventures using a hook, location, and event (I think those are the 3 - its been awhile). It might give you some ideas for your approach.
Great recommendation - I just purchased it on Amazon Marketplace five minutes ago for $2 + shipping. Thanks!
A good idea (which Ruins of Intrigue implements) is to have factions within the ruins working, or even warring, against each other that the players can work with or against. Adds a great dynamic to the setting. Just have some ideas ahead of time on what faction will do depending on what the party does to help or hinder it, and that should help the setting flow without a lot of extra work after the fact.
I like that. At the least there will be other adventuring parties that the PCs will run into - some potentially much higher in level. But there will also be agents of various orders, including the Seekers Guild, which is a very organized adventurer's guild that sends people out ("Seekers") to find remnants of the prior civilization, in particular the key to the greater magic that was wielded.
Raven Crowking's Nest
M is for Megadungeon.
Contains a link to a thread here on EN World that might be of some use.
Thanks, Raven, I'll look through that.
I think I would start with Chichen Itza as my inspiration.
A wealth of information on the internet can provide maps of current ruins, drawings of the buildings as they once were, and a hint about the Mayan culture of the region.
Good idea. Actually, Chichen Itza isn't a bad comp because I'm going for an Atlantean vibe with non-European architecture with pyramids, ziggurats, etc.
Do you have a copy of the AD&D module I1: Dwellers of the Forbidden City?
I forgot about that! I used to own it but it was lost or sold years ago. I just re-ordered a copy on Amazon for $5 including shipping - a second purchase from this thread!
As far as the evil, I think I would go with an undead wizard from the prior high civilization.
Thanks for the links. As for the "Ancient Evil," funny you should mention that. I started running the higher level characters through the first part of the 4E version of Tomb of Horrors and I was re-visioning Acererak as an undead wizard from the prior high civilization who was trying to make a comeback. There's more to come there.
But one of the things that the PCs would figure out is that the high civilization was destroyed by a great war between the wizard-kings, the Sul Magari, and the old gods. Both lost - the civilization was destroyed, the Sul Magari killed (for the most part - some survived in undead form and some, unknown to anyone, reconfigured themselves as the new pantheon of gods...another secret the PCs should find out). But in the process, one of the old gods was imprisoned and not destroyed - and within this city. So I'm going to lead the PCs into freeing this god. The problem is that a thousand years of imprisonment has driven him mad and made him very dangerous. If you've read Steven Erikson's Malazan books, I'm thinking something along the lines of a Jaghut Tyrant.
For sandbox and clues, the single best advice I have seen is from the old Dungeon Craft series, back when Ray Winneger (sp?) started it. His idea here is that every ... single ... time... you introduce an NPC or named monster, powerful item, interesting locations, faction, etc. that you create at least one "secret" about this thing, and write it down. Really important things may have 2 or 3 such secrets.
Then you start planting clues about these secrets. I think he pushed heavier for relatively few clues that would be discovered almost assuredly. Coming from an information heavy style, I modfied this advice to have multiple, smaller clues for each secret. And then I complicate things by making some but not all of the secrets tie together.
What you end up with is a very intricate, complicated thing to unravel, that however does not take even half the clues to mostly unravel. And details will start to emerge almost immediately. The only real risk is that the players may get unnaturally clever and unravel it a lot faster than you planned, but I consider this a feature, not a bug. If they have to spend the last adventure or two knowing how bad things are, instead of merely suspecting, I can deal.![]()
This is pretty much exactly what I want to do. Thanks for clarifying this for me. And as for "knowing how bad things are," read my reply above to Hand of Evil. It will get pretty bad.
One thing that has really worked well for me in 3E, Arcana Evolved, and 4E, when it comes to faster leveling at times, is to start relatively low, level at more or less the usual rate, but give two levels each time. For your setup, I might start at 2nd, advance each time a major adventure is completed, and go up to 4th, 6th, etc. Our current campaign, we did thus up to 8th, and then slowed down to regular pace. I say this, because the big problem with rapid leveling without other changes is that you don't get to spend much time enjoying the way you are now. But if all your players are reasonably into the mechanics of the game, this might not matter as much as it does for us. (We also did this because we have very infrequent but long sessions, and the last thing we want to do is level during game time.)
That's not a bad idea. I'm torn, though, as I really like the feeling of completeness that you get from playing a character through every level, even if a level is only one or two sessions. But I'll just have to wait and see how it turns out. I've also dabbled with the idea of just starting them at higher level maybe in the 3-5 range, but one of the things I like about 4E is that every level is quite playable and you don't feel like a newborn babe at 1st level like you did in AD&D (remember magic-users with 1-4 HP who, after casting magic missile, had to hide behind the fighter, fearfully clutching their quarterstaff or tossing a weak dart or two into the fray?).
Some resources I'd suggest looking for as good "looting spots":
Thanks for more links - I've got a lot to check out!