Jack7
First Post
I like the overall idea Ydars.
Since arcane experiments took place there, and I'm assuming on the creatures gathered, that would to my mind mean arcane biological experiments.
Meaning I would picture biological effects in different areas. People would become frozen or paralyzed, angered or infuriated, passive or lethargic.
Part of the danger would be in overcoming how one was "influenced" by the various areas.
Traps might even include complicated perceptual illusions, to test subjects in response to their sensory capabilities or ability to focus under pressure, temperature variances, lack of clean air, etc.
I'd also include underground laboratories, or ground level laboratories.
For Gargoyles I'd have menacing or psychological and biological effects, not just physical ones. People are repelled by fear, disgust, hatred, etc. Maybe magical traps involving displacement; spatial and.or temporal, having to repeat certain actions, even actions that are not apparent - such as you keep going through the same area without realizing it til you figure out how to escape it.
Traps and/or still running or open experiments cause characters to attack each other, or misunderstand things. There are magical versions of microwave energy beams that burn people, or ultra and sub-sonic sounds that make people sick or disoriented. Weird tattoos or glyphs appear on bodies without warning, people have staring dreams, people have bizarre visions of the past in which they see themselves or others with limbs cut away or being dissected or operated upon. People have disturbing visions of the possible near future.
People could also accidentally trigger old or long dead experiments.
It also makes me think of the possible relationship between biological experimentation and arcane experimentation and the mind. As in possible "psionic (psychic) effects," and behavioral effects. That is the characters, by being exposed to certain kinds of arcane energies might develop odd capabilities of their own. Or they might "magically mutate" (for lack of a better term). I use this effect in my setting for exposures to high level Elturgy. There is a chance each character, so exposed, might develop Korruhn, or magical corruption. Meaning their appearance might change, or their mind and behavior might alter, or they might gain new benefits, or they might gain new malignancies.
The first thing I thought of when I read the description was the ancient Bree, or Breton (both a Caer, and a Sidhe). I created a dungeon for that, but it was also filled with famous arcane and divine objects, like both the Grail (cup of Christ) and Grael (the iron resurrection cauldron), and with the ghosts of long dead inhabitants, a feasting table for the dead with plates of food that never became exhausted, but after the meal the players realized the food was rotten and decayed, and various other mythic motifs.
Personally I don't think the map is nearly big enough or large enough, but then again I can't really determine scale from what I'm seeing. I like the idea of the city being semi-sentient, and also of it sleeping. Perhaps it could be beneficially fully awakened, but perhaps doing so would alert the old masters or cause them to return. Or at least their agents to return. What though is the ultimate point or aim of the city? That is, what were the point(s) of the experiments and what is the point of the party exploration? Were the experiments directed towards a certain postulate and theories, is the party shooting for a certain thing, object, or objective? Are they the same? Different? Opposing aims?
The nature of the experiments themselves would tell you how much of the place operated, why, and in what way(s).
I also like these ideas:
and these:
Since arcane experiments took place there, and I'm assuming on the creatures gathered, that would to my mind mean arcane biological experiments.
Meaning I would picture biological effects in different areas. People would become frozen or paralyzed, angered or infuriated, passive or lethargic.
Part of the danger would be in overcoming how one was "influenced" by the various areas.
Traps might even include complicated perceptual illusions, to test subjects in response to their sensory capabilities or ability to focus under pressure, temperature variances, lack of clean air, etc.
I'd also include underground laboratories, or ground level laboratories.
For Gargoyles I'd have menacing or psychological and biological effects, not just physical ones. People are repelled by fear, disgust, hatred, etc. Maybe magical traps involving displacement; spatial and.or temporal, having to repeat certain actions, even actions that are not apparent - such as you keep going through the same area without realizing it til you figure out how to escape it.
Traps and/or still running or open experiments cause characters to attack each other, or misunderstand things. There are magical versions of microwave energy beams that burn people, or ultra and sub-sonic sounds that make people sick or disoriented. Weird tattoos or glyphs appear on bodies without warning, people have staring dreams, people have bizarre visions of the past in which they see themselves or others with limbs cut away or being dissected or operated upon. People have disturbing visions of the possible near future.
People could also accidentally trigger old or long dead experiments.
It also makes me think of the possible relationship between biological experimentation and arcane experimentation and the mind. As in possible "psionic (psychic) effects," and behavioral effects. That is the characters, by being exposed to certain kinds of arcane energies might develop odd capabilities of their own. Or they might "magically mutate" (for lack of a better term). I use this effect in my setting for exposures to high level Elturgy. There is a chance each character, so exposed, might develop Korruhn, or magical corruption. Meaning their appearance might change, or their mind and behavior might alter, or they might gain new benefits, or they might gain new malignancies.
The first thing I thought of when I read the description was the ancient Bree, or Breton (both a Caer, and a Sidhe). I created a dungeon for that, but it was also filled with famous arcane and divine objects, like both the Grail (cup of Christ) and Grael (the iron resurrection cauldron), and with the ghosts of long dead inhabitants, a feasting table for the dead with plates of food that never became exhausted, but after the meal the players realized the food was rotten and decayed, and various other mythic motifs.
Personally I don't think the map is nearly big enough or large enough, but then again I can't really determine scale from what I'm seeing. I like the idea of the city being semi-sentient, and also of it sleeping. Perhaps it could be beneficially fully awakened, but perhaps doing so would alert the old masters or cause them to return. Or at least their agents to return. What though is the ultimate point or aim of the city? That is, what were the point(s) of the experiments and what is the point of the party exploration? Were the experiments directed towards a certain postulate and theories, is the party shooting for a certain thing, object, or objective? Are they the same? Different? Opposing aims?
The nature of the experiments themselves would tell you how much of the place operated, why, and in what way(s).
I also like these ideas:
This provides also a venue to make certain aspects more "scalalble". So, in one area, there are a lot of tough monsters. if the PCs were of the right level, they'd just go there and take them all down. But they are lower level, so they are searching for allies that help them in fights and of ways to attract some of these monsters (but not all) and lure them into ambushes. Or find a way to create friction between them.
You will probably want some political machachinations the PCs can affect, especially if they have to take down foes they can't beat in a straightforward fight. Of course, others will also try to use the PCs to their benefit and the PCs need to avoid being tricked into a war whose cause they don't share.
Since you want to give each courtyard unique properties, it's advisable to allow them to be used in interesting ways that turn out to be benefitial, which will get used if the party feels overwhelms but might be left ignored if they feel like they are in their comfort zone.
It might be a good idea to offer hints on where the more dangerous regions are. (People might have heard of the Dragon, and the statues of people frozen in agony are a sure sign of a Medusa around...)
and these:
Courtyard of Ancient Statues
Courtyard of the Dark Knights
Make sure that there are multiple levels for exploration. Both in terms of the physical location and in terms of the monsters that inhabit it. For example, I want to make sure that there are numerous towers and dungeons to explore; encounters can and will occur on multiple levels at the same time. Also, I would make sure that there are numerous "cultures" for the characters to interact with in a non-violent way - if they so choose. Maybe a lost tribe of elves or halflings that the characters can befriend. This will let the players find out what areas are really dangerous and give them a safe place to rest and recuperate. Finally, it allows for other campaign hooks to arise.
Make sure there are multiple storylines that can be followed through the complex. More so than just enter room, kill occupents, take stuff. Make sure that monsters interact in a logical way. It sounds like this is something that you have already looked at.
Finally, I want to make it large enough that the characters can never expect to explore it all in one campaign. Make it so there is always more for the characters to want to do. That will help add to the mystery of the place.