Inside Kalid-Ma's Ziggurat.

Post/Author/DateTimePost
#1

deviant_behavior

Jun 04, 2011 13:51:06

(Loosely based off of the "Inside Kalak's Ziggurat" thread also floating around the forums) So I've been DMing a 4e Dark Sun campaign into early Paragon tier (PCs are level 11), and they have been exploring the lost city-state of Kalidnay. The city was banished to the gray (the shadowfell/dark world) long ago, and exists in a sort of limbo state between the material plane and the gray.


For those familiar, it is because Kalid-ma, the sorcerer king of Kalidnay, performed a metamorphosis ritual to ascend to Dragonhood. But, his high templar interfered, and overpowered the ritual, sacrificing most of the people of Kalidnay and transporting the remaining population to the shadowfell. This ritual took place atop a massive ziggurat, similar to the one in the city of Tyr. This is where I would like to have the dungeon crawl take place, and allow the PCs to discover exactly what happened to Kalidnay and its peoples. Also, the sorcerer-king lies in a deep coma in the ritual chamber at the top of the Ziggurat. I think it would be an interesting moral dilemma for the PCs- deciding to kill, capture, revive, or ignore the sleeping king.


For those who wish to read more about this, a recent Dragon article showcases the city and makes it 4e canon (which is nice, since this city was of great interest in 2e). 


At any rate, I was thinking that in order to make it through the Ziggurat, the PCs would have to solve several puzzles and fight encounters that take place in both the dungeon in the material world and its duplicate in the gray. I remember having a blast with these dual-world type puzzles in A Link to the Past, and probably a few other RPGs. I would probably introduce the PCs to this mechanic, and I'm sure they would pick it up fast, with a fairly simple intro puzzle where two pressure plates or runes need to be activated at the same time by one character in the material world and one character in the gray. Then maybe introduce them to Monsters that exist between planes. Say, a golem that needs to have certain components deactivated with skill checks in the material world, while its monstrous essence is defeated in the gray.


Of course, there would have to be a means by which the players can shift easily between the two worlds, maybe a set of keys or other items, or maybe permanent portals scattered throughout the dungeon. I think the portals might be more restrictive, and require a lot more planning, but I am unsure if that is a good thing or not.


Any ideas out there? Maybe some of you remember puzzles from old Zelda games or other RPGs that utilized this theme, or have ideas for monsters/templates/powers that would fit well into such a dungeon. I would especially like to have a climactic fight that uses lots of fantastic terrain, dual-world puzzles, and dualistic monsters. And, of course, a climactic boss fight/skill challenge encounter in the ritual chamber of the Ziggurat with either the spirit of Kalid-Ma in the gray, or his high Templar Thakok-An, or maybe both in some fashion.

#2

Valien

Jun 05, 2011 9:14:20
This two-worlds-at-the-same-time dungeon idea is wicked awesome. Consider it stolen for my own home game in the future.

I'm going to make a summary of what the people in "Inside Kalak's Ziggurat" thread advised me: When designing the dungeon, think about what Kalid-Ma would have wanted to put in there. Be sure to find a purpose for all elements inside that ziggurat, paying special attention to the fact that the SK did not plan on the city going to the Grey. The features of the dungeon should mirror A) whatever the SK wanted to be in there, considering his plans and aspirations, and B) whatever slipped into the ziggurat since the ritual; nothing more, nothing less.

Imagine if Kalid-Ma would create a logical puzzle that involved him going through seven different rooms to flip seven different switches in order just for him to go up to the second floor... probably not, but a password-protected door is within the realm of possibility. The puzzle, then, would be figuring out what the password is.

Another example: these "portals"... I, personally, think they're a great idea, since, if you plan it carefully, you could make them a logical puzzle in itself (like, "players will have to cross over, flip a switch, cross back, go to room A, defeat monster, cross over in room A and go back to room B, yadda yadda" - do you get what I mean? Giving them complete power over crossing the worlds will make it much easier, but less interesting). However, while the portals will be a great addition to your dungeon, remember that they're no supposed to be there; they will be less like "artificial gateways" and more like "random tears in the fabric of reality".

Always keep in mind that, whatever puzzle involves crossing the planes over and over, it was NOT included in Kalid-Ma's designs for the ziggurat, and therefore this puzzle is very unlikely to be necessary for advancing, unless another change that happened after the ritual makes crossing over necessary. (Am I being too complex? Let me give you an example: crossing to the Shadowfell should only be necessary for going from one room to the next IF, and only if, there was another way to make this passage without crossing over at the time that the ziggurat was intact - maybe a passageway that is now sealed by debris in the material world but is intact in the Grey; or a door that required a password in the material word (a password that the players do not have acess to) but that is open for passage in the Grey).

Same thing with any monsters that live in there. Do you imagine that Kalid-Ma would have used these monsters as guardians to the ziggurat while he was conscious? If yes, they're probably OK; if not, then you have to make sure there is an explanation far what the hell the monster is doing in there (especially considering that Thakok-An probably protects the Ziggurat where her master sleeps with all her strength).

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In the final fight, IF you put them against Kalid-Ma, find an explanation for why a group of paragon-tier guys can fight (and possibily even defeat) high-epic-level draconic king of overpowerness. Maybe they fight only a fragile shard of Kalid-Ma's consciousness that has taken on a substantial form; do not cheapen the King by lowering his level. But I'm sure you know that already Smile

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A last piece of advice - why don't you look up for the Zelda dungeons on the web and try to adapt them? Search for the maps, try to find the puzzles... it's very ease to adapt these things into a very cool dungeon.

Unfortunately, right now, I can't remember a single dungeon in any Zelda game (and I've pretty much finished them all) that involves crossing over two different worlds, but I'm SURE there must be. Do you remember any? If yes, steal the hell out of it.

Well... That's all for today! Hope I was able to help =)

#3

claytoniantomb

Jun 05, 2011 11:44:24
Suggestion for an artifact: There is a medalion or something that exists in both worlds. If both are found, they can't be in the same world at the same time, but any two people holding them could swap dimensional places. That way, if the way is barred for instance, one person can switch over and go to the shadowfell where the door has rotted away, go through, switch dimensions again, and then open the door for the rest of the party from the other side.

Two things to consider: the party has to find a portal to the other world in the first place; I suggest they set off a hazard/trap that transports just one person, then they find the respective medalions and discover their function.
The second thing is that the party will be effectively split for a while, so monsters can't be too deadly.
#4

aumshantih

Jun 09, 2011 16:34:20
First off:
Pyramid's, not Ziggurats.  Kalidnay is faux Egyptian and should stay that way IMHO.  Step Pyramids are fine too in a pinch.

Secondly:  
I've always envisioned Kalid-Ma's pyramid as being full of Horrific Traps, Undead of various sorts, and especially mummies.  Lots of mummies.  Your Athas will vary, but in my current game, I had Kalid-Ma set up various "animal headed gods" (Sekhmet, Thoth, Anubis, etc)- which are in fact various beast headed giant mummies, trophies from the Cleansing Wars, that he organized his templars into serving.   

Incredibly dangerous, but awesome. 
#5

deviant_behavior

Jun 10, 2011 1:52:57
First off:
Pyramid's, not Ziggurats.  
 


 
Well, I'm going off of Dark Sun canon. Excerpt from the dungeon article on Kalidnay:

"Kalid-Ma's Ziggurat"

The most prominent stucture in Kalidnay is the great ziggurat  . . . the ziggurat has a vast interior . . . claim that the ziggurat was intended as a great tomb  . . . etc. x5"

 Kind of a symantecs game :|
#6

Valien

Jun 10, 2011 8:05:30
In my game, Nibenay is the faux-Egipt city. I like Egipt, and I like Nibenay, so... Cool
#7

Sysane

Jun 10, 2011 9:00:54
Kalid-Ma being the Rajaat's "Tari-Killer", I would probably have some Tari themed elements in the ziggurat's interior. i.e. some hieroglyphics or frescoes depicting Kalid-Ma slaying masses of Tari.

         
#8

obryn

Jun 10, 2011 12:14:22
Kalid-Ma being the Rajaat's "Tari-Killer", I would probably have some Tari themed elements in the ziggurat's interior. i.e. some hieroglyphics or frescoes depicting Kalid-Ma slaying masses of Tari.

         

Sure.

Now just explain wth a Tari is.

My pet theory is that Kalid-Ma made them up, and then told Rajaat, "Look!  No more Tari!"

-O
#9

Sysane

Jun 10, 2011 13:33:35
They actually still exist. Kalid-Ma never succeeded in wiping them out.

At least he didn't in 2e/3e. Can't vouch for 4e continuity. 
#10

mach4

Jun 10, 2011 16:16:28
Tari are basically ratmen in other settings. Not a lot of information was ever presented outside of the MC descriptions. There was a tari timeline made on the forums, not sure if any other development was ever done on them however.