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384a78.jpg
Harmony Posh
384a78
>>883900
>>883932
Alright here is the jist of it.
The principle of it would be like this image here, which will help visually explain it as well.
So, adventurers are walking along the path to the citadel, until they come to the moat, that is currently retracted, or something similar. The adventurers see the walls are occupied by a small squad of slime archers on watch atop the parapet. There is also a small stand with a button, clearly visible, that smart adventurers realize is the mechanism used to connect the bridge to the other side of the wall.
Adventurers now have the choice to do one of the following things:
>Try to reason with the slimes to open the gate and extend the bridge (surprisingly easy, so long as they are given a good reason)
>Jump/Fly the gap or use magic to get across and press the button
>Notice that there is a great number of rocks scattered about their side of the moat, they come to the realization that they can throw the rocks, hitting the button and activating the mechanism (for the purpose of this puzzle, projectile weapons and items like Psion's orbs would also work.
If adventurers choose option 2 or 3, the button activates, but an alarm also sounds. The gate will open, to reveal a small squadron of slime soldiers. The archers will also begin to fire arrows at the party.
Those that used their own powers are now isolated and have to defend themselves while the bridge slowly extends across the moat.
If the party used projectiles, they get to watch as their path is now blocked by the afformentioned squad.
The squad of slimes goal is to push the players back onto the bridge and either kill the players, or push them into the comfy moat and let the comfy slimes do the job for them.
Adventurers that are able to resist the slimes in the moat, may find the secret room, which contains one or all of the items listed in the diagram, I'm kind of favouring the idea of adhesive boots just because it does allow players to get back into the fray should they not have a rope/are fighting solo.
The players must then defeat the slimes blocking their path, and either defeat the archers or run straight in and press button 2, which deactivates the alarm, and removes aggro from the wall.
The result is that we now have a more dynamic fight that adds a sense of danger, but still rewards players for thinking creatively, and the added danger of the comfy moat means that higher level adventurers now have something else to challenge them and keep them on their toes. And I think this can make the puzzle seem like less of a chore.
In addition not included in this image. I think we add some scattered rocks in the comfy moat that function as 'stepping stones' that lead to the secret room. Not too many so that people just cross using the stones, but enough to make it seem like its random and not leading to the secret in this dungeon.
One more thing I forgot to suggest with buying items for runes...
>Asking the Chef if he has a chicken or something. We could get Feather Runes for future winged creatures, maybe even harpies for the colosseum?
>A Candle for Wax runes. I don't know if that will do any good right now, but maybe there is some decorative purposes for it. We need to spruce up the place
>Pelts for Fur Runes also for decoration as well as making animals that aren't slime based or made of glass if we do the whole glass horse idea
>Lizards Scales for Scale runes, same reason I want Feather or Fur. Need those so we can make all sorts of animals
>A Potted Plant, which we could technically rune for both Clay and Plant runes, I completely forgot we did not have plant runes, thinking we had it because Rosa and Ashley are more plant based, but they used wood runes.
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