• mozz@mbin.grits.dev
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    4 months ago

    Eh. I dislike the “dungeon only works the way I want it to” solution, like the mirrors are unbreakable because that’s not what I wanted you to do with them.

    In the other hand, having the players suddenly finding themselves in a boss fight with what was imprisoned in the mirror prison as soon as there’s an existing mirror isn’t facing another intact mirror? And then if they start winning or run away and get back to town, they get a surprise as soon as they go near a mirror? Until they figure out what was the special property that kept the beast in place in the chamber, how it was tricked into it in the first place and how to repeat the process? Fuckin a man. I had planned that you have to have one party member watching in the mirror guiding someone else to find the alcove in the opposite wall that can only be seen through one of the mirrors, but I like this way better; let’s rock.

    • Justas🇱🇹@sh.itjust.works
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      4 months ago

      Introduce the Hinter from Cultist Simulator lore just to mess with your players:

      The Hinter are most comfortable behind. Behind the scenes, behind the mirrors, behind you. They can slide under doors and can kill with glass, but they cannot survive the gaze of a living mortal.

      • mozz@mbin.grits.dev
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        4 months ago

        Yeah. The inscription was instructions for how to use this room as a place of safety from them, because you can always see behind you in one or another of the mirrors. Now, when the players encounter them a very short time later, they’ll have nowhere to go where they’re not vulnerable.

        I love it. Have fun guys! You may have difficulty in this dungeon starting soon.