
Hello everyone! This set has been quite the challenge, and I was a bit worried about meeting the submission deadline, but I'm thrilled to be here with this exciting release.
Firstly, a warm welcome to all the new supporters, and thank you for joining us! For those who might be new to this category, allow me to provide a brief explanation: the PUZZLE maps involve a sequence of actions to complete in order to reach the boss fight. While the map is fully playable as is, I enjoy adding a puzzle or phased path to follow, which can add an extra layer of fun and strategy to your games. You can find the PUZZLE MAPS in the Tags, or under the "PUZZLEs" Collection.
Now, let's dive into the details.
About the map:
This dungeon is kinda straightforward. Drawing inspiration from the previous dungeon puzzle "Tech of Ruins" (you can find it here), I've incorporated new rooms and mechanics. The core of this minidungeon is its simplicity and mechanics. You'll find yourself in a main hall with four levers and four doors. To open a door, you'll need to pull the lever with the corresponding symbol—easy enough. The last lever will either open the tomb or summon a boss—it's your call!
This dungeon features various areas, traps, and secret doors. Two accessible areas, like Room E, provide you with a view of Room F, but they can't be crossed. Those bars are designed to be insurmountable. Imagine that you'll take double the damage each time you attempt to touch or damage them: 1 damage, 2 damage, 4 damage, 8, 16, 32, and so on.
So, where's the challenge? You'll need to recover a magical verse or rune (or perhaps a piece of the mechanism; the choice is yours) that matches the lever in order to make it function. The map is designed to lead your players along a direct path. For example, you won't be able to enter Room F unless you've obtained the piece in Room B!
Don't worry, I'll provide a detailed explanation along with the solution shortly. In the meantime, you can download the pack from the following links!

To begin, each map includes a collection of tokens designed for covering tiles and relocating levers. It adds a delightful touch to transform an inactive rune into a lit representation.

A: The main hall, featuring four doors and four levers. The Legend map illustrates these elements with various colors, each corresponding to a particular connection.
B: The initial room accessible at your discretion. Observe the green lever, which grants entry to Room B by unlocking the green door in Room A. In Room B, you'll find a concealed passageway, a floor grate with potential traps, and a purple rune. This rune is essential for activating the purple lever in Room A, granting access to Room C through the corresponding purple door.
C: Accessible from Room B via the concealed passage or by unlocking the purple door on the Legend map. In Room C, you'll discover the missing piece required for the blue lever.
D: Acquire the missing piece from Room C to unlock the blue door and reach this area. Room D features a trap and two concealed areas, namely Room E and Room H.
E: A compact room housing the final piece for the red lever. It also offers a view of Room F through the bars.
F: An empty room, but a potential location for encounters due to its expansive layout.
G: The ultimate room, accessible through a secret door in Hall A. The timing of the players' discovery is at the discretion of the game master. Room G boasts a spacious area, a concealed trap, and a lever that remains locked until all other levers have been utilized. Within this room, you can catch a glimpse of Room H and its treasure chest through the bars. Room G contains a crypt tomb and a chest.
H: Primarily an optional room, accessible solely through a secret entrance in Room E. Room H offers a treasure chest and a vantage point to observe Room G. While you can see through the bars, crossing or tampering with them is impossible due to magical barriers.
I: A secret tunnel connecting Room B and Room C, serving as a convenient passageway.
Ah, I see you've spotted the columns, haven't you? Well, these columns serve as an extra clue for your players. As you've likely observed, each door and lever is linked and distinguished by a corresponding rune symbol. However, for those who are particularly adept at recognizing patterns, this additional touch may offer an even more intriguing experience.

Hope you like it! Let me know what you think about it. I'm open to suggestion to improve the experience :D
Renflowergrapx
2023-11-01 08:05:27 +0000 UTC