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Ration finds should be scarce, requiring stacking up on rations pre-embarking, and curios may reward parcels not whole stacks of food, making you conserve rations to use all the firewood to stay warm, instead of blowing it all on elaborate feasts to reduce stress and keep healing.
I'm not fond of the idea of another debuffing heavy zone, the Weald already provides pagens inflicting their damned hexes on the Heroes, so that theme is already present.
I personally would like to see this become a very unique Dungeon in it's own right and it's own challenges, which is why I like the aforementioned idea of stuns (not saying this zone shouldn't carry any debuffing enemies).
But I have to admit that stuns alone are lacking variety.
As you quoted me, I didn't say there shouldn't be debuffs. Also no, just because it's cold metal doesn't break, you'd need unfathomably cold temperatures for that, if anything cold makes metal harder until a certain breaking point... this isn't science though and I don't wanna play this game, because this is a videogame and we already suspend our disbelief for Cosmic creatures and magic, just saying that things shouldn't make sense from a RL standpoint, but a gamewise one, you can then make a theme around the mechanics, everything else serves false dichotomies. :)
I like the idea of making certain heroes undesirable, instead of just heroes be either neutral or favorable, in certain dungeons. I second this, but such debuffs would entail utter annihilation of such a stat, like theChavalier's debuff of whoppin' -50 Dodge!
Meh, if you do something do it right, a miniscule debuff isn't gonna disuade me from picking an accordingly fitting party comp.
My idea for progressing tiers of this dungeon would be to, instead of progressing through conventional means (completing random quests) you'd need to complete quests that are about "Scaling the Mountainside", which have very linear corridors, while the other quests will be centered around doing activities on the current and next plateaus that have been scaled so far, with greater branching corridors and room setups.