I am designing a Mountain Dungeon for a story in a video-game style. For those who are not familiar with what is a dungeon in a video game terminology, simply put:
A dungeon is a series of monster-riddled "floors" where players go through sequentially to reach the last floor and complete their objective (such as defeating a boss, getting loot, saving the princess, etc.).
Normally, dungeons are underground where you go one floor through the next from B1F, B2F, B3F, downwards until the players reach the final floor. (There are also dungeons in ascending style)
In video-games, you have no choice but to descend/ascend normally because of the game mechanic. However, in a story-setting and mountainous dungeon, you can theoretically bypass the floors by using flying magic from the sides or from behind it. So for the sake of this question, teleportation and flying is forbidden.
Question: How could I keep my players entering through the standard path (from one layer onto the next) instead of trying to scale up the sides and behind? (Geography wise or strategy wise)
Please note that the standard path is more dangerous (because of monsters) than going through the sides/back, but I need reasons to force the players to choose this regardless.
- The main reason in raiding this dungeon is to retrieve an item from the top.
- Each layer is more difficult than the previous one
- This is for a story
- I'm trying to prevent flight and possible exploits from going through the sides/back of the mountain
- Dead zone - cannot be passed
- Top of mountain - final floor
- The angle of elevation - downward, like a mountain