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- mansion assassination mission
- - sneak into heavily guarded mansion, inhume target, get out without being seen
- - stages: the grounds, the mansion pt 1, the detour, the mansion part 2
- - use dungeon inherit to procedurally generate mansion
- - the grounds: patrolled by guards, sneak past them and find either a place to climb in or a place to swim in
- climb: there is a fortunately placed tree next to an unlocked window, allowing you to use it to get in
- swim: idk sewers or something
- you can't go in through the front door because it's heavily patrolled
- - the mansion: mazelike, divided in half effectively by animals that cannot be sneaked past - pet dogs, birds, cats
- there are less guards here, but also locked doors
- you enter in the wrong half and must use the detour to enter the other half
- - detour: uses the other skill of climbing or swimming that the mansion entry did not
- - finally, reach the target and inhume them
- - challenges:
- the guards will throw you out and go into high alert if they see you, ending your mission; they check on enter and every 5 seconds
- animals will always see you and make noise, alerting the guards; this makes them function as roadblocks
- locked doors in the mansion require a key to pass; the key can be stolen from a nearby guard, or you can lockpick the door
- inhuming the target is naturally a skillcheck; if you fail badly enough that they see you, you fail the mission
- mansion layout
- - rooms: picture gallery, front parlour, tearoom, drawing room (living room), guest rooms (several), dining room, study, pantry, kitchen, scullery, bedrooms (several, with en suite bathrooms), attic, storeroom, closet, cellar, billiards room, music room, great hall, cloak room, grand foyer, ballroom, conservatory
- - walking through doors alerts guards who are in the room; you have to pursue a guard through while sneaking
- sometimes you have to manipulate guards into walking through the door, by making
- - maybe use brightly lit guarded rooms as roadblocks instead of animals, animals could be bribeable
- two argumentative guards that you can cause to argue by planting items on them; they take turns to patrol a more dimly lit hallway but one of them is always in a brightly lit room
- - dog which you have to bribe with its favourite dog treats, found elsewhere
- maybe there are like six bags of various treats scattered everywhere and you have to eavesdrop on the servants to figure out which one the dogs like and which one the cats like
- cover birdcage with a blanket
- put dog in a basket and weigh it down
- - maybe one of the guards is superstitious and gets spooked whenever someone mentions a particular god
- and you have to figure out which name, and then whisper it to him while sneaking
- name of his ex? name of a god he wronged
- if you whisper the wrong name he gets suspicious so you can't trial and error it
- plant something he fears on him
- - traps:
- tripwires that set off a bell
- - multiple "lives"? you get 3 mistakes before you fail the mission
- - guards playing poker, you can make them fight by stealing and planting cards
- - family member sipping wine, you can swap their drink to get them drunk
- - locking guards into closets?
- - troll guards - outside front door?
- - guard sipping tea while guarding a door, you can steal his tea so he falls asleep after a minute
- during this wait time you can go off and do other things
- - when you enter the final room with the target, he's not looking at you
- he thinks you're someone else and goes on a long monologue/rant
- (if you're sneaking he says something about how you always walk too quietly and he hates it when you startle him like that)
- /d/forn/genua/genua_city/paradise_crescent/paradise_crescent_04
- Sprint 1: 20-8-2020
- Currently the basic generation is in place, but the grounds and the mansion are entirely empty.
- [] Write NPC inherits:
- - Guards, who only alarm if they see you
- - Animals, who alarm if some condition is unmet
- - Family members, friends, and servants: ?
- [] Write room inherits:
- - Nothing for now
- [] Write handler:
- - Keeps track of alarm level
- - Ends mission when it gets too high
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