I'm happy to read that. While I would not want to play a pure dungeon crawl game (not gonna name names), I do think that it offers variety. One big reason I have thrown 2 into the campaign so far, is that that social/politics have taken up significantly more of the campaign's time than I had initially anticipated, and more crucially, than I had told my players in our session zero. So combat focussed scenarios are a way to give some of the limelight to the Mu/Re Co and Cr Ig/Te mages.
I designed this dungeon with their character sheets in front of me (we use google spreadsheets).
- The choice of making completely sealed rooms in the beginning was to give the Te mage a chance to spont some Te magic as well as to use his peer through rock spell.
- The skeletons are there for the Co mage to animate in case of a fight (which I why I was mentioning awaken the slumbering corpse on the discord)
- The choice of making the fallen Covenant partly Re focussed was so that I'd have a reason to drop a top tier Re tractatus on the loot list (for the Co mage, who's had really bad luck experimenting in the lab)
I designed this one with the idea in mind that it can be done all in one go, as opposed to the Drachenfels one, where they clearly hit temporary dead ends which they'd have to research their way through.
Instead, my party decided not to fight the automata (for now) nor to break containment on Eginolf's room, but instead to come back on All Hallow's Eve, to find out what was the source of the noise. So I've spend some time thinking of how to turbo-infernalise the dungeon so that it is both the same, but more so.
My current thought is that in addition to the aura being stronger (which is not normal for magic but is for Infernal) and that the ghosts of Tielo and Hermann, instead of just operating their usual routine, will animate the bodies and attack, leading to fights with janky-out of synch skely-ghosts that inflict both real wounds (with the weapon) and fatigue damage (with the ghostly form).