by Jalapenotrellis » November 10th, 2019, 7:55 pm
We ran Kellar's Keep Quest 2 today. The falling block trap at the bottom right of the board that separates the heroes was the first time our heroes actually had this true trap trigger. The barbarian was blockading the door, so the elf went in first and triggers the trap. After rolling 3 dice and seeing how much damage he takes, he has to jump in one of the spaces next to the trap. Since the barbarian was in the doorway, he HAD to jump further into the room, forcing a separation. I just wanted to check that we played this correctly. The Heroes (err Champions, as we are in KK) thought it was a little mean and arbitrary since they can't search for it and it forced separation.
Personally, I thought it was awesome. Like really exciting. They found it scary and were paranoid of having it happen again, blocking the elf off forever.
Edit: what I'm asking is if the elf could have jumped back to the spot he started...he crossed over the barbarian to get through the door, triggers the trap, and can't jump back to the side with the barbarian because he (the barbarian) is in front of the door. So the elf only has the choice of the three spaces around the pit trap on the trap side of the door.