Making Grin's Map more useful
G'day all,
Grin's Map is a bit pointless considering how theoretically important it's meant to be to collect all four pieces. It does show a rough layout of the last quest in Kellar's Keep, but that's it.
What bonus effects (if any) have players come up with to make finding all the pieces more interesting and worthwhile?
One idea I had for the last quest of KK (using EU terminology):
"Before the characters move onto the board, the character players may use Grin's Map to find out what lies ahead. For each piece of the map they have collected, they may point to one room on the board. If it is marked on the quest map, the evil wizard player must lay out the contents of the room, with all doors closed. If the room they point to is shaded dark grey, the evil wizard player must tell them that nothing is there but solid rock. For example, if they have collected three pieces of Grin's Map, the players can ask about three different rooms. The players should take turns to ask about one room each, starting with the player to the left of the evil wizard player."
Effectively it's like a multi-use Clairvoyance spell effect from Wizards of Morcar. If they're smart they will inspect the actual map cardboard pieces to get a rough idea where rooms are likely to be, before asking. The more pieces they found, the more useful the map will be.
I counted the number of monsters on the map and it looks like they don't exceed the total number of miniatures you will have (base game plus Kellar's Keep), so even if you end up laying out rooms packed with creatures, it shouldn't be a problem in terms of components.
Grin's Map is a bit pointless considering how theoretically important it's meant to be to collect all four pieces. It does show a rough layout of the last quest in Kellar's Keep, but that's it.
What bonus effects (if any) have players come up with to make finding all the pieces more interesting and worthwhile?
One idea I had for the last quest of KK (using EU terminology):
"Before the characters move onto the board, the character players may use Grin's Map to find out what lies ahead. For each piece of the map they have collected, they may point to one room on the board. If it is marked on the quest map, the evil wizard player must lay out the contents of the room, with all doors closed. If the room they point to is shaded dark grey, the evil wizard player must tell them that nothing is there but solid rock. For example, if they have collected three pieces of Grin's Map, the players can ask about three different rooms. The players should take turns to ask about one room each, starting with the player to the left of the evil wizard player."
Effectively it's like a multi-use Clairvoyance spell effect from Wizards of Morcar. If they're smart they will inspect the actual map cardboard pieces to get a rough idea where rooms are likely to be, before asking. The more pieces they found, the more useful the map will be.
I counted the number of monsters on the map and it looks like they don't exceed the total number of miniatures you will have (base game plus Kellar's Keep), so even if you end up laying out rooms packed with creatures, it shouldn't be a problem in terms of components.