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I place the wandering monster for the quest at the stair case (or exit point), as if it has come back from a patrol or using the outhouse or whatever crazy reason you'd like to rationalize. If the exit point hasn't been discovered, then I just set aside the monster until when it is.


mainat wrote:Old topic, new thought.
I find that the threat of a monster is often times enough to stop players from taking "extra" turns to line up before opening door. Even causes a party to split up more often in the hopes of completing the quest in the least amount of turns. I create this threat by rolling a 1d6 at the beginning of Zargon's turn, if it's aI place the wandering monster for the quest at the stair case (or exit point), as if it has come back from a patrol or using the outhouse or whatever crazy reason you'd like to rationalize. If the exit point hasn't been discovered, then I just set aside the monster until when it is.





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