Random monster patrols using the monster cards
The threat of an occasional patrol can help add a bit of pressure, keep the heroes moving along, and generally add to the difficulty of a dungeon.
Create a shuffled pile of all the monster cards, placing them face-down behind the screen. At the begining of Zargon's turn, draw a card. If it doesn't match the wandering monster type for the dungeon, discard it. If the revealed card matches the wandering monster type for the dungeon, place a skull marker nearby and shuffle both the card and the discard pile back into the monster deck.
Next, roll a six-sided die. If the result is greater than the current number of skull markers placed by the monster deck, nothing happens. Should the die result be equal to or less than the number of skull markers currently placed by the pile, then remove the skull markers and place a patrol of that many monsters on the board.
They start together and out of line of sight, as close as possible to a hero. When possible, the patrol starts on an explored square, or an unexplored adjacent square if around a corner. Otherwise, the patrol waits on the other side of the next door that is opened.
A patrol is made up of the wandering monster type for the dungeon. However, more than one designated monster card can form a patrol, if desired. This will increase the frequency of patrols, as well as create mixed groups. Similarly, more than one designated monster card may add a patrol monster, but additional cards can work as proxies for the single, desired wandering monster type.
For an easier to manage patrol size that appears more quickly, roll two red dice. If either die is equal to or less than the number of skull markers currently placed by the pile, then a half-sized patrol is placed on the board (divide the higher-qualifying die by 2, rounding up).
Create a shuffled pile of all the monster cards, placing them face-down behind the screen. At the begining of Zargon's turn, draw a card. If it doesn't match the wandering monster type for the dungeon, discard it. If the revealed card matches the wandering monster type for the dungeon, place a skull marker nearby and shuffle both the card and the discard pile back into the monster deck.
Next, roll a six-sided die. If the result is greater than the current number of skull markers placed by the monster deck, nothing happens. Should the die result be equal to or less than the number of skull markers currently placed by the pile, then remove the skull markers and place a patrol of that many monsters on the board.
They start together and out of line of sight, as close as possible to a hero. When possible, the patrol starts on an explored square, or an unexplored adjacent square if around a corner. Otherwise, the patrol waits on the other side of the next door that is opened.
A patrol is made up of the wandering monster type for the dungeon. However, more than one designated monster card can form a patrol, if desired. This will increase the frequency of patrols, as well as create mixed groups. Similarly, more than one designated monster card may add a patrol monster, but additional cards can work as proxies for the single, desired wandering monster type.
For an easier to manage patrol size that appears more quickly, roll two red dice. If either die is equal to or less than the number of skull markers currently placed by the pile, then a half-sized patrol is placed on the board (divide the higher-qualifying die by 2, rounding up).