by cynthialee » October 27th, 2011, 12:15 pm
Great minds think alike.
The white shield to land a hit came to mind but then I thought, maybe I should allow the monster to block with white shields instead of black shields in this case.
Maybe only allow the Dwarf to set up an actual trap...He will need excavating tools and a 'potion of mighty digging' if there are to be pit traps made in a quick fashion.
For nets perhaps require two heroes to be on adjucent squares with one of them adjucent to a monster and both must get a skull and the monster must not roll any black shields to dodge?
Sleep potion grenades require a throw with 2 dice. If they get a skull it hits on the monsters square. If they get no skulls it lands on a nearby square, Evil wizards choice. If they roll 2 black shields they botch and the grenade falls at thier feet.
Make the sleep last 2 turns. Just enough time to bind a monster up.
Mercs....
Probably need a few mercs to guard the monsters at the entrance to the dungeon as they are captured.
Probably require 1 merc crowd control for every 5 captured monsters. Or require 1 hero for crowd control for every 6 monsters. (heroes are always tougher than mercs...)
Thinking that this would be a slow dungeon. Setting up ambush points and traps, lurring monsters into said traps and ambushes. Securing prisoners. Maintaining control and compliance with said monsters once they are captured. These things would eat up allot of time. Certainly not going to clear the board rapidly under such circumstances.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~