Goblin-King wrote:the heroes might discover a trap aaaaaall the way across the board, but guess what? Now they have to remember where it was or keep searching to be reminded.
"There are no new traps to be discovered in this area."
Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
Goblin-King wrote:the heroes might discover a trap aaaaaall the way across the board, but guess what? Now they have to remember where it was or keep searching to be reminded.


Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.


knightkrawler wrote:I am of Sjeng's opinion.
I use question mark markers from Descent. Heroes know where a trap is, but do not know what kind it is until they trigger or disarm it.


Goblin-King wrote:I wouldn't normally allow for "unactivated" monsters to move around unseen.
Sjeng wrote:Why? once found, it's found. It's either placed on the board or triggered and spent.


Infje wrote:We we're playing quest 6 of the main game. As soon as the heroes ventured out into the hall I started using the Chaos Knights without placing them on the board. This allowed me to ambush them. I only placed them on the board if they were in the line of sight. I take it that as a DM I'm free to move whatever monsters that are placed in the halls without informing the players. I only inform them as soon as they appear in the line of sight of the players. I don't see why I should leave them static, only to be triggered when the heroes see them. This caused them to accuse me of cheating and spawning enemies. What do the experts think/use? I feel that when monster is out of sight I'm free to remove them and spawn them were I see fit (while keeping it fair).
Infje wrote:In quest 7, as soon as the monster in the northern hall was killed they searched for traps. That means for the entire hall. I think it's ludicrous that they can see that far ahead. I was thinking about only being able to search for a set number of squares. Only that would be difficult to keep track of. Any ideas?


Daedalus wrote:The EU rules merely require a trap to be found for a tile to be placed. No tile is necessary for a spear or chest trap--they are considered rendered harmless once found. However, the NA rules don't allow for a trap tile to be placed until it has been sprung. Spear, chest, and furniture traps lack tiles and remain dangerous until sprung.


Goblin-King wrote:Really? You sure?
We've always played that pits only open if someone actually step on it.
And why would spear traps be deactivated just because you spot it? That also highly devalues the dwarf/toolkit.
And you cant make spear trap mazes?
And it kinda fixes the problem with being able to search too big an area.
sadface!
Gotta look that up later...


sajungzak wrote:I agree. Once seen, sometimes a monster will run around a corner. When I do this, I remove the monster from the board and finish the move unseen. He cannot be moved again until seen again. The players don't necessarily know this, but I may have hinted to this rule once or twice if challenged...
's content.





Users browsing this forum: No registered users and 1 guest