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Stoner81 wrote:I never even noticed that the map shows the rough layout of the last quest*mind blown* I always thought the map pieces didn't really do anything so I really this idea to actually make them worth finding.
EDIT - Added this rule to my quest book, thanks for the idea!
wallydubbs wrote:I think one way of making the map more important is to make it less of an objective and more of a Bonus. grin's Crag isn't that difficult of a quest unless you're being timed. So I'd suggest adding a timer to this quest, giving the heroes 20 - 25 turns each to make it through the final door. The Emperor is in dire need of escape, so the heroes need to get there before it's too late.
To make this easier, keep track of how many map tokens the heroes have. 4 stone map tokens and 4 sections of the board: at the start of the quest lay out the path the heroes must take to finish the quest (but not the monsters). If the heroes are missing a piece of the map DO NOT show that section of the board until the heroes see it. Otherwise they have a map and should know the quest layout.
There are certain doors the heroes shouldn't go through, but they'll certainly be tempted to look through them, which will only deter them from their main objective even further.
So I'd say add a timer and reveal the path if they have the map tokens, it'll take the edge off if they know where they have to go, but a timer will keep them making haste because you don't want to fail the whole quest at the last moment due to time constraints.
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