lestodante wrote:@Maurice76 this is also an interesting theme. Just I need more infos about two thing:
I can see 2 letters "C" in the map but no notes about them.
mitchiemasha wrote:I'm guessing C are the areas that still need to be reached. The treasury and the stairway.
Mitchiemasha got it right . I thought I mentioned them in the Notes section, but I see I only referred to them directly, not mentioning the "C" in the Notes text itself.
lestodante wrote:Can you also explain better about the "cave-in" and how they work? I see by translator they are some kind of holes in the floor, is it correct?
mitchiemasha wrote:I've not seen this defensive mode before. A new twist to the game. Blocking the doorways, figuring out a plan to do it first. I'd prefer to use flipped blocked corridor tiles than pit traps, as the markers. And, they's simply have to perform their action next to the tile to block it.
Basically, the blocked tile is a Falling Block Trap, except it's triggered on purpose rather than inadvertently. I was wondering about using different tiles to mark them for the players; basically anything will do, as long as it's obvious to the players where they can perform those actions. And, besides, I'd need to use a graphic that's available in HeroScribe .
I also noticed that the Quest number from HQ Quest Maker is shown; it's showing as Quest 1, while it should of course be at least Quest 3 .