cynthialee wrote:I love slide traps, my players ... not so much. Every time I spring this type of trap on them I get go to hell looks from them.
Yeah, but I would just replay with this:
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cynthialee wrote:I love slide traps, my players ... not so much. Every time I spring this type of trap on them I get go to hell looks from them.
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.
Malcadon wrote:cynthialee wrote:I love slide traps, my players ... not so much. Every time I spring this type of trap on them I get go to hell looks from them.
Yeah, but I would just replay with this:
Teldurn wrote:Malcadon wrote:cynthialee wrote:I love slide traps, my players ... not so much. Every time I spring this type of trap on them I get go to hell looks from them.
Yeah, but I would just replay with this:
GimmeYerGold wrote:Here's an idea to add to the list: Alchemist's Trap: a trap that instantly turns a piece of equipment a hero is using into gold, worth 100 gold coins.
Basically, I'm trying to integrate an equipment-destroying trap/event that doesn't rely on complicated damage mechanics, or the inclusion of a chaos sorcerer character with a genuine rust spell. The danger of a destroyed/rusted weapon should always be in the back of the Hero's minds--not so common, but not so rare an event that it's no longer a concern. Thoughts?
cynthialee wrote:The way to prevent them from removing armor and weapons on the off chance of a rust spell on a chest is to have a chest stuffed with skeleton bones for the next chest after it.....Sure fight a handful of skeletons without weapons and armor...
They will not do it more than once.
Daedalus wrote:Roll a combat die every Morcar turn. When a black shield is rolled, tell the Heroes they hear rumbling as the false guide attempts to collapse the entrance! Set the spiral stairway next to the gameboard and place a rubble marker on it. Place another marker each time you again roll a black shield. If all 4 spaces are filled, swap in a blocked-square marker instead. When you reveal the exit, place the tile with any markers on it. Treat any rubble markers as a found falling-block traps that may be exited.
If the Heroes press on in haste, they all should have a good chance of escape after likely facing 4 falling-block traps. Falling-block traps may be jumped per the normal game rules, but each triggered trap adds another blocked-square tile. This may result in Hero death if the exit becomes completely blocked, which is more likely the more the Heroes delay. Stone blocked-squares may only be passed with a spell. If a Hero dies exiting a falling-block tile, his equipment will be looted by the false guide if no other Hero has exited by M/Z's turn.
Daedalus wrote:Concerning your rules document of the OP, how about this for a water trap:Water Pit Trap - A water pit trap is similar to a standard pit trap except it is filled with water. Any Hero that falls into a water pit immediately ends his turn. At the start of his following turns, the Hero must roll his movement dice, one less if he possesses a helmet, armor, or shield. The Hero must spend 5 movement treading water, otherwise he loses 1 Body Point of damage and can't move out. Any protective gear may be discarded and lost before rolling.
This version allows a less lethal choice to retain expensive gear (keeping plate mail is still a death sentence.) Though not stated, it also may combine with the passing items clarification of the EQP and BQP. In that case, only one item may be passed in a turn, so damage is more likely with more defensive gear.
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