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Goblin-King wrote:I'd think the easiest way to implement ambushes would just be to place "monster traps". Simply a square that triggers a monster that is placed and attacks immediately, ending the hero's turn.
If I recall correctly this is actually already included in the original rules in some expansion.
Either that or just through the quest notes.
A.) When this room is first discovered the hero's turn is ended and all monsters in the room immediately gets a free turn.
No need to invent special rules if it can be handled with existing rules
Goblin-King wrote:If I recall correctly this is actually already included in the original rules in some expansion.
Goblin-King wrote:Either that or just through the quest notes.
A.) When this room is first discovered the hero's turn is ended and all monsters in the room immediately gets a free turn.
Goblin-King wrote:No need to invent special rules if it can be handled with existing rules
Daedalus wrote:I believe GoblinKing was referring to this rule from the EQP and BQP:
Daedalus wrote:While on the subjuct, I'd like to mention a house rule of my own I was thinking of implementing for special rooms/corridors or certain monsters: "When a Hero moves adjacent to attack a monster, it may make a special attack first if the Hero's movement roll is less than the monster's movement score."
Daedalus wrote:While on the subjuct, I'd like to mention a house rule of my own I was thinking of implementing for special rooms/corridors or certain monsters: "When a Hero moves adjacent to attack a monster, it may make a special attack first if the Hero's movement roll is less than the monster's movement score."
Daedalus wrote:Sounds like charging meshes nicely with the surprise idea
Daedalus wrote:A possible solution would be to use the Wandering Monster trap icon and include in the Quest notes for the ambush room that certain specified monsters appear instead of the Wandering Monster(s) of that Quest.
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