knightkrawler wrote:Has anyone tried including secret doors in treasure searches as a general rule or in any given quest?
I will try her in a few months. She may combine 2 search actions in 1.

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knightkrawler wrote:Has anyone tried including secret doors in treasure searches as a general rule or in any given quest?
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A search action is a whole turn action that can only take place in a room, where no monsters are present in the room and it cannot be combined with movement (as movement is an assumed part of the search itself).
If you wish to search a room, then you must state that as an action prior to making any movement and once that action is completed then your turn has finished.
If a player character searches a room the Evil Wizard Player must determine the outcome as below
a) it contains one or more traps (excluding trapped chests – see below) then the Evil Wizard player must declare “You have found a trap” and move the player character’s miniature to the nearest trapped space. The player character must then attempt to disarm the trap, whether successful or not this ends the player characters turn but the room is still available to be searched by another player character on their turn or by the same player character on a subsequent turn.
b) it contains a secret door then the secret door will automatically be found and needs to be handled by the rules below in the “Placing a secret door” section below. Finding the secret door ends the player characters turn but the room is still available to be searched by another player character on their turn or by the same player character on a subsequent turn.
c) it doesn’t contain any hidden traps or secret doors, then they will find treasure as indicated on the Quest Map or if nothing is indicated on the Quest notes then by drawing a treasure card. This completes the player characters turn and closes the room to any further searches and should be marked as searched by the evil wizard player.
Searching a room containing certain types of furniture will not reveal the contents of that furniture, (or in the case of trapped chests it will not reveal the presence of a trap) this must be done as a separate loot action when adjacent to the furniture; tomb, throne, alchemists’ bench, bookcases, cupboards, fireplace, sorcerer’s table (altar), throne, treasure chests, tomb, and weapon rack
Monsters never search.
Bareheaded Warrior wrote:you can't search within passages
Bareheaded Warrior wrote:a) it contains one or more traps (excluding trapped chests – see below) then the Evil Wizard player must declare “You have found a trap” and move the player character’s miniature to the nearest trapped space. The player character must then attempt to disarm the trap, whether successful or not this ends the player characters turn but the room is still available to be searched by another player character on their turn or by the same player character on a subsequent turn.
Bareheaded Warrior wrote:b) it contains a secret door then the secret door will automatically be found and needs to be handled by the rules below in the “Placing a secret door” section below. Finding the secret door ends the player characters turn but the room is still available to be searched by another player character on their turn or by the same player character on a subsequent turn.
Bareheaded Warrior wrote:c) it doesn’t contain any hidden traps or secret doors, then they will find treasure as indicated on the Quest Map or if nothing is indicated on the Quest notes then by drawing a treasure card. This completes the player characters turn and closes the room to any further searches and should be marked as searched by the evil wizard player.
Bareheaded Warrior wrote:Searching a room containing certain types of furniture will not reveal the contents of that furniture, (or in the case of trapped chests it will not reveal the presence of a trap) this must be done as a separate loot action when adjacent to the furniture; tomb, throne, alchemists’ bench, bookcases, cupboards, fireplace, sorcerer’s table (altar), throne, treasure chests, tomb, and weapon rack.
Bareheaded Warrior wrote:It seems to play out fine and is in fact much quicker and easier in play than it is to read as the majority or rooms do not contains traps and/or secret doors so you just go straight to c). I would welcome any critical feedback so that I can plug any holes in advance of them turning up during a game.
arntisdale wrote:Bareheaded Warrior wrote:you can't search within passages
Do these run on a different ruleset? Otherwise, how does anyone ever find secret doors & traps in hallways?
Secret Doors & Traps
Note: Secret Doors and Traps are not placed on the board like normal. Secret Doors are only placed on the board when spotted (in a room or passage) or found by a search (in rooms only) on either side of the wall in which they are located. Traps are only placed on the board when triggered.
Spotting a Secret Door or Trap
If a player characters movement takes them through a space marked as containing a secret door or trap on the Quest map, the evil wizard player must check the total of the movement dice rolled for that player character (not the spaces moved but the dice total) and if that total is six or less then the device has been spotted, otherwise it hasn’t.
If a secret door has been spotted then the evil wizard player must stop the player character’s movement on that space, by stating "You have discovered a secret door" and place a normal open-door marker in the appropriate position and the player character may choose to proceed with his movement as usual including passing through that door if he so chooses.
If a secret door is not spotted the player character continues his movement oblivious to the presence of the door. If subsequently that or other player characters cross that same square, then the same rules apply.
If a trap has been spotted then the evil wizard player must stop the player character’s movement on that space, by stating "You have discovered a trap". The player character must then attempt to disarm the trap and whether successful or not it ends his turn.
If a trap is not spotted, then it will be triggered, and the player character must suffer the consequences.
The Dwarf spots secret doors and traps if his total movement is seven or less.
Monsters cannot spot or trigger traps or secret doors. They may move freely though squares that contain secret doors or traps. Once a trap or secret door has been placed on the board, monsters must follow the same rules as characters.
Disarming a Trap
To disarm a trap, roll a standard die on a roll of four or more the trap has been successfully disarmed, otherwise the trap has been triggered.
The Dwarf and any player character equipped with a Tool Kit gets to add one point to his total rolled for disarming traps. This is cumulative so Dwarf players equipped with a Tool Kit gets to add two points to his total.
Disarming a trap does not count as an action but whether successful or not does end the player characters turn.
arntisdale wrote:Bareheaded Warrior wrote:a) it contains one or more traps (excluding trapped chests – see below) then the Evil Wizard player must declare “You have found a trap” and move the player character’s miniature to the nearest trapped space. The player character must then attempt to disarm the trap, whether successful or not this ends the player characters turn but the room is still available to be searched by another player character on their turn or by the same player character on a subsequent turn.
If I understand this, then one search can reveal one trap at most, and then the hero is forced to deal with the trap. This seems like it would do two things:
1. If you had a room with a lot of traps, this is going to take a lot of searches!
2. It seems like the only way a hero finds' a trap is when they step on it, at which point they are stuck with either disarming it or triggering it. There is no revealing and then avoiding a trapped space. Is this right?
arntisdale wrote:Bareheaded Warrior wrote:b) it contains a secret door then the secret door will automatically be found and needs to be handled by the rules below in the “Placing a secret door” section below. Finding the secret door ends the player characters turn but the room is still available to be searched by another player character on their turn or by the same player character on a subsequent turn.
If this is a, then b, then c, that means you can only ever find secret doors after all traps have been dealt with? Also, if a room had two secret doors, that would take two searches?
arntisdale wrote:Bareheaded Warrior wrote:c) it doesn’t contain any hidden traps or secret doors, then they will find treasure as indicated on the Quest Map or if nothing is indicated on the Quest notes then by drawing a treasure card. This completes the player characters turn and closes the room to any further searches and should be marked as searched by the evil wizard player.
If I understand this correctly (and I'm not sure I do), this means you can only find treasures after all traps and all secret doors have been discovered (or triggered)? It would also mean that nobody would ever draw a treasure deck card in a room that had a basic room treasure in the quest notes?
arntisdale wrote:Bareheaded Warrior wrote:Searching a room containing certain types of furniture will not reveal the contents of that furniture, (or in the case of trapped chests it will not reveal the presence of a trap) this must be done as a separate loot action when adjacent to the furniture; tomb, throne, alchemists’ bench, bookcases, cupboards, fireplace, sorcerer’s table (altar), throne, treasure chests, tomb, and weapon rack.
Couple questions here:
So does this mean that a hero would have to search each furniture item individually? If there's nothing in the notes, do you just tell 'em that there's nothing there, or do you draw a treasure deck card?
How exactly do heroes detect furniture traps? Does the loot action involve a trap-check? If not, wouldn't a hero always spring the furniture trap?
arntisdale wrote:Bareheaded Warrior wrote:It seems to play out fine and is in fact much quicker and easier in play than it is to read as the majority or rooms do not contains traps and/or secret doors so you just go straight to c). I would welcome any critical feedback so that I can plug any holes in advance of them turning up during a game.
This seems like it would result in many many searches for a room that had a combination of floor traps, furniture traps, secret doors, furniture treasure etc. This ruleset is very interesting, but I'm not sure I really get it. Any help in understanding would be appreciated. Some of this stuff might just get adopted by my own house rules if I can figure out how it's supposed to work!
14.5 Looting
As noted above certain types of furniture will not be included in a standard room search and must be looted (the preferred term for accessing and removing the contents of a piece of furniture) as an action by player characters stood adjacent to the furniture in a room that doesn’t contain any monsters. Looting chests is covered in a separate sub-section below.
14.6 In terms of the loot received consult the Quest notes and if nothing is stated then draw a treasure card. In the appendices below there are tables that can be used to generate the contents of the various types of furniture prior to the Quest and added to the Quest notes instead of using Treasure cards
14.7 Looting Treasure Chests
Treasure Chests are always locked.
14.8 A player character standing adjacent to a treasure chest in a room that does not contain any monsters may as an action force open the chest and loot (pick up) the contents.
14.9 If the chest is trapped, then this action will trigger the trap and he will suffer the consequences but will still pick up the contents.
14.10 A player character who is the Dwarf and/or is equipped with the Tool Kit and is standing adjacent to a treasure chest in a room that does not contain any monsters may as an action attempt to disable the lock on the chest and loot (pick up) the contents.
14.11 Disabling a lock on a Treasure Chest
To disable a lock on a chest, roll a standard die (if the player character is a Dwarf AND has the Tool Kit then add one to the total) if the score is four or more then you have successfully disabled the lock and can access the treasure (if the chest is trapped then you have disarmed the trap), otherwise you have forced open the chest, and if trapped, then you have triggered the trap. Either way you get the contents.
ajjohnsen wrote:Having to perform separate searches for Traps/Secret Doors/Treasure can get tedious for the players after awhile especially if one player makes a point to do it for every room. I personally have adopted a rule much like this where the players simply "search" a room and I apply a pecking order to the search. If there's a trap they find it, if no trap then they find a secret door and if no door then their search finds treasure.
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