Jalapenotrellis wrote:Yes. This is a tough luck game. It specifically states in the rule book that there is no way around the trap beyond a door scenario. (They can always cast Pass Through Rock and search.)
I have yet to find the no way out falling rock trap that separates or kills a hero--which quest is that??
There's at least one room in Against the Ogre Horde, which can lock any Heroes not yet beyond the trap from ever reaching the exit in the dungeon; it's in "The Outer Caves". When the first Hero enters the room, somewhere in the bottom left, he's faced with a Fimir and if he chooses to move adjacent to it to attack it, he basically has 2 tiles to choose from. One of them triggers a falling block that blocks the door through which he entered. However, that door is mandatory to pass through to reach the exit. Even if he chooses the correct tile, he may not kill the Fimir in one blow, which would enable the next Hero to Search for Traps upon entering the room. Instead, that Hero would then probably attack the Fimir as well - likely triggering the Trap, blocking off the remaining two Heroes from reaching the exit (unless either one of them has a Pass Through Rock spell).
I also know of a room in one of the other quests (Elf Quest Pack, quest 10, the top left room) which has no visible or hidden exits besides the one through which the Heroes can enter and the room holds a Chest. However, the Falling Block trap will block the door; when the trap is triggered, players will have to decide whether to gamble that the quest wouldn't lock up their character without a way out, because that Chest is a lure to get them into the room. They have no knowledge that no other exit exists and will be trapped in that room if they choose to jump into the room instead of back, out into the hallway. The Chest even has a treasure described for it, even though the Hero would only ever be able to escape the room if he'd have an Elven Cloak of Passage or a Pass Through Rock spell available somehow.
Jalapenotrellis wrote:Can you explain the broken difficulty of the last two quest packs? People say that but I'm not quite sure what they mean as I have not got that far yet. I'm assuming that the heroes will have full gear and plenty of potions by then. Additionally, they will know combat techniques such as appropriate door blocking and spell casting on appropriate mobs and kiting if necessary.
The first few quests in both the Elf Quest Pack and the Barbarian Quest Pack are solo quests. The Elf will be faced with Wolves that have 6 attack dice and 5 hitpoints. When I tried this once, long ago, with my brother, he got chewed up and killed by the very first Wolf he encountered. Even fully decked out from all the quests he did before. The Barbarian faces off against Yeti's, who can give a hug when their attacks land. The only way to break a hug is for another character to attack the Yeti. But in a solo quest, the Barbarian is alone.
Also, the overall amount of monsters (counting hitpoints and damage potential) in most quests is far too high for a single character to defeat and live through the end of the quest pack, most of the time.