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wallydubbs wrote:I played The Alchemists Laboratory last night; because of lack of space as soon as they started the heroes set off both of them. Unless the first 2 heroes successfully kill the 2 Chaos Warriors at the start of the Quest there's no real way to search for them (absent a potion of Vision).
Anyway, now that the traps are sprung, how should it be handled when a hero tries to jump them? Would it be the same as a long pit trap (roll a black skull)? Tile wise the pits do not connect...or the heroes have to roll anything but a skull twice.
This quest also has a long pit trap on the other side of the board, which the heroes did catch and the Dwarf disarmed. But I wasn't sure if he had to disarm it twice because it occupied two spaces. The rule book does not say...
So far, I'm not particularly liking Mage of the Mirror, there are way too many bugs in the quests; but I'm doctoring it the way I see fit.
wallydubbs wrote:I played The Alchemists Laboratory last night; because of lack of space as soon as they started the heroes set off both of them. Unless the first 2 heroes successfully kill the 2 Chaos Warriors at the start of the Quest there's no real way to search for them (absent a potion of Vision).
Anyway, now that the traps are sprung, how should it be handled when a hero tries to jump them? Would it be the same as a long pit trap (roll a black skull)? Tile wise the pits do not connect...or the heroes have to roll anything but a skull twice.
This quest also has a long pit trap on the other side of the board, which the heroes did catch and the Dwarf disarmed. But I wasn't sure if he had to disarm it twice because it occupied two spaces. The rule book does not say...
So far, I'm not particularly liking Mage of the Mirror, there are way too many bugs in the quests; but I'm doctoring it the way I see fit.
mitchiemasha wrote:In my games sprung traps can't be disarmed.
The Admiral wrote:Does anyone allow this? Once their is a big pile of rocks, or a hole in the floor that's it.
The Admiral wrote:mitchiemasha wrote:In my games sprung traps can't be disarmed.
Does anyone allow this? Once their is a big pile of rocks, or a hole in the floor that's it.
mitchiemasha wrote:I believe the default is that pits can be removed.
Stoner81 wrote:That's how the base rules are written as far as know, the only exception I have made to this is the Falling Rock trap but a Hero needs to carry a Miners Kit which is a special utility item I have made. I made it so that the spots that Heroes get trapped they can get out of but it takes time (1d6 turns or 1D4 if the Dwarf does it) but then they have to deal with the evil wizard deck (which is actually a table but anyway).
Stoner81.
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