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Monster patrol in the dungeon ?

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Monster patrol in the dungeon ?

Postby tallyho » Thursday February 28th, 2019 12:34pm

It just an idea im throwing out.
How about a monster patrol in the dungeon ?
2 monsters, movement decided by 1 D6 and 1 direction dice.
Anybody tried this ?
Last edited by tallyho on Saturday March 2nd, 2019 2:29am, edited 1 time in total.
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Re: Moster patrol in the dungeon ?

Postby mitchiemasha » Thursday February 28th, 2019 12:37pm

Good idea. Could fit nicely in some unique quest. Could even have fixed path patrols.


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Re: Moster patrol in the dungeon ?

Postby Thor-in » Thursday February 28th, 2019 12:48pm

I like this idea. I would say have your monster move the set number of spaces allowed but only in one section, don't let them move wherever on the board.
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Re: Moster patrol in the dungeon ?

Postby Maurice76 » Thursday February 28th, 2019 12:52pm

The problem is that dungeons are mostly unexplored at the start of a game and get revealed gradually as the game progresses. Where would you start the patrol? When/where do you reveal it to the players? What parts can they travel, does that include sections that are yet unrevealed?


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Re: Moster patrol in the dungeon ?

Postby Thor-in » Thursday February 28th, 2019 1:05pm

Maurice76 wrote:Where would you start the patrol?


Any place the EW feeling like when the quest was created, give the monster a set starting point.

Maurice76 wrote:When/where do you reveal it to the players?


Los.

Maurice76 wrote:What parts can they travel, does that include sections that are yet unrevealed?


I would say only a quater of the board, only set areas. Think of them only being able to move like Death Mist.

I played a game as a kid that used the rules I just stated. It was called Clue: The Great Museum Caper. The object was to catch the thief before they escaped, you couldn't see them until they were in your LOS, they could move and start anywhere on the board.

I think this could work.
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Re: Moster patrol in the dungeon ?

Postby lestodante » Thursday February 28th, 2019 1:08pm

Quest 5 of Wizards of Morcar... the 4 evil mages start from the centarl room and can walk all around opening doors and activacting monsters...
Strange thing is that the Heroes should not see them (because they are in another room) but can see them moving on the board anyway.


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Re: Moster patrol in the dungeon ?

Postby mitchiemasha » Thursday February 28th, 2019 1:20pm

It would need work... it's a good idea. And, that's what these boards or for. We start with the initial idea, then see how we can make it work in the design of a quest.


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Re: Moster patrol in the dungeon ?

Postby Maurice76 » Thursday February 28th, 2019 1:54pm

I remember a similar "search & catch" game from my youth. In that one, you played a detective of Scotland Yard, attempting to catch a mysterious man known as "Mister X". Players would move around the map of London by subway, bus or taxi, for which they needed to spend the appropriate tokens. Only Mister X. was travelling unseen, no pawn on the board - the player controlling him just needed to write down on which node he had ended up each turn. Players also noted theirs, so when the game was over without them catching him, they could verify that Mister X. had indeed eluded their grasp. At a certain few turns, Mister X. had to reveal his location; the only other information available to the other players were the travel tokens used as those were color-coded based on transportation used. Mister X. had a few "blanks" though, which could stand for any of the 3 options, making it more difficult for the players to track his potential location.

Here, if the EW were to note where the monsters are each turn, it might work. However, it's administration to carry along until the monsters are revealed.


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Re: Moster patrol in the dungeon ?

Postby DullandRusty » Thursday February 28th, 2019 3:04pm

we use patrols in our game. they spawn after a set amount of rounds and typically follow a specific path unless a hero is near by performing an action such as fighting. The patrols spawn at set points in our game (a few different places deemed spawn points are pre set prior to the quest, that way the patrol spawns at a revealed portion of the map, although if you are tracking it on your own private quest map you can have them spawn at unrevealed locations).

Having them spawn every X amount of rounds helps to speed up play in our quests. If the heroes are spending tons of time searching, having unlucky rolls, playing conservative and jamming doorways for combat, they are more likely to spawn a patrol as they are having more rounds of play pass by. It makes them have to decide if it is worth it to do those slower play actions, especially if they are low on health and a patrol could mean their doom.
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Re: Moster patrol in the dungeon ?

Postby Anderas » Thursday February 28th, 2019 6:16pm

Did that. Or something similar.

Take a look! :)


viewtopic.php?f=200&t=4319


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