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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
Infje wrote:We we're playing quest 6 of the main game. As soon as the heroes ventured out into the hall I started using the Chaos Knights without placing them on the board. This allowed me to ambush them. I only placed them on the board if they were in the line of sight. I take it that as a DM I'm free to move whatever monsters that are placed in the halls without informing the players. I only inform them as soon as they appear in the line of sight of the players. I don't see why I should leave them static, only to be triggered when the heroes see them. This caused them to accuse me of cheating and spawning enemies. What do the experts think/use? I feel that when monster is out of sight I'm free to remove them and spawn them were I see fit (while keeping it fair).
Infje wrote:In quest 7, as soon as the monster in the northern hall was killed they searched for traps. That means for the entire hall. I think it's ludicrous that they can see that far ahead. I was thinking about only being able to search for a set number of squares. Only that would be difficult to keep track of. Any ideas?
Infje wrote:We also used Wolf's Wizard system in which you roll 1D6 in order to keep spells (you have to roll the same number or less than the corresponding cards in the spell group) and this worked out great.
Goblin-King wrote:the heroes might discover a trap aaaaaall the way across the board, but guess what? Now they have to remember where it was or keep searching to be reminded.
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