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lestodante wrote:I can't see another trap door icon on the map; I understood in this quest it is some kind of secret passage for the Trickster. but if a hero stand on it, doesn't mean that he is using the trap door. So that tile may be unvoluntary blocked by the hero.








Anderas wrote:Also here, I had to re-estimate with kobolds adjacent have +1 die.
Traps stay what they are
12.5 are in rooms with monsters (--> not findable; count 100% against difficulty)
16 BP traps are findable (ignored for the difficulty)
Monsters:
Way in
5 BP Monsters
3 BP Wandering Monsters
Way out
10 * 1.5 = 15
That makes some 23 for monsters plus 12.5 from non-findable traps, that's not a tiny bit harder than the Trial, that's nearly a guaranteed TPK.
A problem here is that the monsters from the stairway alone make a middle-strong quest set.
The Monsters on the map plus all the Traps make a hard quest set, too. So there's no room for both, except if both are cut in half...



wallydubbs wrote:This seems like it would be a really fun quest for the heroes until the alarm goes off. Since the heroes have no idea which section of the board the noble's daughter is being held they'll probably hit at least one quadrant of the board before moving south. Might I suggest only activating 2 quadrants when the alarm goes off.
I'm also thinking if the heroes go through the eastern door first and end up finding the trickster first he can drop a key as he flees. This key would open the cell door without setting off the alarm.



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