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I don't know how to run lurkers
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<blockquote data-quote="Quickleaf" data-source="post: 5572818" data-attributes="member: 20323"><p>What kinds of monsters are we talking here? </p><p></p><p></p><p>It depends on the monster...If the PCs have pinpointed it (or its a PC doing the hiding), I take one of those plastic dice boxes and flip it over the mini to designate its hidden/invisible... If they saw it then lost track of it, I'll remove the miniature from the grid and (depending on the situation) I may leave a "?" token behind.. If they haven't spotted it at all, then no mini of course... And if two PCs have conflicting Perception checks I sometimes throw down multiple miniatures as possible locations (especially with doppelgangers or enemies with displacement).</p><p></p><p></p><p>Don't worry about being strictly "honest." Hidden creatures don't provoke AoO, you can assume they don't enter dangerous terrain, and don't travel more than twice their speed. Just have a strategy in mind and improvise. In my mind, that's more "honest" to the idea of a lurker.</p><p></p><p></p><p>With lurkers don't play your cards at once. During the first round they move into position and assess the PCs, taking advantage of any routes to attack the 'rear line'. Also a lurker should have an escape route if things get hairy. Multiple lurkers are especially effective when they switch off, making the PCs think it's all the same monster somehow traversing great distances when in fact it's two monsters. Once they figure out the lurker's tactic have it go into hiding until close to the end of the fight when it (a) goes for a weak or downed PC, or (b) flees to the next room.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5572818, member: 20323"] What kinds of monsters are we talking here? It depends on the monster...If the PCs have pinpointed it (or its a PC doing the hiding), I take one of those plastic dice boxes and flip it over the mini to designate its hidden/invisible... If they saw it then lost track of it, I'll remove the miniature from the grid and (depending on the situation) I may leave a "?" token behind.. If they haven't spotted it at all, then no mini of course... And if two PCs have conflicting Perception checks I sometimes throw down multiple miniatures as possible locations (especially with doppelgangers or enemies with displacement). Don't worry about being strictly "honest." Hidden creatures don't provoke AoO, you can assume they don't enter dangerous terrain, and don't travel more than twice their speed. Just have a strategy in mind and improvise. In my mind, that's more "honest" to the idea of a lurker. With lurkers don't play your cards at once. During the first round they move into position and assess the PCs, taking advantage of any routes to attack the 'rear line'. Also a lurker should have an escape route if things get hairy. Multiple lurkers are especially effective when they switch off, making the PCs think it's all the same monster somehow traversing great distances when in fact it's two monsters. Once they figure out the lurker's tactic have it go into hiding until close to the end of the fight when it (a) goes for a weak or downed PC, or (b) flees to the next room. [/QUOTE]
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I don't know how to run lurkers
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