Hellhound Activations

By Toadie, in Road to Legend

Hello,

we are not sure how to handle the bonus actions of two Hellhound activations

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Each hero immediately tets willpower and adds shields equal to the numberof shop item cards he has. Each hero who fails places his figure adjacent to the master hellhound, if he can not he suffers 3 damage.

Get the heroes the damage if there is no master hellhound in game?

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Each hero with 1 or more faces up search cards immediately tests wisdom. Each hero who fails places 1 hellhound adjacent to him.

Does 'place' in this situation mean spawn?

Thanks alot for your thoughts

I made a post about this exact issue the other day.

We played is as the Heroes getting damage if there was no Hellhound Master on the board, and we spawned extra minion Hellhounds.

Though it has to be said, the 3 dmg ability killed our party in like turn 9-10 of the final mission of tutorial, really anti-climactic. This was due to the Hound group being spawned on the other side of the board, teleporting 1 hero there who killed the Master then got killed himself, and then one minion Hound survived long enough for the party to get wiped out. (There were other monsters on the board too, but the 3 dmg almost every round was waaaaay too much for us to handle).

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We played is as the Heroes getting damage if there was no Hellhound Master on the board, and we spawned extra minion Hellhounds

We played it the same way, but to my mind the profit of the teleport for the monster is that the master can use its fire breath on more heroes.
So the heroes can decide if they take the risk to be hit by fire breath and take more than 3 damage or take 3 damage and won't be hit by fire breath.
In the future we will kill the master last, maybe thats another planned profit for the monsters.

We are unsure to spawn a monster because the ony other monstergroup we know which spawns monsters are the kobolds, which single kreatures are weaker.

I would not assign the heroes the three damage if the master is gone.

Yeah, I'm thinking that is actually the intent.

Either you get teleported meaning the Master can fire-breath all the heroes who failed the test, or if you somehow manage to dodge that by there being no square free around him you get 3 dmg. I think the 3 dmg is to sort of make sure there is no easy way out of failing the Willpower test.

The entire thing seems to be about making the Master more dangerous, and it makes sense to not get killed by the Master if you have already killed him.