Can monsters move freely with an investigator in the same space?

By Lumice, in Mansions of Madness

If I'm an investigator I have to make an evade check or take a horror.

What if a monster wants to move out of my space? The monster can move freely without doing any sort of check?

This comes up because every time you enter a new room with a monster even the same monster you already passed a horror check, you have to make a new horror check. So can monsters move freely away from investigators?

That's how I read the rules and also what makes the most sense to me. These creatures are horrifying and just seeing one can cause the investigator psychic damage. On the other hand, there's no reason we would scare them at all. As for evade checks, I think thematically humans would give the monsters wide berth. Therefore, no checks are required by the monsters.

Welcome to the world of Call of Cthulhu, where fights aren't fair at all :)
The monsters you encounter as an investigator start of with "human, but insane" and end up at "older than this dimension", so basically you can think of them like this: If a monster wants to enter your room, it enters your room. If a monster wants to leave it, it leaves. There's nothing a puny human like you could do to stop it. Be glad that you get the opportunity to attack it ;)

You might, however, start beating your Keeper if s/he moves a monster out of your room and back into it, forcing a horror check, since that'd basically be allowed per the rules. Everything else?

"Aaaaah, there's a monster trying to kill me!" -> Horror check, moves away during investigator's turn.
Monster follows.
"AAAAH, IT'S FOLLOWING MEEE~" -> another Horror check ;)

Elbi said:

You might, however, start beating your Keeper if s/he moves a monster out of your room and back into it, forcing a horror check, since that'd basically be allowed per the rules. Everything else?

Actually this is specifically disallowed on page 14:

If, at the start of an investigator’s turn, a monster is in the same
room as him, the investigator does not need to make a horror test.
If a monster leaves an investigators room and then re-enters it on
the same turn, he does not need to make a horror test against it.

Oh! Excellent!

And thus another beating was avoided by the effort of FFG in writing their rulebooks and the help of forum users highlighting those rules.

That's on the same turn, not on different turns.

If the investigator leaves the monster’s room and then re-enters
the room, he must make a another horror test. He must make a
horror test every time he enters the monster’s room (and every
time the monster enters his). In this way, a monster that is chasing
an investigator will trigger a horror test each time the monster
enters the investigator’s room.

This means since the keeper knows where the clues are, and where the monsters are heading he can move a monster into the room where the investigator is heading

Also players lose the game when some monsters get to certain areas

and with the exception of killing them, which isn't always possible in the number of turns you are screwed even if you know the task.

It's an issue in scenario 1 where *spoilers* The keeper summons a shoggoth and it leaves to win, if you are searching for clues to reveal his objective the shoggoth can be summoned and leave without you being able to do anything. You can break the game and just chase after the monsters carrying samples but that breaks the theme of monsters so scary you run away from and is also "meta" in the sense the justification for the actions is that you know the story already and know the objective, which is supposed to be kept secret. Basically it just seems silly that the investigators just let their main objective slip by without any conflict.

Lumice said:

It's an issue in scenario 1 where *spoilers* The keeper summons a shoggoth and it leaves to win, if you are searching for clues to reveal his objective the shoggoth can be summoned and leave without you being able to do anything. You can break the game and just chase after the monsters carrying samples but that breaks the theme of monsters so scary you run away from and is also "meta" in the sense the justification for the actions is that you know the story already and know the objective, which is supposed to be kept secret. Basically it just seems silly that the investigators just let their main objective slip by without any conflict.

Letting monsters get away with samples is always bad for the Investigators and they really should be trying to stop them getting to the altar, regardless of the scenario. As people have pointed out though, this does provide chances for the Keeper to bluff and mislead experienced players who have gone through the game a number of occasions: trying to "desperately" get a third sample on the altar for the game and have the investigators pull out all the stops to prevent it to distract them from the clues and then with the turn of the last card, they suddenly realise they need to escape the mansion to win for a different scenario choice.

re: Monster entering your room again (in another turn)

Yeah, of course THEN you have to make another test. I was thinking about the monster leaving the room and entering it again (since "Move Minion" allows 2 move actions), but, as mageith pointed out, that doesn't provoke another Horror check.
The monster actively chasing you for several turns causes you to roll several Horror checks, since you're being chased by a monster! ;)


re: Keeper can place monsters where the investigators have to go

Umm, yeah, he can do that. Or just move the monster to the investigators directly. Or spawn them there. Or distract them. Or... - yeah, those are all possibilities. Wouldn't be fun if monsters waited in rooms nobody needed to enter, right?


re: Investigators who search for clues can't stop Monsters who carry samples at all, the Story is broken

Yeah, they can't, but only because Exploration and Combat are both actions.
It seems like you are thinking of the investigators of a group that can't split up. Just imagine two investigators who search for clues, while the other two kill monsters who try to escape with samples.
Of course this gets more difficult if there are fewer than 4 investigators, but it's not like they need to be spread over the whole board. If they stick together, Monsters can only take samples by running into the investigator group, so they are prone to a whole investigator-turn to be killed...