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If a Seeker is defeated, a PC may hide the defeated Seeker with an Action. Doing so prevents other Seekers from becoming Alerted once they enter the region. Seekers only become Alerted in this manner when they enter a region; Seekers do not become instantly Alerted once a Seeker in their occupied region is defeated, for instance. If there is no place to hide a defeated Seeker within a region (as determined by the [[DM|DM]]), a PC may use an Action and Move together to drag the defeated Seeker into another region. This does not hide the Seeker, however, which can still be discovered in the new region by another Seeker entering it. | If a Seeker is defeated, a PC may hide the defeated Seeker with an Action. Doing so prevents other Seekers from becoming Alerted once they enter the region. Seekers only become Alerted in this manner when they enter a region; Seekers do not become instantly Alerted once a Seeker in their occupied region is defeated, for instance. If there is no place to hide a defeated Seeker within a region (as determined by the [[DM|DM]]), a PC may use an Action and Move together to drag the defeated Seeker into another region. This does not hide the Seeker, however, which can still be discovered in the new region by another Seeker entering it. | ||
- | For more information, see [[Player's Guide Chapter 5|Player's Guide Chapter 5: Exploration]] and [[DM's Guide Chapter 3|DM's Guide Chapter 3: Running Scenarios]]. | + | Seekers start with a -1 in each [[stat track|Stat Track]]. |
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+ | A Seeker that both respawns //and// pursues the PCs through the scenario is worth 1 PC of equal level. Otherwise, the Seeker is worth half a PC of equal level. | ||
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+ | See also: [[creature|Creature]], [[environ|Environ]], [[obstacle|Obstacle]], [[trap|Trap]], [[Player's Guide Chapter 5|Player's Guide Chapter 5: Exploration]], [[DM's Guide Chapter 3|DM's Guide Chapter 3: Running Scenarios]] |