Sludge!

By Sunglasses Ron, in Descent: Journeys in the Dark

Just got Bilehall through today and have a quick question re: sludge terrain. Now, it works the same as water so that's easy enough to understand, but then there's this:

"...a figure moving into a sludge space must spend 1 additional movement point or it cannot enter that space. Additionally, when a figure starts its turn or activation so that each space it occupies is a sludge space, its Speed is 1 and cannot be increased above 1 until the end of that turn or activation."

Straightforward... except what if a hero, say, or a small monster is on a space completely surrounded by sludge? Does that mean he cannot move at all due to only having one movement point and, therefore, being unable to enter one of those surrounding sludge spaces?

Is he stuck there forever then, unless thrown by an Ettin or moved in a way that doesn't require Speed?

Or am I just being thick?

(And I checked the tiles, there are a few places that this could apply to)

I'm guessing you would need to do either 2 move actions, which gives you 2 movement points (2x speed of 1). That way you can move one space.

That or suffer 2 fatigue to move 1 space

Edited by Atom4geVampire

I don't have the expansion.. but with the information you give, the figure can always do a double mouvement and so obtain 2 mouvements points.. allowing it to go one space further (this is without fatigue)

"...a figure moving into a sludge space must spend 1 additional movement point or it cannot enter that space. Additionally, when a figure starts its turn or activation so that each space it occupies is a sludge space, its Speed is 1 and cannot be increased above 1 until the end of that turn or activation."

if you stop in a sludge space and need to enter a new sludge space, Yes, but to move out from a sludge space only cost one movement

Sludge is almost exactly like water, but with 1 additional rule: if you begin your turn in a sludge space, your speed is set at 1 for that turn with no way to raise it.

Edited by Zaltyre

I´m also wondering if a hero dies on a Sludge space, would you automatically revive on the same space if unoccupied, or if you are allowed to place your hero figure in an adjacent non-sludge space? I don't have the rules in front of me to check what would happen if you died of Lava or Hazard, for instance.

EDIT: Apparently you don't. Lava and Hazard have special rules which makes you ressucitate at the closest empty space outside Lava/Hazard zone. But for any other terrain you must come back to where your hero token is assuming nobody else occupies the same space.

Edited by Indalecio

Imagine starting your turn adjacent to a master broodwalker- you have 2 choices, really- run, or die.

EDIT: 3 choices, thanks Indalecio. :)

Edited by Zaltyre

Imagine starting your turn adjacent to a master broodwalker- you have 2 choices, really- run, or die.

Or defeat the Broodwalker :)

I'm guessing you would need to do either 2 move actions, which gives you 2 movement points (2x speed of 1). That way you can move one space.

That or suffer 2 fatigue to move 1 space

My (probably false) understanding of move actions is that you take one, use the movement points, (so 1 in this case) and then take the next. You don't combine them together in one super-action, right? Also you can't add fatigue to the 1 movement to make it a 2, as it is a separate thing...? (Like if you get pit trapped while fatiguing, it stuns you, but not if you are doing the first movement action).

The suffering of 2 fatigue to move 1 space makes sense, though - unless, again, each fatigue is treated separately and not combined.

Probably just fundamentally misunderstanding things, as usual.

I'm guessing you would need to do either 2 move actions, which gives you 2 movement points (2x speed of 1). That way you can move one space.

That or suffer 2 fatigue to move 1 space

My (probably false) understanding of move actions is that you take one, use the movement points, (so 1 in this case) and then take the next. You don't combine them together in one super-action, right? Also you can't add fatigue to the 1 movement to make it a 2, as it is a separate thing...? (Like if you get pit trapped while fatiguing, it stuns you, but not if you are doing the first movement action).

The suffering of 2 fatigue to move 1 space makes sense, though - unless, again, each fatigue is treated separately and not combined.

Probably just fundamentally misunderstanding things, as usual.

Declaring a move action simply adds movement points (equal to your speed) to a movement pool. For example, if your speed is 4, and you declare a move action, you now have 4 movement points in your movement pool.

You could then use up to 4 of them to move -or- you could also immediately suffer a fatigue (or more than 1 up to your stamina) to add an additional movement point to your pool, which would then total 5 (or 6 or 7 or etc).

Once you have all of the points in your movement pool you desire, you could then start spending them.

There are pluses and minuses to declaring everything at once and/or suffering fatigue, due to pit traps, web traps, etc.

See above :) Also would like to add that yes, you can declare 2 move actions as one. Like above, if your speed is 4 and the fourth space is a water space, you can do a double move action so you have the 5 required to move into that water space.

But if you get hit with a trap at the start of that double move, then both move actions end.

See above :) Also would like to add that yes, you can declare 2 move actions as one. Like above, if your speed is 4 and the fourth space is a water space, you can do a double move action so you have the 5 required to move into that water space.

But if you get hit with a trap at the start of that double move, then both move actions end.

Right. If you're ever instructed to "end your move action" (such as with "Tripwire") all movement points are gone- it doesn't matter where you got them. So, on the one hand performing 2 move actions and suffering all your fatigue to gain MP really protects your from the downside of "Pit Trap," it opens you up to all of those resources going to waste if you find yourself becoming immobilized.