Darastin said:
Whoa, completely forgot about the anchor.
Regardless, this only helps if you actually win the encounter. If the enemy ship manages to get out of range or if a single monster from a no-ship encounter remains (I have the strange feeling that this will always be the case...), the heroes will have to catch the remaining baddies somehow. Without moving the ship and risking Death By Current, that requires a swimming hero, a flying hero or Runemaster Thorn. Not having one of those... well... have fun with the red die
Oh, and using the captain's wheel also isn't guaranteed to work; slightly increasing the probability of Death By Current. And yes, I find a minimum chance of ca. 1/3rd for a TPK regardless of player actions and results quite ridiculous. The mere existence of this location (it's not an encounter, so no color-coded dificulty) more or less forces the players to always upgrade their ship to maximum size and buy the Elven Sails before travelling along a sea trail. Which actually isn't such a bad idea anyway. But somehow I wouldn't be surprised if there is another location or encounter that has such an auto-kill chance only for the largest ship...
Just my two €-cents;
Darastin
the captain's wheel... all you need is a single power enhancement on a black power die. If you're rolling 5 black power dice (and with fatigue on a non-melee hero, you can always roll up to 5 black), it's pretty unlikely that you'll fail.
I think the whole issue is fixed by moving the left rock 1 space to the left. Then it's only 1/3 chance of tpk if the party fails all countermeasures.