On Page 33 of the Sea of Blood rulebook under Skill Availability by Location, it indicates that for fighting, a person cantrain 'Able Warrior' and 'Riposte' at Dagger's Isle.
But there is no Riposte skill card that I know of. There is the Riposte FEAT card though, so obviously this is just a misprint? What other skill is supposed to be able to be trained at Dagger's Isle instead?
Also, we did our first sea battle with a lieutenant last night. Background is I put the Siren into play and moved her to Cerridor Sea (which is where the heroes placed one of the keys (am doing the lighthouse secret weapon scenario thingy)). So she picks up the key. Heroes are one square away and decide to attack her to get the key. fair enough.
So we set up the battle with my swimming skeletons and her. The location drawn was the Gaping Maw I think. (whirlpool that attracts all non-swimming chars within 9 squares). Heroes manage to figure out the ship enough to avoid the rocks, only losing one hero (did a running jump off the side of the ship as he found the Siren very seductive and wanted to get closer to her... much to the enjoyment of the circling sharks.)
But after that, the heroes were on the left side of the rocks/whirpool, and my Siren was on the other side, as there is no way I'm about to engage the 3 remaining heroes in close combat, as the Siren is very very wimpy. How do the heroes ever win? Without being able to turn the ship, or go backwards, there's really no way for them to get close enough to the Siren to kill her. They didn't want to flee the map, as they wanted the artifact. I wasn't about to flee, as I wanted the artifact. So essentially it became a stalemate. All the skeletons were killed by this time. Since I had about 20 threat stored up, I summoned 5 skeletons (3 threat each) and had them start moving towards the back of the ship.
The skeletons are only copper and on the best roll I can do, I do maybe 1 or 2 damage to a hero. (the remaining 3 heroes have good armor). So they would defeat them quite handily, maybe having 1 or 2 heroes suffer light grazing wounds.
Heroes were pissed off by this, as I could just waste my turns, build up a large amount of threat, and just summon 5 skeletons every 4 turns. And there is nothing they can do but just sit there. Eventually they decided to just concede the key and flee the map, or else we would have been there for days before I killed them all.. if I even could.
Just seems very flawed... Has anybody come up with any house rules for lieutenant battles? I can't see any instance where the Siren would even remotely want to get close enough to the heroes to attack. She rolls a yellow, white, and black which is VERY crappy damage. She wants to stay far away from the heroes and try to seduce them into the water.. which doesn't work against 2 of the heroes in my party as they have ways to gain fatigue every turn.
The heroes don't like it, as if they had one of the keys, and I got the Siren close enough to attack them, we'd end up with the same sort of situation where it would be a stalemate until one of us fled the map... but in something that important to the quest, neither would...
What's the solution?