Forgotten Cove error?

By Leprejuan, in Descent: Journeys in the Dark

Sent in to customer service, but what do you guys think?

"Hi! We just played through the Forgotten Cove level (#46), and as far as we can tell, it asks us to combine 3 of the 2 "short corners" that came with Sea of Blood. Am I just reading that wrong (the Overlord wouldn't let me look too closely) because it sure looks like we need more corners than you gave us?"

We played it last session!

Our OL also was puzzled by that, but then he quickly noticed that he could use other pieces to build the dungeon. In the end, he only needed one of the new corners.

Did you fare well? Because of the bottleneck corridor which was crowded with monsters (and because of a lack of blast weapons sad.gif ) we progressed very slowly and had to whittle down the monsters one by one, putting our tank (16 health, 6 armor) every round on the bottleneck square to protect the other heroes, who would give him healing potions so that he could hold the line (no temple to heal because our home town is still Gafford, but lots of potions available because one of us has Alchemist).

In the end we had 3 deaths on the level. Silver Dark Priests (with a Rage on the Master) finally tore through our tank, but the turn after there weren't that many monsters left, and then we were able to clean up the level fast (it was the last level of the dungeon).

leprejuan said:

Sent in to customer service, but what do you guys think?

"Hi! We just played through the Forgotten Cove level (#46), and as far as we can tell, it asks us to combine 3 of the 2 "short corners" that came with Sea of Blood. Am I just reading that wrong (the Overlord wouldn't let me look too closely) because it sure looks like we need more corners than you gave us?"

If your Overlord isn't letting you look too closely, then he doesn't understand how SoB is supposed to be played. There is *nothing* hidden from the players in the Dungeon Levels, everyone can (and should) see the maps in the books for dungeon levels (Legendary (from RtL), Rumors and Avatar Keeps are different). Everything should be explained up front, any hero can and should read the dungeon level cards (to make sure the OL isn't doing something wrong) as well as the map in the book.

Having said that, looks like yet again another map in SoB with not enough components to make it :( They did the same thing with the Whirlpool and Dungeon Entrance. Not a major problem but definitely an annoyance...

-shnar

shnar said:

If your Overlord isn't letting you look too closely, then he doesn't understand how SoB is supposed to be played. There is *nothing* hidden from the players in the Dungeon Levels, everyone can (and should) see the maps in the books for dungeon levels (Legendary (from RtL), Rumors and Avatar Keeps are different). Everything should be explained up front, any hero can and should read the dungeon level cards (to make sure the OL isn't doing something wrong) as well as the map in the book .

I have to disagree strongly with the bolded part. The maps in the book are not shown to the players, and should not be. For the most part it won't matter, but there are some levels where different areas have different effects and the heroes are not supposed to know exactly where those things are. For example, a special rule for a dungeon level that says "heroes stepping on an X get one web token" is almost completely negated if you let the heroes look at the map. The dungeon setup rules are very straightforward, and while getting all the information on a dungeon card is part of them, getting all the information from the map guide is not.

James McMurray said:

shnar said:

If your Overlord isn't letting you look too closely, then he doesn't understand how SoB is supposed to be played. There is *nothing* hidden from the players in the Dungeon Levels, everyone can (and should) see the maps in the books for dungeon levels (Legendary (from RtL), Rumors and Avatar Keeps are different). Everything should be explained up front, any hero can and should read the dungeon level cards (to make sure the OL isn't doing something wrong) as well as the map in the book .

I have to disagree strongly with the bolded part. The maps in the book are not shown to the players, and should not be. For the most part it won't matter, but there are some levels where different areas have different effects and the heroes are not supposed to know exactly where those things are. For example, a special rule for a dungeon level that says "heroes stepping on an X get one web token" is almost completely negated if you let the heroes look at the map. The dungeon setup rules are very straightforward, and while getting all the information on a dungeon card is part of them, getting all the information from the map guide is not.

I Agree. The pdf rules of SoB say on page 19: "Finally, the overlord reads aloud the dungeon level description (found in the Quest Guide, next to the map), as well as the entire Dungeon Level card, including all “special” and “leader” text."

Nothing is written about letting the heroes see the map (hence the answer to the question "Where are the X spots where you get a web token, or the spots where the OL can play traps as if a hero opened a chest?": "Somewhere on the map, which you cannot see, har har!" demonio.gif ).

Ispher said:

Did you fare well? Because of the bottleneck corridor which was crowded with monsters (and because of a lack of blast weapons sad.gif ) we progressed very slowly and had to whittle down the monsters one by one, putting our tank (16 health, 6 armor) every round on the bottleneck square to protect the other heroes, who would give him healing potions so that he could hold the line (no temple to heal because our home town is still Gafford, but lots of potions available because one of us has Alchemist).

In the end we had 3 deaths on the level. Silver Dark Priests (with a Rage on the Master) finally tore through our tank, but the turn after there weren't that many monsters left, and then we were able to clean up the level fast (it was the last level of the dungeon).

We did much better, partly due to our characters. It was a good setup for us. Our PRECISE archer nailed things with battle firing through the tank in the front line. The Weapons master-with-an-axe tank followed up and finished off the nagas that survived the shootings. That allowed up to move up safely if slowly. The archer was able to stay out of the slow zone, so we were well able to push forward. The two magic guys using immolation torched anything that surprised us. We were never really in danger as much as it was a slow march. My guy died once, but that was it for us on this level. This is the second level of our first week - the island at cerridor. We popped in the portal and will pick up on level 3 next game. That's the level I'm worried about for deaths, because everyone is a little beat up except my guy who just died.