Hi,
we ran our first island encounter in our Sea of Blood campaign yesterday. It raised a lot of unanswered questions. Searching the rulebook(s), FAQ and Forums proved quite unsuccessful, to a point where we came close to ending the game...
Maybe some of you can help, or at least share their thoughts on the calls we made.
1.) Ship movement - The ships starts with sails and anchor down, and we assumed that the heroes start on or adjacent to the town glyph on the ship. There is nothing to prevent the players from starting to move the ship.
a) What happens if the ship sails off the map by forward movement? We assumed that we would consider this as having fled the dungeon, even if monsters boarded the ship and sailed it off-map intentionally.
b) For the printed island parts, we assumed that the ship would sink and all heroes would die. This would make it a very viable tactic for the overlord to try and crash the ship
c) Will the ship sink if it is moved onto an island space by sideways (helm) movement? We ruled yes.
2.) The ship - The campaign starts with a sloop equipped with one coldsteel cannon. Are the available cannons limited by the number of available item cards, as for all other items? We ruled no, because there are so many cannons available as tokens...
3.) The whirlpool - What exactly is considered a non-swimming figure? Characters that are "swimming" in the water according to the paragraph on page 30 of the rulebook seem to be "non-simming" characters when looking at th movement of the red scorpion in the example on page 28. We assumed that anything that does not have the "swim" ability is considered non-swimming and that the ship is non-swimming *gg* but not a figure, so it is not moved by the whirlpool. It also is not destroyed when moving onto the center square, but suffers damage as described on page 29
4.) Printed trees - Are these handled as normal terrain features or are they just "background" graphics? We handled them as trees, just like in the rulebook
5.) Spawning monsters.
a) there is nothing to explicitedly prevent the Overlord from setting up the starting monsters on the ship - we ruled anyway the ship is considered equal to the red-shaded area in the normal dungeon levels, so no starting monsters.
b) Since mast spaces block line of sight, and there are no rules to stop spawning on the revenge, it is pretty easy to spawn a few monsters on he revenge and quickly crash the revenge. To completely prevent spawning on a sloop, you need two heroes. Is this intentional? We ruled yes, but think it is very silly...
6.) Misc.
a) soaring monsters and manning stations: Is monster have to swoop down to man a station (making it vulnerable to guard attacks)? Does it have to pay movement for this? Can it even do this? The Soar ability just states that it may swoop before an attack.
b) Gust of Wind: Do we suppose that all island maps are in utter darkness, so gust of wind will extinquish torches and reduce LOS just as in a dungeon? I assume so...
c) When manning a rope, what happens if you roll an "X" on the red die? Wie ruled it would just contribute 0 Range, but not cause the swing to fail completely.
d) An unrelated question - do Overlord lieutenants get to act in the round the are pruchased? Specifically, can Soriss start to siege the shackles marker at cerridor sea the round it is purchased?
Thanks a lot, and have fun!