my house rules to adress the problems w/Sea of Blood mentioned in this forum (and a few other changes in Descent in general):
1) If a lieutenent flees an encounter in SOB w/the heros, he is returned to his starting location. Similar to RTL and makes it possible for heros to EFFECTIVELY chase down lieutenents to end sieges.
2) In encounters w/lieutenents in ports in SOB, if hero ship reaches opposite side of map and moves off the edge there, they have relieved the siege and the lieutenent must flee. This rule makes for a fun battle, as the heros try to break thru the lieutenents lines, and avoids a sitzkrieg and/or having to chase the lieutenent all over the map, most often in vain (I know, I know, if you have such and such a skill w/such and such a weapon and character, you have a 23.4% chance of chasing down the siren but so what, its still broke IMO .
3) Heros cannot steer ship off the edge of the map in an encounter in SOB, and a current can never do so either. The heros can move their ship off the far side of the map via forward movement and/or current, but that takes time... This forces heros to fight encounters, rather than flee w/o penalty, and makes for some fun running battles.
4) On island levels in SOB, the cavern entrance is always unlocked ie no need to kill bosses (except Shrouded Gulf and Bright Sea still have their special unlocking rule) but all heros must move through cave mouth in order to get to the next level. Monsters may sit on the cave mouth, however, essentially bloccking it (a good potential tactic for bosses) and forcing the heros to kill them first. This combination of rules eliminates the gamey tactic of the Overlord running his boss(es) all over the map away from the heros, all the while racking up threat.
5) Fatigue potions restore 4 fatigue and health potions restore 4 health, and the fatigue countermix is an absolute limit on total individual hero fatigue limits. Fatigue is just too potent when used to blitz and prekill the small levels in RTL and/or SOB, and there needs to be some incentive to choose potions other than fatigue/vitality.
6) Every second diagnol space moved/traced across increases distance/range/MP cost by 1 (I have always disliked the time/space warps of unlimited diagnol movement lol
These rules seem to be working well for us - comments/questions/thoughts anyone?