18. Wild Vortex location issue

By Corbon, in Descent: Journeys in the Dark FAQ Update Discussions

Looks like this one is not fully prepared, sorry. I'm not sure how to phrase a question though - a thought tacked on the end...

Background
Green start is between two rocks, so limited movement sideways.
Current is red dice westerly. EVen if heroes move maximum speed and spin the wheel to be hard against easterly rock, they can still be forced by the current on to westerly rock.

Gap between rocks is 7 spaces. Revenge is 6 spaces wide... First rock is 5 space out so must move 5 spaces forward to avoid it.

The heroes must either successfully drop anchor (a surge, so 1/3) or suffer the red dice, which has 1/3 chance of killing them no matter where they are and 2/3 if they didn't use the wheel successfully to move one space.
Basically that is a guaranteed 2/9 chance of sinking the Revenge no matter what the situation is and what the heroes do, and if they survive that first turn they still aren't out of the woods. Unless they have a very fast ship (maximum sails and Elvish sails) they have to repeat next turn. So it is 32/81 chances of the Revenge sinking no matter what they do really.
Note that if they do drop anchor the only way they can get out of the encounter without raising the anchor and going through the same risk is to kill the encounter Leader - who can sit back and accumulate infinite threat while waiting for them to raise anchor and come forward (unless the heroes all leave the ship behind and swim out to attack the monsters - and trust me, this is not going to work without some very specific skills/feats/abilities and/or a stupid OL!)
Therefore I would argue that dropping anchor is not effectively a viable solution so it is really 1/3 chance of a TPK regardless of what the heroes do, *5/9 chance of a TPK in truth, over the first two turns*.
If they do manage to survive the first round of current for two turns and get past the first rock, there are more rocks a couple of extra spaces west further along! So they can still be shipwrecked unless they continue to spin the wheel east and roll low range on the red dice.

It would be fairly simply cured by changing the current direction to N/S so not into the rocks!

Possible suggested question:
Question
Q. Is the current direction at the Wild Vortex correct?
A1. Yes. The current does push the Revenge into the rocks, sometimes no matter what the heroes can do!
A2. No. The current direction should be North/South
(delete one) .

Corbon said:

It would be fairly simply cured by changing the current direction to N/S so not into the rocks!

Possible suggested question:
Question
Q. Is the current direction at the Wild Vortex correct?
A1. Yes. The current does push the Revenge into the rocks, sometimes no matter what the heroes can do!
A2. No. The current direction should be North/South (one).

I would change this question slightly, though it's on the right track:

Q. Is this encounter really intended to have such a high chance of immediate failure for the heroes?

A1. Yes, this is a deliberate design decision. Some encounters are meant to very risky without the right abilities or upgrades.

A2. No, the current should be changed to North/South [delete one].

A3. No, some of the rocks should be in different positions to allow a greater chance of survival [specify which rocks and where they should really be.]

A4. No, the current should be westerly as described, but the strength of the current should be altered. [describe how.]

A5. No. The errata for this encounter is some combination of A2 through A4. [provide answers for each applicable segment, as above.]

Edit: **** forum deleted the word "delete" from my post. Seriously, what's up with that?

Another possible answer to the question is to change and/or remove the placement of one or more rocks on the Wild Vortex map. Even widening the gap between the two offending rocks by 1 space makes a huge difference.

Revision:Questions and answer changed to match suggestions, thanks

Background
At the Wild Vortex location there is a major issue with the heroes avoiding the Revenge being unavoidably sunk

The Green starting location (where the Revenge starts) is between two rocks, so there is very limited movement sideways available to the Revenge without running aground.
The current is a red dice westerly. Even if Revenge moves maximum speed and the heroes spin the wheel to be hard against the easterly rock, they can still be forced by the current on to westerly rock.

The gap between rocks is 7 spaces. The Revenge is 6 spaces wide... The first rock is 5 spaces out so the Revenge must move 5 spaces forward to avoid it.

The heroes must either successfully anchor (a surge, so 1/3) or suffer the red dice, which has 1/3 chance of killing them no matter where they are and 2/3 if they didn't use the wheel successfully to move one space.
Basically that is a guaranteed 2/9 chance of sinking the Revenge no matter what the situation is and what the heroes do, and if they survive that first turn they still aren't out of the woods. Unless they have a very fast ship (maximum sails and Elvish sails) they have to repeat next turn. So it is 32/81 chances of the Revenge sinking no matter what they do really. And there are more rocks further along.
Note that if they do anchor the only way they can get out of the encounter without raising the anchor and going through the same risk is to kill the encounter Leader - who can sit back and accumulate infinite threat while waiting for them to raise anchor and come forward (unless the heroes all leave the ship behind and swim out to attack the monsters - and trust me, this is not going to work without some very specific skills/feats/abilities and/or a stupid OL!)
Therefore I would argue that dropping anchor is not effectively a viable solution so it is really 1/3 chance of a TPK regardless of what the heroes do, 5/9 chance of a TPK in truth, over the first two turns .
If they do manage to survive the first round of current for two turns and get past the first rock, there are more rocks a couple of extra spaces west further along! So they can still be shipwrecked unless they continue to spin the wheel east and roll low range on the red dice.

It would be fairly simply cured by changing the current direction to N/S so not into the rocks - or in moving the rocks on the west side a little further out toward the edge

Question:

Q. Is the encounter location at Wild Vortex intended to have such a high chance of immediate failure for the heroes?

A1. Yes, this is a deliberate design decision. Some encounters are meant to very risky without the right abilities or upgrades.
A2. No, the current should be changed to North/South [one].
A3. No, some of the rocks should be in different positions to allow a greater chance of survival [specify which rocks and where they should really be.]
A4. No, the current should be westerly as described, but the strength of the current should be altered. [describe how.]
A5. No. The errata for this encounter is some combination of A2 through A4. [provide answers for each applicable segment, as above.]

Comments:
Anything more before this gets transferred to the FAQ proposal document?