Corrupted terrain

By Svarun2, in Descent: Journeys in the Dark

There are 2 thing that are not quite "clear" to me, with corrupted terrain:

1. i know there have been discussions about pooling movement points with extra fatigue or whatever, and i am in favor of the pooling idea. But then when it comes to corrupted terrain it makes it useless ( the fatigue spending part of corrupted terrain), because you can spend all the fatigue for MPs and move into many corrupted terrain spaces with no benefit for the OL. I mean that does not bother me but makes it useless in 90 % of time or more because mostly there are empty spaces between corrupted terrain props.

2. (If a trap card is played on a corrupted terrain space, it no longer counts as corrupted) = that was in the last FAQ or somewhere i cant remember... i red it somewhere. Well that does not supply enough data, it could go ether way: a.) the Ol still receives 2 threat for every wound dealt to the hero via a trap and then it turns into a normal space or pit or boulder etc ... b.) the OL does not receive the threat for the trap played, because it no longer counts as corrupted).

maybe b. sounds more exact, but then again the corrupted terrain is almost useless(and yes i know there are still ways of wounding heroes ... )

what do u guys think ? ;)

1. I'm not sure how you concluded that there are "mostly" empty spaces between corrupted terrain. In AoD, it's only used in two quests; in "Mists of Time", most of the corrupted terrain is in a single continuous block that completely covers two rooms and the adjoining corridors, and a lot of the rest is placed strategically near doorways so that heroes will want to start their turns on it, forcing them to spend at least 1 fatigue on corrupted terrain if they want to battle when they open the door (more for the hero who actually opens it). In "The Heart of Darkness", it completely covers a long section of corridor where the heroes can perform a prolonged action (and thus also generates threat for any fatigue spent boosting the prolonged action roll). I'm not sure whether/how it's used in RtL, SoB, or the quest compendium, but "pooling" movement doesn't look like it would help much in either of the AoD quests (though I haven't actually played them).

In Enduring Evil, there's a treachery card to generate corrupted terrain, and I dealt with this issue by having it create a LOT of corrupted terrain: 12 squares, arranged any way the overlord wants. You can it in front of doors, choke a long hallway, whatever. There's no equivalent official card, though.

In any case, I always thought the threat for fatigue was relatively minor; even in a worse-case scenario, that's just 1 threat per space, while ending your turn on a corrupted space where monsters can attack you generates 2 per wound lost, which adds up really fast.

2. I think the intent of that ruling is to say that there can only be one kind of "terrain" in a given space, and so it ceases to be corrupted at the moment you put the pit or rubble tile on it. So if you wanted to be technical, you could argue it depends on the order of instructions on the trap card - which I think means no corruption for all existing Trap (Space) cards.

But that might be worth adding to the FAQ discussions.