Encounters in SoB: Party Flight

By zarikaz, in Descent: Journeys in the Dark

Hello all,

a doubt raised after many session of my last SoB campaign:

quoting rulebook pag 17: " A figure not on a ship may fee the map by simply moving off any edge of the map "

can heroes flee an encounter at first turn escaping from ship's rear edge moving outside the map?

I try to explain: in this way, along all the entire campaign, we've never played an encounter, all encounter were bypassed. The "Party Flight" hallow the party to continue their week and so, if the heroes flee at first turn (and they can each encounters, even if ambush) they have no penalties. My group has never spent money for ship's upgrades, has never used any kind of manning, never tried to fight... all declare a "run action", tumble into the sea and exit from the map, continuing their week's turn. Last 3 times we haven't assembled ships both map too, only checked encounter and if a "combat encounter" ignore its. I can't understand if we are wronging something or not... if not... i think encounters in SoB are a very poor mechanism... not stimulant and have no kind of incentives for heroes to be played (only 2 conquer points and a fist of money with the risk to lose week's action)

Thank you all for your help

Party Flight only occurs when the Revenge moves off an edge of the map (SoB rules, pg. 18).

So if the heros all flee, the encounter continues and the OL has the chance to sink the Revenge if he has a ship, he can also enter the Revenge with his monsters, man the stations and crash it into rocks.

So seems more reasonable.

Ty for answer.

Just another little question (has nothing to do with SoB):

Laurel of Bloodwood skill: can she tramute in damages also the range obtained by surges or only by numbers on dice? Is surges' range considered obtained by the weapons?

Ty again

The source of the range is irrelevant. Laurel determines damage and range by spending surges, applying skills, etc. like usual, and in the end she may convert all excess range into damage.

I, too, need clarification of Laurel's ability. I am assuming that the range she converts is paid by a fatigue for EACH extra range. For instance, if she has 8 extra range, she has to spend 8 fatigue to convert the 8 extra range into damage. Correct?

No, she has to spend only 1 fatigue to convert any excess range into damage.

Does that not seem a bit extreme? I was OL for a RtL campaign. The player was able to solo diamond level mobs because of said ability. She was able to get 18-24 extra range...

So answer me this-What does the "one-for-one basis" mean then?

Thanks.

It does mean that for 1 extra range she gets 1 extra damage - the statement is merely the exchange rate for range/damage.

Gold heros can be extreme, so nothing extraordinarily spectacular here.

Thank you very much, i guess i will have to step up my "A" game with her in the campaign.

zarikaz said:

quoting rulebook pag 17: "A figure not on a ship may fee the map by simply moving off any edge of the map"

Parathion said:

So if the heros all flee, the encounter continues and the OL has the chance to sink the Revenge if he has a ship, he can also enter the Revenge with his monsters, man the stations and crash it into rocks.

Personally, I would interpret that line in the rulebook, quoted above by the OP, to mean that the heroes cannot flee off the edge of the map in sea encounters. They can't abandon the Revenge, even if they want to, because they can't step off the map. Mechanically speaking, the edges of the map define the playable area of the game, so unless the rules specifically allow for stepping over that boundary and detail what happens when you do, then it is impermeable.

Erulastiel said:

Does that not seem a bit extreme? I was OL for a RtL campaign. The player was able to solo diamond level mobs because of said ability. She was able to get 18-24 extra range...

For Laurel to reliably be dealing that kind of "extra" damage, she must be getting pretty close to the front line. Laurel is a very squishy hero, and if she's standing that close to the front, the OL should be using spawns and leftovers (if any) to keeeeeeeeel her! Her ability is definitely powerful, but she has appropriate drawbacks, too.

? Huh ? The quoted rules do spell it out right there that a figure may flee the map?

Steve-O said:

zarikaz said:

quoting rulebook pag 17: "A figure not on a ship may flee the map by simply moving off any edge of the map "

Parathion said:

So if the heros all flee, the encounter continues and the OL has the chance to sink the Revenge if he has a ship, he can also enter the Revenge with his monsters, man the stations and crash it into rocks.

Personally, I would interpret that line in the rulebook, quoted above by the OP, to mean that the heroes cannot flee off the edge of the map in sea encounters. They can't abandon the Revenge, even if they want to, because they can't step off the map. Mechanically speaking, the edges of the map define the playable area of the game, so unless the rules specifically allow for stepping over that boundary and detail what happens when you do, then it is impermeable.

Reading glasses time... cool.gif
Sure the heroes can step off the map. The rule explicitly says that any fgure not on a ship can flee the map simply by moving off the edge.

All the heroes have to do is step off the Revenge first, then step off the map.
They are absolutely allowed to do this.
But as Parathion pointed out, the encounter does not end just because the heroes have all fled. The Revenge will move by wind/current and monsters who can get aboard may be able to man the Revenge which is very dangerous for the heroes. If the Revenge sinks, the heroes will be sent back to their home port even though they all got off the board 'safely'.

That was my problem. If battling (or even if she has the knight ability) She can wipe out the whole room. The hero takes her turn first, before I can attack her; I usually did not have mobs left over-or an area that I could spawn monsters in due to line of sight and the rest of the party.

Sure, she is squishy...but that means I have to kill her before she uses her knight ability. If you look at most maps, she would not need 18 range at all-especially with the ability to ignore an obstacle or figure to trace line of sight to a monster. When rolling 3 or 4 gold power dice and using the surges to count as "range" and then converting all this "range" into damage, that is a bit over powered.

If she were to roll perfect (even near to perfect) she could have up to 48 range....if she is only 5 spaces away...that is a lot of extra damage. Even going toe-to-toe with a diamond level demon, Laurel would come out on top, possible carrying an extra attack to kill something else. I just can't believe that Fantasy Flight would actually know this was a possibility and still allow it. No other character in any of the expansions has this kind of power...

Erulastiel said:

That was my problem. If battling (or even if she has the knight ability) She can wipe out the whole room. The hero takes her turn first, before I can attack her; I usually did not have mobs left over-or an area that I could spawn monsters in due to line of sight and the rest of the party.

Sure, she is squishy...but that means I have to kill her before she uses her knight ability. If you look at most maps, she would not need 18 range at all-especially with the ability to ignore an obstacle or figure to trace line of sight to a monster. When rolling 3 or 4 gold power dice and using the surges to count as "range" and then converting all this "range" into damage, that is a bit over powered.

If she were to roll perfect (even near to perfect) she could have up to 48 range....if she is only 5 spaces away...that is a lot of extra damage. Even going toe-to-toe with a diamond level demon, Laurel would come out on top, possible carrying an extra attack to kill something else. I just can't believe that Fantasy Flight would actually know this was a possibility and still allow it. No other character in any of the expansions has this kind of power...

<shrug>
Laughlin with Weapon Mastery and Mighty using the Stone Cutter with Morning Star, Sheath of Might and Bracers of Might and getting a perfect roll can do 72 damage, still leaving room for Knight/Cleaving etc. Not including any Feats or other bonuses like elevation, Blessing etc. ...

Landrec with Saj's Mark, Prodigy, Kolls Mark, Mana Weave, Aldars Mirror, Ring of the Arcane and Star of Kellos could do 39 damage, no undying, four times, (while using a shield).

Bogran with Master Archer, Dead Eye, Keen Sight, Scorpion Helmet, and Scarab of Death can do 53 damage, no dodging, no Shadowcloak.

The point is that lots of heroes have lots of power to do lots of damage if the OL has let them get the rights skill and equipment combos.
You job as OL is to deal with it.
Mostly you should have done that be preventing them from getting such combo's, or making them costly to get in terms of map position, city defence, plot advancement etc.

Laurel at least has the disadvantage that she should have fed the OL a lot of cheap CT through the campaign before she got to this all-conquering capability. Most other heroes don't even give that to the OL.