SOB - Ghost Ship question

By Tired guy, in Descent: Journeys in the Dark

We are about to start the Gold stage of our SOB campaign (We have played with a few modified rules).

My question is can a hero operate a station (captain's wheel specifically) on the ghost ship? Based on reading the rules thus far and the faq's my interpretation is this:

The hero's get the first "chance" per turn to operate the captains wheel. With a melee character that has shark tattoo, it is very probably that they will get to move the ghost ship - possibly off the board or even sinking it. The overlord can lower sails on their turn to make it harder, but any melee character on the ghost ship can threaten its destruction.

Any thoughts? Does this make the ghost ship a worthless LT?

Thanks.

there is no official ruling about this as far as I remember, but I personally do not allow my heroes to take control over the ghost ship. I explain it off as the supernatural forces possessing the ship are too powerful to be overcome in such a simple manner (only with a little roleplaying pizzazz in the reasoning.) however, they use the commandeering tactic quite often in normal encounters. Which is perfectly alloud in the rules.

Always remember, any rule or decision you make that is easily explained by either rules lawering or by a good roleplayimg story is acceptable. The case for the ghost ship is similar.

Since the revenge cannot be manned by anyone other than the heroes by the rules, a roleplaying explanation is "the magic's that have bound the ship to the Heroes prevent anyone else from controlling it." hence said, "the dark magic's that bound the spirits of tue former crew of the ghost ship prevent anyone else from manning it."

screwed up the tags, deleted

Torin Negatia said:

there is no official ruling about this as far as I remember, but I personally do not allow my heroes to take control over the ghost ship. I explain it off as the supernatural forces possessing the ship are too powerful to be overcome in such a simple manner (only with a little roleplaying pizzazz in the reasoning.) however, they use the commandeering tactic quite often in normal encounters. Which is perfectly alloud in the rules.

Always remember, any rule or decision you make that is easily explained by either rules lawering or by a good roleplayimg story is acceptable. The case for the ghost ship is similar.

ALways rememvber that the OL is just a player and doesn't get to make decisions any more than any other player?

Torin Negatia said:

Since the revenge cannot be manned by anyone other than the heroes by the rules, a roleplaying explanation is "the magic's that have bound the ship to the Heroes prevent anyone else from controlling it." hence said, "the dark magic's that bound the spirits of tue former crew of the ghost ship prevent anyone else from manning it."

I don't believe this is true. Monsters can man the Revenge.

Pg 18 of the FAQ is what I was referring too, but also miss read. Monsters cant man the revenge during island levels. My eyes skipped the island levels part.

And yes, the ol is a player. However, in my groups if a consensus cannot be made, the ol always has final ruling.

Torin Negatia said:

Pg 18 of the FAQ is what I was referring too, but also miss read. Monsters cant man the revenge during island levels. My eyes skipped the island levels part.

Thanks, I was looking for that quote for an answer on BGG but could only find the pg19 one instead about spawning.

Np. It took me a minute to find that again. I'm still sticking with no one but heroes can man the revenge. It gives a little more advantage to the heroes in an otherwise horribly broken game. Well at least until the new FAQ comes out.