Castle Daerion and Militia

By Condabas, in Descent: Journeys in the Dark

Question is how does the spawning of the Militia work? Played it this weekend and their is no mention of the limit of Militia that can be spawned. The overlord killed 2 peasants the first half. Would that mean only 2 militia can be spawned? Am I correct in reading that the 2 that survived with automatically spawn at the end of the last Hero's turn? If so, then when rolling for Sir Paloman's check, can another militia be spawned?

Also, With Sir Paloman being able to move now, the hero's moved him to the entrance and just spawned stones, skeleton pet, and militia to block my monsters from reaching him. I was only able to get 1 monster in range (Sir Alric Farrow) to attack him due to his special ability to swap places with heros. Anyone know how to counter that much blockage from the hero's side?

Condabas said:

Question is how does the spawning of the Militia work? Played it this weekend and their is no mention of the limit of Militia that can be spawned. The overlord killed 2 peasants the first half. Would that mean only 2 militia can be spawned? Am I correct in reading that the 2 that survived with automatically spawn at the end of the last Hero's turn? If so, then when rolling for Sir Paloman's check, can another militia be spawned?

Don't recall there being any limit. Heroes get those they saved in E1 and each time Palamon makes a successful roll at the end of the turn, another as added.

Condabas said:

Also, With Sir Paloman being able to move now, the hero's moved him to the entrance and just spawned stones, skeleton pet, and militia to block my monsters from reaching him. I was only able to get 1 monster in range (Sir Alric Farrow) to attack him due to his special ability to swap places with heros. Anyone know how to counter that much blockage from the hero's side?

Blast? Kill him before he can get there?