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Castle Daerion Errata


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#1 Zarovich

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Posted 30 July 2013 - 10:01 PM

Soon to be Errata, I should say.

 

I have seen a lot of players assume that the Militiamen in Castle Daerion Encounter 2 block movement for the heroes.  This would mean that if the Heroes did well in E1 (saving 3+ villagers,) that they would effectively forfeit their first movement  turn in E2.

 

As I seemed to be in the minority interpreting syntax in the rules, I asked FFG directly.

 

They confirmed that Militiamen are treated as Hero figures, and thus can move through Hero figures and vice versa.

 

This makes the quest more fair, and stops the OL from purposely throwing E1.

 

Cheers


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#2 Robin

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Posted 30 July 2013 - 11:12 PM

The problem was - in the non erraticized version of Castle Daerion - that the monsters set up next to the militiamen, so that heroes and militiamen could simply not exchange their places, thus making it impossible for the heroes to reach the monsters.

Kobolds were excellent in that blocking role.

That left all the time for the ettins and zombies to wound and kill Palamon while the heroes and militiamen were blocked.

 

The erratum, which makes the militiamen enter play at the end of the heroes turn solved the problem.


An adventure is only an inconvenience rightly considered. An inconvenience is an adventure wrongly considered.
G. K. Chesterton

#3 Zarovich

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Posted 31 July 2013 - 01:50 AM

^ I have a FAQ/Errata download, but it doesn't say anything about Castle Daerion. Did they put out a new one? Placing Militiamen at the end of the Heroes turn would make more sense.

#4 SouLx

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Posted 31 July 2013 - 02:04 AM

Link is right here: http://www.fantasyfl...on FAQ_v1.2.pdf

 

Quest Guide, page 6, “Castle Daerion,” Special Rules: Villager Health 
should be 8 instead of 6.
 
Quest guide, page 7, “Castle Daerion.” Setup should read: “Any surviving 
villagers from Encounter 1 are placed on the Entrance tile or the closest 
available empty spaces at the end of the last hero’s first turn.”
 
Quest Guide, page 7, “Castle Daerion,” Special Rules: Add, “After testing 
to marshal defenders, Sir Palamon may perform 1 move action.”
 
In addition, the brown defense die listed for Sir Palamon’s Defense should 
be a gray defense die instead, and instead of 0, his listed Speed should be 4.


#5 Zarovich

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Posted 31 July 2013 - 02:45 AM

Thanks for the link SoulX. I just searched the FFG search button and the FAQv1.0 showed up again. I will have to print this up.

Oh and, ugh! They are nerfing the OL... for another thread.

#6 modernman55

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Posted 10 August 2013 - 10:54 AM

Thanks for the link SoulX. I just searched the FFG search button and the FAQv1.0 showed up again. I will have to print this up.

Oh and, ugh! They are nerfing the OL... for another thread.

 

Heh yeah there was a pretty extensive thread not too long ago about how under powered the errata made the OL. 

 

http://community.fan...rlord-too-weak/

 

http://community.fan...lord-heroes-op/



#7 daboomer

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Posted 11 August 2013 - 08:18 PM

My uncle and I are really enjoying the Shadow Rune campaign.  Soon we will run this quest and I am uncertain about the intent of this errata: Special Rules: Add, 'After testing to marshal defenders, Sir Palamon may perform 1 move action.".  This appears to be in conflict with the special rule that states: If he fails, there is no effect. He cannot perform another action.  If we are to just add the errata at the end of the paragraph, I am confused.  Thanks for any rules clarification on this.



#8 Robin

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Posted 12 August 2013 - 12:31 AM

The errata simply allows Palamon to move, which was not possible before.

It also gives a speed value to Palamon, which would be useless if he could not move.


An adventure is only an inconvenience rightly considered. An inconvenience is an adventure wrongly considered.
G. K. Chesterton




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