wallydubbs wrote:Speaking of Spawnlings, I was reading through the rulebook as I just got to a point where a snake attached itself to a heroes card. He's paralyzed and the paralysis in JoD are not the same as Cloud of Dread... They could still perform actions, I assume as a way to get the Spawnling off of them. But the rulebook doesn't specify if the hero can defend from other attacks. Did I overlook it, does anyone else know if a paralyzed hero with a Spawnling on them can defend from other attacks?
The only thing "paralysis" does is stop the hero from moving from the spot until [the end of] his next turn. He can immediately cancel it if he rolls a 5 or 6 on one red die at the moment he's envenomed. If he has a Potion of Serpent's Blood he can cancel its effects as well (costs 50 gold each). Yes, he can still defend. You always get to defend unless it says you can't, but it's not even dealing damage, just stopping movement, like a much weaker version of the Skullblight tendrils.
2.) For every Spawnling on a hero the hero takes damage on their turn, but if a snake attaches itself to the Barbarian on the Bard's turn, does he take damage there?
At the end of that hero's turn, for each Spawnling attached to them, they take 1 BP of damage. At the END of the turn, mind you.
3.) Does the Barbarian need to use Serpent-Blood potions on every snake that attaches to his character card to avoid damage & paralysis, or will just 1 work?
Does venom stack? In theory it does (Zargon's call; we could ask Doug what he intended here!), but it all wears off in one turn anyway. You get to roll the saving red die against each one of course. Serpent's blood just says it removes the paralysis caused by venomous creatures. It doesn't precisely say that two damages from Spawnlings in the same turn means two Venom tiles therefore two Serpent's Blood potions to remove it all. Remember that all the venom effects end automatically at the end of the next turn. Of course if he takes damage again, then in theory he gets envenomed again.
My theory is that the tiles probably weren't meant to stack for the simple reason that not very many venom (the green acid fog skulls) tiles are in the pack to begin with. Then again I suppose you could argue that you're only facing a maximum of 4 Spawnlings at a time, so whether they are all attached to the same hero or spread to each member of the party it doesn't really matter. Unless somehow the heroes run all the way from one Spawn monster battle to another so that you suddenly have two types at once.
4.) When the Serpent strikes it's venomous, does the Venom add another damage on top of what he rolled?
"Venomous" means that after he does damage, the effect (besides losing BP like you would any other attack) is that you add the Venom tile. By the time the big monster attacks again the Venom tile will be gone one way or another. I guess here is where the stacking question could come up, but again, only a few Venom tiles, so probably they just intended one tile per hero at most.
5.) The Serpent is fighting the heroes while adjacent to them, but on their turn it spawns more snakes on an adjacent space, can it just spawn the spawnlings on the hero it's next to?
Not the way it is written. Spawnlings are to be placed on UNoccupied squares adjacent to the monster spawning them (and if you run out of tiles of that particular type of Spawnling, you can't add more until they become available by dying).
6.) If the Knight is picking snakes off the Dwarf and rolls more then 1

can he kill 2 Spawnlings?
Doug clarified his intention on the AH discord. One attack per spawnling. Of course this opens up the idea that a multi-attack could take out multiple spawnlings (Heroic Brew, Celerity, the Rogue's second attack...). As Zargon I decided that a spinning attack that is capable of hitting multiple targets would have the same effect, so the Monk's spinning air attack and the Berserker's spinning attack both would be able to kill multiple spawnlings. Now you might argue and say no, that would only work for say two adjacent heroes who had spawnlings attached, not to a single hero with multiple spawnlings on them, but I don't see the practical difference. If you were adjacent to a pit that had two monsters occupying the same square in it, your spinning attack would hit both of them, wouldn't it? I guess that's how I'd see it. Also I think the Monk's fire beam could wipe out multiple spawnlings attached to the same hero, in my humble opinion.
7.) If the Barbarian uses his Potion of Serpents-Blood to avoid poison damage from the Spawnling but doesn't kill the Spawnling, does he need to use another one on his next turn?
As written, Venom doesn't deal "poison damage" (like that you need the Venom Antidote or anti-poison quill for, if this were KK/ROTWL), it merely halts your movement for a turn (again unless you roll out of it or have Serpent's Blood). At first I considered ADDING poison damage along with it, but in terms of how it plays I think it's just a bit too deadly, considering how rapidly you can whittle down a Hero's BP with these things as is.
If he avoids the Venom great. But if the Spawnling is still alive at the end of his next turn, it hits him again, and he gets the Venom again, so yes. You could have a stockpile of these potions for such a circumstance. Why run? Spawnlings can only move 3 squares at a time... granted, they can move those three squares after each hero, because as it says (and I totally forgot when I was at GenCon Zargoning a spider fight) that after EACH hero turn as long as the big monster is alive, Zargon can either add a spawnling OR move all the spawnlings "under the control" of the big monster (I take this to mean that once the big spawning monster is killed, no more of this, the spawnlings are just like regular monsters at that point, which is how they function on Zargon's turn anyway).
So I had to remind myself... Zargon's turn? Move Spawnlings and the big monster gets to attack & move. Hero turn just ended? Either move all spawnlings OR generate a new spawnling from mama spawner!
The designers (Levi, Doug, Tess, etc) really went out of their way to give Zargon plenty to do so he wouldn't be bored in this one!