torilen wrote:I would absolutely say this quest would be played after the full original quest pack, if not even later than that.
Personally, I do not like the idea of Mentor venturing out with the heroes. If they wanted Mentor to be able to
heal the heroes, they should've come up with a different method of performing this. If Mentor can go out with
the heroes in this adventure, why not in all of the others? And why does he only heal the heroes? Mentor is
supposed to have power that at least rivals the Warlock Lord, yes?
And on a different note - I believe the Mentor figure is an add-on only for those who backed the game at the
Mythic level...is this right? Do they plan on making it for sale later to whoever wants it? Otherwise, it seems
very odd to me that they would specifically make a quest that includes the need for a Mentor figure, when
it is not clear if everyone will have access to that character.
I know, we've all homebrewed quests and made use of monsters for which we never had figures. This is not a
homebrew quest - this is something being published by a multi-million dollar corporation who is crowdfunding
a new game, who has access writers and designers of the caliber few of us will ever reach.
They should know better.
Remember that this is a magical dungeon designed to test the Heroes capabilities. The monsters are illusory. It does make sense for Mentor to accompany the Heroes here, even if he doesn’t on any other quest, if we think of it as a magical arena in Nuln, or wherever Mentor is supposed to reside now.
In my opinion the bonus figures for Mentor, Ragnar and the Witch Lord are by far the best minis that this company have come up with, so I’m glad that the Mentor figure is getting a run out here. I think this is a bonus quest, rather than fitting into the original 14 quest, which might also alleviate your concerns, but I could be wrong.
There. I just did the unthinkable and actually defend new Heroquest. Now I feel all funny. I think I need to go and lie down.