by SirRick » April 14th, 2024, 9:41 am
Yesterday I finished quests 13 and 14 of SQT. These last two quests were a bit frustrating, but only because my bad luck in shuffling treasure cards and poor rolling trying to disarm traps. The quests themselves were not too difficult otherwise.
Quest 13: The Tower of Fire was fairly short, but frustrating. The rooms have these heat furnaces that blast heat into a room. If you end your turn in the room when the furnace is still active, you roll to see if you take damage. I had to glance at the quest book to see what happens because the app doesn’t say anything about you taking damage at all. It makes you roll a die, and if you fail it says you get blasted with heat, but no mention of damage.
I took a lot of damage from said furnaces through bad rolling. You are allowed to disarm the furnace as if it was a trap, but trying to disarm with a 50 percent chance is a waste of time in my book. I continuously rolled skulls trying to disarm it, as well as rolling skulls when taking damage from it. To make things worse, the wandering monster is a Dread Warrior. My heroes took a lot of damage before even opening the first door. After the first room, I gave up trying to search each room with each hero, because Dread Warrior wandering monsters mean business. Luckily I happen to choose the direct route to where the artifact of fire was kept. I took more damage from the furnace in that room, and after getting the artifact I decided to end the quest early. I checked the quest book to see if I missed anything, and decided to leave. In going through the rooms towards the exit, I decided to search the rooms more throughly, and my luck started to change. I managed to get 7 good cards on the way out. Its not my usual quota of 10 good cards, but I still got two healing potions from it, which is what is most important, and not bad for only exploring four rooms.
Quest 14 is rather sparsely populated, but for me it was quite the slog. Right away my heroes became trapped right at the entrance door for failing to disarm the falling rock traps on either side of it. Luckily your heroes have special powers from the elemental artifacts that give them various abilities 3 times for each hero. One of these abilities was Pass Through Rock. My Monk managed to get through one falling rock trap because I placed her on the other side after failing to disarm it. The other three heroes had to burn one of their powers just to get around the blocked passage.
When I was finally able to properly explore, the fun continued. In the first two rooms I drew 8 bad treasure cards from a fresh deck. 6 wandering monsters and 2 hazards. The wandering monster also being a Dread Warrior was the icing on the cake. I probably had to kill close to 15 Dread Warriors over the course of the quest. My Monk even would have come close to death had it not been been for their special powers from the artifacts to negate damage. My Monk was caught in a situation in which she stumbled into a trap advancing towards a Dread Warrior. I negated the damage with Twisting Torrent, and the Warlock failed to finish off the monster before Zargon’s turn. The warrior hit with 4 skulls, and my Monk whiffed her defense roll. Thankfully for the special powers in this quest she took no damage.
I decided to check out all the rooms before heading into the final chamber, to see if there were any hidden rooms or anything. The last half of the quest my luck turned a bit and I managed to get 8 good treasure cards overall, the last couple rooms I decided to search fully and got a lot of good draws at once.
Finally I went into the final room for the anti-climatic conclusion. The boss is just there by herself. A couple of heroes fell into the traps in the room which cut short their advance, but it didn’t really matter because I tried the “Talk to her” route instead of attacking. The first turn you enter the room the app lets you know you can talk to her and what you are supposed to do to resolve it, but otherwise it doesn’t initiate anything in the app so I thought you just took care of it yourself. The Spirit Queen’s character sheet allows you to decrease her Mind Points manually if you succeed in your attempt. However on the first turn, only my Knight was able to attempt to talk to her and failed. Both the Bard and the Monk stumbled into traps, ending their turn. My Warlock used a Tempest spell scroll to make the Spirit Queen miss her turn. Starting with round 2, the app prompts you to ask if you want to attempt to talk to her, then instructs you to roll a die. When the app starts doing this, the app starts decreasing her Mind Points automatically if you succeed. Oddly she only took 2 points of Mind Point damage before the app decided she was defeated (its supposed to be 3 I believe). The quest ends instantly with a nice ending that features both Mentor and Silvana voice acting.
Overall, I enjoyed this quest book. The quests were fairly easy and fun to play, which is nice for experimenting with new rookie heroes, or as an alternative start for a full group of players. One aspect I really liked was the female voice acting for Silvana in the app. She is the one leading you through the quests as Mentor normally would. The actor’s voice for general narration is great, but when she switches to talk as Silvana directly she sounds a bit overdramatic, almost like a former porn star trying her hand at voice acting. This is not a criticism of any kind. It gave Silvana a bit of an emo or goth vibe as she is lamenting over the fate of her former apprentice, so it fits the character perfectly.
One last note, I noticed a number of people suggest using alternate artifacts in place of the duplicate artifacts found in this quest book. I just kept everything the way it was, but for the elemental artifacts, you could just consider giving them alternate names for a simpler solution. Mentor tells the heroes to hang on to the elemental artifacts, so they are special because they are needed to enter the towers, so you might want to consider something like this:
Armor of Earth (same as Borin’s Armor)
Cloak of Wind (same as Wizard’s Cloak)
Water of Life (not a Dune reference, but if you want something different, there you go. Its just a consumable item so it doesn’t really matter if you change it or not)
Spellfire Ring (a Fire Ring already exists from KK, so you could have it be this, but since the ring comes preloaded with a Ball of Flame spell, you could alter this artifact to be a ring that allows the wearer to cast Ball of Flame once per quest. Something to consider if you want something different instead of the Spell Ring).