• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Quest 8 (Forbidden City/Caverns) - EU vs NA differences

Discuss Quests, Cards, Monsters etc, from the Return of the Witch Lord Quest Pack.

Quest 8 (Forbidden City/Caverns) - EU vs NA differences

Postby Zenithfleet » February 20th, 2025, 12:28 pm

G'day all,

Looking through the North American edition questbook for RotWL, I was startled to notice just how different Quest 8 is compared to the EU original.

Not for the first time, I feel like the NA designers missed the point of this quest, or decided they knew better, and took it in a more railroaded and boring direction. :roll:

At least they had the decency to rename their version the Forbidden Caverns, instead of the Forbidden City as per the original.

Warning--this is going to get opinionated. I'm not much of a fan of the NA version and this quest is yet another reason why.


If you have the North American edition, or the Hasbro remake based on it, you may know the Forbidden Caverns quest as "the one that takes a long time because undead keep spawning on the X squares". The NA quest map is a mostly linear path that goes around the board in a rough spiral. There are a few dead ends and side rooms, some pointless and some with valuable loot in chests. The last part of the spiral allows the heroes to take two possible paths to the exit door on the right-hand side of the board.

In order to get around the spiralling path of the map you have to get through the infinite undead spawns on the X squares, which by several accounts can really bog you down unless you figure out a few tricks (like standing on the squares to stop monsters appearing there).

Other than that, the other quirk of the quest is an unusual number of falling block traps due to the unstable cavern ceiling.


However... the original UK/EU edition of this quest, the Forbidden City, is an altogether stranger beast.

At first glance it might not seem all that different. Yes, it has the infinite spawns on the X squares (which are in the same places). Yes, the room layout and enemy placement is roughly the same. And yes, there are more falling block traps than usual.

But there are three other features of the EU version that make it really special--features that are lost in the NA edition.

Firstly, six doors have a slash symbol on them. These doors are placed open on the board at the start of the quest, and so are the contents of their rooms, no matter how far away they are from the starting spiral-stairway room. (For some reason the starting room has one of these doors too, even though it doesn't really make a difference since you'd put that room out first anyway.)

This means that when you first set up the quest, the players will see several rooms already laid out:

- A room in the northwest with lots of Zombies and a Mummy, plus a closed door.

- Another northwest room with a treasure chest in it.

- A southwest room with a treasure chest.

- A couple of empty rooms to the southeast, leading to a closed door.

What's the point of all this? Keep reading...


The second difference in the EU version is that the contents of the treasure chests are different. Very different. In fact, two of them don't even have Quest Notes--which might be errata. But I think it's intentional.

In the NA version, the chest in the northwest has lots of loot in it. But in the EU version it's empty (presumably, since it doesn't have a note). And it just so happens to be in one of the rooms you put out at the start of the quest.

Likewise, the chest in the southwest room has some stuff in it in the NA edition (weapons of debatable worth). But there's nothing in that chest in the EU version, not even a note. And it's also in one of the rooms that is put on the board at the start of the quest.

The third chest, in the southeast, is empty in the NA edition... but it's the only one with loot in the EU edition. And it's behind a tantalising closed door that is visible at the start of the quest.

Starting to get the picture?

In the EU edition, the quest begins with two treasure chests already on the board. One in the northwest and one in the southwest. Tempting. Very tempting. What hero could resist?

But they're decoys. There's nothing in them at all.

Meanwhile, two mysterious closed doors are also shown to the players. One of them is guarded by a mob of zombies. What's behind that one? Nothing. An empty room. How about the other one, the least interesting offering? That turns out to contain the chest with the only actual treasure reward in this quest.

Four lures are dangled in front of the players from the outset... and three of them are trolls. Tricks. Distractions.


But wait. We're not done. There's a third, huge, crucial difference in the EU original. One that I can't help thinking the NA designers must have taken for a mistake.

From the starting room, you can go straight to the exit door on the east edge of the board and finish this quest in half a minute.

That's right. You can pretty much skip this entire map if you want to. You'll have to fight a couple of undead spawning on the X in front of the door, but that's it.

In the NA edition, you must go north, because a blocked square / brick wall tile stops you going east. You're forced to follow the long linear spiralling path, with a few side rooms and a couple of dead ends (including the empty treasure chest in the southeast, which is a decent little troll, I suppose).

That blocked square tile doesn't exist in the EU version. You can go east right away and just... leave.

Not only that, but the exit door itself lines up with the long eastern passage. You can see it after just a couple of moves from the starting room. (The NA exit door has been moved several squares down so you can't see it until you actually reach the right side of the map.)

Must be some kind of major misprint or oversight, surely?

No. No, it's not.


Remember, at the start of this quest, four enticing rewards are held out to the hero players: two treasure chests and two closed doors. Each in a distant area of the map. Each requiring them to explore away from the exit door.

In the NA version, the players are railroaded down a mostly linear path. But in the EU version, the players are completely free to get the heck out of the Forbidden City straight away. All they need to do is take a quick look around and they should spot the exit door. They could leave. It would be sensible to leave. But... what about those chests? What about those closed doors? They can't pass up a chance of finding treasure. Imagine leaving without knowing what they missed.

So it's likely that the players will decide to stick around and explore for a while, trying to reach the bait.

And bait is exactly what it is. The two chests farthest away from the start, the two that take the most effort to reach, are the two that are empty. Likewise, the closed door in the northwest behind that big mob of zombies leads to a bare, empty room. And the more time the heroes waste trying to get to those chests and that door, the more undead will spawn on the X spaces, until the Forbidden City is overrun by shambling hordes and the heroes realise they've made a big mistake.

The entire quest is one big trick. And the heroes have only themselves to blame if they fall for it. The exit is right there. And it quickly becomes apparent what will happen if they loiter, what with the infinite spawns. But if they let their greed get the better of them, well, that's their problem.

At the same time, it's not just cruel for the sake of it: one of the four lures really does turn out to have some solid loot waiting for the players (the door in the southeast).

As well as all that, the EU map is easier to get around without logjams in passages caused by the buildup of undead. You have several possible routes from the start: north, south, east. Logjams will happen eventually, but it will take longer because the heroes can go in several directions (which also affects where the evil wizard player decides to place the newly spawning monsters). It's amazing how the addition of a single blocked square in the NA version can change the way the entire map works.


I don't know why the NA designers made the changes they did. Maybe they thought the EU map was broken. It certainly looks broken at first glance, what with the easily reached exit and the apparently missing notes for two chests. Or maybe they just didn't like the trolly nature of the EU original and wanted to change it into a more conventional quest.

The trouble is, there are heaps of conventional quests already. The Forbidden City is an oddball. Not as bizarre and memorable as Castle of Mystery from the base game, but still distinctive and cheeky. The NA version loses most of that unique flavour. Like the railroading of the players through Belorn's Mine in Kellar's Keep (a completely optional hidden bonus quest in the EU original), it feels uncomfortably linear and forced, compared to the freedom granted to EU players.

I don't remember much about some of the RotWL maps, but I have a clear memory of wandering around this one trying to reach those tantalising mirages. Besides, the already-open doors and slowly growing numbers of shuffling undead give it a weird, eerie atmosphere all its own. It really does feel like you've entered the twilight zone beyond Loretome's knowledge.

It may be worth adding that the EU quest notes don't explain the intention behind any of this. They just tell you to set out certain doors and rooms at the start, and that's it. In general, the NA quest notes tend to pedantically explain everything to Zargon, but the terse EU notes often just say "do this" and expect Morcar to cotton on. Because of this it's not always immediately apparent what is going on in an EU quest until you take a step back and think about it (or play through it).


And now that I've had my rant about the superiority of the EU quest, you can all tell me why I'm wrong. ;) :lol:
Zenithfleet

Ogre Lord
Ogre Lord
 
Posts: 286
Images: 8
Joined: March 13th, 2012, 10:05 am
Forum Language: British English
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Re: Quest 8 (Forbidden City/Caverns) - EU vs NA differences

Postby SirRick » February 20th, 2025, 6:32 pm

I always felt the EU/UK versions of the game always seemed unfinished for a number of reasons (such as all monster having 1 BP, less monsters, various janky mechanics such as no Chaos/Dread spells and the Fire Mage having to borrow the Fire spells, etc). But through the various resources here and knowledge of other users, I am becoming more familiar with aspects of the previous versions of the game before the NA edition.

After playing most of the quests so far myself using the app, I am starting to understand certain design decisions made in the earlier versions. I believe the earlier version had less monsters placed on the map to account for the large number of hazards and wandering monsters the players are likely to draw over the course of the quest. If you read my posts of my adventures through the app, a common complaint for me is the sheer number of bad cards I draw (sometimes 4 wandering monsters in one room with still mostly a full treasure deck). Searching for treasure becomes very worrisome after the first couple rooms if played as written (each hero can search a room once for 4 total searches per room). Now compare both treasure decks. They each have 24 cards, but the EU version has only 8 truly “bad” cards, the NA version has 10 bad cards.

What does this mean? I’ve said similar things in other posts, but my theory is the original NA designers didn’t read the rules carefully enough and tested the game assuming each room could only be searched ONCE, and not once by each hero. They also probably didn’t shuffle the deck after each bad card drawn. If they played the EU quests this way, the quests probably seemed to easy so they added more (and tougher) monsters and more bad treasure cards. Playing the NA quests this way works just fine and things run more smoothly than 4 searches per room. I know these are a lot of assumptions, but it makes too much sense to me.

So after reading about the original Forbidden City quest it makes sense the designers thought it was a mistake and added the blocked square tile. The original quest seems much, much more interesting than what we got in NA. My journey through the Forbidden Caverns was a constant slugfest the whole way through, I also got stuck in the dead ends and had to fight my way out. While it was thrilling for a while it soon got tiresome, and even my 6 defend dice Barbarian was in danger of getting knocked down.

I have to agree the EU version of this quest is vastly superior. I also like the “hidden” quest in KK. I plan on using these changes if I run a group through these quests.

by the way, my phone does not want to open the pdfs of the quest books on this site. They just will not load. The pdfs for all the cards load fine, just not the books. Is there another source to see the EU versions? I want to explore more of the nuances of the EU versions


Rewards:
Encountered a menacing Chaos Warlock!
User avatar
SirRick

Elven Archer
Elven Archer
 
Posts: 512
Joined: January 17th, 2016, 3:15 am
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Champion Group Member

Re: Quest 8 (Forbidden City/Caverns) - EU vs NA differences

Postby Zenithfleet » February 20th, 2025, 11:14 pm

SirRick wrote:I always felt the EU/UK versions of the game always seemed unfinished for a number of reasons (such as all monster having 1 BP, less monsters, various janky mechanics such as no Chaos/Dread spells and the Fire Mage having to borrow the Fire spells, etc).


I don't think I'd call those things unfinished. 1 BP for all monsters was a deliberate design decision. Firstly, it avoided any need for bookkeeping (recording how many BP a monster had left), which simplifies the game for young players. Secondly, it sped up the game--fighting a couple of 2 BP or 3 BP monsters at once can really bog things down.

The lack of Chaos spells is probably just a "Well, it never occurred to us" or "We had to cut that idea due to component/printing limitations". The designers may have felt it was a luxury they could leave until an expansion--and they did eventually add evil spells in Wizards of Morcar.

I think there are only two enemies in the EU base game that could conceivably use magic: the Fire Mage and the Witch Lord. (Grak the Orc is just a regular warrior in the EU version, not a shaman.) And of those, the Witch Lord could simply be an undead king, not a sorcerer. So really, Balur the Fire Mage is a one-off: a creative use of available assets.

What's important to remember is that the original EU edition had a different design philosophy to the NA edition. It was aimed at children around age 10 (and even younger), and/or families, who were only familiar with traditional board games like Ludo/Parcheesi, Monopoly, etc. In all those games you compete with one another--you don't cooperate. So HeroQuest assumed players would go off on their own, exploring, getting the treasure before their brother/sister, and maybe even attacking each other. They could work together but they didn't have to.

The base game EU quests are balanced around the heroes spreading out, going in different directions hunting for treasure they could keep for themselves. There aren't too many monsters because a lone hero needs to stand a decent chance of beating them. The maps don't assume all four heroes are going to meet each group of monsters.

In practice, though, a lot of young players soon learned to cooperate... and once they're cooperating well, the base game quests become too easy. That's probably why Kellar's Keep and Return of the Witch Lord throw heaps more monsters at the players.

The NA edition enforces cooperation on the players. But now that they're all working together, the quests need to be harder to compensate. So they added more monsters, more traps, and increased Body points for regular monsters. However, because they're working with quests and indeed a ruleset that was originally designed with a different philosophy, it doesn't always gel.

Personally I've found that HeroQuest is less interesting when everyone is cooperating like a well-oiled machine, and much more fun when there's at least some friction and competition. People make mistakes as they rush past one another to nab gold rewards or go exploring on their own and get into trouble. :lol:

SirRick wrote:After playing most of the quests so far myself using the app, I am starting to understand certain design decisions made in the earlier versions. I believe the earlier version had less monsters placed on the map to account for the large number of hazards and wandering monsters the players are likely to draw over the course of the quest. If you read my posts of my adventures through the app, a common complaint for me is the sheer number of bad cards I draw (sometimes 4 wandering monsters in one room with still mostly a full treasure deck). Searching for treasure becomes very worrisome after the first couple rooms if played as written (each hero can search a room once for 4 total searches per room). Now compare both treasure decks. They each have 24 cards, but the EU version has only 8 truly “bad” cards, the NA version has 10 bad cards.

What does this mean? I’ve said similar things in other posts, but my theory is the original NA designers didn’t read the rules carefully enough and tested the game assuming each room could only be searched ONCE, and not once by each hero. They also probably didn’t shuffle the deck after each bad card drawn. If they played the EU quests this way, the quests probably seemed to easy so they added more (and tougher) monsters and more bad treasure cards. Playing the NA quests this way works just fine and things run more smoothly than 4 searches per room. I know these are a lot of assumptions, but it makes too much sense to me.


I'm not sure I follow you here. One search per hero is an NA rule, not an EU rule. Do you mean the NA designers didn't read their own rules carefully (or forgot them)?

The EU rule for treasure searching is... unclear. Some people think it's once per room. Others think there's no restriction at all and you can search as often as you like. (I'm in the latter category, at least when it comes to the 2nd edition.) It's ambiguous, and the fact that there were two editions of the EU rules complicate things further.

Anyway, there's nothing that says you HAVE to search all the time. :)

SirRick wrote:by the way, my phone does not want to open the pdfs of the quest books on this site. They just will not load. The pdfs for all the cards load fine, just not the books. Is there another source to see the EU versions? I want to explore more of the nuances of the EU versions


I'm not sure how to help with that. Maybe one of the mods knows?
Zenithfleet

Ogre Lord
Ogre Lord
 
Posts: 286
Images: 8
Joined: March 13th, 2012, 10:05 am
Forum Language: British English
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Re: Quest 8 (Forbidden City/Caverns) - EU vs NA differences

Postby SirRick » February 21st, 2025, 7:25 am

I know you don’t have to search for treasure all the time, but because of the wandering monster problem, I typically search thoroughly until I get about 10 good cards, then limit searches only to once per room if I suspect there is something in the quest notes. I also gauge the threat of the wander monster, which can influence how much I search as well. So because of this it made sense to me that the EU version would have less monsters. If the treasure searching rules in the EU versions are unclear, then I am not really sure what to think about that. When quests start introducing multiple wandering monsters, I can’t really believe the designers expected the heroes to search a room multiple times.

I do agree that playing the game in a haphazard way is more fun, but after the GS quests in the NA version it is not really feasible to do that anymore because the quests are just too difficult without teamwork. I do like the tactical aspect of this, but in books like FH or MotM in which monsters have so many BPs it can really be a chore.


Rewards:
Encountered a menacing Chaos Warlock!
User avatar
SirRick

Elven Archer
Elven Archer
 
Posts: 512
Joined: January 17th, 2016, 3:15 am
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Champion Group Member

Re: Quest 8 (Forbidden City/Caverns) - EU vs NA differences

Postby Kurgan » February 21st, 2025, 1:20 pm

Another great and interesting thread! One of these days (been thinking this for a year or more now) I want to sit down and play some EU rules based quests, probably with at least one person who grew up with them. That would be a blast!

The EU game said "Age 9 to adult" while the NA game said "Age 10 to adult," right? Yes, you could say it's a family game, and you could also say their primary target demographic was young boys (at least initially... all the effort to get female heroes and characters in the '92 expansions was an NA thing, surely to try to attract more young girls to play too).


Rewards:
Participated in a Miniature Exchange. Destroyed a Zombie!
User avatar
Channeler
Kurgan

Witch Lord
Witch Lord
 
Posts: 7106
Images: 85
Joined: February 23rd, 2019, 7:08 pm
Location: https://discord.gg/2R9pEP4cty
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Scribes Group MemberAdventurers' Guild Group MemberChampion Group Member

Re: Quest 8 (Forbidden City/Caverns) - EU vs NA differences

Postby MonsterMotor » February 21st, 2025, 5:06 pm

Zenithfleet wrote:Firstly, six doors have a slash symbol on them. These doors are placed open on the board at the start of the quest, and so are the contents of their rooms, no matter how far away they are from the starting spiral-stairway room. (For some reason the starting room has one of these doors too, even though it doesn't really make a difference since you'd put that room out first anyway.)

This means that when you first set up the quest, the players will see several rooms already laid out:

- A room in the northwest with lots of Zombies and a Mummy, plus a closed door.

- Another northwest room with a treasure chest in it.

- A southwest room with a treasure chest.

- A couple of empty rooms to the southeast, leading to a closed door.

What's the point of all this? Keep reading...


Just a quick remark here, as I don't really want to enter the discussion: for whatever reason, the German edition does not contain the second sentence saying that these initially open doors are placed onto the board at the beginning.
MonsterMotor

Chaos Warrior
Chaos Warrior
 
Posts: 113
Joined: October 29th, 2023, 11:29 am
Location: Xanon Pass Rd. 13a
Forum Language: Deutsch
Evil Sorcerer: Morcar

Re: Quest 8 (Forbidden City/Caverns) - EU vs NA differences

Postby SirRick » February 21st, 2025, 7:17 pm

Kurgan wrote:Another great and interesting thread! One of these days (been thinking this for a year or more now) I want to sit down and play some EU rules based quests, probably with at least one person who grew up with them. That would be a blast!

The EU game said "Age 9 to adult" while the NA game said "Age 10 to adult," right? Yes, you could say it's a family game, and you could also say their primary target demographic was young boys (at least initially... all the effort to get female heroes and characters in the '92 expansions was an NA thing, surely to try to attract more young girls to play too).


Both of my NA boxes say ages 10 and up. I believed it was mentioned that the EU/UK versions had varying ages shown, either 9 and up or 10 and up. It was in a previous discussion some time ago. I believe it was discussing minor box variations based off the the year or edition. Maybe EU first edition was 9 and up, and 2nd edition 10 and up? Or its possible early NA versions were 9 and up and later printings were 10 and up. The answers are in the forum somewhere, I just can’t find it at the moment.


Rewards:
Encountered a menacing Chaos Warlock!
User avatar
SirRick

Elven Archer
Elven Archer
 
Posts: 512
Joined: January 17th, 2016, 3:15 am
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Champion Group Member

Re: Quest 8 (Forbidden City/Caverns) - EU vs NA differences

Postby Zenithfleet » February 22nd, 2025, 2:44 am

MonsterMotor wrote:
Just a quick remark here, as I don't really want to enter the discussion: for whatever reason, the German edition does not contain the second sentence saying that these initially open doors are placed onto the board at the beginning.


Wait, so in the German edition, the heroes can simply leave by the exit door on the right, without anything tempting them to stick around? (Except their own curiosity, I guess?)


Kurgan wrote:Yes, you could say it's a family game, and you could also say their primary target demographic was young boys (at least initially... all the effort to get female heroes and characters in the '92 expansions was an NA thing, surely to try to attract more young girls to play too).


That's something I wish the UK/EU edition had put some effort into as well. I don't praise the NA edition often, but I do appreciate it for that.

American D&D (at least in its 1st edition) seems to have been pretty welcoming to girls and women, relatively speaking. I wouldn't be surprised if the NA HeroQuest team, who clearly wanted the game to be a bit more 'D&D Lite', would have felt it was important as well.

I get the impression that in the UK, D&D and other 'nerdy' fantasy interests were stereotyped more strictly as a Boys Own sort of thing that girls simply wouldn't be interested in. And boys were assumed not to be interested in girls or anything to do with girls either. I could well be wrong about that, though.

(I could go off on a tangent here about perceived differences between British and American fantasy, but I'll spare you... ;) )


As for being a family game, I think the general idea was that HeroQuest would be first played with the whole family, like any other boardgame... but only those who were really keen on it would keep playing it (most likely the young boys). But I'm just basing that on my own experience back in the day. One game of 'The Trial' with everybody, including Mum and Dad, to humour us. After that it was just us boys.

These days it's different because those boys are now grown adults who can introduce the game to their own kids and play it as a true family game. Which is great. It also means the rules can be a bit more complex if you want, because you have someone experienced with the game already. |_P


SirRick wrote:
Kurgan wrote:The EU game said "Age 9 to adult" while the NA game said "Age 10 to adult," right? Yes, you could say it's a family game, and you could also say their primary target demographic was young boys (at least initially... all the effort to get female heroes and characters in the '92 expansions was an NA thing, surely to try to attract more young girls to play too).


Both of my NA boxes say ages 10 and up. I believed it was mentioned that the EU/UK versions had varying ages shown, either 9 and up or 10 and up. It was in a previous discussion some time ago. I believe it was discussing minor box variations based off the the year or edition. Maybe EU first edition was 9 and up, and 2nd edition 10 and up? Or its possible early NA versions were 9 and up and later printings were 10 and up. The answers are in the forum somewhere, I just can’t find it at the moment.


The Australian edition said "10 - Adult". Just below that it said "Clear step-by-step rules", presumably to reassure parents who thought it looked too complicated. :D

(The Aussie edition was the 2nd ed EU English edition as far as I know, although parts of it were made in New Zealand. I don't know if we ever got the 1st edition here.)
Zenithfleet

Ogre Lord
Ogre Lord
 
Posts: 286
Images: 8
Joined: March 13th, 2012, 10:05 am
Forum Language: British English
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Re: Quest 8 (Forbidden City/Caverns) - EU vs NA differences

Postby MonsterMotor » February 22nd, 2025, 5:34 am

Zenithfleet wrote:
MonsterMotor wrote:
Just a quick remark here, as I don't really want to enter the discussion: for whatever reason, the German edition does not contain the second sentence saying that these initially open doors are placed onto the board at the beginning.


Wait, so in the German edition, the heroes can simply leave by the exit door on the right, without anything tempting them to stick around? (Except their own curiosity, I guess?)



Yes and no. They still have to locate the exit door first and face at least some of the monsters Morcar places on the board.
MonsterMotor

Chaos Warrior
Chaos Warrior
 
Posts: 113
Joined: October 29th, 2023, 11:29 am
Location: Xanon Pass Rd. 13a
Forum Language: Deutsch
Evil Sorcerer: Morcar

Re: Quest 8 (Forbidden City/Caverns) - EU vs NA differences

Postby SirRick » February 22nd, 2025, 9:01 am

I know when I received my game for Christmas, I was 10 at the time, and I had no clue how to play it, nor the attention span to “read this entire booklet” as stated in the instructions. It seemed like such a daunting task at the time, but now I read it for fun periodically.

It was a couple years later when a friend of mine taught me how to play. He had an older brother who frequently played D&D and my friend would often join them. So he had more exposure to such things and a better understanding. My previous game experience was just Monopoly, Uno, and Yahtzee at that time. It’s no surprise to me the 2021 version is 14 and up.

Its not like the game is difficult to learn, but for a large number of people they just never experienced anything like it before.


Rewards:
Encountered a menacing Chaos Warlock!
User avatar
SirRick

Elven Archer
Elven Archer
 
Posts: 512
Joined: January 17th, 2016, 3:15 am
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Champion Group Member

Next

Return to Return of the Witch Lord

Who is online

Users browsing this forum: No registered users and 1 guest