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Pancho wrote:Wally, I feel that ATOH doesn’t necessarily need an epilogue. We are already told that the Imperial soldiers are on route to mop up the survivors of the clan, and the into to WOM mentions the Ogre debacle (from Morcar’s point of view!) and nicely ties up a few loose ends. Also, there is a massive amount of gold to be plundered from the Lord Ogre, so a prize from the Emperor himself isn’t really necessary.
WOM could probably do with an epilogue, but who would want to write one? There isn’t much of a story to that pack to begin with.
Of all the falling block traps in ATOH that you mentioned I would definitely recommend changing the one in the room with the Fimir. That one is well out of order. The others could be too, but I can’t remember off the top of my head.

Pancho wrote:Very nice indeed! The new font really brings it all together.
I still think you Ogre Body Points are too low at 3 each ( same as an Ice Gremlin!).
If you look at the variable body point charts from the original UK quest pack, the Ogres had an average of 4 BP I think. In my mind the Ogres are supposed to be unique as basic monsters and provide bruising encounters - look at the artwork in the pack for these beasts!
The only issues I can see is that a) then you would have to increase all the special Ogres up by 1BP each as well (not a problem as far as I’m concerned), and b) some have said that an Ogre shouldn’t be tougher than a Gargoyle. Again, I don’t see a problem with your system because many of the “special” gargoyles have got more than 3BP anyway.


wallydubbs wrote:So I just finished going through Against the Ogre Horde of your compendium but found no errors that weren't there to begin with.
However, much like adjustments need to be made to the Barbarian and Elf quest packs, some of Against the Ogre Horde's maps are imperfect.
Quest 1 Search for the Ogre Fortress has a falling block trap inside a room on the top right side of the board that will block up a door. If the hero chooses to stay in that room after the trap is triggered his only hope of escaping is the Pass Through Rock Spell. Now this depends on the cynicism of Morcar. It's a cheap way to kill a hero when they're technically not dead, but there's no in-game way to save them. So it's still debatable among the HQ community on how this should be handled.
viewtopic.php?f=8&t=4183&start=10
In the Quest 2 Outer Caves, the small 2x3 room with the Fimir has a similar issue, except this time, that room has to be crossed to get to the exit door. When (not if) that Falling block trap is triggered it will block up the room and only 1 or 2 heroes (the hero that crossed the threshold and whomever may use Pass Through Rock) will be able to make it to the exit. You can either add a secret door two squares up or get rid of the falling block trap altogether.
viewtopic.php?f=12&t=284
Quest 5 The Pit of Chaos has a falling block trap in a room adjacent to the Pit of Chaos, there's a Zombie guarding an unmarked chest. If you're not ok with leaving a hero for dead in an inescapable room, you could add a Pass Through Rock spell scroll in the chest.
Quest 6 Fortress of the Ogre Lord has a secret door that apparently leads into a falling block trap that could potentially trap a hero. As noted before, this is up to Morcar if he's willing to trap a hero forever, but it's a cruel and cheap way to kill off a hero.
Again this situation presents itself in Quest 7 with the room in the bottom left corner. Once the door is open a falling block traps the hero in the room with the Zombie and unmarked chest.
Also in Flight to the Surface, you should notice a secret door next to the Fire Place, leading to the room in the Upper Right corner room, which should be solid stone. It's been suggested in another forum to move this door four spaces to the left, connecting the two upper rooms in that quadrant.
viewtopic.php?f=12&t=4305
Again, none of these errors are yours, they seem to accompany this quest pack, as this wasn't playtested either. Given that it's your compendium, I thought maybe you should give yourself the option of correcting those errors (especially the one in Outer Caves).


wallydubbs wrote:I only found 1 error in your Wizards of Morcar section of the Compendium. In the Tower of the High Mage, you're missing a door into the room with the Fire Place and Fire Burst Trap. Phoenix's map is missing the same door. I presume you based your map off of his... or is the original missing this door too?
Also, there is no Epilogue in either Against the Ogre Horde or Wizards of Morcar... but considering what is to come with Frozen Horror and Mage of the Mirror, it would be kind to offer the heroes a reward to replenish their potions and equipment.
Perhaps you could add some gold to the two chests in the middle room of Final Conflict.




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