Fixing "The Spirit Queens Torment"
ok so here it goes... and likely to some resistance.
In my opinion this is by far the most shoddily written "official" pack (closely followed by The Crypt Of Perpetual Darkness) in terms of narrative. It reads as a mediocre fan quest pack (no offense to the author but it really isn't up to par of other official outings) riding as a campaign bonus to have a celebrity guest appearance.
I can presume that AH had some guidelines on what they wanted but there is some major disconnect with the established HQ lore at the point it was released, it almost seemed as AH used this as a 180 to reinvent the HQ world to distance it from GW very quickly. (Prophecy of Telor on the other hand could have been released back in the day with complete synergy into the old world) Also WTF is Silvana about... why does Mentor with the all seeing loretome need a diviner? and then there is The good Orc controversy...
As the quest design is fine and while I could potentially re-write the whole thing - I don't see the point as the basis for the pack just isn't my cup of tea, but what I would like to do is at least correct the artifacts in the quests.
While we did get Fortunes Longsword & Phantom Blade, what this pack missed the most was the opportunity for 4 new elemental themed artifacts for the initial 4 towers - instead it just reused ones from the main game (which if you follow the official play order was only 2 packs ago and almost all of these items would already be in the hands of the heroes).
The other issue is that there is a total of 15 artifacts and in some cases multiple to be found by a single hero in a single occurrence. This alone makes them not so special and are just being given out like candy.
So without starting arguments I am looking for genuine input from people who have played this pack, my initial proposal is bringing the artifact total down to the standard number of 10.
- Fortunes Longsword & Phantom Blade would stay.
- all of the scrolls would go and Swift Wind & Veil of Mist inserted as these are the only two scrolls not available in KK, RTOWL or POT so would allow a full scroll deck to be formalized.
- Orc’s Bane would need to stay in quest 7 as it is a key plot point and also notes if a player already has it to do nothing.
This leaves 5 to go, 4 of which would be new ones to facilitate the 4 elemental requirements of Quest 10 through 13.
This then leaves 1 to go - I was thinking the Talisman of Lore placement in Quest 3 could be suitably replaced with some other sort of magical item found in Nelath’s Tomb.
Any thoughts?
In my opinion this is by far the most shoddily written "official" pack (closely followed by The Crypt Of Perpetual Darkness) in terms of narrative. It reads as a mediocre fan quest pack (no offense to the author but it really isn't up to par of other official outings) riding as a campaign bonus to have a celebrity guest appearance.
I can presume that AH had some guidelines on what they wanted but there is some major disconnect with the established HQ lore at the point it was released, it almost seemed as AH used this as a 180 to reinvent the HQ world to distance it from GW very quickly. (Prophecy of Telor on the other hand could have been released back in the day with complete synergy into the old world) Also WTF is Silvana about... why does Mentor with the all seeing loretome need a diviner? and then there is The good Orc controversy...
As the quest design is fine and while I could potentially re-write the whole thing - I don't see the point as the basis for the pack just isn't my cup of tea, but what I would like to do is at least correct the artifacts in the quests.
While we did get Fortunes Longsword & Phantom Blade, what this pack missed the most was the opportunity for 4 new elemental themed artifacts for the initial 4 towers - instead it just reused ones from the main game (which if you follow the official play order was only 2 packs ago and almost all of these items would already be in the hands of the heroes).
The other issue is that there is a total of 15 artifacts and in some cases multiple to be found by a single hero in a single occurrence. This alone makes them not so special and are just being given out like candy.
So without starting arguments I am looking for genuine input from people who have played this pack, my initial proposal is bringing the artifact total down to the standard number of 10.
- Fortunes Longsword & Phantom Blade would stay.
- all of the scrolls would go and Swift Wind & Veil of Mist inserted as these are the only two scrolls not available in KK, RTOWL or POT so would allow a full scroll deck to be formalized.
- Orc’s Bane would need to stay in quest 7 as it is a key plot point and also notes if a player already has it to do nothing.
This leaves 5 to go, 4 of which would be new ones to facilitate the 4 elemental requirements of Quest 10 through 13.
This then leaves 1 to go - I was thinking the Talisman of Lore placement in Quest 3 could be suitably replaced with some other sort of magical item found in Nelath’s Tomb.
Any thoughts?