Goblin-King wrote:The basic plot itself is pretty good actually. I like it

Some comments:
"You are caught in open ground, there can be no escape from the intense firestorm and it appears the young mage has managed kill you, all of you, after all."This part I don't like at all. To me it makes it sound as the heroes dies. But then in the next paragraph we rewind and hear about the puddles and the heroes' reaction.
Agreed. I don't like much of it either, but I seem to be unable to fix it myself.
Goblin-King wrote:Will the players be told the info from the "Alekai The Omniscient"-section?
If not, maybe they should get just a little more info either from the intro or during the quest.
No. That information is for EWP only. Okay, so more intro.
Goblin-King wrote:The introduction seems overly long for what looks like a rather short quest?
Okay so less intro.

Goblin-King wrote:Is this a stand alone quest or part of a pack?
Well, this will go in a pack of mostly stand-alone quests. This quest is stand-alone. The follow-up quest / encounter happens if the amulet is grabbed by anyone other than the wizard. Eventually anyone with fewer than 7 mind points will lose control to the amulet and become the next Alekai. So there is more quest here.
Goblin-King wrote:Is the portal trap a death trap? I can't figure out how you are supposed to escape without a Pass through Rock Spell
Yes it is 75% a death trap. Honestly, who would be dumb enough to jump into a random magic portal? Escape is do-able with Pass Through Rock OR a Ring of Return. It would be a good idea for EWP to make sure the heroes have one of these before the quest starts.
Goblin-King wrote:How exactly does Alekai escape when wounded? Can he just choose any of the options in the room he is in? Regardless of which square he is in?
How would he ever be forced to escape into a hallway?
The idea was to encourage EWP to extend the combat into other rooms. Tripping more traps, catching heroes one at a time, etc. This can be done without a firm requirement. The idea is the space # and # are linked such that Alekai expends one movement point to go this way. Sometimes the heroes can follow, sometimes they cannot.
Goblin-King wrote:maybe simplify it by just allowing him to teleport into any of the rooms or something like that?
Well, then you lose the portal trap. And any comical spinning of the fireplace / bookcase when a hero/Alekai is standing on the opposite side. The locking door is cool. These oddities and his nimble use of them hopefully lead to a sense of preparedness on the part of Alekai.
Goblin-King wrote:His escape spell could be used when he was down to his last BP.
I had this written, then decided that EWP can figure this out for himself. FYI: The escape location is a GREAT place to wait and use the lightning spell!
The essential story is this:
The amulet is bored with Alekia, so it shows him a vision of his death at the hands of the heroes. Looking to preempt his death, he uses the amulet to guarantee success in his first encounter. The amulet shows him what he needs to see, the heroes being "killed", but only from a certain view point. In fact the heroes survive through efforts invisible to this view point and despite seeing things happen exactly as he expected, the heroes remain alive!! He has now set in motion the events leading to his own death. With advanced knowledge, Alekai has carefully prepared his home for the coming invasion.
Anybody want to re-write the intro?
Basically through the course of the quest we are telling the heroes:
(1) This clown calls himself "the Omniscient"
(2) He cannot be hit in the usual way.
(3) He knows exactly where you are not going to be and can move through your occupied spaces.
(4) His traps are expertly placed.
(5) When he dies you find the Amulet of Foresight (which seems to unlock more power the longer you hold it!)
I can be more explicit about some of these points. What else can we add?