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wallydubbs wrote:So I've been absent from the forums for a while and I just recently got around to looking through this quest book and a lot of glaring problems stick out to me:
Although adequately words from Mentor are at the start of the booklet, the heroes are quickly passed off to Silvanna. It seems more like an exchange of ownership at this point.
The heroes are told that the mixture of elemental magic and chaos magic should not be possible... whomever wrote this Quest book was not familiar with the fire mage in the original game system. Fire counts as an element, right? Even tempest and sleep spells are used by chaos sorcerers. This error went by unnoticed.
The heroes start by trying to rescue the orc Sigill, and originally I thought this would tie into the new orc bard character... but alas it does not because Sigill passes you on to even yet another Orc that you must search out, Udren. Neither of these fit the bill of the orc bard, but someone added later on in a quest note that if a hero dies the orc Bard can take over.
The story of the orcs become more convoluted: now I can buy that there are a few spies among the orcs working for the empire. But then the orcs are shown in a favorable light in the Drowned Temple, where it appears that they've been working against Zargon. Now I understand that zargon's the commander of all chaos, now called dread, and that this is not synonymous with orcs. But I was under the impression that the orcs made up a great majority of Zargon's army. By the sound of it they are a neutral party yet they are the ones that the heroes kill the most! I feel some clarification is needed here, but nor do I think I will get any.
Next, there's the underwater quest, which just doesn't really jive well with me... Other people may like this, but I'm not one of them. The other factor in this Quest is that heroes lose mind points when attacked instead of body points. If most of this is a spiritual battle, I think it went unacknowledged by the developers that the number of defense dice that the heroes get may not be the same as if it was a physical attack. How does the armor help defend here?
There are also numerous errors in the quest maps themselves, such as areas that should be shaded or not and missing wall tiles. Some treasure chests are trapped but not highlighted, there's even one Quest note in Flooded Catacombs about treasure chest D that says there's a magical trap on it, but it does not specify what this magical trap does. Also the door to the Spirit Queen in the final quest is missing altogether.
Halfway through the Quest pack the heroes obtain artifacts, such as the Talisman of Lore, which they may already have in their possession. Actually most of these artifacts the heroes should already have. But when we get to the 4 towers of elements the questions of "if" the hero has this item is thrown out the window. I'm led to wonder if the heroes should just play this as an alternative to the game system.
In the Spire of Spirits there are multiple falling block traps at the very start of the quest that could potentially trap the heroes. The story of the Spirit Queen is also hard for me to understand too, how did Zargon corrupt her spirit if she was dead? Is she therefore undead? Maybe I'm just not understanding.
There are probably other problems I missed too.
In fact the only good thing that struck me from this Quest pack is that it really hit home that the undead don't mix with the green skins. Not that it's a terrible quest pack but there are just a lot of errors and unexplained holes in the story. I guess I hoped for better.







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