The big issue for the heroes in this quest pack are the Spawnlings and Spawners. The Serpent and Blightcrawler spawn a Spawnling at the end of every hero's turn. The heroes will need to use all their attacks on Spawnlings if they can't reach the Spawner. It grows increasingly annoying as the heroes are constantly being bit and it's easy to lose track or forget to roll for poisoning, body points keep dropping, if you're adjacent to the Serpent but have 2 snakes on you, you pretty much have to attack the Serpent just so he'll stop spawning more
There's only 4 Spider tiles and 4 Snake tiles as Spawnlings, I'm gonna go on a limb and suggest only a Blightcrawler can spawn Spider Spawnlings, not Giant Centipedes or snakes... The rules don't quite say this. Among other things the Rulebook doesn't even clarify what the Rift is, you just need to assume which tile it is on Quest 16.
This Quest went by easy enough for the heroes as the heroes immediately targeted the Blightcrawler right out of the gate. The Knight charged the Giant Spider but whiffed his roll. The Dwarf followed suit, drinking a Potion of Icy Strength and only getting 2
s. Icy Strength multiplied this into 4, the Blightcrawler only got 1
, dying from 3
s. Everything else was easy enough to kill, but dropping the Giant Ape's 7BP took a while. But the Bard was able to move through the battlefield with his Bracers of the Wild and throw the Sapphire Skull and Emberwrought Diadem into the Rift.The Giant Ape might take a while to kill but when the heroes are good on Armor his 4 Attack Dice are not threatening at all. If a Giant Wolf gets 6 Attack Dice, we could at least up the Ape to 5. Even the Raptors get 4 attack dice if the hero is adjacent to another monster. Maybe if I had a Wizard or Rogue playing the Ape might be more menacing, but even the Bard was up to 5 defense dice.


























