
I also added a link at the end for a longer version of the BQP errata.
As here (Frozen Horror fixes):


Kurgan wrote:cornixt wrote:I don't have faith that we'll get anything other than a reproduction with all its flaws like what has been made so far.
I feel like this site should collaborate to produce an unofficial errata, a one page printout that can be spread around the internet easily. This site seems to have more of a scattering of ideas that are not so easy to find.
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3) Recovery from "Shock" state possible. Bring your Mind Points above zero and that character recovers.
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9) "Blind" Trap Jumping mechanic introduced. In the game system rules, jumping traps require that the location of a trap be first discovered by searching (or else known in the case of a visible sprung Pit Trap tile). A proposed rule in the draft stage was that a Hero (or Merc ally) could simply choose to jump a specific square. Only if they failed (rolled a Skull on 1 combat die) and landed on the square they were attempting to Jump would Zargon be required to reveal if there was a trap there, and the consequences. This would give Heroes a chance against "trap on the opposite side of an open door" incidences, especially Stalactite Traps that do instant unblockable damage, and Wandering Monster Traps which are otherwise undetectable. It would be sheer luck and guesswork on the part of the heroes and still has a chance to fail of course. Only downside is that paranoid players could be jumping the square every time, but since they can only jump one square, they will still guess wrongly and fall into some traps most likely or get lazy and caught off guard later. ...
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A similar list could (and should) be compiled for Elf Quest Pack.
So in that same spirit here is a list of simple fixes that could make it a success, rather than an obscure collector's item that most players wouldn't "get" except to use the minis for their own homebrew adventures but actually want to play over and over like the earlier Remake releases!
Fix Suggestions for Errata:
[ Now that the MOTM remake is shipping around and has been unboxed (as of 12/21/22) we can confirm responses to the errata!]
1) Implement Mercenaries (Men at Arms) just like the Frozen Horror for hire in Quests 4-9. Here is a golden opportunity to include some alternate sculpts, but even 3x each of dark blue Halberdiers, Scouts, Swordsmen & Crossbowman identical to the other pack would do.
[ The remake edition is confirmed to allow this in the questbook. Any mercenaries you have access to in other ways are available in the group quests.]
2) Similarly to above, add the ability to "retain" mercs at a discount if they survive a quest, encouraging responsible use rather than wasting them in an decidedly unheroic manner (more gold for other things too). Some Elves you encounter are good and will fight by your side under certain conditions. A captured Elven Warrior could be placed into Quest 2 on the Torture Rack that if rescued would aide the Hero till the end of that quest. Similarly a wounded Elf Warrior or Archer could be found in the room with the Table in Quest 1. Whether human mercs or Elves, these could be very useful. Later on you'll need both types to tell friend and foe apart.
3) Some Artifacts can be used ONLY by the Elf (Bow of Vindication, Bracers). Others only mention the Elf (Ancient Staff, Elven Boots, Elven Chainmail), these latter should be usable by ANY hero (except Elven Chainmail, which as armor was probably intended to be like Borin's Armor and not wearable by the Wizard although the text doesn't say he cannot) since the Elf could die or want to gift them. Clarify the "Ancient Staff" is a magical artifact rather than a weapon, so its use does not impede the ability to carry a shield or use another type of staff in combat.
4) Make Elven Chainmail card and incorporate the Elven Bracers. Retain Elven Chainmail as the reward for completing solo quest 1, but make the Elven Bracers a special reward for completing solo Quest 3, it logically adds a note of accomplishment to these very difficult quests and also clarify as a magical artifact it doesn't prohibit the use of other types of armor. Making the Avenger Sword temporarily usable as a weapon (as strong as a battle axe) would be cool though you have to return it at the end of the quest.
[ No card, but Elven Chainmail Armor is worded a bit more vaguely now... either it is only for the Elf or it can be used by any hero (including the Wizard!). The Elven Bracers are now officially given in Quest 1 as well, which really helps the Elf!]
5) Fix the confusing anticlimax of Quest 2: at "D" say the captured attendant women are hiding INSIDE a large trunk represented by the Treasure chest, and let the Elf search Weapons Rack for treasure (letting them choose one piece of Armor or a Weapon as in Quest 3). Providing miniatures or a tile showing the prisoners if you expect them to follow the Elf to safety makes sense (unless they are small gnomes riding on the Elf's shoulders I guess). To shorten the slog, place another secret door tile that leads back through the Giant Wolf room as a shortcut or else turn the adjoining solid rock into another secret door room for the same purpose.
[No fix here other than throwing in 200 gold to the chest in the room]
6) Quest 1, the very first chest you find is unmarked. It should probably contain at least one Potion of Healing (+4 or 1d6) if not two. Alternately it could be another weapon or piece of armor. The Barbarian gets lots of armor & weapons early in his solo quests while the Elf is given very little, so here's another opportunity.
[This is where the Elven Bracers were put. A rule clarification says that any unmarked treasure chest gives the first treasure searching hero 200 gold, but there are now no more examples of unmarked chests, which is a good thing!]
7) Quest 4 has an empty room just north of where the group starts and is very likely to face an extreme battle with 20 BP worth of monsters right away (forcing them probably to use up all their healing spells). I would place a treasure chest in this room and put some healing potions or some Spell Scrolls inside to make the rest of the quest more survivable. Have the Weapons Rack contain something more than broken pieces, perhaps another Equipment pick at least for the first hero who searches.
[ The chest now contains 300 gold coins.]
8) Quest 7 features a heavily guarded but unmarked Treasure Chest once again. It should contain another Elixir of Life, a couple of healing potions or spell scrolls after a massive fight like this.
[ The chest now contains 500 gold coins.]
9) Quest 9: clarify that Sinestra has to flee (taking at least 3 turns) from her Start into the room to the northeast to be able to use "Re-animation" spell since there are no undead to raise anywhere else other than the room with the stairs which is even farther away. If the secret door was never opened, allow Sinestra to be able to open it to bring the undead into the fight.
10) Clarify whether the Elven Cloak of Passage (Treasure Card) is meant to allow a hero trapped inside solid rock to escape or if he still dies if he just ends his movement there but has another "use" of the cloak left. Also clarify whether Elf Spell "Twist Wood" can weaken the weapons of other enemies like Ogres, "Dread" Warriors or Abominations (Chaos Warriors or Fimirs in the original) if we presume their armaments are made partially or mostly of wood.
Any I forgot? These should make this pack's campaign a lot smoother while still retaining quite a bit of challenge and be very easy to implement with these simple solutions.


A more extensive list post for the Frozen Horror has also been started.
Now that we have a release date, I've started a new thread here:
https://forum.yeoldeinn.com/viewtopic.php?f=14&t=6270