by wallydubbs » Wednesday November 15th, 2023 2:01pm
Revisiting The Frozen Horror for a 3rd time I stick by my assertion that this quest pack should have 5 heroes. I have no objection to there being 2 Barbarians and considering the body points of all the monsters it Should be a heavy hitter like a Barbarian or maxed Knight, someone who can take but also dish out damage. I've already posted my fixes for the Solo Quests elsewhere. I'd also give the Wizard 4 spell sets for these quests, reduce wandering monsters to 1 and it wouldn't hurt to remove a few traps. This one is for Quest 5.
The Glacial Gate is an ok quest, I wouldn't change much. However the Deadly Depths is overkill. Every room is utilized here and there's not any good reason. The first Quadrant (South West) near the entrance inevitably leads to the Ring of Warmth so I would keep that. However the one room with the chest with the 2 Potions of Healing has a secret door into the other small room with 2 Abominations in it. I would "trap" this chest, if sprung the 2 Abominations can attack. Otherwise it seems illogical to have a secret room with more bad guys. If the trap is disarmed, no consequences, no need to fight more monsters.
The quest proceeds to the opposite end of the board through the North East quadrant but not before encountering 3 Ice Gremlins. I don't see the point of 3, the do minimal damage and take a long time to kill (if they don't run away) and it's hard to fight them in a corridor, leaving at best 2 attacks per turn. I'd make it just 1 Ice Gremlin to keep the quest moving.
Anyway, in the Northeast quadrant we have Room B, with the vanishing doors once all the heroes enter, I suspect this is only do this to preserve doors, which there aren't enough of. However it says to remove the doors when all heroes enter... What if there's a mercenary lagging behind? Does he lose the chance to follow?
Then there's Room C with the monsters encased in Ice is brutal. Hardly enough space to fight and they take forever to kill.
After that the heroes have a choice to go to the Northwest quadrant, the Center Room or the Southeast quadrant.
The most radical change I'd make to this quest in removing the whole Southeast quadrant. It's just a bunch of doors with monsters and traps that would take forever and a day to clear out, but with no reward.
However in doing this, that Ice chasm ledge room would only ever be used in Quest 10. I'd suggest moving the chasm into Room B, where you have 2 doors in, 1 on each side of the chasm. You can just use a door and ice tunnel to get into the next room, thus if the heroes enter from two separate ways they have a better chance getting into the next room to fight the Yetis... Otherwise it might take a moment fighting through the doorway.
This is also the quest with the infamous 2 Sorcerer Tables error. Thanks to Rise of the Dread Moon we now have 2 Sorcerer Tables, which I'd utilize.
The exit door of the quest could easily be found by bi-passing the central room and going through the Frozen River, you don't even need to fight Vilor... Let's change that! Since we don't have the southeast quadrant anymore, we'd have more doors to work with and I'd add an exit through the central room leading to the icy river. Vilor would hold the key to unlock this door, making sure the heroes defeat him before continuing to the next quest. I'd make Vilor a bit trickier, giving him the Escape spell too. Depending which of the two rooms with the sorcerers table the heroes enter first they encounter Vilor, he can use Escape and go to the other room. Maybe you can give him a few more spells. This makes the quest more streamlined with a purpose and a main antagonist.
I think the only other part that needs changing is Room C. I kinda like the monsters encased in Ice idea, but I'd rather it be a penalty rather then a certainty.
I generally incorporate Magically Sealed Doors in my game where the hero needs to roll less or equal to his mind points to break the magic seal. I'm thinking of maybe incorporating this, failing to roll less then your mind points will awaken the monsters; or Option B: have it be one of Vilor's special abilities to break the ice and give the heroes a moment to know the monsters are coming for them.
This is just my fix for the Deadly Depths to make it more interesting and less exhausting.