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Zenithfleet wrote:. . . Is it just me, or is this adventure a bit... nonsensical?
In the first Quest, there are three tombs. (Though it's easy enough to substitute the card coffins from Return of the Witch Lord.)
In the second Quest, there are no fewer than five treasure chests. (Granted, two of them don't do anything and can be left out.)
Zenithfleet wrote:The author also doesn't seem to understand how searching for treasure works. He keeps saying things like 'the treasure chest in this room allows the Heroes to draw treasure cards' instead of providing a gold value, as if he's playing Warhammer Quest from the future (or possibly Advanced Heroquest?).
Zenithfleet wrote:Most alarmingly, it looks as if the falling block trap on the bottom right of the map will make the Quest impossible to complete.* The players can't get into the central room without the Brass Key (unless Genie works?) and have to go past the falling block to find it. But then they won't be able to get back to the door and so can't fight the Sorcerer. Meanwhile, anyone stuck on the near side of the block won't be able to reach the stairs.
Daedalus wrote:Zenithfleet wrote:Most alarmingly, it looks as if the falling block trap on the bottom right of the map will make the Quest impossible to complete.* The players can't get into the central room without the Brass Key (unless Genie works?) and have to go past the falling block to find it. But then they won't be able to get back to the door and so can't fight the Sorcerer. Meanwhile, anyone stuck on the near side of the block won't be able to reach the stairs.
I like the Genie idea. A Pass through Rock spell to enter and then open the room from the inside would also do the trick. But yeah, the falling block trap squrely short circuits this Quest. Hopefully the Heroes have the Ring of Return handy. This is why Zenithfleet made localized EU Artifact Cards.
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