Problems with this Quest as written
Posted: October 29th, 2020, 1:15 pm
OK, so I got sick of trying to decipher the 'homebrew' look of this White Dwarf adventure and decided to make myself some HeroScribe maps for Eyes of Chaos.
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.)
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?).
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.
Not that any actual reward is specified anywhere for this Quest, so I suppose the Heroes could just skedaddle... "Sorry Pierre, he who lives to fight another day and all that!"
I think adding a secret door on the south side of the eastern corridor (a few squares before the pit trap) should work. It will make it easy to get to the stairway without investigating the rest of the board, but they could just go around the long way past the falling block for the same result.
*I'm not entirely sure what he intended with the block traps, though, because they lack arrows (as do the ones in Durrag-Dol from #134). They might be intended more like the Spirit Blade quest ones that just bonk you on the helmet. But some of them sure look like those nasty ones in Ogre Horde that are meant to trap you forever.
The whole Quest is a bit bonkers, really. The Eyes themselves seem like a Saturday morning cartoon gimmick (ooh, glowing skulls!) that never goes anywhere interesting. And the sheer number of Ogres looks terrifying.
It would have been nice to mention in the intro that you need to own Return of the Witch Lord as well as Ogre Horde (because zombies).
I do like the condensed-Troll-vapour-in-a-chest, though. Not your standard treasure chest trap. But can't the heroes just run straight past him down the stairs? Hmm... maybe if he's a Citadel miniature and has a large base, he can appear on the stairs and block everyone's path...
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.)
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?).
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.
Not that any actual reward is specified anywhere for this Quest, so I suppose the Heroes could just skedaddle... "Sorry Pierre, he who lives to fight another day and all that!"
I think adding a secret door on the south side of the eastern corridor (a few squares before the pit trap) should work. It will make it easy to get to the stairway without investigating the rest of the board, but they could just go around the long way past the falling block for the same result.
*I'm not entirely sure what he intended with the block traps, though, because they lack arrows (as do the ones in Durrag-Dol from #134). They might be intended more like the Spirit Blade quest ones that just bonk you on the helmet. But some of them sure look like those nasty ones in Ogre Horde that are meant to trap you forever.
The whole Quest is a bit bonkers, really. The Eyes themselves seem like a Saturday morning cartoon gimmick (ooh, glowing skulls!) that never goes anywhere interesting. And the sheer number of Ogres looks terrifying.
It would have been nice to mention in the intro that you need to own Return of the Witch Lord as well as Ogre Horde (because zombies).
I do like the condensed-Troll-vapour-in-a-chest, though. Not your standard treasure chest trap. But can't the heroes just run straight past him down the stairs? Hmm... maybe if he's a Citadel miniature and has a large base, he can appear on the stairs and block everyone's path...