by Thrawn » Monday April 16th, 2012 4:26pm
My playtest group is 12 quests deep into the pack now. (Out of 14 now, as two were added to make it the same size as the original quest pack. Quests were inserted at what is now 5 and 9. The first is another night goblin quest, tracking down the orc emissary before the confrontation in quest 6. The second is a quest specifically set up to track down Orc Bane. Since this is all against orcs, it's a pretty useful weapon to have around and I felt it was deserving of it's own quest similar to tracking down the spirit blade in the original quest pack. However, since it's not quite as powerful as the spirit blade, I felt sooner in the pack gives it a longer span of usefulness.
One note, we had a rather heated debate by the players after quest #8: The Fires of Thunder Mountain. The Talisman of Lore is all but useless in the original quest pack. (My players usually gave it to the barbarian to resist fear and command spells.) However, we are using option rules where additional mind points gave access to expanded casting. The dwarf, elf, and wizard all wanted the item, which basically would give 1 additional set of spells to the one wearing it. (The barbarian wouldn't have gotten spells under these rules, since he'd still be short 1 mind point.) The dwarf would have access to dwarven runes (3 spells), the elf would be granted +3 spells and open up access to elf spells instead of elemental, and the wizard would get +3 spells and have access to the spells from wizards of morcar. In the end, the group decided to get the wizards of morcar spells into the game by giving the item to the wizard.