by Zenithfleet » Tuesday January 28th, 2025 12:31pm
I've had a go at converting Prophecy of Telor to the classic UK/EU questbook format, with black and white maps and shorter, terser Quest Notes. Basically, "What if this quest pack had been officially released back in the early 90s?" I'm sure someone else has done this already but it was fun and helped me understand it a bit better given that I haven't played through it. Obviously it needs quite a few tweaks for the EU rules but it's not too hard to do. Still figuring it out though.
Generally the quests seem reasonably well designed, although on the easy side - as others have said, about on par with the base game. There are some creative bits like the tower ascent (no exploration in that one though!) and other gimmicks. It definitely feels more classically Heroquesty than, say, the Spirit Queen's Torment, which is strongly modern D&D flavoured.
My main complaints boil down to three things:
1. Overuse of furniture. Most classic EU maps (at least in the base game) only used two or three pieces of furniture per Quest, not counting treasure chests. That made it special and memorable when you found a room with, say, a fireplace, because you wouldn't have seen one for a while. Prophecy of Telor seems to use most of the furniture in every Quest, which feels like it will get samey after a while. I'm not sure if the other Hasbro quest packs are similar.
2. Railroaded narrative elements. I guess this is a modern D&D thing. There are several parts where the bearer of the Talisman is automatically moved around by the Evil Wizard player (Morcar/Zargon), automatically finds things without having to search, and so on. I've been trying to find ways to gently modify this so that the player has more leeway to act. A couple of the quests are also more linear than I prefer - I'm a big proponent of multiple routes to the objective, a feature of many classic base game maps - so I've snuck a few secret doors into the maps. (There's also a lot of verbose narration that doesn't add much.)
3. The logic of the story starts to break down toward the end, where [censored because the spoiler tag didn't work!]. It may also simply be because 13 quests is a long campaign by classic HQ standards. I'm tempted to pull a Kellar's Keep and have a branching storyline at the end, so that you go to different Quests depending on the result of Quest 10.
I thought the erudite Goblin with super-powerful stats was pretty silly too, but you could easily explain him away as a highly trained human warrior / assassin / scout who has been magically transformed into a Goblin to spy on the enemy. My bigger issue with him is that he's another railroaded moment. He just automatically "does his thing" and leads the players where they need to go before they get to do any exploration or thinking.
Edit:
Having gone through all the quests and converted them over to the EU maps and rules - which took a bit of effort to cram everything into the limited space available for Quest Notes - a few other oddities jumped out at me.
Telor's Tomb really ought to have Undead-themed enemies, but instead it's full of generic Goblins, Chaos Warriors, etc. The whole point is meant to be that nobody knows where the tomb is and you just beat the Archives robbers to the scroll with the map. Even Mentor doesn't know, somehow! So how did these bad guys get here? I couldn't leave that one alone--I had to swap out the enemies for Undead ones. It gives more variety too since there hasn't been a purely Undead quest for a while in this quest pack. Oddly, there were only three enemy types in Telor's Tomb, which made swapping them for Undead equivalents straightforward. I wonder if there was some sort of mix-up and they were meant to be Skellies/Zombies/Mummies originally? (Plus, sheesh, so much gold and treasure in this quest!)
And I don't know what the heck is going on with Zargon's Flame (or even what Zargon's Flame is supposed to be, really) but it's definitely a convoluted rule, as noted above. In some ways putting it into EU rules makes it simpler since all monsters have 1 BP anyway, so they actually just get tougher--they get an extra 'save' roll.