scott wrote:(1) What difficulty levels and game versions have you played the scenario on?
scott wrote:(2) How difficult did you find the scenario? (1-10)
4, fairly easy. After reading this thread though, I feel like I got off very lightly. It seems many people had severe problems with the random map generator here.
scott wrote:(3) How clear did you find the scenario objectives?
Crystal ("go find the sceptre").
scott wrote:(4) How clear and interesting did you find the dialog and storyline of the scenario?
It was adequate. I don't quite buy how un-hostile Li'sar is behaving though, especially if you let her pick up the sceptre.
scott wrote:(5) What were your major challenges in meeting the objectives of the scenario?
Keeping people alive due to the slow-ass white mages. Fortunately, elf healers don't seem to have a movement issue (are those wings they sprouted?).
scott wrote:(6) How fun do you think the scenario is? (1-10)
6 at most -- it was fairly suspenseful, especially when I didn't know how the sceptre is supposed to be found, i.e. is it just sitting there in plain sight, or do we have to actually walk onto the specific tile to trigger it's discovery. Finding a Storm Trident in an earlier scenario in this campaign should've clued me in, but I actually missed that one - in fact I only picked up the other one (at the river fording scenario) since it was pretty much unmissable sitting right there in the open west of the island.
scott wrote:(7) What, if any, are changes you would have made to the scenario to make it more fun?
As I mentioned, I think I got lucky with the map generator. You may want to give players more turns, especially given how slow most units move in the caves. I did use a couple of gryphon riders, but obviously it's too easy to overextend as well. Also, players may need to backtrack a lot especially if the person they need to get the sceptre with happens to be in a different area of the map. That wasn't a problem for me though since my map happened to be fairly straightforward.
scott wrote:(8 ) How much gold did you have at the start of the scenario?
I wasn't hurting too bad for money - from the previous scenarios I already knew moving elves around in caves is a huge pain in the ass, so I didn't recall any of the high level (read: expensive) buggers.
scott wrote:(9) About how many higher level units did you have in your recall list? Don't list them out.
Seems like most people are listing them out, heh. I had a bunch of dwarves and those fast-moving elf healers. Gotta love maxed out dragonguards especially when you need to drop hard-hitting-but-melee-only enemies (read: troll).
- - - - -
Honestly, I got lucky. My castle was nice an large (all hexes around Konrad) with a nice scattering of villages nearby. After two turns of recalling, I moved cautiously northwards. Path split into two with a huge empty castle in the middle, and two enemy castles flanking the area immediately around it (goblin and orc leaders). It was a pretty easy skirmish since my forces were still mostly intact, and the goblin units were pathetic (go go dwarven thunderguards!).
After that it was mainly a very long torturous split along two paths, east and west along the map (middle section was a very short dead end). Finally, both paths rejoined at the north end of the map, with a final troll enemy guarding the sceptre - it was in plain sight a few hexes north of the troll castle.
Most of my forces followed Konrad up the west path, while I sent Li'sar up the east with several gryphons and a healer (rp-wise, I'm not too fond of Li'sar just yet). There was no opposition for much of the map, so exploration was mostly a move-as-far-as-you-can-dammit crawl. I was more concerned about revealing the map rather than watching out for ambushes, so I guess I got lucky again.
From what I read here the map generator could've just as easily turned this scenario into a disaster, so bear that in mind when you read my "fairly easy" ratings.