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Hello all,
I would like to put my AE arc up for some input.
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If you read the first post in the thread, the idea is, you review someone's arc, then ask for a review of yours. If you just want a review without giving any input, there are many threads offering that in this forum. -
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Perhaps another idea will spark in your twisted mind, and you'll make another. It's totally ok. I've got DOZENS of characters spread around the servers, and less than 5% are over level 40.
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I have just over 60, and only 1 is over level 40. My lone level 50. I have finally managed to get a couple of the others into the 30s though. -
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Did it really say "him"? I have changed that to "her" twice now.
And that doesn't sound like the dialogue that is supposed to be there. Need to check that out I guess. And both hostages are supposed to be female. Was that wrong, or does your character have problems telling the human genders apart?
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I remember a robe with a low hood and I thought she looked more masculine. Apparently I have problems telling the human genders apart? I guess I just didn't pay her much mind.
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That model is actually used in the low level hero game as a hostage in a mission. Under 2 or 3 different names. She is a female.
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Looks like I need to clear up the dagger dialogue and clue. You did stop the ritual using it, because without it you would not have been able to find the ritual.
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I did get that the dagger was used to find the ritual, but from the Bride's dialog, I assumed you would actually use it somehow to stop the ritual, not just find it.
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So I need to make her more explicit about using the dagger to find the ritual, not stopping it. -
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Anyways, I would like to address the Solo/story arcs side. Since the costom critters are tougher than standard mobs, it became very evident that when I wanted to play story arcs, I really should take a character that can take a beating. Since the arc is unknown, you should be wise and prepare for a tough fight. Thus, I much prefer my scrapper or tanker to my blaster or defender. To me it just makes sense.
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As an MA creator, you need to keep in mind your audience. If you are doing a low level arc, you use Standard (or Custom after I15) to keep the challenge down to a decent level. I have 2 custom bosses and a custom Lt in my first arc for levels 1-14. It took several run throughs and some switching around of powersets, but when they are mentioned in feedback now, it is usually about them being a good fit for the levels.
If you are creating a challenge mission or something for high level, you can choose different power settings that can make people work for it. The real difficulty is creating something that can be played by any level. The Devs have the same problem, that is why so many of the groups in the game only show up for certain levels. And the ones that are for 1-50, like the CoT, have different sets of minions, Lts., and Bosses for different level ranges.
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The other side of this is that I also wrote 2 arcs (see below), yet I recieved a low rating because one player ran into the knockback that some of my custom mobs had in my second arc. I can certainly sympathize with that guys problems, and I tried to change the custom mobs but I am unsure how effective that will be because I changed one status effect for another (Power to Electricity).
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Honestly, I felt quite bad about that person having trouble playing my arc, that is not what I intended. I want people to enjoy the story, not get miffed because of a game mechanic that is out of my control.
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You want to be mindful of how your choices affect the players, but you also have to realize, you will not please everyone. My first arc has over 250 plays, with 4 stars. Most of the feedback has been positive. But some of the bad hasn't liked the story, the plot, or the map choice. I agreed about one of the maps, and changed it when I found another that would fit. There is another map I am not changing because it fits my idea of the the way the story goes. If the Devs ever add one that fits the story in my mind, then I will change it. But until then, the current map stays despite people not liking it. -
I have a couple that will work for you as of now. While the second is a sequel, they each stand alone pretty well. No EB/AVs in any of the missions.
Title: Future Skulls
ID: 4727
Levels: 1-15
Description: The Skulls are just a street gang now. But they have big plans for the future. Mirror Spirit asks for your help to stop one of them. [SFMA/LBMA]
Title: Simple Times
ID: 70801
Levels: 4-15
Description: Talshak the Mystic has asked for your help with a minor clean up mission in a warehouse. Happens all the time, no big deal, just giving someone a quick helping hand. At least that was how it started. Sequel to Future Skulls. [SFMA/LBMA] -
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Arc Name: Future Skulls
Arc Id: 4727
Author: @Justice Blues
Morality: Heroic
Level Range 1-15: Skulls, custom
Played at: Level 5-6
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Thanks for the review. An interesting take on the events of the arc.
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When I get there, my compass computer is telling me that I need to "Find the boss and beat the answers out of him." And my objective is "The Bride."
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Did it really say "him"? I have changed that to "her" twice now.
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I get to the large field and search for two mystics that have been used for their magical energy. The first one I find says "Thanks to you, I have been drained. So I cannot come with you." That doesn't sound very much like a thank you for being rescued to me.
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And that doesn't sound like the dialogue that is supposed to be there. Need to check that out I guess. And both hostages are supposed to be female. Was that wrong, or does your character have problems telling the human genders apart?
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I finally come back to Mirror Spirit to reserved congratulations and a future warning. She says that if I had not stopped this ritual now, it would have only been fourty-eight hours before the ruined future she saw would have come to pass. Though I am curious about the dagger that I was given earlier. I was told I needed to use it to stop the ritual, but I merely used my normal tactics to stop Bonesnap, and the dagger was never mentioned again. And who was the Bride and what part did she really have in all of this? Regardless, I enjoyed my second short trip through time, even if it was only a brief venture into a possible future.
Four Stars: Recommended!
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Looks like I need to clear up the dagger dialogue and clue. You did stop the ritual using it, because without it you would not have been able to find the ritual. -
Future Skulls had been reviewed, it was the Simple Times arc that no one had done. But more feedback is always good. No surprise on the levels you got out of it. I have had one guy doing the arc on all of his low levels when he starts them because of good rewards with the story.
I have decided right now to put a hold on editing my arcs until I15 hits Live. The tools and improvements in it will make it much easier to edit and work with things in the MA. -
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I ran this arc, as well as the prelude to it on my L9-10 Peacebringer on Heroic. I'll review them in order.
Future Skulls, arc 4727
- Over all it's not a bad arc, but it is a bit common in that it calls on the old "evil ritual to end the world" convention.
- I'm not a fan of the Skulls for it... I'd have preferred the Hellions, but it's not a deal breaker.
- Some additional writing should be done to add more importance to The Bride, I think. A lot of potential there.
- I'd recommend Changing mission 2 so the hero doesn't feel like failure was forced on them. I see what you were doing... making it so that Mirror Spirit HAD to send the hero into the future for info. It still feels wrong to me. Maybe make it so that what you find in the Coralax cave let's you pinpoint the correct moment in the future to send the hero...
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Thanks for the review, even if it wasn't necessary. Someone had looked at it earlier in the thread. While the Hellions are definitely into death and destruction, the Skulls actually worship death and are organized around killing others to increase their personal power. A Bone Daddy finding a way to bring death on a mass scale and increasing his power at the same time fit better for me.
Part of the reason for the way the second mission went was to force the 3rd mission. But part of it was also to show that even if you don't fail in what you are trying to do (Which you don't, you succeed in searching for clues. There just weren't any to be found.) things may not come out the way you want them to. Part of being a hero is not letting that stop you when it happens.
The Followers were originally a mystery that was going to be touched on in the second arc, then explored more in the 3rd. You may have noticed they were not in the 2nd arc, because the entire series took off in a different direction from my original plans. They do appear again in the 3rd arc, but not the way I was originally planning, so their mystery will not be revealed yet.
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Simple Times, 70801. Followup arc to Future Skulls
Mission 1
Talshak has called you to investigate Igneous activity in King's Row. When you get to the warehouse you fight Igneous that are all talking about "it". Must find it... Have to find it... Can't let "insert hero name here" steal it (which implies that they knew you were coming).
Let me start by saying that I hate fighting Igneous. They run too fast and can really hurt a squishy fast. I was ok with them being outside the Hollows, but didn't like them being in the arc because they bug me. That is not the author's fault.
After defeating all the Igneous, you return to Talshak who says that the Igneous are looking for an artifact to summon an ancient power. He's going to Scry the location of it.
Mission 2
Talshak has tracked the artifact to an Igneous cave, but has also learned that the Hellions are now after the object as well. He asks you to get to the cave and capture it, not letting either of the 2 groups possess it.
You fight your way through Hellions and Igneous to a Magma at the end of the mission. After defeating him you learn that the artifact is not there. Upon returning to Talshak, he's surprised that you didn't find it.
Mission 3
Talshak again scries the artifact's location, and this time it's a Hellion hideout. He sends you off to capture the item before the Hellions can cause any harm with it.
You fight your way through Hellions to find a nmed Damned at the end. After defeating him, you find that the artifact is not there.
I started to get quite frustrated at this point. Chasing a villain around can be ok because the villain can be given a personality and it can seem like they're just "one step ahead of you", toying with you, etc. the implication that I was simply "getting somewhere late" really irked me.
When you return to Talshak, he' starting to reflect your frustration. He doesn't like casting his scrying spell over and over again since it exhausts him.
Mission 4
Talshak scries and finds that warriors are now in possession of the artifact. Sends you to get it.
Guess what happens? yup. It ain't there. Some warriors are threatening another, though, asking him what he did with the artifact.
Back to Talshak. He's getting pissed, too.
Mission 5
Talshak figures out that the reason that you can't find the artifact is because it isn't real. The whole thing has been a ruse to make you chase an item. It has a spell on it that causes it to disappear when someone scries it's location, so you keep chasing your tail, while something else has been going on. And who concocted the ruse? The Future Skulls. Talshak has broken through the spells and now sends you to stop them from making their future come true (remember, you stopped them in the previous arc).
You go to Salamanca and defeat The Bride of Death and Bonesnap. The Bride reveals that they are not the only Future Skulls in the present time.
When you return to Talshak, he tells you that the artifact and the spell on it were tied to you and Mirror Spirit (since you previously defeated them). That's why Talshak was able to break the "chase the thing around" spell. He only got involved because of the Igneous, so it's just good luck that it wasn't Mirror Spirit since she wouldn't have been able to break the spell.
- GREAT ending with a lot of detail and a very well written wrap-up from Talshak
- Tortuous lead up to the great ending. Seriously, I see what you were trying t accomplish, but aggravating the player with a seemingly redundant set of missions is going to have a lot of players bailing on the arc by mission 3 and never getting to the big reveal at the end. I think you should cut-out at least 1, and probably 2 of those "can't seem to get the artifact" missions.
- Give the player more text in the Intro for mission 1 about The Future Skulls arc, so that way if they didn't play it they know that you're picking up from there and that the 2 are related. Something like "Mirror Spirit told me that you would be perfect for this since you helped her out so valiantly with those future Skulls a while back." I know it's in your arc description, but more would definitely help.
- Same goes for the reveal in Mission 5. Do a bit of a recap of the Future Skull arc. Maybe "Mirror Spirit told me a bit about that problem you 2 worked on. If I remember correctly, those were Skulls from an alternate future where they destroyed the world, right?"
- CHEESE-ALERT! When you defeat the Magma in the 2nd mission, it says "My flame is flickering." Really? A giant lava monster poetically says "My flame is flickering."? Pull that text.
Over all a nice idea that gets bogged down in the delivery. I REALLY wanted to quit by mission 3, but stuck it out to do the review. It was a really good payoff, but took too long to get there.
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I understand about the possible frustrations with the ever disappearing MacGuffin. That is one of the things I was wondering about for the arc. Although I have had quite a few ratings for the arc and you are only the second person to mention it, I don't want to aggravate people too much. Cutting out 1 of the missions may work, combining the Hellions and Warriors. But I don't think only one would work.
Glad you liked the final write up. Limited space is irritating, but it means you really need to edit things down to the necessities.
And yes, the Magma Lord was cheesy. But it is a super hero game. And I like my cheese.
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hey guys, don't want to be pushy, but it looks like my arc's been skipped twice now (my most recent post was a repost with a rating for a different arc) so i would appreciate it if someone could give it a try. That being said, if you don't want to play it, that's your choice, I just don't want it to be forgotten again.
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Welcome to the club... I think my arc is a couple dozen pages back by now.
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I know the feeling. But mine is only 3 or 4 (or 5?) pages back. -
That sounds like the same problem that caused the Crey clone lab to be removed. Sometimes things would spawn in unreachable locations, so people could not finish the mission. Which is why it was pulled until that gets fixed.
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For the life of me i just cant seem to figure this out.
I made a custom enemy for my arc and Im just now realizing that I dont need him anymore. But for some reason, I cant find a deletion button. I see a remove button, but no delete. I really need to clear space on my arc so he's obviously the first to go.
Any Help?
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The easiest way to remove a custom critter from your mission, is to edit the mission, go to where ever the custom group is that has that custom critter in it, and edit that group. Delete the critter from that group, save it, go back to the mission editor, save that, then exit the MA completely. If you just delete the character from the Custom Group or Custom Characters editors, it will still exist in the mission file and will not be removed from the mission. -
If you are wanting to have 2 bosses in a meeting, like in many of the regular missions, that can not be done at this time. With luck that will be one of the things added in I15. You can fake it, with bosses from different factions, by having one boss be a hostage/ally set to be your enemy, with the other boss in a custom group by himself, set to guard. The problem is, you may get multiples of the second boss with groups and/or high challenge ratings.
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Only 62 or so. I missed one event badge, I think it was the 4th anniversary, on the Freedom group, because I thought I had already gotten it.
But 30+ of them have all the event/anniversary badges, so I will keep logging on and getting them. Of course, when the event started, I only had 60. I just had to create a couple of new alts to add to my stable.
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Everyone can't be an expert designer whose mission will appeal to everyone who plays it on their first attempt.
I made a mission just to be silly and cute. The next day, I read so many posts about what people expect to 5-star and 1-star due to mission content that I almost pulled my arc off right then and there. I'm glad I didn't because my reviews have been more positive than negative.
Then again, my title was outlandish enough that the snooty types would turn up their noses and pass it by. I'm told that allies dimish the overall rewards in a mission. Perhaps, the designer of those defender filled arcs either didn't realize this or he or she just thought it would be fun for "someone"?
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There were a LOT of defender allies in the mission, and I still got two levels from that one mission. I think, like what happens with confused enemies, you don't get full experience when an allie helps you inflict damage. But these guys didn't have attacks. They just followed you around, so all the damage was from me. Maybe I was getting lower exp, but it sure didn't seem it. I can't imagine how much I would've gotten if I didn't have to share it with TWELVE other NPCs.
The mission had an almost non-existent story, and it only had a single type of mob to fight, so it was pretty boring. It had a few 5-star ratings, but they must have come from friends, supergroup buddies, or secondary accounts, because it was pretty bad. I hated giving it a low rating (I really don't like giving low ratings), but I wasn't about to give it more than it deserved.
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It is a badge farm. There are badges for hostages released and custom critters killed. That is why it has so many 5 stars, same reason so many of the xp and ticket farms had 5 star ratings. -
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It will be put back when it is fixed.
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As far as I know, no red name has commented on the removal of this map, so it's currently only a presumption that the map will reappear at some point.
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The Devs said in the Beta that the maps they pulled then would be returned as soon as they got them working correctly. They didn't say it would be fast. -
Glowie placement is broken on many inside maps. The only way to find out for certain where they will spawn is to actually test it. If it is spawning in the middle of the map when you have it placed at the back, just try placing it to spawn in the middle section. The location is constant, so you just have to find out which of them actually works for where you want the glowie to appear.
Boss spawns are independent of the glowie spawn points, so just because the glowies spawn in the wrong places, that does not meant the bosses will.
Outside maps are WAI. There is no Front, Middle, or Back on outside maps, for anything. It says there is on the UI, but that is wrong. Everything you place will be in a random location. For the few maps that are both inside and outside, you can cause things to spawn consistently inside, but again you may have to experiment to find out what placements to use. -
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/3, count 'em, 3 50s out of all the characters I've done in the last 4.5 years.
//Quality, not quantity.
///And altitis
////and notime(tm) in some cases.
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POWERLEVELER!!!! 1 level 50 in over 5 years! with 61 other characters on Live servers and 4 on Test. And he didn't make it to 50 until after GDN and ED. -
It had broken spawn points, where required objects could spawn in unreachable locations, so it was removed in the last patch. It will be put back when it is fixed. Don't hold your breath.
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Unfortunately, that is one of the things that is impossible to do right now. I am hoping it will be one of the additions in I15.
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Regarding the $ thing, that's something I didn't know. Perfectly understandable--I won't hold something you have no control over against you! It didn't even factor in my grading system anyway.
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Personally, I find it very irritating. I don't know why they have the trigger distance for the speech to be larger than the perception distance for the mobs. It causes patrols to start talking as soon as you enter the floor they are on, and causes things like this to happen. But these don't happen on the regular game, so they changed something when they put the system in the MA.
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As for the second MA, maybe you don't have to sacrifice story length--just add something more substative, some kind of "hook" eariler in the story, around the second or third part. But these are just my own personal opinions, of course.
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I looked and I do have more room on this arc. It is the last one that is at 99.8%, with no room for a souvenir.But I will have to think about what could go in the missions. I want to keep the players from getting too frustrated, but I also need to keep the hunt the central focus.
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Arc: Future Skulls
Mission 3: Beat the answers out of him sounds very unlike something that Mirror Spirit would say, to me.
An outdoor map, yay!The angels are odd, to say the least, heh. (I didnt have a chance to read their bios, they surprised me with an attack)
Ok, first of all, I DID NOT KNOW THAT DOOR EXISTED!!! It was only by luck I found it, heh. I was running around aimlessly, having no idea what to look for. I know Mirror Spirit is meant to be vague, but she/you could be a little more explicit in your directionsindicate that Im looking for a hostage or a clickie. Little did I know it was something else. You made it sound so innocent, lol.
The custom Skulls are good, giving me a bit of a scare, but nothing too rough. Good job.
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Well, she was sending you after nasty Skulls in the future that have, at the least destroyed the city, and possibly the planet. She didn't figure you would be able to sit down to tea with them.
You should have seen the 3rd mission before I found that map. Much worse outdoor map, really. But it should have been clear you needed to at least find the Bride.
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Mission 4: Thank you for setting an acceptable time limit butand Im sure you know whats coming*insert very sad face here*
The hostages are interesting choices and despite the map, I think its the perfect setting for this sort of mission.
Solo-ability: Surprisingly easy, given how tough some of these Bone Daddies may be. I would even venture to say it might be too easy, but I wont. 5 out of 5.
I really enjoyed this arc, even though there outdoor maps.I find it curious that the angels appeared for only one mission and there was no mention of them ever again. That merited a four and half stars for me, but since we cant rate half-stars, I went ahead and gave you
Five stars
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Thanks. The angels have other appearances later, although space has forced changes in my original plans.So for a while, they will be more enigmatic then they were supposed to be.
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--Part Two
Mission 1: Im always a fan of putting villain groups outside of their normal settings.
Okay, the Seeker refers to the player as $name and $heshe. You need to change that.
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Nothing I can do about that. It is a glitch with how far away you are when the speech is activated. Sometimes it works, sometimes it doesn't. I can take it out, but that would take away from the idea that they are expecting that specific hero.
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Mission 2: At the end, Talshak says I will have to spend more spells, perhaps cast is a better word instead of spend?
Mission 3: Can I just say this storyline is maddeningly vague? At least with Mirror Spirit, you had a sense of direction. I feel as though Im being sent on a wild goose chase by Talshak to find something which I know nothing about, other than it will summon something.
After youre finished with the clickie, it says you have emptied the last box. That sentence structure doesnt really work for me. Since the search comes up empty, you might want to say something indicating that. Just a suggestion.
Mission 5: Finally, we come to the end of the wild goose chase and Im glad you at least acknowledge that it IS a wild-goose-chase. Im unsure if this should happen sooner, in mission four or its fine as it is now. It depends on the players endurance, I suppose.
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While the story is somewhat vague, and even frustrating, Talshak is in the same boat. At least you are discovering things together and it isn't a case of being manipulated by an all knowing contact. You are looking for clues about something that neither of you have any idea existed.
I could probably stop the trail one one mission earlier, but that would only be the second you are actually looking for the MacGuffin. It feels a little too short for what it is supposed to be.
I will check the clue, I am not sure what I meant to have happening there. It may be something from things I had to remove for size.
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Also, I was beginning to wonder if this had anything in common with Future Spirits, since you clearly billed it as a sequel. Its a little daunting that the reveal comes at the last mission. But I dont see any other way you can insert it earlier without giving away your hand so that puts both of us in a dilemma, I suppose, heh.
Talshaks wrap-up at the ending is satisfactoryit clears up any lingering questions I had and its a good teaser hinting that there might be more to come.
Solo-ability: Minions of Ingenious are really rough due to their pellet attacks and knockdown/knockbacks. Otherwise, not too bad. Four out of five.
This story, I felt, lacked focus. All it was essentially was a wild-goose-chase that resulted in a lot of non-answers up until the very end. That leaves one feeling a little frustrated. Remember, again, this is only my opinion.
Three stars.
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I realized the structure can cause frustration. There were a few things I wanted in the missions to try and relieve that somewhat, but I am right up to the edge on the size of the arc. I did try to answer all the unanswered questions at the end, leaving people with those after the run-around in the middle 3 missions would have been very bad. And a good way to get zero stars.
I wanted this to progress the story from Future Skulls, but at the same time it needed to be accessible to people that haven't played that arc. Which meant coming from a different direction, with a stand alone story, but tying into that arc. The third arc, which I am polishing now, is even harder, since I want it to be open for people that have played none, one, or both, of the other arcs.
The good news, in the third arc, no outdoor maps.
Thanks for taking the time to run them and the feedback. I will let you know when I figure out what is missing in the third one and get it published. -
I agree. I have been able to hover out of reach of my custom mobs and destroy them, despite the fact they have Fly. I have never seen one of them actually fly.
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Both arcs offered to which character?: Extrasensory definitely, Phantoma Storm probably, or Edwin Schmidt possibly
Arc Name: Future Skulls
Arc ID: 4727
Faction: Heroic
Creator Global/Forum Name: Justice Blues
Level Range: 1-15
Soloable?: Yes
Length: 4 missions
Difficulty Level: Moderate at most
Synopsis: The Skulls are just a street gang now. But they have big plans for the future. Mirror Spirit asks for your help to stop one of them. [SFMA/LBMA]
Estimated Time to Play: 60-90 minutes
Arc Name: Simple Times
Arc ID: 70801
Faction: Heroic
Level Range: 4-15
Soloable?: Yes
Length: 5 missions
Difficulty Level: Moderate
Synopsis: Talshak the Mystic has asked for your help with a minor clean up mission in a warehouse. Happens all the time, no big deal, just giving someone a quick helping hand. At least that was how it started. Sequel to Future Skulls. [SFMA/LBMA]
Estimated Time to Play: 60-90 minutes
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Yeah. I have a lot of characters.
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Umm, no, not really. Not unless you have a lot more you didn't list. I have over 60 (The CIT list is not complete since they messed up the database there.) and I know of people with lots more than I have.
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I always like having someone new look at my story. In 2 arcs so far, although they can be played separately.
Title: Future Skulls
ID: 4727
Levels: 1-15
Description: The Skulls are just a street gang now. But they have big plans for the future. Mirror Spirit asks for your help to stop one of them. [SFMA/LBMA]
Title: Simple Times
ID: 70801
Levels: 4-15
Description: Talshak the Mystic has asked for your help with a minor clean up mission in a warehouse. Happens all the time, no big deal, just giving someone a quick helping hand. At least that was how it started. Sequel to Future Skulls. [SFMA/LBMA] -
Title: Future Skulls
ID: 4727
Levels: 1-15
Description: The Skulls are just a street gang now. But they have big plans for the future. Mirror Spirit asks for your help to stop one of them. [SFMA/LBMA]
Title: Simple Times
ID: 70801
Levels: 4-15
Description: Talshak the Mystic has asked for your help with a minor clean up mission in a warehouse. Happens all the time, no big deal, just giving someone a quick helping hand. At least that was how it started. Sequel to Future Skulls. [SFMA/LBMA]