Greetings, I want to take the time today to share a review for a fantastic set of quests that are easily some of my favorites.  So I will be calling this a Spotlight.

The follow review is actually a detailed review for the second quest in the Dungeons of Dread Campaign, called Labyrinth of Lunacy, however, I played the first two quests back to back and much of the basis of the review takes this into account.  Simply put, you must play the first quest for the second to make sense.  And it was Epic.

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Quest:Labyrinth of Lunacy NW-D59SX98WX
Forums: chili1179
Reviewed by @jedensuscg
Forums: hercooles130uscg

In one paragraph: A story driven quest that is light on reading, balanced on combat and a load of fun. A play through of the first quest IS A MUST however for maximum enjoyment.

Mission Graph
These are NOT ratings but are indications of how much I personally experienced while playing the quest. They do not necessarily jive with the authors intent or other players experiences.

Overall Ratings
Overall 5 out of 5
Fun Factor – 5 One of the few quests where I did not anticipate getting to the end.
Story 4- Take a dramatic turn from the previous quest. Well written.
Combat 4 – Fun, balanced, and not in your face.
Puzzles 3 – Maze of a map combined with simple explore to find the needed and hidden object
Exploration and World 4 – Not only forces you to explore, but also encourages it.

Story – The overarching plotline
I played both the first quest in the series and then this one. While there is not a ton of reading overall, the story from the first quest is progressed well into this new one. From where you think the first quest is just a run of the mill dungeon delve, you find out a truly dark side to what is really going on, and by the time you finish the second quest, your appetite is growing to know what happens. In all honestly though, the overall plot of the story is nothing really new, but that does not matter because it is told very well, with very few grammatical or spelling errors to get in the way.

Combat – The swords and spells
Combat in the second quest did not feel as heavy as the first, but I think it was due to the quest being longer in general, with more areas of exploration and puzzling instead of non-stop combat. Combat difficulty, like the first quest, was not hard. I like this, I like to have fun combat that makes sense, with a few challenging moments, but not one after the another encounters of long to kill enemies that just suck up time.

D&D Lore – lore specific to established D&D in either campaign books or other media
In terms of hard D&D lore, there is not a ton, as most of the story comes from the Authors head, however, the quest just oozes that old school D&D feel in the way the entire campaign is set up and unfolds.

Original Lore – Optional details that are not part of the main story, but bring life into the authors world
The Author is not pulling punches here. He is not just creating an original story, but a whole new…well you will have to play to find out. There is also an abundance of interact-able objects that you can find and just add some pizzazz to the story.

Puzzles – Clever means to move forward
While the only part of the quest called a “puzzle” was not really one at all (for the player at least) the entire map was designed to confuse. Even with the quest trail, you had to explore to find the right path. Aside from that, there was also parts of the quest that required you to explore to find the items needed to progress. But these were not objects that were marked on the map for you. You had to search. A great touch.

Exploration and Environment – Everything that contains the quest.
The levels, regardless of if they were pre-built pieces that the Author decorated or not, were well designed. With tidbits of information everywhere, a few hidden areas, and a variety of locals, the 30-40 minutes I spent in the quest did not feel like one long boring dungeon. The Author made a true labyrinth by tacking together different types of tilesets on to one large map, instead of having lot of loading screens. There were no side quests, but the main quest had you doing enough side objects that you never missed them.

Bugs – itching…scratchy…
Aside from a few grammar or spelling issues that I did not write down, I did notice the ‘Upper Labyrinth” map was called “upper Labyrith” it was missing the ‘N’