The idea is to have a random set of quests offered via letter at regular intervals, where the player goes to a Guild member in a tavern for details, and then off to a dungeon-dive, fed-ex, or whatever type quest it will be. The subordinate quest's ending will then signal back to the main one that it's done, and another can be started. And there's where i have my problem.
A critical component of this is the ability to get a fresh timer for the delay between quests. I'm trying to do this by each sub-quest termination start a delay quest that just consists of a timer that turns on a global variable, which the main quest turns off each time it starts a new one. That delay quest just won't compile. It's just rejecting perfectly good statements on a whim. The delay quest started off with no QRC content (as there are no messages to produce) and I thought that might be a problem, so I added a rumor mill message to avoid that, but it made no difference.
Does anyone here have experience of using the "compiler" and can offer insights?

No wonder that streetwalkers there are so tough that they go to loot a dungeon for ingredients on par with seasoned adventurers.