We have half new members to the party. What to do first? My Pit Fighter found a Dangerous Quest. We added 6 of these to every region (Old World, Lustria, and Norsca) and 6 more for Lost Caverns and Sewers expansions. Dangerous Quest are more hazardous then normal adventures, but usually have better treasure pay out. I found "Golden Shrine".
It starts out simple enough, complete what would be a normal adventure, 12 Dungeon Cards with a full a full Objective Room at the end. However, you only get normal dungeon treasure for completing that Objective Room. You can continue if you with, however the next floor is 11 Dungeon Cards with a full Objective room, but you have to do it, with only a limited list of equipment from the Market Place. Monsters with be 1/3 of the time equal level, 1/3 of the time -1 DL, and 1/3 of the time -2 DL. You are aloud to bring un-bounded runes to the second floor, but if you bond them to anything, you lose them at the end of the Quest. This was added so that if your healer is the Dwarf Runesmith, the party has a chance to complete this mission.
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| Dungeon Card #1, Intersection. Splitting the deck into 3 halls. And giving us a dying Orc dungeon event. |
The Elf Ranger has a skill that reveals the first 4 Dungeon cards of a Dungeon deck, (Scout), giving us Disarm Traps (A) and Negate Ambush (A) for those rooms. The Elf decides to point this down the hall that only has 3 cards, revealing one whole hallway. This will either reveal the Objective Room or, save us from going down a dead end.
The dying Orc is easily dealt with and gives us a Magic Key for unlocking locked chests or doors.
The Scout skill reveals the most direct path to the Objective Room on floor #1.
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| Straight shot, through Chasm of Despair, Passageway, and ending in the Fountain of Light. |
| By end of turn 2, we have killed most Cave Squigs, a Giant Scorpion, and a few Plague Monks, but now we are being attacked by a Fiend of Slaanesh, that can cause you to turn on the party if you get hit too many times with its Tongue. |
Luckily the first Fiend of Slaanesh wanted to target our Wardancer who has both Parry (5+) and Dodge (6+), allowing quite a few attacks to be ignored.
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| Turn 3, we whittle down a few more enemies. We prioritize killing Plague Monks as they have Plague. Permanent stat reductions is bad, so kill the Skaven. |
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| Turn 4, we are down to a few Daemonettes, a Scorpion, and the 3 Fiends. |
I forgot to take pictures for the next few turns, but we make quick work of the none Fiends, and it takes about a turn per fiend to kill. I don't think the Fiends ever reduced a party member by more than -2 Initiative so we never had to deal with a party member turning on us.
We got some normal dungeon room treasure, but nothing of importance. Half the players needed to go home for the night, so we called it here. We will try to finish the dungeon next session.
That's all for this post, may your lantern always stay lit.
DeMagic Tutor out.









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