A treasure Horde is it not, but:
And yes indeed, this quest is over, except if you want to play the final turns to reach the exit.
Outside the dungeon, you find traces. One spoor shows the Orc and the Goblin disappearing in the forest. The other one was coming from you, when you have been dragged into the dungeon. The second surely leads back into the forest and then to the village, where you know you would find the pathfinder who was betraying you. Maybe he knows more, if asked intensely....
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so was the plan. Have one side quest per quest; and let you decide what to do next. No Side Quest would ever disappear, but the longer you let it go, the more difficult they would be, until after three or for turns not solving it, it would come back to you, in one or the other way. Sooner or later one of the side quests would get old and come back.
However, it will not happen. With my kid, a full time job and a house to renovate, i found out that it is increasingly difficult for me even to keep the pace of one update per day; and i did the updates under the pressure to do it in less than 10 minutes in the little time frame that my daughter would give me. This is not how a game should be - it should be fun. I think it is easier to meet an evening and play a quest, quick in one evening per Quest, and with personal contact.
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However, the Experiment was there to test the rerolls. I think, with the original Hero Quest system is not suited to support the rerolls. A Reroll is most beneficial with the best chance - in HQ it is best to reroll skulls, second best to reroll white shields, and not worth at all to reroll black shields. That's plain wrong.
If you introduce rerolls, they should offer a real and free choice between attack, defense, movement and other things, in order to have real tactical choices to be made which would add fun. So, the first thing to change would be the attack dice: It shall have the same amount of successes for attack and for defense, and for everybody. For sure, that would change everything else as well. I don't know if it is worth it or not to introduce a deep root change like that.
In our special case, of course there was the added difficulty of having a PBP game, which is SLOW each time one player hands over the action to somebody else. It is even slower if you do that several times per turn because of reroll decisions. That was the second reason i never rerolled for defense - and Gold Bearer warned me beforehand that this would happen. You're right, thanks!
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Sure thing, I calculated the quest to have 15-18 BP of damage for you. In the end, i think it was 21 or 22 BP of damage that i really dealt. A little bit of the additional damage was coming from a wandering monster, but the rest was close enough to the calculated damage to say the calculation works, more or less. Additional damage because of rerolls was equalized by the superstrong spells of Stormy.
To be honest, the calculation said it would be "between zero and 36 points of damage, with the peak between 12 and 24". Which is good enough.
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Gold Bearer, for Stormy I was already giving feed back in another thread. I was entirely honest, maybe a little bit too much. In very short: I would give her 5 Body Points at least, so that she survives an attack even if there was accidentally bad conditions. I would also remove the most of the "any place on Board" and "Entire Room" capabilities; which are too strong. Not in this quest, because most of the time i had just two or three monsters in a room; but imagine a room full of skeletons or something similar... to strong.
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Thanks a lot for your participation!
Sorry Kitch. Perhaps you can use the additional last 25 Gold Coins in a Quest of somebody else.