by The Admiral » February 16th, 2026, 9:42 am
I have just finished solo testing this and it was an excellent quest. Here is how I played it. I play with Evil Wizard cards which are a card every 4 turns for a party of 4. The rate goes up or down as the party changes.
Here are my notes and amendments for future play with my brother and his party. Altus was the sole survivor of my brothers' party that successfully and fully completed The Jungles of Delthrak. The Dwarf party mentioned was a little side party that we played to actually get the Girdle of might. They might appear in the future:
WAAAGH!
Altus gratefully accepted his reward from the Dwarves. He was not in a celebratory mood though. Despite the success of eradicating the blight from the jungle and closing the planar rift, all his companions had perished. At least their deaths had not been in vain.
The Dwarves were amazed to hear the news that Karak Vlag, although deserted, is now clear of the forces of chaos. The elders decided to verify this with an expedition led by Dorra. If true, some families could return and repopulate the city. A few days later Altus and the Dwarf party left by ship for the Grand Dwarven port city of Barak Varr, but they arrived at a time of heightened tension. Now read the quest introduction.
As Dorra’s group headed north for Karak Vlag, Altus recruited a local Dwarf and they set off into the Border Princes to see for themselves the extent of the problem, as these Goblin raids often fizzle out once they have ransacked a couple of villages and looted a merchant caravan.
Quest Notes and amendments
i) There is shopping before Quest 1 and Altus may learn the two extra water spells for 500 gold coins. Altus and the Dwarf are joined by the female berserker Sonja and her Sabretooth,Targ, before the quest starts, but after shopping has been completed.
ii) Quests 7 and 9 are not played.
iii) There is no recovery after quest 13, Very Limited Recovery after quest 5, limited recovery after quests 1 to 3, and full recovery after all other quests.
Quest 4:
1) Note C: The stone door is opened per the normal stone door rules.
2) Any Wandering Monsters that appear on the stairs will not venture into the undead area beyond the stone door.
Quest 5:
1) Replace the exit stairs and room H with the Cave exit tile.
2) Note D: The Hunter has 2BP’s remaining. If healed, he will give the Heroes the 50 gold coins and join them as a Special Henchman for the remaining quests.
Quest 10:
1) Note E: The Heroes find a Wand of Magic instead of a Spell Ring.
Quest 13:
1) Note G: The Necromancer can’t cast two spells per turn and if the heroes search for treasure they will find an Elixir of Life instead of a Wand of Magic.
Quest 14:
1) Note L: The Shamen cannot cast Summon Orcs twice, and if the heroes search for treasure they will find a Spirit of Vengeance scroll instead of a Spell Ring.
Henchmen: Before Quest 13 Altus may hire 2 Men-at-Arms, the Dwarf may hire 2 Thunderers, and Sonja may hire 2 Swordsmen (see table below).
Man-at-arms: Mv 6, Att 3, Def 5, Bdy 2, Mnd 2, Cost 75.
Thunderer: Mv 6, Att 4*-1(1), Def 4, Bdy 2, Mnd 2, Cost 75.
Swordsman: Mv 6, Att 4, Def 4, Bdy 2, Mnd 2, Cost 75.
My Initial party, which is fairly similar, was:
Tharn the Explorer with Crossbow, Broadsword, Bracers of the Wild, Tool Kit.
Sonja the Female Berzerker with Frost Axe and Healing Potion (1d6).
Aquus the Alchemist with Staff and Dagger.
Targ the Sabretooth.
An Alchemist is the same as a Wizard but only has the Water Spells. In place of the other two sets of spells they have the 6 EU potions which they can dish out before each quest. Only unused potions can be made before the next quest, so use them or lose them. This works well as I use the US treasure deck so I can use the EU cards to dish out.
Norman the Hunter appears during the quest (I won't say when or where). I have him join the party as a Special Henchman. These are cross between a Hero and a Henchman. They have hero stats, can search for traps and secret doors and can carry one potion. They start with some equipment and skills but cant search for treasure or be given anything or lose their equipment to Rust or theft. They can take their turn at any point in the Heroes turn.
Norman the Hunter with Longbow and Dagger.
Mv 8, Att 3(1), Def 2, Bdy 6, Mnd 3.
Skills = Critical Hit, Dead eye, Opportunistic Strike.
The quest went generally well. I missed out 7 because I found it to be a fairly tedious slog. 9 has gone because Orc's Bane is already in use and this is quite a long questpack anyway. It will be a good backup for the future if a party needs an Artifact they don't have. No one died, but Targ should have. Down to 1BP he took three attacks rolling 0, 1 and 2 which he defended. The two swordsmen died in the final 2 quests. My attack rolling was generally average to poor, but against mostly Goblins and Orcs this wasn't a big issue. But my defence rolling was superb.
This was a really intersting story line with good quest flows and lots of interesting and new monsters. I heartily reccomend, but think a total starting party might struggle as there is not too much money or stuff on offer and the later quests are quite tough.
Body Point losses were as follows.
Q1 = 0, Q2 = 13, Q3 = 4, Q4 = 15, Q5 = 8, Q6 = 9, Q8 = 9, Q10 = 30, Q11 = 7, Q12 = 13, Q13 = 14, Q14 = 15.
Q10 was a nightmare. I lost 19, which was my highest anyway, but then lost 11 in one horrific moment which I won't mention.