This week we played the East Gate. Having two "mini-bosses" (the shapeshifter and Borokk the Chaos Warlock) was nice, but this is also another "find the exit and get out" quest. I had some fun as Zargon because I got to kick some ass, but I could tell my heroes were bored (or may be just feeling defeated) at some points.
After tackling the first Orc in the east hallway, Vrag the Barbarian u-turned to find the shapeshifter and after killing it, the first card I drew was the Gargoyle! So things were off to a great start for Zargon! That Orc in the south hall was able to block Vrag in the room, so the Gargoyle got a couple good hits in before Miranda the Elf hit that Orc with her crossbow, allowing Vrag to make an escape. Meanwhile, Lady Darwin the Dwarf has found two Chaos Warriors. Gizzard the Wizard is backing her up there, and cooking up a healing spell for Vrag.
The heroes were really hoping that the shapeshifter wouldn't be able to leave the room, or would die for good if killed outside of its room, etc., but they were disappointed when the Gargoyle followed Vrag into the hallway, and then was struck down only to rise again as a Skeleton.
Oh yeah, also Lady Darwin opened the door to Borokk's room. I was able to get them stuck between the two big guys for a minute!
Borokk hit Lady Darwin with his mind attack! Vrag had been healed by Gizzard, but was hesitant to face Borokk with only two mind points. Peer pressure prevailed as his friends encouraged him to face the Warlock. He did some damage but Borokk was still standing. Miranda took a shot with her crossbow,

it missed. Then Borokk attacked Vrag for all his mind points! With Vrag down, Lady Darwin attacked Borokk but missed. Miranda took aim with her crossbow and the shot was true this time, and that was the end of Borokk.
Simultaneous to all this, the heroes had decided not to attack the shapeshifter again, to let it stay a Skeleton with only two combat dice, and were taking turns holding it at bay while dealing with Borokk. Not a bad strategy...
Anyway, Miranda gave Vrag the Elixir of Life after playfully letting him miss two turns, and he was back in the game. The heroes found their way to the center room and I did a lot of damage with the Chaos Warriors and the Fimirs in there. Gizzard was killed at one point, but restored by the Rings of Devotion. Eventually the heroes took the monsters out and opened the northern door to reveal the exit. The last two Goblins weren't much of a challenge, but the shapeshifting Skeleton was still on their tails when they realized that the door would not open easily. Miranda and Vrag failed their first rolls. Gizzard successfully opened the door, but chose not to go through, as he thought a friend might need a healing spell.
At this point I made a decision as a gamemaster. As I was ready for it to end (and I could tell the heroes were, too), I decided that once the Dwarf and a magic user had gone through the door, the Dwarven magic would be undone and the East Gate would remain open for the remaining heroes. (Obviously, I did not tell them this...) I didn't want to wait around for Vrag to either roll snake eyes or be killed by the shapeshifter, so I thought this would be a decent compromise.
Anyway, Lady Darwin then took her shot at opening the door. She had lost some mind points to Borokk, but was still able to pass through with her Dwarven advantage. Then Miranda used her Genie spell to open the door. Now, in hindsight, I'm sure it would be easy to argue that the Genie should not work on the East Gate, but I thought it played into my previous decision about adjusting the magic exit very well, so I went with it, ...and the heroes made their escape.
So, a good one for Zargon. I'll claim it as a "win." Took the Barbarian out with mind attacks. Killed the Wizard, but that home-brewed artifact is always his saving grace. Additionally, Gizzard used a LOT of healing spells this time. As I've mentioned before, I have a house rule which offers a chance to use a spell more than once, and Gizzard rolled really well on those checks. Also, I'm sure if I had let the exit door play out as written, there's a good chance I could have killed another hero in that last hallway with the shapeshifter, but just didn't feel like watching that play out... I was ready for it to be over, I could tell some of my heroes were too, so I made a gamemaster decision on the fly.
If I were to rewrite this quest...
The first time the shapeshifter dies, do what it says: shuffle the deck, draw the top card, this is the new shape the monster takes. (This monster ability will get a great, big reaction!

it sure did at our table anyway!)
After that, when the shapeshifter dies, shuffle the cards and let the heroes pick one at random! (But still don't tell them that if they draw the same monster, the shapeshifter will finally be permanently killed!)
Now, I didn't playtest this, but I thought about it after the heroes decided not to kill the shapeshifter when it re-spawned as a skeleton. I think if you give the heroes the idea that they "may" have "some" "control" over its re-spawning, then they will be more adventurous when fighting it. Or at least, that's what I think my heroes would do.
The second thing I would adjust: Consider giving the heroes a break on the exit door (...depending on your gamemaster style

)
Easy: Once any hero has passed through the door, it is open for all heroes.
Medium: Once the Dwarf and a magic user (Elf or Wizard) have sucessfully opened and passed through the door, it is open for any remaining heroes. Maybe the Genie helps, if the magic user has kept it this long and decides to use it now.

Hard: Keep it as written. Every hero must roll equal to or less than their mind points to pass the exit door, aka THE EAST GATE. No Genie or nothing! Just know that, playing this way, with the Barbarian's two mind points and the shapeshifter's abiltiy... you may end up playing a long, boring battle, and/or killing your Barbarian.
...Or the Barbarian could roll snake eyes the first time and skate through the exit, no big deal! Hey it could happen! This is a quest that allows for a lot of randomness.
That might be this quest's strength... Out of all the "Find the exit and get out" quests in Kellar's Keep, this one may have the best "dead ends." The Shapeshifter! Borokk! The empty treasure chest surrounded by traps! (which my heroes never even came close to, by the way!).
This one may not be the best quest in the quest pack, but it gives Zargon a chance to have some fun and kill at least one or two heroes if you're really ruthless.