Prince Magnus' Gold is the one quest in the basic game that has always really bothered me. It's so tedious. Hardly anything happens on the loooong spiralling journey to the centre of the board. Then, when all the enemies are dead, you're apparently meant to slog your way out carrying the treasure chests and rolling only 1 die each. Even as kids, we used to end this quest once we reached the chests in the centre. There was obviously no point in walking all the way back--we could just assume we made it safely.
It's a very weird design that falls flat, and frankly isn't up to the standards of the other quests.
It honestly feels like the designer intended something else to happen while you carry the chests back to the stairs, but decided not to include it for some reason. Rolling only 1 die for movement means nothing unless you have some reason to be worried about being slowed down. The long, sparse, spiralling layout feels like it's setup for some later event that never occurs. It reminds me of 'The Spiral Passages' from Kellar's Keep, where you're pursued by infinite monsters ... only without the monsters.
The other possibility is that there's supposed to be some player-versus-player fighting over the chests (three chests but four heroes, and carrying a chest means you can be easily overtaken and attacked by the player without one). But even though the EU game is generally set up to allow and even expect competition, this particular quest has never inspired anyone I've played it with into PvP action, for some reason.
Incidentally, being outlawed and never being able to be a Champion means nothing much in the 2nd ed EU game since the gold reward for becoming a Champion was removed in the 2nd edition. Although I suppose it stops you hiring Men-at-Arms in Wizards of Morcar, which could be amusing if you add MaA into the game right from the start instead of waiting until that quest pack.
Anyway, I decided to take a stab at improving this quest by having a 'flee from the monsters' section at the end:
Quest note addition (EU terminology)
If the players search the centre room for traps and secret doors, tell them that there is a hidden trapdoor in the ceiling on the square marked A. They cannot move through this trapdoor. At the start of each of your turns after the players have picked up the chests, you may place an Orc or Goblin on the square marked A if it is vacant. If a character is on the square, he loses 1 Body point instead.
A character carrying a treasure chest may drop it on an adjacent square if he wishes. If he is eliminated, place the chest he was carrying on the square where he was killed. Remember that monsters cannot move treasure chests or move through them.
This effectively forces the players to hurry back to the stairs as best they can, pursued by a steady stream of monsters.
I tried it twice controlling all the models, without doing much fancy stuff (like spells etc)--just rolling and running to see what happened.
Because three of the players will now be rolling only 1 die each, the Orcs and Goblins will be able to catch up to them, although it can take a while. In practice, with the natural variance in die rolls, one hero tends to fall behind and gets caught around the top of the map. If an Orc or Goblin can delay a hero by getting in front of him at the two-square-wide corridor and blocking a door for a turn or two, that hero might be in trouble. On both tries, I lost the Barbarian on the way out before he could get as far as the pit traps (but nobody else was sticking around to help him).
Rolling only 1 die for movement is surprisingly tense and swingy. There's a big difference between moving 1 square and 6 squares when monsters are chasing you, and both are equally likely results. On 2 dice, your move is likely to be 6-8 squares and is far more predictable.
Although I didn't use them in the tests, the Pass Through Rock and Swift Wind spells become very valuable for the escape dash, as is Sleep because the sleeping monster will block its square and delay the others behind it. Pass Through Rock can get a hero back to the stairs quickly via a shortcut through the lower right corridor on the map.
This variant also makes use of that cryptic rule in the 2nd ed EU rulebook that says "Monsters may not move treasure chests." In one of my two test games, the Barbarian died in a doorway and the chest he was carrying blocked it off, allowing the rest of the heroes to get away. Unfortunately the one who wasn't carrying a chest had already absconded up the stairs, so couldn't grab the chest to make sure the Prince got all his gold back.
I wouldn't say it's the most amazing experience in the world--it takes quite a while to escape, and counting all the moves of Goblins and Orcs gets dull--but I do think it's more interesting than the empty void of nothing that this quest is otherwise. If you have a better idea, let me know!









3 goblins race in from the spiral staircase
2 goblins, 1 orc
1 goblin, 2 orcs
2 goblins, 1 fimir
1 goblin, 1 orc, 1 fimir
2 orcs, 1 fimir



= one hit
= one hit & pushback
= cancels one hit


















