Some doors are worth opening. Most are not.
Dangers and Wonders takes Clash of Crests underground and into the older magic. Two full campaigns, a library of delve maps that build themselves fresh on entry, the relic wonders that turn a battle in one turn, and the Unbound - casters who answer to no crown.The Delver's Road - five chapters
Five doors. One charter. No refunds on courage.- A delving charter, a fee, and a contract nobody reads to the end.
- Delve maps that generate on entry, so the same charter never runs twice.
- Vault guardians, sealed rooms and loot that has to be carried back out.
The Ashen Compact - five chapters
Five schools. One oath. The price is what it always was.- Swear to the Compact and take the schools of magic one oath at a time.
- The Unbound as a playable faction - casters, their spellbooks and their prices.
- An ending that asks what the oath actually bought.
What it adds to every mode
- Delves and dungeons - six authored dungeon maps plus nine delves, four built fresh on entry.
- Quest entrances - doors that open on the base game's own maps, so a skirmish can become a delve.
- Relic wonders - victory-point wonders with their own unleash cinematics.
- Grave events, traps and hazards - the map fights back.
- Event cinematics - 64 authored scenes, 19 of them animated, that fire on what you actually do.