We played the other night, and I was in a mildly foul mood and wanted to kill something, so I opted to play as OL. I picked Quest 6 because it looked challenging (unkillable beast man chasing down the heroes) but had an interesting relic (Sword of Light)
I killed them badly. They had just opened the far door to area 2 and it was over.
We played again, and this time I was able to wipe them out while still in the first area.
Now, in both games I was lucky enough to get Charge, but I don't think my die rolls were exceptionally lucky or theirs were exceptionally bad. The guardian can only be killed by they relic, so they did try to run from him, but both times I was able to catch a character and kill him enough times to deplete their conquest tokens.
Now, we do realize that the best way to beat this is to move as quickly as possible, but one of the players pointed out that the first time you play the quest, you have no idea what to expect beyond the doors. You can only really formulate a good plan once you've already played the quest, which is kind of unfair to the heroes.
My questions are: Has anyone else experienced this quest being so one-sided? Command also affects the monster that has the ability, correct? (Though I don't think that one less damage would have saved anyone) Can anyone think of anything else that we might have done wrong that would make the quest go so badly for the heroes?