I've read from others on the forum about the notion of changing the LoD's defeat results. Some groups, mine included, are a little tired of the "backdoor" into the CoC. One reason (not just from me and mine) is that it undermine's the game's purpose found within its title... questing for a "Talisman." So a few groups have ruled that the highest destination result you can get for defeating the LoD in the Dungeon is to reach the Valley of Fire (VoF). But this exposes a further problem... what happens when you land on the VoF and don't have a Talisman? The Valley of Fire has never been what it is named for.
2E Vof: "Only if you have Talisman can you enter this space. If you do not have one, you must turn back. The Crown of Command can only be reached from this space."
But first, maybe some here don't know the history of dungeons in Talisman.
2E TC: "You must stop here. In your next move, roll 1 die to see where you come out: 1) Castle, 2) Temple, 3) Warlock's Cave, 4) Portal of Power, 5) Plain of Peril, 6) Crown of Command."
Aside from that final space not having anything to do with "treasure", it nyxed the need of a Talisman to reach the CoC. And that has always been the true goal for its use. But its utter randomness of exit was both benefit and detriment in this purpose. And it did not have a result destination for the Valley of Fire, and hence no need to address the problem with landing on that space.
3E didn't have an inner region but rather the Wizard's Tower cards in its place. It's short little Dungeon of Doom also ended in a ToC, but this time we meet the first incarnation of the LoD. (Yes, the 4ER Dungeon is a cross between the 3E DoD and 2E Dungeon in some respects).
3E DoD: "You must stop here and fight the Lord of Darkness (strength 6). If you win, you may take a Talisman and two gold. Win or lose, you exit the Dungeon on the Causeway space and may move normally from there. If you kill the Lord of Darkeness then the next player to land here will find that a new Lord of Darkeness has taken his place."
The Causeway was 3E's equivalent to 2E's Portal of Power but with out the Strength or Craft test to get in. So, even for 3E, the Dungeon was not a back door into the CoC, and a Talisman was still needed to win the game. But going back to something like either the 2E or 3E final space isn't going to sit well with many players used to the 4E Dungeon's CoC backdoor.
Still, what about the games namesake, a Talisman, and how to bring back its necessity? And what does this have to do with the VoF (which didn't exist in 3E)? Here's sort of what has been proposed by others.
The highest possible victory result in the 4ER Treasure Chamber would be changed from the CoC to the "Valley of Fire." Therein we encounter a problem. Like the 2E version, the 4ER VoF isn't really what it is called; rather its a giant trampoline.
4ER VoF: "You can only enter if you are carrying a Talisman. If you do not have one, you must turn back. The Crown of Command can only be reached from this space."
So essentially, why would anyone travel that far without a Talisman? And if it is a valley of "fire," what's the harm in doing so, even to try to catch another character with a Talisman and kill it before it achieves the CoC? No harm at all, as it reads. Maybe its not really a Valley of Fire at all? Here's some that was proposed to me by two other players.
"If you land here without a Talisman, you lose 1 Life, 1 Object, and 1 Follower. You lose the same again for each turn you remain here without a Talisman. You may only enter the Crown of Command if you have a Talisman."
Combined with making the LoD's highest defeat destination the VoF, the Dungeon still allows a character bypass the Inner Region. (Yeah, I know, big deal, since the Inner Region is no longer the threat that it once was.) But without that namesake of the Game, using the Dungeon as a semi-backdoor is a dangerous move. There's also some new tactics that should be obvious for chasing and being chased into the Inner Region if you don't have a Talisman. The second sentence in the description above should clue in those players who think about the possibilities.
Thoughts, anyone?



