Here's an oddly opposing pair of adventurers. While both can keep you venturing in the dungeon, the Hawk is an early game play that can lead to late-game adventuring, while the Outlander can switch between offense (for venture) and defense (with reach and 3 toughness)>
They really aren't pushing this dungeon stuff at all. Based on what we've seen so far the mechanic seems completely unplayable. You need to venture about 4 times to get any serious payoff, but the enablers all seem really bad so far.