The three solo quests belong together, so I'd like to do my balancing proposal in a separate thread from other discussions.
Quest 1, Xanon Pass:A beginner's group would have 10BP damage from Monsters,
Traps, not findable: 2.5BP
Traps, findable: 5 BP
All together it is quite survivable.
The barbarian alone, with AT3 and DE2, would go in die 99% of the time.
My proposal to play this quest is to give the barbarian 3 additional Halberdiers (there will be 0 or 1 survivor);
or if you want to keep some then give her one merc of every type (there will be three survivors for the next quest)
Quest 2, Trial by Ice:The Barbarian has now AT3, DE3, diagonal and ranged attacks.
Traps are all findable, and have 6.5 BP potential. As they are all findable, that'd be ok.
Alone, no chance again: losing 18 BP from monsters alone is a little too much for a single barbarian.
Having 2 Helbardiers let him survive 80% of the time,
having 3 Helbardiers let him survive 95% of the time: He will lose estimated 3-4 BP from Monsters.
This is discounting both, the icy river and the ice vault; which can and will both take their toll, too.
Again, I simulated for a few normal hero groups, and the beginner group did quite well, it was maybe even a little bit too easy.
We need Barbara and three halberdiers.
If Barbara is willing to put herself between a sword and her helmsman, she could *just so* manage to do it with one swordsman instead of three helbardiers; knowing that the lower number of people raises the risk to the sky.
Or, again, play it as a group quest with a beginner's group.
Quest 3, The RescueIn my simulation, Barbara encountered three wandering monsters per quest, because she was treasure hunting all the time.
I think that Barbara would go now and buy either chainmail or helmet, or both. She could sell a broadsword and the crossbow for 300 gold, the long sword for 175, gets 195 gold from the quests, that's 670 gold. As she was treasure hunting despite the danger, it is save to assume she got 200-300 gold more from various treasure cards.
I set Barbara's stats now to 4 AT and 4 DE; assuming that she got Chainmail, Helmet, Two-Hand-Axe.
Just to be sure, I keep past time's barbara in the simulation for comparison.
I would be quite pissed of if I'd do all this in reality just to find a battle axe in the first room.
Traps, findable: 3.5
Traps, not findable: 3 BP (what's worse: They'll kill any injured mercenary in what appears to be the end fight!)
Monsters for 4-Dice-Barbara alone: 21.4 BP. Yes. It just got even worse.
The usual fix with 3 halberdiers did not help; there was still a 60 percent chance of not coming through.
I had to go up to
5 halberdiersto have a "normal" die rate of 10%!!
Buying Swordsmen instead Helbardiers, you'd need 3 instead of 5. But that still is 300 gold to spend on helmsmen alone and they are more difficult to place in the room with their lower move and attack range.
Just out of interest I simulated with a normal hero group, too. A complete hero group with beginner's stats would have a tough time! A mostly-3-Dice Group would fit quite good into this quest.
So either this is meant to be tried several times (not explaining the yeti bug)
or this is meant to be a group quest and was later changed by some "manager" to solo;
or Barbara is meant to spend all the gold on mercenaries; however; she can't afford to spend too much gold on them because she has to make her equipment better, too!
Putting it togetherLooking at the three quests together, I'd say Admiral's proposal is not too bad: Give Barbara 4 Helmsmen to begin with and then let her buy replacements between the quests.
With 3 helbardiers, there is a chance that one survives, or maybe not.
With 4 helmsmen in the "mercmix", there is a good chance that 3 survive (!).
Barbara will certainly buy swordsmen replacements, I know my players.
So if she goes to the second quest with a refilled "mercmix", this time there will be three dead mercenaries.
If she then uses all of her gold to refill again, with Swordsmen, then it should work out.
However it needs a Zargon who is willing to praise the helmsmen so that his player takes the good decision.