A couple more quests under our belt, so time for a battle report!
Quest 3: Lair of the Ogre Horde
Another one with lots of good traps and some tough Ogres, plus a killer Chaos Sorcerer.
I tried Anderas's self-closing stone door instead of the falling block tile in the Gargoyle's room. It definitely caused some trouble for the heroes, and Gizzard the Wizard did inevitably use Pass Through Rock to get into that room.
Nexrael was fun to play as well, and I almost took out Miranda the Elf with the Mind Blast spells. When she fled, I did successfully take out Vrag the Barbarian; but, once the heroes took out Nexrael and his undead minions, I allowed the players to bring him back with Lady Darwin the Dwarf's Armband of Healing (not sure where that Artifact came from, might be a homebrew). It's really only supposed to restore body points but, as his character wasn't lost to perma-death (we play with the ruling that zero mind points means incapacitated for the current quest, but able to heal fully between quests for the next one) and I didn't want the player to be bored for the hour + that I knew was left in the game, we fudged the rules there a bit for the sake of a fun game.
The heroes made it through the hallway at note B without the alarm going off on Zargon's turn and they eventually fought their way through the last few monsters and traps to escape.
I did like Anderas's re-sealing stone door mechanic, and I do think it would be a good replacement for the arguably game-breaking falling block tile in Quest 2. Going forward in AtOH, I have re-evaluated how falling block tiles work in UK rules and reconsidered how I would like to handle them when playing with "my" US rule-set. Against the Ogre Horde was written within the UK rule-set (obviously) and there are several door-blocking falling blocks throughout the quest pack. I think that I am going to rule that, in the cases of blocking a door, these traps will work the same way they do in UK rules. I will make a note of which space triggers the trap, and which space it falls on.
Quest 4: The Carrion Halls
Well, I tried my rule adjustment above on this quest, but it was a bit anticlimactic. The bottom corner room has nothing in it but another door, which Vrag the Barbarian walked straight to without triggering the falling block. Oh well, we'll see how it plays out going forward.
Although this is a relatively simple "find the exit and get out" quest, it is a good, exciting one. It can be quite tough on the heroes, especially those last three rooms with all the Chaos Warriors. I almost killed Vrag the Barbarian here, but his friends stepped in to protect him and he was able to escape with one body point left.
Quest 5: The Pit of Choas is next. Oh boy, lots of Chaos Magic!!!!