I need someone for three solo quests and then some more for group quests

The solo quests are hugely unbalanced, so they will need some mercenaries, too. If we start with more than one Hero Player, we can have one playing the mercenaries and the other one playing the newborn baby barbarian.

I will use a smartphone-adapted card format and photos if possible so that you won't have to turn your phone. I will post the photos directly in Imgur and then I will see if it works just fine or is totally annoying.

Heroes
Find the available heroes here:
viewtopic.php?f=162&t=4518&p=93944#p93944
Rules:
Each turn you may move and make an action, in any order.
You can make free actions whenever you like if nothing else is stated. If something is stated, it's clearly visible like in the next paragraph.
Monsters have NA statlines, sspecials are posted, if I have monster cards then I will post them sometimes.
Equipment trading
You may change your hand-held or body equipment at the beginning of your turn as a free action. If you do so later, it costs the action.
Likewise, you may give equipment to another adjacent figure at the beginning of your turn for free, if you do so later, it costs the action.
The receiver of the equipment must have more than 0


Using potions
Using a potion is generally for free. You may even do so when you have negative Body Points, if you do so directly after receiving the blow that brings you there.
Using a potion with an effect that is intended only for yourself on an adjacent figure costs the action.
Likewise, using a potion on a figure with 0 or less


So yes, you may save your friend or mercenary with that potion of healing, but you need to be adjacent and it will cost the action.
Some potions have several effects written on them, depending which cost you want to pay you may use the one or the other effect.
A typical representative of this type of card is this:
Movement:
If you start to move, you have to end the move before you can do something else. You "start" to move in the moment you roll the movement dice or open a door.
During movement, you may move from a square to another square over a line only ("adjacent" square) which means, not over a corner "diagonal".
During movement you may open doors, trap doors and previously discovered secret doors.
You may jump a trap as detailed here in Ben's Trap write up.
If your movement path has a trap on any of those squares, I will tell you after you announce your move; whenever I am next online. I will resolve the trap effect. If as a part of the trap effect, the turn is over, I will negate the rest of the turn and place the model accordingly.
Please give me the path you take, for example like, N-N-E-N; like that I know if you trigger a trap or not. Otherwise I will take the straightest path possible and use the one that is less good for your if there are several same-ish possibilities.
If subsquent turns of other players were dependent of your action, they may replay their turn then.
Example, you thought you had killed that yeti. But. Sadly you are on the bottom of a pit trap now, so you didn't kill it really. That may have influence on the Wizard: Do they enter or not? You may replay then
Action:
You may attack a monster in range of your weapon.
You may search for traps.
You may search for treasures. (one search action per Room, (also Corridor), Furniture item and Pit Trap (if you are inside))
You may search for secret doors.
You may give up your action and move three squares more than normal.
If you have this action, you may disarm a trap.
If you have this action, you may cast a spell or use a spell scroll.
Ranges
Self: yourself.
Adjacent: Yourself and the four squares in N, S, E, W directions. (Broad Sword, Axe)
Diagonal: Yourself and the 8 squares around you. You can attack diagonally between two figures or a wall and a figure. (Long Sword, Halberdier)
Ranged: Everything that is in line of sight and farer away than Diagonal. You cannot attack diagonally between two figures or a wall and a figure. (Crossbow, Long Bow)
Same Room: Everything that is in the same room or corridor, line of sight or not. (most searches use this)
Magic range: Like Diagonal plus Ranged plus same room; with the smallest restrictions.
Anywhere: Anywhere on the board, given that there is an open way you could walk or fly like an arrow (it stops at closed doors, for example, but not on bottomless chasms)
If nothing else is stated, an effect works only on one target inside the specified range, magic has always magic range, weapons have always adjacent, shooting has always ranged, potions work always adjacent.
Mercenaries
You will start with four mercenaries. Mercenaries can move like heroes, but as action they have only the attack with their weapon. Exceptions are stated directly on their game card.
... nothing surprising until here, I hope. Remarks?