by Kurgan » Thursday February 3rd, 2022 10:11am
The Trial is an awesome quest (and they do warn that it will "not be easy" and working together is important). But you're right, many don't finish it, or take multiple tries to get through.
Some say don't play it first, instead start with the Rescue of Sir Ragnar or another early quest, or substitute the Maze under NA rules. But if you want to re-tread the old classic here is what I suggest, taking as little out of the experience as possible (and I know in another thread I recommended the Evil Wizard Deck to you, don't start using it on this quest yet!).
In this version of course the heroes get to use all of their magic, but have just their starting gear.
One way to handle the "Trial isn't first" alternative is to have it be the THIRD one they play, and give them some kind of reward. Say, tell them IF they finish this "trial" they will gain a special reward (like the old 500 gold coins for becoming a "Champion" in the EU 1st edition; just remember that the NA makes you champions after beating the Witch Lord in quest 14, so still retain the fact that they will be dubbed "Imperial Knights" after they accomplish that later monumental task!).
But let's say you still want to do the Trial first, like so many Hero Quest players as a true rite of passage...
Of course you don't use Traps or secret doors, per the rules, but one change I would make is to remove the "Hazard" cards from the Treasure deck FOR THIS QUEST ONLY (I got many complaints even though technically they're different from "traps"). Instruct them however that in future quests there may be other dangers searching for treasure that even "searching for traps" may not reveal and they may have to take their lumps sometimes.
To throw the heroes a bone for this quest, I would put an extra Treasure into the quest somewhere. For example you could put a Potion of Healing into the "empty" treasure chest. Another trick is to put something into one of the other rooms "hidden in the furniture." I especially like to put a potion in the Alchemist Bench (your choice of course).
Potions of Healing don't always have to be the same, it could be +4 BP, the roll of one red die, or a partial, like +2 BP.
As far as weakening the monsters, it's not necessary I don't think, but you could warn the heroes the first time they encounter each new monster type, by highlighting the monster card. Let them know that Orcs are more dangerous than Goblins, that Chaos Warriors are almost as powerful as the Gargoyle, etc.
Once they have completed the Trial, advise them that if they were able to conquer this quest, they should be ready for just about anything, at least in this campaign (as only a couple of quests are harder, towards the end, but by then they will have better gear!).