The player who freed Ragnar controls him... (it specifically says the Hero who opened the door to his cell) . If that Hero dies, I presume the player can continue controlling Ragnar (as long as HE lives). If you want to say he had a higher BP maximum, then you're powering up, potentially the Hero who freed him and if you're okay with that, so be it. Playing the quests in order without any special house rules or addons means they won't have a way to heal his MP at this point anyway, but they could heal his body points. He still moves with 1 red die, but you could cast Swift Wind on him.
In the past I've allow the Heroes to heal Ragnar to a total of 3 Body Points, attributing his inability to fight based on "Mind Point damage" suffered during his imprisonment. I do like Oftkilted's suggestion that he is "in shock" according to that later rule (EQP/BQP). Otherwise, the rule for a player character with MP reduced to zero is knocked unconscious (not dead, but out of the Quest unless he can have his MP healed with say the Elixir of Life). Since Ragnar is able to move and defend (rather than having to be hauled around like a sack of potatoes, as some npcs in later quest packs are), this seems like a logical fit even if it wasn't thought of at the time it was first released.
Rather than allowing Ragnar to fight, I have allowed them to place a spare helmet on his head to increase his defense. If the Heroes are forced to carve a path through a revived dungeon full of angry monsters to get him to safety, I figured they needed all the help they can get... but using the above suggestion of Oftkilted with the "shock" rule means
"(Armor, weapons and most artifacts do not increase the attack or defend dice when a Hero is in shock.)" If you can pass a certain potion to him, he could theoretically heal Mind Points, or the Elixir of Life of course.
If you were going to allow his Mind Points to be healed, you'd want to set a hard limit as to what he can be healed up to. I would say 2 would be fair (equivalent to the Barbarian or any of the Mercenaries from the other expansions). If you have Mind Point healing, then you're probably playing the Quests out of order or using house rules anyway. So for instance if I were using my Paladin homebrew character, and he had stockpiled his Holy Water, he could use two of them on Ragnar, restoring him to his old self. Then after a healing spell from the Wizard or Elf to restore his Body Points to 3, at that point I would have no objection if the Heroes handed him some gear. Can he now move with full dice? If we're going with the "he was in shock" idea, it would make sense. At this point, we're essentially got another Hero (albeit a weak one), so I would say waking up the entire dungeon (even if you killed every last one of them earlier) is fully warranted to keep things balanced. But then, why else would you want to do that, if all you had left was to just waltz to the stairwell, unopposed? If you're Zargon, it's your call! I can imagine some clever players negotiating the whole thing. A healing spell used on him might be needed to save a Hero later on, so they have to weigh the cost/benefit.
The more I think about it, the more I like the idea of using the "shock" rule (IF the heroes start to haggle). Good call! Otherwise Zargon is just going to be saying "he's so badly tortured and wounded that he simply can't be any more use than he is already." The players need to respect your decision to play as written.
Davane wrote:Rescuing Sir Ragnar after clearing out the dungeon isn't exactly anti-climactic. It's just that the mystery of the adventure is gone once you've played it a few times, so you know where Sir Ragnar's cell is, in relation to everything else. This is a problem with all the official quests though - once you know the quest, most of the mysteries are gone so there's little reason to replay it unless you are returning to HQ after some time.
Of course, you have the problem that The Trial is the hardest adventure in the Game System, and going from The Trial to The Rescue of Sir Ragnar is always going to be a bit of a let down. There's no getting around that fact. Going from The Maze to The Rescue of Sir Ragnar made sense, but the urge to have a demo mode where you got to play everything right up front just breaks the flow of the game, in my experience...
The HeroScribe
page provides a whole set of replacement quests for the GS, KK & ROTWL for players who have "learned the layouts." Of course you can modify them yourself too (as the rules recommend) on subsequent playthroughs!