I was just trying to do the wrap up.
The 22 BP difficulty still doesn't sit well with me. (17.4 BP Monsters + wandering monsters, 4.5 BP traps) The monsters alone are ok, the traps plus the monsters plus the wandering monsters are a little bit lot.
I would say the quest as presented would be perfect for a group with 2.6 dice equipment: For 3 Dice, it's a walk in the park, for a group with 2 dice, its like "The Trial".
So, for my feeling it's a bit too much (The Trial turns out to be quite frustrating).
The main drivers for the danger are:
* The Mummy that will be encountered by a single hero and has two traps adjacent
* The Chaos Warrior, because only a limited number of heroes can fight it
* The falling block trap among the Orc and Goblins in the lower right
* The center room that delivers something resembling a boss fight
Those elements are key quest design elements and quite entertaining. So If I want to reduce the difficulty, I would go looking somewhere else for something I could do.
I remade this quest in Heroscribe to make this proposal:
You see the yellow Orcs? I would remove them. This is one proposal.
It removes about
1.5 BP of damage, still keeping the quest quite deep in the "danger zone", so going exploring will be no option, but at least it removes the more-or-less guaranteed killing of one hero.
The other idea would be to keep the quest layout monsters where they are, but to replace the wandering monster by a Goblin. That would
remove about 1.6 BP of damage.
For real beginner players, it would be nice
to do both. That would then bring the quest down to the area where it is indeed still dangerous, but at least you can afford to search for treasure sometimes.
Finally, 150 gold for each one, plus 150 gold from the chest in the quest, that adds up to 750 gold for the group. Wow, that's a step.
I would prefer to go a bit slower, and give 50 gold to each hero. That makes 350 gold for the quest, that's not too bad already!
I added this value to the overview spreadsheet.
Then it looks like that:
Recommended equipment: 2 dice
Quest 3 (Prelude to Chaos III)
A Desperate EscapeIt was a trap! Finish clearing the dungeon and find your way out the exit door to receive your reward of 50 Gold Coins each.
Notes:
A: Heroes who made it to the stairway in Quest 2 begin on the stairway. Heroes defeated in Quest 2 find themselves awakening in the cell with no weapons or armor. The locked door can only be opened by the Dwarf rolling anything but a black shield with one combat die.
B: This room is filled with the mangled corpse of the missing villagers. The level of brutality is far beyond normal Greenskins… something is behind this.
C: The Weapon’s Rack contains the missing weapons and armor. The Chest is full of rags and rusty junk.
D: These secret doors each close and seal once a Hero passes through them.
E: This secret door can only be opened from the tomb side. The Chest on the right contains 150 Gold Coins and the Chest on the left contains a Potion of Healing. When taken, the Potion will restore up to four lost Body Points.
Wandering Monster: Goblin