3 B: Hall of the Dwarven KingsOh yeah this quest follows the idea of it's original, but sending Henchmen instead of Orcs is a nice twist indeed!
This quest lives from the tale that one of the heroes decides to sacrifice himself in order to let the others finish the quest; and this again is a lot easier with door blocking than without.
Now what does a good Zargon do against door blocking? Yes, diagonal weapons and ranged weapons. Helmsmen bring those.
Monsters arrivingThere is a lot of random. I let the helmsmen arrive like this: Scout, Helbardier, Crossbowman, Swordsmen, repeat. Then the scouts overtake the others a lot, while the others are quite mixed.
With six turns of them, I let first three, then four, then three arrive (and so on); for a total of 21 Helmsmen. I have that many, but I don't know how many there were in the original packs.
Scouts are superfast, the first of them arrive in 4 turns in the double hallway, in 5 turns they can be in the center room.
Heroes have still 18 squares to go to the central room when the race starts. It's a save bet to say that the first scout catches up before the heroes even enter the room.
The fightsCrossbowmen and Helbardiers then do a good job of making door blocking really dangerous. I let three of them attack for every two attacks that the heroes have, presuming door blocking tactics.
With those rather harsh conditions, it's super hard for a 4-dice-group with a 15%-20% chance for a total party kill, while it is quite balanced for a 5-dice-group.
Then I can imagine them having helmsmen themselves or heroes with diagonal weapons who want to help equalizing a bit of the evolutionary pressure. Door blocking is a whole different thing if you have two friends left and right, who also poke the enemy a little bit.
If yes, it would be a good quest for a 4-dice group, harder than many of the other quests but not too hard. Disadvantage is, if all the heroes get stuck helping the door block, no-one is left to finish the quest and find the exit. So, back to helmsmen helpers.
Final idea is to set up the door block behind the secret door, so you have one enemy attacking and 3 heroes. This is surprisingly not a lot better! Might have something to do with crossbowmen who hold back and shoot, each time the frontline camerade has died. So even with this tactic, the blocker hero would get some 3, 4 attacks per round in his face.
Now if we say the door blocker has 5 defense dice (Borin's Armor) and courage from the wizard plus the team plays good together, I think it could work.
AlternativesThe helmsmen enter during a period of 6 turns. If you down that to 5, the quest would be a little bit closer to the sweet spot, I think.
The Orc and Skaven variants both are less dangerous. Particularly for the skaven, as the white seer does not get to see any spells normally, he can't use his copy function.