by Kurgan » July 31st, 2022, 12:48 pm
This is a common homebrew tactic. The three solo adventures seem to be optional (the book "sells" them as a way either for a beginner player to get up to speed GOOD LUCK WITH THAT as the quest are extremely difficult even for a veteran player... or when you have only two players and presumably one doesn't want to control multiple heroes).
I have played many quests where I either give the hero players gold to go shopping or deal them out random equipment. To start them off right you probably want them at full power for these group quests as they are very difficult. I recommend getting "into the northlands" for further suggestions.
I have some of my own that are well known..
Allow characters to "blindly jump" over squares they suspect MIGHT be traps (but have not been searched for). This could help with traps on the other side of a door that are otherwise a real pain. I would also allow Heroes to roll multiple combat dice during a Yeti hug attack (in the group quests) to escape damage, escape the hold, or reverse the hold (and do damage to the monster!) using white shields. Challenging yes, but not unforgivingly so. Making the Yeti hug attack only 1 BP damage per round instead of 2 (and to compensate you can allow the Yeti to defend with 2 dice while "hugging" if attacked).
I would also do as they suggest and stuff extra potions and treasures into various places (such as empty treasure chests or other furniture rooms, or perhaps a big monster leaves it behind).
When I say "fully equipped" I am thinking the Wizard has his Wizard's Staff & Cloak, with Bracers. The other three heroes have body armor, helmet, shield (or if using battle axe then some form of plate armor), and some potions so that everyone has the ability to heal at least even if caught by themselves (yet, STAY TOGETHER!). Money for buying mercenaries and potions each question is very important in this pack. The game flat out says to buy mercenaries, so at the very least, money to hire these men-at-arms is the bare minimum I would say.
Other tactics if you don't want to skip the solo quests, is to play them with an "animal companion" as into the Northlands suggests, or just flat out play them with multiple heroes and/or mercenaries (you can always say the mercs joined up later or were prisoners you freed rather than hirelings if you want to follow the letter but not the spirit of the original rules).
Rewards:
