[NOTE:
This thread was originally about me running the base game and part of Keller's Keep with one group. When that group disbanded (presumably because of how boring Keller's Keep is) I decided to run my "localization" of the Japanese Quests with a different group; that begins on page six.]So I finally found a reasonably priced copy of HeroQuest to replace the one I had as a kid but my friend lost.
I gathered together a group of mostly newbies (only one of the five has played the game before, that same friend who lost my copy ((along with his own copy)) more than a decade and a half ago).
Since we were going to have a fifth hero, I invented two new Heroes (Cleric and Ranger). A sixth guy then said he wanted to play with us but he couldn't make it after all, so it was the four usual Heroes and a Ranger. The Ranger took it upon herself to use her extra movement (three red dice for Rangers) to explore every corridor and open all of the doors, letting out a flood of monsters! Then running away and finding another door to open, and so on.
The Elf died first. Then the ill-fated Wizard--whose every spell seemed to fail--died. Every time he'd cast a powerful spell, his rolls or Zargon/Morcar's (me) rolls would negate it. The Dwarf died soon thereafter.
The Barbarian and the Ranger were both low on Body Points and two things were clear. 1) They were all going to die and we'd have to replay the first quest all over and that might just kill their interest all together and then I would have spent $90 for nothing, and 2) Had the guy playing the Cleric showed up, they would probably have won. So I made an offer: one of those playing a dead character can instead play the Cleric and use the Cleric's "Resurrection" spell to bring back someone else's dead character. The guy playing the Elf opted to play the Cleric. The Cleric entered from the stairwell and cast Resurrect on the Dwarf (the Wizard said that he'd used up all of his good spells so suggested the Dwarf come back instead). With that turn of the tide, they easily finished up that brutal first quest.
Something that struck me as odd was just how underpowered the Wizard is. Even though I gave him all four elemental groups (the Elf got to choose four spells from the Elf Spell cards) his bad luck with rolling dice made him completely useless.
Poor guy. I think I might try to give him some more powerful spells maybe mid-campaign. Or at least by the time we get to RotWL.