Since this is a slow moving board, I'll go ahead and try to answer some stuff I was asked about.
I don't use the companion app because it naturally only allows for four hero players. I have five to six. So I'm not familiar with the 'super skeletons' or the like.
How do you handle treasure searches? Do you allow each hero to search a room once shuffling the deck each time? When I realized this was the rule, I started playing that way and your chances of drawing bad cards increases dramatically very quickly. Sometimes you can almost double the amount of monsters in a quest from wandering monsters alone. Not to mention the automatic damage from Hazard cards. I found playing this way does increase the difficulty quite a bit. I can’t imagine doing multiple searches in the Frozen Horror pack. It just seems like suicide. I’m playing through The Frozen Horror now using the app, and I only search for treasure if there is a chest, or if I suspect a possible special treasure. If you already play it this way, then ignore this last part.
We shuffle the deck and just pull from it as we play. I've never once had to reshuffle. No matter what we do, we always end up with like at least three wandering monster cards, usually more and a good deal of hazards. I have no need to re-shuffle after every search, and frankly that sounds annoying. I'm going to have to pass on that.
I’d be interested in hearing a few details about how your group managed to get through the final double quest, e.g., the unavoidable wandering monsters, the long river, plus the boss fight.
I'm afraid the answers are probably not that satisfying to hear.
I will say that for the three "Solo quests" My Barbarian tackled them and I let the Rouge "sneak after them" We tried to knock those out in one afternoon. I'm not a fan of this, and know I have to deal with it again with the Elf Quest pack. It's such a dumb idea to make it so only one player goes through the quest. Whowever thought of this, what the hell were you thinking?
We had to adjust the Yeti hug ability. Especially since if the Rouge wasn't there, if the yeti hugged the Barbarian in the solo quest, it immediately ends. Another reason why this was a stupid idea. For Yeti we had it where if I got a hit in, it hugged you. Then on the player (who is being hugged) next turn. -I- roll a combat die. If I get a skull, you take a point of damage. If I roll a shield. You can roll to break out of the hug. You have to roll your own shield. A skull doesn't mean you take damage, but you're still stuck.
So the double quest.
It was a special day as we had our Wizard with us. He had played through some of the quests with us before, but was only in town for some work thing for like a year or a year and a half. He moved back home and we ended up restarting the quests a bit later with new heroes. He was back for this one weekend, and it happened to be when we were doing the double quest. So because of him being back, some special stuff ended up going on.
For one thing, instead of clearing the board and re-setting it up for when you went 'upstairs'. Since I had the old 90's version of the game, and the newer release. I just put both boards out. I used the old assets for the old board, and the new ones for the new board. I just let them go up and down as they pleased. I did however let you re-gain your spells/hp/mp if you got to the second level. Since technically you are only supposed to 'end' quest 9 as a group. I just let them travel from the top to bottom as they pleased. This pretty much ended up with three going up, and three staying down.
The wizard was given some wizard artifacts to beef him up a bit. However he was the first to basically die as he went to go check out a door in the hallway. Only to hit a Wandering Monster trap and get killed. Being this was his first weekend back, and the only one he'd be in town for. I let him recover with only 1 hp after a few turns. He cast veil of mist, and I had it that he'd stay invisible until he attacked. So he could survive.
They got a LOT of Polar Warbears on the board in the first few minutes of the quest. I'm talking SIX of them. They did pull through though. They used pretty much every healing potion they had, and the bard had the artifact that lets you cast a spell twice, so he sang his healing song all four times he was able to get it.
We started the quest at like 2pm, and were still going at 10pm. Our knight got killed and I think the bard went down once. I let them revive the heroes if they got to them with a healing potion. The knight used all his abilities to stay alive on the first floor AND the second floor. Pretty much no one had much left by the time the quests were done.
Now here is the part where we get to why I say my answers might not be that satisfying to hear. Because at some point around this time I took all the wandering monster cards out of the treasure deck. I only did the ones in the hallway. (Though funny enough. I know there is a part where you can go through some rooms to get out a door to the hall, but there is nothing blocking you from going around the corner and bypassing those rooms. Our Rouge wanted to go through the rooms because they had determined that you only find Wandering monster traps in the hallways. Never in a room, and he didn't trust the hall. Our Bard didn't take heed and went through the hall. Triggering the trap. There were SO many I told you so's. Also this is where the Bard bit it for a while)
I don't think we had them take much damage from the ice river before the boss door. We were all kinda tired and just wanted to finish it at that point.
I didn't do anything to nerf the boss itself though. Gotta remember with six heroes with crossbows, they could basically pick him off while the Drawf ended up blocking the door. We did have a really fun moment. They had cast courage on the drawf to give him six attack dice. (He has a battle axe) and I cast command on the Drawf. Using him for a good two or three turns before he managed to break free.
Even with my heal spell though, they managed to take him and the other monsters down.