I decided to skip the trials and mazes and just plunge into the Original quests. Rather than playing them in order (bo-ring) the heroes get to choose from a few open quests Mentor presents to them. I try to follow the EU version but will incorporate some US options such as higher hit points for selected monsters, extra treasure/artefacts, etc...

First setup (with counters for hp/mp to reduce scribbling on hero sheets)

The heart tokens are from Arcadia Quest.
As per the original (EU) rules the heroes will become "super heroes" of the King/Empire when they succesfully complete 3 quests. In the US rules they become knighted when defeating the Witch King at the end of the Original campaign.
In my campaign they will become Champions after completing 3 quests, giving them 250 gold pieces and access to the material of the Wizards of Morcar set: henchmen for hire plus three new schools of magic for the elf and wizard.
Also, after becoming Champion each hero will get a personal quest to embark on (with the entire posse) whenever the group chooses to do so. For the barbarian it will be the three solo quests from the barbarian Quest pack, tweaked for a group of four. The elf will be presented with the first solo quest (also tweaked for a group), which will serve as a "test" from the Queen of Elves to see if he is fit to take on the quests from the Elven Quest Pack. The Dwarf will get to clean the Halls of Durrag-Dol of vile skaven and trolls. Still unclear about the wizard, probably a single quest where he can get some magical stuff - maybe The Eyes of Chaos?
After completing the Original quests, they will be knighted and receive 500gp (and maybe a single free henchman/squire depending on resources).
Then they will have to choose between the first expansions (Kellar's Keep and Return of the Witch Lord). Knowing my players, they will probably go rescue the Emperor first (KK).
If brought to 0 hp of mp they are not "dead" but merely unconscious. This to not break the narrative, pus the "new" hero will be the same character with a new name, which is lame in my humble opinion. If they fall unconscious in a room away from the others, they DO lose all gold and items when not recued in time (mugged by filthy grotlings from the shadows), this to put some stress in NOT being defeated. They do get to roll for every item (lost on a roll of 1-3) and artefact (lost on a roll of 1) but lose all gold.
If ever the entire group is defeated (KO'd), forced follow-up quests will become available: Legacy of the Orc Warlord (only after completing Fortress) and Race Against Time (starting from a prison cell as the first). Morcar/Zargon chooses which one. Maybe even The Trial (also starting from a cell and having to get the key to escape from Verag) if they keep failing, but we'll make that up as the campaign continues...

Painted HQ minis (still some work left)!
So far we did 1 evening of questing and played three quests, of which the heroes won 2 (ran away but without casualties in 1 quest). Heroes present: barbarian, dwarf & elf. Next session will be without the dwarf (dwarven business) but introducing the wizard to the group.
I'll try and post summaries of the quests later, with some more photos if possible.