True Heroes face The Trial... and, unfortunately, often die in the attempt. I
probably should have warned you about that, even with Euro rules. Ah well, if your crew wants another attempt at it, then I guess everything went well enough after all!
To answer your specific questions:
- When a Hero attacks a Monster, he makes one attack, which the Monster defends. Assuming the Monster survives the attack, he has to wait until his turn to attack back. Then on the Hero's turn, he has the option, but is not required, to continue attacking the same Monster, or may wander away and do something else with his turn.
- If a Hero searches a passage, he search the whole corridor as far as the Hero can see. Some players on this forum prefer to limit these searches to just one direction if the Hero is standing at the intersection of multiple corridors.
- If you're playing The Trial with just three Heroes, then yeah, a bow might not be such a bad idea... as long as it's a shortbow; IE only uses two Combat Dice to attack. I don't normally advise giving new players ranged weapons until they've 'earned' them, however you choose to interpret that, but if the Heroes are eschewing magic he does need a little extra edge to be relevant over the Barbarian and Dwarf.
- If you make Healing Potions "roll two dice and choose the higher number", the Salve should just be "roll one die", as otherwise the chances of it restoring just one Body Point are far too high. Setting it to a static 2 or 3 BP would also be within proper balance.
Now, as far as the questions you have about the Quest map, I regret to inform you that you were using
the wrong map entirely for your Quest. I can tell because you reference the letters "WL", which stand for "Witch Lord", the final boss of the Quest Pack! (His stats, if you're curious, are Move 10, Attack 5, Defend 6, Body 4, Mind 6... plus a few other perks, the most important of which is
outright invincibility except against a weapon found in the Quest immediately before that one.)
The real-world Quest Packs were printed as
folded booklets, a format which was faithfully recreated by drathe when he uploaded the scans to the Inn. So if you were to print the entire booklet on normal paper and staple them together in the center of each page, you would be able to read the Quests normally by flipping through the resulting pamphlet, with the map on the top half and the notes on the bottom. Look at the little numbers in the corners of each page - the map for the Quest and the notes for that Quest will have adjacent numbers if you did it correctly. In the EuroQuest booklet including the Trial, "The Trial" is printed on pages 4 and 5, "The Rescue of Sir Ragnar" on pages 6 and 7, etc.
Although this format may be a faithful recreation, it does make it rather annoying to print just one Quest from a Quest Book without getting pieces of the adjacent Quests. I don't think anybody has a completely vanilla repackaging that puts the Quest Map and its Notes on the same page in non-booklet format. The closest things available that I know of are slev's HQR Questbook and Anderas's "Base Quests in four difficulty steps", each of which feature their own house rules (and can be found, more or less, by following the links in their sigs).
The US Quest has the Wandering Monster as an Orc.
And "Where's Verag?" He's the Gargoyle! Although, if you have the right map, Verag will have his name next to the icon for his position.