Bareheaded Warrior wrote:In fact there is a second issue with this map: using the secret door in the starting room allows you to bypass most of the quest and achieve the objective and escape without waking the Witch Lord and only having to face two monsters, the Gargoyle and one Zombie!
Whilst I'm sure there are loads of different ways these two issues can be fixed, the way that I can think of that requires the minimal change would be as follows:
Move quest note indicator (B) to the room containing the spiral staircase and change the Quest Note to read "The secret door in this room can ONLY be found from the other side"
Update quest note (D) to start "When you open the tomb you find The Star of the West" then leave a momentary dramatic pause before reading out the original bold text to the players. And change the line "The Witch Lord will be released from his imprisonment when the players enter the room" to read "The Witch Lord will be released from his imprisonment when the Star of the West is removed"
These changes mean that the using the secret door from the starting room cannot be used as a short cut to bypass most of the quest, ensures that achieving the quest objective of retrieving the Star of the West will always awaken the Witch Lord and also provides a narrative as to why the Star of the West is located here, it is (or at least it was) preventing the release of the Witch Lord, oops!
I don't think your first option works, because even if you say the secret door cannot be opened from the stairway room, it's still possible to get the Star of the West from the center room and then take the long way around to the exit and never see the Witch Lord. Besides, I can attest that
doing this quest in reverse can lead to a really fun experience.
I think the fact that there is a route that gets back to the stairs without passing through the Witch Lord's room is a feature and not a bug. You have to remember that since the Witch Lord cannot be harmed in this quest, he essentially functions as an immovable object. If the heroes have reached him via the "standard" path and the falling block trap has collapsed behind them, it is possible (if the heroes waste too much time) for the Witch Lord to end up standing in the way of passing through his room, making the quest unfinishable without the alternate route. Even using spells like Pass Through Rock and Veil of Mist to get around him only allows a maximum of two heroes to finish the quest. Having that alternate path available can be a necessity.
If the only concern about the Witch Lord not being encountered is from a narrative perspective, it's very simple to say that even if the heroes never entered his room, the Witch Lord still woke up "off-screen" because people were mucking around in his barrow. Anticlimactic, yes, but it works if necessary. If your concern is more that this quest is dull if it can be completed without an encounter with the Witch Lord, then I think your second option is a good approach. It forces the heroes to at least enter the room and see the Witch Lord waking up, but still leaves them with two paths to the exit afterward.