!!! SPOILER ALERT !!!
Just played quest 6 - the frosted path - last night. My player used Barbarian, Dwarf, Knight, Wizard, and a mercenary swordsman. Most of their four characters have slugged it through the base quests + kellar's keep and have risen in the ranks, accumulating a decent amount of gear.
whoa, there were no shortcuts in this one - heroes were made to go through every room on quest 6! No choice but go through it all A-Z. NO SECRET DOORS. They kept searching for secret doors and I didn't have the heart to tell them there was no point searching for them in this quest - sometimes it's possible to avoid dangerous rooms (and leaving potential treasure on the table) by finding the wooden exit door early, but not this time. The only thing the heroes could avoid is running into two yetis in the hall pretty early on in the quest and not going into the room with the two polar warbears who guarded the room to the empty treasure chest with the poison gas trap
My player somehow avoided the yetis, but faced the polar warbears - by this point they had run out of healing and attack spells and the dwarf was at 3 body points, the barbarian 5! They rely on the brunt force of their dwarf and barbarian too much in my opinion - I'd like to see them utilize their Wizard more.
The quest has good loot though and there is a potion of healing provided by the questbook about halfway through as well as a few spell scrolls here and there. The base set treasure card deck pulled a bunch of wandering monsters but also a fair amount of bonus gold as well as a potion of healing. Plus, the room where all the items ice gremlins had stolen from heroes can be retrieved, I thought was a cool idea - so my player's Barbarian got their talisman of lore back.
wandering monster was 2 chaos warriors - could you imagine that in a base quest?!
after defeating 10+ chaos warriors, a gargoyle, and 2 polar warbears, my player realized they had really come a long way since The Trial.












