When I have a little more time, I will post more feedback, to include the original convention game map and the adapted scenario notes that I use, along with recommend changes in the original version.
I restricted the game to 4 players (2 of the players were new to the game and 2 were familiar with the mechanics, having each only played 2 adventures previously). In the game, there was a Level 3 Rogue - Iggy (my own adapted character), a Level 3 Cleric - Quinn, a Level 3 Paladin - Keyleth, and a Level 2 Copper Dragon Samurai - Yumiko (my own new character). I incorporated several of my campaign rules into this game, to include stealth, and treasure card levels (drawing a treasure card for the highest level monster destroyed, but I suspended the treasure token draw/purchase portion to simplify the game).
After the initial scenario, hero/power card selection, hero level determination (level 2 or 3), and quick rules overview, the game took about 3 hours to complete. I used tiles from both WoA and CoR, ensuring that black tiles covered at least every other tile in every direction (if possible), and there were door and coffin tiles also dispersed throughout. I put several more difficult monsters in the monster pile, to include a couple of level 4 and the Werewolf guarding the escape ladder.
I liked the "reserve" pile and the "Alert" rules because it kept the party moving at first, but having "reserve" monsters go randomly to the corners wasn't always challenge (I have an alternative suggestion in my next revised version). Also players were required to draw an encounter card for each black triangle tile they went thru or ended on (even if they started and did not move off of a black tile). If a player drew more than 1 encounter, they had to decide what option (if not used yet during their turn) by declaring that option as each Encounter card is revealed, but not after the next one (if more than one). They could roll a stealth roll or pay the 5 XP to remove it. Once one is discarded by XP and the other is possibly dealt with by stealth, no other option remains for any additional encounter cards drawn, they had to accept them. I know now that stealth made it too easy for many of the characters to avoid encounters, so I will take it out for the next convention game I run.
Despite my best efforts, the party was able to overcome all the monsters at the cost of only one surge and win the scenario with relative ease near the end. Even after the Rogue character activated 4 tiles worth of monsters (about 7 monsters) in one turn, the party was able to destroy hugh batchesw of monsters with relative ease. After slaughtering so many monsters, they even were able to raise their Level 2 character to Level 3 half way through the adventure and pay XP to avoid many of the Encounter cards. They still had fun and I liked the basic concept. Am currently tinkering with a 4 x 5, or 4 x 4 set up and have several level 5 monsters, each one guarding one of the treasures or perhaps just put a gargoyle monster on each treasure (in addition to the monster token in the same tiles).
I restricted the game to 4 players (2 of the players were new to the game and 2 were familiar with the mechanics, having each only played 2 adventures previously). In the game, there was a Level 3 Rogue - Iggy (my own adapted character), a Level 3 Cleric - Quinn, a Level 3 Paladin - Keyleth, and a Level 2 Copper Dragon Samurai - Yumiko (my own new character). I incorporated several of my campaign rules into this game, to include stealth, and treasure card levels (drawing a treasure card for the highest level monster destroyed, but I suspended the treasure token draw/purchase portion to simplify the game).
After the initial scenario, hero/power card selection, hero level determination (level 2 or 3), and quick rules overview, the game took about 3 hours to complete. I used tiles from both WoA and CoR, ensuring that black tiles covered at least every other tile in every direction (if possible), and there were door and coffin tiles also dispersed throughout. I put several more difficult monsters in the monster pile, to include a couple of level 4 and the Werewolf guarding the escape ladder.
I liked the "reserve" pile and the "Alert" rules because it kept the party moving at first, but having "reserve" monsters go randomly to the corners wasn't always challenge (I have an alternative suggestion in my next revised version). Also players were required to draw an encounter card for each black triangle tile they went thru or ended on (even if they started and did not move off of a black tile). If a player drew more than 1 encounter, they had to decide what option (if not used yet during their turn) by declaring that option as each Encounter card is revealed, but not after the next one (if more than one). They could roll a stealth roll or pay the 5 XP to remove it. Once one is discarded by XP and the other is possibly dealt with by stealth, no other option remains for any additional encounter cards drawn, they had to accept them. I know now that stealth made it too easy for many of the characters to avoid encounters, so I will take it out for the next convention game I run.
Despite my best efforts, the party was able to overcome all the monsters at the cost of only one surge and win the scenario with relative ease near the end. Even after the Rogue character activated 4 tiles worth of monsters (about 7 monsters) in one turn, the party was able to destroy hugh batchesw of monsters with relative ease. After slaughtering so many monsters, they even were able to raise their Level 2 character to Level 3 half way through the adventure and pay XP to avoid many of the Encounter cards. They still had fun and I liked the basic concept. Am currently tinkering with a 4 x 5, or 4 x 4 set up and have several level 5 monsters, each one guarding one of the treasures or perhaps just put a gargoyle monster on each treasure (in addition to the monster token in the same tiles).