As we like to play only on the main board, but utilising the expansion cards and counters, we came up with the following little idea which adds some fun.
At the start of the game, issue each player with a Warlocks Quest card. These quests are not for gaining a talisman, but for gaining a relic. it can be organised in a number of variations, so long as all players know the rules at the start. So for example, it could be that instead of starting with your quest, you have a way to gain it quite easily quite early in the game, such as if you visit the village mystic and on your first roll of a 1-3, you are not ignored, instead you gain your quest card. You can only gain 1 quest card from the village mystic.
Other rules : You can either keep your quests invisible to other players (like spells) which can be kind of fun, or you can make them visible so that other players might be able to do things which prevent you completing your quest (and gaining your relic so easily).
Quest Redemtion : We usually require a player to land on a space and interact with a being or card instead of the normal interaction that would take place. This might not be at the Warlock, it could be at another space, such as the Castle. Or one favourite is the Black Night, as we say that you have to then lose a life or a gold, before you can gain your relic. If you choose to lose a life, then you are given the relic by the Black Night and then you lose your life, else your turn would end before you receive you relic. Alternatively you could make the rule that it must be a gold (or multple gold) that is given, and losing a life is not an option.
Number of Quest Cards issued : You can decide that you must achieve more than one quest to get your relic
Gaining new quests : It may be possible to get a new quest for a new relic, by visiting a certain space or a certain card (if it appears). It depends how rare you want relic cards to be in the game. We usually do not allow new ways to gain relic quests.
We also prefer that your relic is drawn from the deck rather than being selected, but you can make other variables, such as once you arrive at the Black Night you pay 1 gold to not lose a life, then 1 gold to roll the dice ..
1) The Black Night takes a dislike to you and you lose a life
2) Your quest proves pointless, you gain no item.
3) The item you are given turns out not to be magic, draw one purchase card at random
4-5) Take your relic card at random (ie from the top of the deck)
6) You are looked on kindly, choose your relic from the the top 5 cards then shuffle the deck.