The game has 17 trials, mostly because I thought 17 was a good number for Queen Mab. (I could explain why, but I'll spare you the internal numerology of rob's head.)
But the last few times that I have run it, I've noticed that I lose 2-3 players at about trial 13 or 14.
I could easily cut out 3-4 of the weakest puzzles and shorten the game, but would that cut out part of the experience? If so, which trials would need to go? I would say the Sprite's Trial, and maybe the Cerberus Gate? Maybe the mirror room? (introducing the Sprite at the end of Gruff's Trial,)
Here's a list:
William Gruff.
1. The Ogre
2. Cursed Keys
3. Gnome's Garden
4. Troll's Bridge
5. William Gruff.
Sprite
6. Mirror Room
7. Siren's Chamber
8. Sleeping Tiger
9. 3 Corridors
10. Cerberus Gate
11. Sprite's Trial
Death
12. Introducing Death
13. 3 goblets
14. Death's Vote
Mab
15. Retribution
16. Mab's Question
17. Freedom