The Quest got pretty tough since Palamon can now perform a move action and gets out of reach very quick. try to throw him with an ettin into a bunch of monsters and punch the **** out of him. also be aware of sir alricks overpower ability. since it is no attack you may perform it twice an activation, if you move smart, you may trade spaces 2 times with sir palamon, resulting in 2 fatigue damage, resulting in 2 blank damage (per overpower-action), which he cannot defend against.
when playing basic 1 deck keep your word of misery in your hand up to the moment where your can get 3+ attacks on palamon. every damage you deal him will deal him also 1 fatigue, rasulting in 1 pure damage. a frenzy or 2 will work wonders as well under w.o.m.
keep a dash up your hand for encounter 2 to get the red ettin close to palamon and throw him back into the mass of monsters, you do not want him to get behind the heroes!!!
i do not know whether you are playing with the conversion kit. in the first encounter merriods are a strong pick for the first open monster group which the heroes face, they are tanky , attack up to 2 heroes (flail) and immobilize, which can be lethal in the first encounter. 2nd monster group works good with either shades (pierce2, black defense roll) or deep elfs (pierce 4 without surge!!!). making the defense roll of the villagers obsolete.
for the 2nd encounter pick either a tanky monster group for the 2nd encounter when ur heroes are not dealing high damage, to block the entrance and keep the heroes out of the hall and palamon in it.
pick alot of squishy monsters when your heroes do deal alot damage to distract them. more targets need more actions to kill, even when you one hit them.
still - really tough quest since palamon outruns your most of the times.