Inspired by Lestodante's Jungle Monkey Playground, I play donkey kong here.
With utterly bad dice luck, you need a max of up to 7 Indiana Stones.
This quest is played best with a group having Equipment.
A "Run" rule is necessary to play this quest: Give up your action and move three squares more.
This posting is best viewed if you have installed the fonts HQModern, Gaze and Heroquest.
Q9 - New Found Enemiers Part I wrote:A Quest for Heroes with at least 3 dice
The King of Dawn
Zargon is employing a new force! They meet in an abandoned mine deep in the mountains. I can't see inside, as some mighty earth magic is shielding my view. Go, investigate and see what is behind that shield. Every Hero will get 100 Crowns upon returning.
Notes:
Run: In this quest, the heroes may give up their action to move three squares more.
A&B: This is the King of Dawn, an evil Gargoyle who conjurs mighty earth magic. Place him on the board right at the beginning of this quest. He conjures rolling stones that start their journey on the square marked "A". He is then exhausted: He conjures the next rolling bolder when the last one has passed the letter "B". During the set up, place rolling stones also in the lower left and lower right corner. On the squares marked with arrows, they change the direction and continue rolling. The stones move right at the beginning of Morcar's turn. They move with 2d6 movement, with results lower than 5 counting as 5. Start with the one the furthest away from the King of Dawn.
When they hit the blocked square marker at the end of the long corridor, replace them by a rubble marker. Once the Heroes have understood that the way back is blocked, just take the freedom and remove rolling stones that have passed out of the heroes LOS. When you're out of Rolling Stones, use skull markers instead. If a Hero is hit by a rolling stone, roll 4 white dice for damage. They can defend as normal.
A hero inside a pit trap is save from rolling boulders passing overhead.
C: Strong earth magic seems to fill this room, filling the air with vile chaos smell. The Heroes can interrupt the ritual by closing the sorcerer's book. The recoil gives everyone headache, and it is impossible for a time to use earth magic. Also the heroes may not use earth magic in this dungeon from now on. The King of Dawn now accepts the times have changed and escapes through the exit door to the next dungeon.
D: The Fimir knows the chaos spells "Mind Control" and "Rust".
Wandering Monster in this quest: Orc