It is part of the last quests. I gave it the number 19 because it was the next available, but if it fits better elsewhere, I will follow any storyline suggestions.
The quest's mechanical concept is one of shifting doors and ways that change, disappear or appear if you don't look. A haunted ghost mansion that leaves the adventurers head scratching how to find their way through.
I want to have few traps, but our beloved Chaos Dwarfs and Cultists may appear once in a while. Also I am open for some Undead, Beastmen and a Minotaur or a Kobold Trickster, whatever fits the storyline. I guess the normal Kobolds have outlived their usefulness by now: After all the quests, the heroes should have something around 3.5 or 4 Dice Equipment now, so the best a Kobold can do is blocking the door to suck in one attack. Like a spear trap, but less dangerous.
Under the assumption that I do something in the Chaos Dwarf Story Arc (19-21), I will use a lot of Chaos Dwarfs here. How many may I use? I have two painted and two on the painting table, that would make four. Shall I rather restrict myself to three?
Ok, I tested that son of a bitch today three times, now I am nearly sure the doors work without bugs.
I still need to align to any good back story.
To play this quest, the group will need at least two heroes equipped with 4-dice-equipment, better three.

Q11 wrote:Quest 19: Chaos Dwarves Part I
Arkan's Sanctuary
.... unknown background story... you will find the Spear of Arcan the Wizard in his labyrinth of madness. You can trust only what you can see, everything may change behind your backs...
Notes:
Cultists in this quests draw randomly from the Swamp Spell Deck.
A: Doors in this quest work differently. Each time a hero goes through a red door, place only the blue doors that are in line of sight now. Each time a hero goes through a blue door, place only the red doors that are in line of sight. Place them only directly after a hero steps through a door. Don't place doors if no hero stepped through a door yet. Also place no door if a hero goes around a corner in a hallway. Remove each and any door at the beginning of your turn if they are not in line of sight of a hero anymore! Rediscovered doors are closed again, but the monsters in a room stay dead. The only exception is the quest entry, that's the one door that stays on the board. (That means, if a hero moves out of a room and then back, he will probably see other doors than before. Don't tell your players, they have to discover themselves!)
The Trap Doors are connected and use 1 Point of Movement to step through.
B: This Falling Block is triggered when the first hero steps on the square marked with "B".
C: The first hero to search the Treasure Chest in this special room will find Arcan's Spear. Give them the according Artifact card.
D: The Secret door can be found only from the inside.
E: The first hero to search the Cupboard will find two sets of healing equipment. They work like a potion of healing (6BP); but the user has to give away their entire movement phase to use it.
Wandering Monster: two Cultists
Two cultists deal 0.2 damage to a 4 dice group.... however a random swamp spell plus two cultists add up to 1.4 BP damage per wandering monster.
This leads to quest note E: Healing stuff in the cupboard. While I was at it, I added traps for 6 BP and added another Healing stuff on top.



























