"THE" Minotaur.
trapped in a labyrinth.
This posting is best viewed if you have installed the fonts HQModern, Gaze and Heroquest.
After checking the storyline discussion, I just renamed it Q13 as it seems fit. The Chaos story arc is having three concepts that I like and would like to bring into life.
Goblin King, I don't want to take anything away. If you like we could work on it together. It just looks to me as if you have abandoned this so if you are ok I take this up, supporting you by writing two or three quests.
Back to the Minotaur. The Heroe's task is to get him on the bridge and blow the bridge up, so that he drops into the lava. It means that Morcar is not free to move the Minotaur as he likes.
This is the first draft of this quest, so I am sure there will be the one or the other problem. Please don't hesitate to give comments.
I made this version of the map, for Heroes with 3-Dice Equipment.
For a 4-Dice-Group, it will be a walk in the park.
Q13 wrote:Quest 13: Thantos Part III
The invincible Minotaur
The only hope to destroy the invincible Minotaur is to throw him into the chasm of Lava that separates his labyrinth from our world. Recently, Chaos Warriors have been seen nearby. We must hurry! Go, find the beast, lure it to the bridge it into the chasm of fire, for we cannot allow that it joins Morcar‘s forces!
Notes
A: Each time a figure (hero or monster) enters a trap door, it appears on one of the other trap doors randomly with a D2. If the spot is already taken, move the occupying figure one square. Those tunnels are not dangerous. Using them cost no BP. Read this text aloud to the heroes: "You enter the tunnel under the trap door. Turns out, it ain't a simple tunnel, it's part of the labyrinth. After three or four crossroads and many corners, you have lost your orientation."
B: When a figure (hero or monster) steps on one of the teleport traps (A or B), it appears on one of the "b" teleport traps randomly. If the spot is already taken, exlude it from the roll. If all exits are occupied, the teleport doesn’t work. This ends the figure’s turn.
C: The treasure chest contains 232 Gold Coins and a Potion of Healing (6BP).
D: The first Hero who searches for treasure will find a spell scroll of Pass Through Rock.
E: The Alchemist’s table contains a potion of healing (2BP)
F: Any figure falling in the chasm is dead and removed from play with all equipment.
G: This falling block traps are triggered when a figure steps on the field marked "G"
The Minotaur:
Mv 6; AT 5; DE: invulnerable; BP: 4, MP: 1
Special rules:
Minotaur rules. Plus:
Play the Minotaur as any monster; with one exception: If a hero with the red cape comes into his view at any time during the heroe's turn, he uses his turn to go for the red cape instead. He will still use any opportunity to attack a hero before or after his move, and he will not use "Run" actions.
Goblin with Bow:
Those goblins are normal goblins, except that they can attack anyone in line of sight.
Wandering Monster: Beastman
The quest was calculated with the Beastman as follows:
Mv:7 At:3 De:2 BP:2 MP:2
If the Heroes accidentally have no Powder Keg and no red cape; they can play this quest.
Bridge tile:
and for double hallways:
I made a fresh card for the explosive; just to make sure it is maximum compatible.
It also removes a remark from the Quest Notes, relaxing the space constraint a little bit.
I made both layout, the EU layout and the boring layout.


If you want a super-high-resolution of anything, just click on it. It will forward you to my flickr account where you can download it in big resolution, too.
Once finished, I will certainly make a zip or pdf containing everything, for now it should suffice.






















