That's my first rough try for a crumbling dungeon.
Basically, there are three steps of crumbling, A, B and C, and they come turn-after-turn, some random time after you enter the room. I took care that no ways will be blocked forever and there is always a free square to move to. It will be difficult enough without death traps.
Findings: We have no properly visible numbers in Heroscribe, for Heroquest, so I resorted to Dwarf Quest numbers because they are still visible even when the room is completely crowded with Symbols.
This posting is best viewed if you have installed the fonts HQModern, Gaze and Heroquest.
I did not yet balance the quest, but as it shall be playable directly after Q9 without visit to the armoury, it will have
difficulty once I have balanced it.Needed material: 8x4 room and 8x5 room from the HQ25 material; broken wall tiles, chaos dwarves, beastmen, minotaur, gargoyle, goblin archers. Some counters, to count the time.
The Map

Q10 - New Found Enemiers Part II wrote:A Quest for Heroes with at least 3 dice[/font]
Flee the Darkness!
After disabling the earth magic, you now hear a deep rumbling. Stones fall from the ceiling everywhere. Your way back is already becoming blocked. Find a way out before it is too late! Flee!
Notes:
Play this Quest directly after the last Quest. Body and Mind Points are fully restored, but Heroes may not visit the Armory.
Squares marked with the letters A, B and C represent where the ceiling caves in. These work like a falling block traps but with a different trigger. Note: A Hero needs to roll only one die for damage if he is hit by falling stones. Don't place the broken walls during setup.
At the beginning of each of your (Zargon's) turns after a room is first entered by a Hero, place a skull tile next to it and roll a red die. Add in the count of the skull tiles and compare this result to the number of the room found on the map. If the die result is greater, the ceiling starts to crumble. Return the skull tiles for the room to the box.
Now place falling block trap tiles on all squares marked "A", using the rules for sprung falling-block traps. The turn after any "A" squares have been triggered, spring falling block trap tiles on all squares marked "B" and place the broken wall tiles for this room. On the next turn, squares marked "C" are also sprung. On the turns following that, any square that begins with a Hero or monster in it springs a falling block trap.
Once all Heroes are out of the room, it collapses and remaining monsters die. Place blocked square tiles within all exits and return any inaccessible tiles to the box.
The Gargoyle represents the King of Dawn. It has the stats of a normal Gargoyle. When he is killed, the Wand of Magic can be found by any treasure search in this room.
Wandering Monster in this Quest: The Hero loses 1 Body Point due to stones falling from the ceiling.
Yes that needs testing. Is the time limit too tight? Do the monsters successfully block all exits?
































