You can insert these new elements in your campaign, and implement them in some quests where it makes sense.
1 - Monster Patrol : In a specific dungeon (let's say a jail, or torture dungeon) you can have 4 monsters of your choice who roam the dungeon in a precise trajectory. These monsters will eventually cross paths with the heroes - - until then, their position on the board remains hidden in Zargon's notepad. You will be *surprised* and lose your turn if you cross paths with these enemies because they are truly alert and ready to attack, unless you peek at the corner of the corridors before stepping forward. When Zargon reads the quest to the players, you can give a hint about the new element by mentioning ''the place seems heavily guarded''. Inform your players that they can now take a glimpse in the corridors before venturing. On a player's turn, the hero can attempt at listening. Roll 2d6. Anything above 7 will force Zargon to inform the player if a guard appears to be nearby (Monster must be 8 squares Minimum distance from the hero to be heard on the 2d6 roll).
2 - Elite Monsters : Every 5 turns, or 7 turns, Zargon can put an Elite Monster on the board (in a room that is yet to be discovered). Give the Elite Monster a bonus Body Point and a Bonus Attack die. Armored enemies can benefit from an additional Defense die as well. Give spell caster an additional Chaos Spell.
3 - Rust Trap : Set some traps in the dungeon that will actually damage the player's armor or weapon. It must be made of metal. You can then inform the player that he will remain with this situation until he/she goes back to town to repair the equipment. The player loses an Attack die, or a Defense die for the rest of the quest.
Cost of repairs is the Weapon's Original cost divided by 5, or a flat 100 Gold.
4A - Skull of Fate (First One)







4B - Skull of Fate (Second One)







5 - Reinforcements : Remember how many black shields were rolled by the heroes. Jot it down on a short piece of paper. Every time 5 black shields are rolled, Zargon gains the ability to send 1 or 2 roaming monsters instantly where the heroes are located.
6 - Anti-Magic Room : This room act as a trap. Anybody who enters the room without verifying for traps will not be able to cast magic until the trap is disarmed. Assuming there are monsters in the room, you will have to defeat them all before disarming the trap. As the Game Master, you can create an item in the item shop that allows you to disable magical traps. Ideas for the name of the item : Fairy's Orb, Arcane Eye, Scroll of Dispel.