So here is, the Eastern Palace:

The Introduction:
QUEST #
The Eastern Palace
"You are to recover the Pendant of Courage from the Eastern Palace. It is a long dungeon full of dangerous monsters and cunning traps."
The Notes:
NOTES:
All portcullises cannot be opened without the Master Key.
Any Potions of Healing found in the Treasure Deck should be consumed immediately, and the card returned to the Treasure Deck.
A: This room and the adjacent corridors are a complex trap. Immediately place the Deep Pit traps on the positions marked D. There is no chance that the Heroes will fall into these Deep Pit Traps and may move over them freely.
At the start of Morcar's turn, roll 1 combat die if there are any Heroes in Room A or adjoining corridors.
On a Skull, roll 1 red die. If the result is odd, place a Rolling Boulder token on B, else place a Rolling Boulder token on C. On a Black Shield, place a Rolling Boulder token on both B and C, as well as on the spaces in front of them, to represent a Giant Rolling Boulder.
After placing any relevant Rolling Boulder tokens, you may move every Rolling Boulder token 3 spaces towards the deep pits at D. The Rolling Boulders can move through the open doors. When a Rolling Boulder token moves onto the deep pits at D, remove it from the board.
The Rolling Boulders block movement. If a Rolling Boulder lands on a Hero, the Hero takes 2 points of Body damage, which can be defended against as normal. If the Giant Rolling Boulder lands on a Hero, they instead take 5 points of Body damage, which can be defended against as normal.
E: This Door can only be opened from the other side.
F: This Treasure Chest contains a Dungeon Map. You may place all the doors on the board, but do not reveal the room contents of any room until the Heroes explore through the door.
G: This Treasure Chest contains a Compass. You may point out Room Q as being the Boss Room, and the objective of the Heroes quest.
H: Do not place the Skeletons on the board when you reveal the contents of the room.
The Fimir in this room each roll one extra combat die in Defence.
At the start of Morcar's turn, you may place the Skeletons in the room, as close to their marked positions as possible. The Skeletons move and fight as normal this turn.
Morcar may do this once every time the Heroes enter or pass through this room, and there are no Skeletons in this room.
The Treasure Chests cannot be opened without the Master Key. The chests contain two Longbows and two sets of Arrows.
I: The Death Mist may move 4 spaces per turn around this room. If the Death Mist passes through a Hero, the Hero must lose 1 Body Point. The Death Mist cannot move through each Hero or space more than once per turn.
The ONLY way the Heroes can leave the room through the south door is to search the room for Traps. When they do so, they will find a suspicious button, which if they choose to press, will open the door to the south.
J: This room is filled with magical darkness. The Heroes must roll 1 less die when moving, attacking, or defending.
The Death Mists may each move 4 spaces clockwise around the walls if this room. If the Death Mist passes through a Hero, the Hero must lose 1 Body Point. The Death mists cannot move through each Hero or space more than once per turn.
The Door to the south is locked, and cannot be opened until the have retrieved the Key from Room K.
K: This room is filled with magical darkness. The Heroes must roll 1 less die when moving, attacking, or defending.
The Treasure Chest contains a Key, which can open the south door in Room J.
L: Do not place the Skeletons in this room when you reveal the contents of this room.
At the start of Morcar's turn, you may place the Skeletons in the room, as close to their marked positions as possible. The Skeletons move and fight as normal this turn.
The Door to the north cannot be opened until all the Skeletons are defeated.
M: The Fimir in this room each roll 1 extra combat die in Defence.
The Death Mists will not move until ALL other creatures in the rooms marked M have been defeated. Once the final creature has been defeated, IMMEDIATELY move each Death Mist 4 spaces. The Death Mists may move freely between both rooms marked M, ignoring the walls between them. If a Death Mist passes through a Hero, the Hero must lose 1 Body Point. The Death mists cannot move through each Hero or space more than once per turn.
The Treasure Chest contains the Master Key.
The Door to the north of the room cannot be opened until all the creatures are defeated.
N: Immediately place all the Deep Pit Traps in this room when the contents are revealed. There is no chance that the Heroes will fall into these Deep Pit Traps, and the Heroes may move over them freely.
The ONLY way the Heroes can leave the room through the west doors is to search the room for Traps. When they do so, they will find a suspicious button, which if they choose to press, will open the doors to the west.
On Morcar's Turn, you may place a number of Rolling Boulder tokens on the Deep Pit Traps of your choice whilst there is a Hero in this room. Roll one Combat Die: On a Skull, you may place 1 Rolling Boulder Token; On a White Shield, you may place two Rolling Boulder tokens; On a Black Shield, you may place three Rolling Boulder tokens.
After placing any relevant Rolling Boulder tokens, you may move every Rolling Boulder token 1 space towards the deep pit on the opposite side of the room. When a Rolling Boulder token moves onto a Deep Pits, remove it from the board.
The Rolling Boulders block movement. If a Rolling Boulder lands on a Hero, the Hero takes 1 point of Body damage, which can be defended against as normal. The Rolling Boulders are magically enchanted to be able to move through each other, and multiple Rolling Boulders may occupy the same space.
O: When a Hero enters this Corridor, IMMEDIATELY move the Fimir in Room P one square into the corridor and attack any heroes they can reach. The Fimir may still move and attack normally during Morcar's turn from now on.
P: These Fimir in all have +1 Body Point and roll two extra combat die in defence.
These Treasure chests each contain 2 Potions of Healing.
Q: These rooms all count as a single 8x8 room.
The Chaos Warriors are a special "Boss" monster and attack as described below, using two different formations, which alternate until they are defeated. They each have +3 Body Points and roll two extra combat dice in defence. In addition, they defend using White Shields instead of Black Shields.
In the First Formation, the Chaos Warriors move 2 squares forwards, and attack any Hero they can reach. They will continue this formation on each of Morcar's turns until at least one Chaos Warrior reaches the wall. On the following turn, the Chaos Warriors will switch to the Second Formation.
In the Second Formation, roll 1 red die, and place each Chaos Warrior on a numbered space going clockwise from the number rolled. The Chaos Warrior will then attack any Hero they can reach. On following turns, the Chaos Warriors will each move to a numbered space clockwise before attacking, until they have returned to their original starting point. On the following turn, the Chaos Warriors will return to their starting locations as marked on the map.
If a Chaos Warrior enters a space with a Hero, the Hero will be moved to a free adjacent square before the Chaos Warrior makes an attack.
When there is only a single Chaos Warrior left, it will go Berserk. The Chaos Warrior will IMMEDIATELY move to the space of the nearest Hero, moving the Hero as required, before making a single attack against EVERY Hero it can reach. The Chaos Warrior will then repeat this during every Morcar's phase until defeated.
The Treasure Chests contain the Pendant of Courage and 1000 gold coins to be shared between the surviving Heroes.
And finally, the Wandering Monster:
Wandering Monster in this Quest: Goblin