Sjeng wrote:There are icons for goblin archers (an added arrow) for the one on the table.
I'd also place the orc ON the first stepping stone, so heroes couldn't potentially escape the dungeon without finding the ruby gemstone first. After killing all monsters, why not open the chest, right

Good idea with the orc placement. And while I know there are a good number of varied monster icons like the archer you mentioned, there are also lots of custom ones I need to do or have done for me.
Goblin-King wrote:yes - notes are needed for the stepping stones.
Maybe instead of plain out telling where the doors lead to, maybe you could show it somehow?
Now, I don't know which plans you have for the two quests, but something like having a goblin guard the hill-door and have a set of stairs down to the sewer door?
I was thinking of adding a sewer grate near one door but the stairs is a good call. I don't know about the hill-door yet. A goblin there would just be another enemy. It might need another note, and I feel this quest already has too many.
As for the stepping stones, I don't know if they are used in another quest or what the mechanics of them are, but I was thinking of adding a note that you need to roll a skull on one die to jump from each stone to the next else take 2 points of damage as you fall down in the gap squares and end your turn.
I would probably have another separate page devoted to mechanics on all the special tiles used in the whole pack. This would save on a little precious quest note space.