Time for some text. I clarified how the trap doors work in Room F. Also, the scroll in Room B was changed to an original, Clear Mind. I don't like Courage as the EU and NA versions function differently. Like Courage, Clear Mind will probably just get futilely burned in the boss room.
My preference would be to give the Heroes a somewhat better chance at success by removing a couple monsters from the central room. It's really to just make the battle a bit more swingy, as Orcs are going to be summoned anyway. Still, a closer fight would uphold the illusion of victory and sustain excitement better, in my opinion. We don't want Heroes feeling they're being railroaded if it can be helped. And if the Heroes actually pull out a victory, well, the next Quest is still very playable with two goals (rescue the villagers and find the Wooden exit door) still to be achieved.
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Quest 2
Chasing Glory
"I have found the source of the small raiding party. The Emperor gives you rights to the spoils if you kill Gnarg, the Orcs' Shaman leader. Then find and enter the stairway to Gnarg's prisons."
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NOTES:
A. This falling block triggers after the last Hero passes over.
B. On the bench, there is a spell scroll of Clear Mind.
C. This chest is empty.
D. Inside the cupboard, there is a Potion of Healing. This
potion will restore up to 4 lost Body Points when consumed.
E. This chest has a dart trap. If a Hero fails to disarm the
trap before performing a treasure search, he will lose 1
Body Point. The chest was stolen from the village. it
contains jewels worth 50 Gold Coins.
F. These trap doors are linked by a tunnel. A Hero that ends his
turn on one may pass through. Remove the figure from the
board. The Hero begins his next turn on the other trap door.
The chest contains 75 Gold Coins taken from the village.
Wandering Monster: 
Orc
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G. An Orc Captain stands at the space marked "G." Use the
Orc with a notched sword. He rolls four Combat Dice to
attack and three dice to defend.
H. Use the Orc with the notched sword for
The Chaos Sorcerer figure represents Gnarg. Rather than
attacking, the Orc Shaman knows five spells he may cast:
Escape, Fear, Sleep, Summon Orcs and Tempest. If Gnarg's
Body Points are reduced below half (even 0) he will use
Escape to exit the stairway. Gnarg has the following stats:
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Move . .. . . Attack . . .. . Defense . . .. . Body . .. . . Mind
. .8 . . . . . . . .. 4 . . . . . . . . . ..4 . . . . . . . . ..4 . . . . . . . ..5
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The Goblins may also attack with two Combat Dice using
bows. Any attack that would kill a Hero instead KOs him as a
Sleep spell. A KO'd Hero may be captured with an adjacent
attack. Remove both the Hero and monster from the gameboard.
If all the Heroes are captured, continue directly to Quest 3.
Wandering Monster: 
Orc