I have designed some custom quests over the years, when I got heroquest down from the attic I found an entire carrier bag full of quests and ideas I must of had over the years, some of the stuff didnt appear to be my work either so I guess friends must of been over my house designing quests with their own ideas. Basically I transferred some of this stuff onto heroscribe, though most was simply thrown out.
We will play this one day, but here's the basic angle of the quest line if anyone is interested:
Quest 1:
Your summoned by the emperor as he is having trouble with a former mercenary called Jurgen Muntz and his Ogre champion Urblab Rotgut (yes I know I swiped their names from warhammer dark omen), Muntz has left the empire and now fights outside it for greater material gain. They are raiding local villages and stealing off caravans along the empires roads. Their hideout has been discovered and the emperor wants him assassinated. As luck has it a large raiding party is leaving the hideout, so now is the time to stike! After killing Muntz and Rotgut the remaining garrison surrenders and offers their services to you as their new leader. From this point onwards you can have men at arms in your quests.
Tecincally I accept their part of the game anyway from Wizards of Morcar, but I wanted to write them in officially. Generally I use a mix of Advanced heroquest and wizards of morcar men at arms for this quest.
Quest 2:
Impressed you have brought the enemy to heal the emperor now dispatches you to a castle that has contact has been lost with. Your simply to report back what happened in the castle. When you get into the dungeon you find it's been overrun by skaven. Basically you eliminate the skaven and meet the boss skaven. I use the advanced heroquest skaven and a warhammer quest grey skaven as the boss.
Quest 3:
The emperor is again pleased with your service and informs you that a new pyramid has been unearthed near Araby. Initial excavations had begun when a large band of white skull orcs, surprised the forces stationed there and destroyed them. Over the past few days the Orcs have been massing and fortifying around the pyramid when a strange glow was detected at the base of the pyramid, since then Orcs have been seen carrying their dead comrades out of the pyramid, while still more reinforcements arrive. Whatever is going on in there it cant be good. Sneak into the pyramid and find out whats going on.
Quest 4 and 5:
At this point the Orcs have fought their way into the pyramid for the most part, however they have missed secret doors which if you take them you can fight undead instead of orcs to get to the next level.
Quest 6:
Walking down the passage you hear the clashing of metal, and the screams of the dying, you see terrified and wounded Orcs surging towards you, they pay you no attention. As you reach the end of the corridor you see the final few Orcs desperately holding the line, however it's clear the few remaining Orcs will not be alive long. Once the undead kill the orcs they will surely turn their attention to you, the heroes have to find another way around. On the evil players first turn the remining orcs are removed from the board (killed) and will follow the heroes along a trap ridden path through rooms and secret doors until they find the next level.
Quest 7:
I love this one, the quest starts along the top line of the corridor, surrounded on all sides by undead. Whats worse the first player who moves a few spaces will set off a spear trap, which in turn activates the rolling ball from kellers keep (think indiana jones and raiders of the lost ark). the players can get to safety either by getting into rooms or using the 2 spaces that are blocked off in front of them, basically as long as the heroes are thinking they can avoid the trap, but the rolling ball will squash all the undead at both ends of the corridor before crashing into the wall and collapsing the corridor behind them!
The quests go on at this point, you go through the hall of kings where you encounter a central room similar to what you find in kellers keep with all the mummies behind the doors. Eventually you encounter a powerful necromancer who is the cause of all the evil, once defeated you need only find your way out