I recently obtained copies of the three "official" Hero Quest novels and this was the first one I read (listed as book #2). Here are my impressions... (and no, if you're "just curious" this is probably not worth spending $40 on). I tried not to spoil myself before this, so my apologies if I repeat any info that is old news to others.
My review of Fellowship of Four is found
here including links to the blog where the author released his novels for free online and my reaction to Tyrant's Tomb.
This is coming from the perspective of a fan who grew up with the board game but never touched the novels until this year and a US gamer who really didn't have access to this stuff back in the day.
For some reason this paperback, even though it is clearly titled "the Screaming Spectre" is listed on various sites as "The Singing Skull." For those who have read it, it is possible to understand how that alternate title exists, but I don't know if there is any actual print variant that reads that way on the cover.
Unfortunately the copy I bought arrived with a splattering of gray (enamel?) paint all over the front cover. The seller assured me a replacement would be sent out. It was also the first of the three to arrive in my mail. In the meantime, the worn paperback might as well be read...
The book includes a "map" which states that the Hero Quest world is loosely based on the Warhammer Fantasy world, as most are aware. The map is repeated in two out of the three novels and essentially is what appears directly "above" the map included in the EU edition of the Return of the Witch Lord expansion (on the back of the quest book). This is probably the first thing I ever saw from the novels (thanks to the Inn!) and it sparked my interest.
The novel edition I have is dated 1992, and comes from the UK. As such I expected it to be based on the EU editions of Hero Quest and its expansions.
There is artwork included between chapters that is quite nice... like bigger versions of artwork that appears in Wizards of Morcar and on the Equipment cards from the 1989 edition. The character sheet seems a little more amateurish, and the "Wizard's diploma" at the end looks very cheesy, like something printed up for a fan newsletter. Still, it's all fun to discover what was being presented to HQ fans in those days.
Various details are mentioned that clearly draw from the HQ lore of the Wizards of Morcar, but also the Elf Quest pack (which was released by this time in the US), specifically I'm thinking here of the "Stasis Glass."
As this is the 2nd book in the series, I presumed the novelty of just adapting the board game into a novella had worn off and they were prepared to expand the lore a bit and explore the Hero Quest world, which is great. I'm by no means insisting that there be one strict "canon" of HQ that everything has to fit into perfectly, but I appreciate any sources of inspiration even close to official for my own homebrew gaming, which to me is the essence of Hero Quest.
- The first part is a short story, which I won't spoil here, but tells the tale of an ailing Wizard in the care of his apprentices and the unfolding mystery of his illness and the fate of his master lost at sea. It's engaging enough, but is over in less than 70 pages. The fantasy setting and characters seem generic enough that I could follow and enjoy it without having any past familiarity with Hero Quest. I also appreciated the many references to alchemy, and the lore that the dagger is a standard part of a Wizard's arsenal. The text wasn't overly dumbed down and hokey (as I had been expecting), but I could see it engaging the primary target demographic (10 year old boys interested in Hero Quest). I found this enjoyable and a quick read. I didn't have to force myself too hard into the mindset of a kid to appreciate it, I think you have already done that if you're able to play the board game as is (that's just a simple fact).
- The next part is the now-familiar (thanks to the adaptation hosted on Phoenix's page) "Running the Gauntlet," solo quest for the Wizard. This would be the second only official "solitaire" quest published for the EU territory. Using the book alone, you can dig out your Hero Quest game system and have an adventure with only two players if you want. I haven't played the quest yet, but it seems like a cool idea, considering only the Barbarian and Elf got solo quests in my territory. The quest is printed on a single page, so its rather small (and in the black & white style of the EU quest books), while the details of the quest are laid out on several pages before and after. I like the little compass rose to orient the layout when GMing the quest as Morcar ("Zargon" to me).
- A third part (which I have just begun to read) is a game book, a kind of "choose your own adventure" starring yet another Wizard type character going on an adventure after he recovers a message in a bottle from another Wizard. It seems a little more advanced than "Wizards, Warriors & You" (a game book series popular in that era of my childhood that let you choose a character and then either a certain pick of weaponry or a certain pick of spells), but not as advanced as "Lone Wolf." You are expected to have a normal six sided die and make notes on a character sheet in the book (an explicit permission is given to photocopy it, along with a few similar charts). The equipment you get in this version are the standard Wizard spells (and they work very similarly to how they do in the board game), plus an a choice of "talismans" each one giving you a single point bonus to one of your attributes (no talisman of lore, but that's okay, there's one that does the exact same thing). Weapon-wise, you get a dagger... and as we all know, the dagger wasn't an explicit piece of equipment in the EU version while it was in the NA.
This is the same formula as the 3rd book in the series "Tyrant's Tomb" whereas the first book ("Fellowship of Four") omits the board game quest, which leaves more room for the short story.
As a book of games, I think they had a good strategy, by breaking it up, which wouldn't overly challenge young readers or allow them to get "bored" with a meandering narrative. The narrative focusing on Wizards lent itself to a kind of introspective, detective story, but there are hints of coming of age and reckoning with elders in there that would appeal to young boys especially. And of course the mandatory to tie-in to the board game would help promote the product, more I think to get more mileage out of the game you already owned (which is the whole reason you bought the book) than to prompt you to go out and buy it just to see about this one quest. It's worth recalling that the first HQ novel didn't even have one of these bonus quests.
If as a kid I had the opportunity to read this book (by '93 my interests had become distracted away from Hero Quest) I probably would have loved it, and it might even have gotten me to play HQ more, I must say.
It will be interesting to read the other two and see how they compare and of course I still have to experience the "choose your own adventure" aspect.
Edit: Got a little confused here. "A Growl of Thunder" is the quest featured in "Tyrant's Tomb" (1993) which is book 3 (a solitaire quest for the Barbarian).