The PDF has more up to date versions than the preview quests below.
Edit 2012 Personal note: I personally have run through the entire set of officially released quests twice as Zargon, in addition to numerous custom quests and campaigns. After over a decade away from the game, I'm preparing to show another group through Hero quest. I'm deciding between rewriting all of the "official" quests, or running a different set of quests for the beginning adventurers, a campaign I've had sitting in excel spreadsheets for 10 years called "WAAAGH!" This campaign was meant to be an alternative to the boxed set quests. The plotline is a little easier to follow (because it's one larger plot), and I believe the advancement is at a slightly decelerated pace. (I always found the heroes to be capped out by quest 14, and most heroes well before that... around quest 8) Unlike the orginal set of 14, I stopped at 12, simply because that is all I thought the plotline needed to be complete.
EDIT 2012: I expanded to 14 during playtesting, expanding Night Goblin Portion to 2 quests, and separating the search for Orc Bane into it's own quest building up to the finale.
I'm going to keep a running set of additional monsters and rules that were not included in the original set. As I convert quests for this thread, I'll bring the rules and monsters up to this first post. I do have several other optional rules I plan on using as I play through, but I am only including the ones here that I think are relevent to the quests. (I can talk about the other rules in here or elsewhere. A bunch are ones I'm stealing and modifying that I found from others on this site.)
Furniture and tiles. I used a lot of custom furniture and tiles in these quests when I originally ran them (because I could). I've tried to cut back on tiles and furniture to fit the base game except where I felt a custom piece was key to the quest. I also used a lot of other monsters, and have retained some as I convert quests, but am cutting out many that I don't feel are important.
New Rules:
Wandering monsters -To add greater variety to wandering monsters, on each quest, 3 different selections will be given. Each time a wandering monster is needed, roll a single skull die. On a skull, select the "common" monster or monsters. On a white shield, instead select the "uncommon" monsters, while a black shield indicates "rare" monsters.
New Monsters:
I used a large number of custom monsters throughout this campaign. I did this because it was designed to be challenging for a set of beginning heroes, but at the same time was to be played by experienced players who already had seen everything that there was to offer in the published game system. If felt it was good to keep things fresh using new creatures and challenges. However, I did try to do two things. First, the simplicity of heroquest is it's greatest asset, so I tried to make sure any new creatures and special rules could be resolved quickly and easily, and kept the basic flavor of the game. I also realise that not everyone plays warhammer 40k or other miniature based games, so I try to offer alternatives for custom creatures.
Goblin Archer - Stats equal to a goblin. May attack ranged. If attacking adjacent, only allow a single attack die (Used starting quest 1)
Goblin Spearman - Stats equal to a goblin. May attack diagonal. (Used starting quest 1)
Orc Big'un - Mv 7, A 4, D 3, B 2, M 2 (Basically it's a big orc, that works as a replacement between Fimir and Chaos Warrior stats. Used starting quest 3.)Note: For goblin archers and spearmen, just use standard goblings if you don't have the miniatures to cover these units. It simplifies things at the cost of some tactical diversity.
Note: An orc big'un could easily be replaced with a fimir or a chaos warrior if you don't have appropriate miniatures or for some reason want to stick with original published monsters. I feel the orc big'un is superior from a theming perspective. (It also gave me the ability to use my miniatures from the Warhammer Quest supplement "Lair of the Orc Warlord".)
Skeleton Archer - Stats equal to a skeleton. May attack ranged. If attacking adjacent, only allow a single attack die. (Used starting quest 4)
Mummy - As per normal stats, but add special rule. Special Rule: Cause Disease - If a mummy inflicts a wound on a hero, they are at -1 attack and -2 move until they are healed back to full wounds. Multiple infections of disease are not cumulative.(Used starting quest 4)
Wight - Mv 6, A 3, D 3, B 2, M 0, undead. Special Rule: Deathblow - After a hero roles defense against a wight's attack, all unsaved wounds will inflict 2 wounds instead of 1. (Used starting quest 4)
Note: Skeleton archers could be replaced by skeletons if needed, mummies could be used without the special rule addition, and wights could be replaced with zombies, mummies, or perhaps skeletons with extra stats if you lack miniatures or want to stick to base creatures.
Night Goblin - Same as goblin. (Used starting quest 5)
Night Goblin Archer - Same as goblin archer (Used starting quest 5)
Squig Hound - Mv 10, A 4, D 1, B 1, M 1 (Used starting quest 5)
Goblin Fanatic - Mv d6, A d6, D 1, B 1, M 1 Movement is variable and rerolled on each of Zargon's turns. The fanatic must move it's full movement each turn in a single direction ignoring models as it goes. It attacks every model (even allies) it passes through on it's turn, using d6 combat dice! (Roll d6 to see how many dice each time it attacks a new model.) If the fanatic hits furniture or a wall during it's movement, it automatically is killed. (Used starting quest 5)
Night goblins and night goblin archers are easy to replace with goblins. Squig hounds are a little more difficult, but perhaps a fimir would pose a similar challenge. Squigs are all offense, and there isn't really an equivalent. Fanatics are even more dangerous, and are the most complicated creature I have used in any of my quests. (I don't like that he's so complicated, but I find him fun, and he's definitely scary.)
Gargoyle - As per normal stats, but add special rule. Special Rule: Flight - Flying creatures may move over furniture and enemy models during their movement, but must end their turn in open squares.
Note: Small change to gargoyles to make them more interesting. Optional, kind of like the mummy change.
Giant Spider - Mv 8, A 1, D 1, B 1, M 0, Special Rule: Poison - Any unsaved wound caused by this attack puts a poison counter on the hero in addition to causing damage. Any hero poisoned must roll a combat die at the beginning of their turn. On a black skull, the hero takes one body point of damage, which can't be defended. Poison is cured by any potion or spell that specifically was created to counter poison damage. (Used starting quest 9)
Wyvern - Mv 8, A 5/3, D 4, B 6, M 2,
Special Rules:
Flight - Flying creatures may move over furniture and enemy models during their movement, but must end their turn in open squares.
Poison - Any unsaved wound caused by this attack puts a poison counter on the hero in addition to causing damage. Any hero poisoned must roll a combat die at the beginning of their turn. On a black skull, the hero takes one body point of damage, which can't be defended. Poison is cured by any potion or spell that specifically was created to counter poison damage. (Not poison only is active on the wyvern's 3 die tail attack, not it's 5 die bite attack.
(Used starting quest 9)
Note: Spiders and Wyverns were both custom creatures added. If necessary, switch spiders for goblins. However, the Wyvern is pretty integral to the game.
Troll - Mv 6, A 4, D 3, B 4, M 1,
Special Rules:
Regeneration- When injured, but still above 0 body point, a regenerating creature roles 1 combat die for each missing body point at the beginning of their turn. For each shield (white or black) the creature regains 1 body point.
(Used starting quest 10)
[quote]Note: Trolls could be replaced by ogres if needed, although ogres hit harder, so be careful on balance.[quote]
[Additional components neededi: 1 Chaos Champion, 9 Giant Spiders, +3 Goblins, 6 Goblin Archers, 2 Goblin Fanatics, 1 Goblin Leader, 5 Goblin Spearmen, Mercenaries: 3 Crossbowmen, 3 Halberdiers, 1 Scout, 5 Swordsmen, 7 Night Goblins, 4 Night Goblin Archers, 1 Night Goblin Shaman, 1 Ogre Warrior, 4 Orc Archers, 3 Orc Big'uns, 2 Orc Shamans, 1 Orc Warboss, 4 Skeleton Archers, 3 Squig Hounds, 2 Townspeople, 5 Trolls, 3 Wights, 3 Wolves, 1 Wyvern, +4 Zombies
Cage Room Tile (from Frozen Horror), Carpeted Room Tile (from Against the Ogre Horde), Causeway Tile, 2 Cliff Corridor Tiles (from Keller's Keep), 3 Coffin Tiles (from Return of the Witch Lord), Circle of Power Tile (from Marvel Winter Special), Door of Flame Tile (from MWS), 1 Iron Entrance and 2 Wooden Exit Doors (from KK, Mage of the Mirror, or RotWL), +4 Open Doors, Pit of Chaos Tile (from AtOH), 2 Portcullises (from MotM), 1-3 Rock Lobbers or +0-2 Torture Racks, 4 short and 4 long Stairway Tiles (from KK), 1 Stone Door (from AtOH), Surface Tile (from AtOH), Throne Room Tile (from RotWL), 2 Trap Door Tiles (from KK or MotM), Waterfall Walkway Tile (from Ye Olde Inn), 2 Wall of Death Tiles (from MWS), Winding Path Tile
Artifact Cards: 2 Magical Throwing Daggers (from KK or RotWL), Spell Scrolls--Ball of Flame, Courage, Fire of Wrath (from KK or RotWL), Treasure Without Doom (from MotM), x2 Spell Rings (From NA Main Game System), Wizard's Cloak (from NA MGS)
Orc Shaman and Necromancer Spell Cards (from WoM)
These Quests are suitable for a new group of Heroes with starting equipment.-edit]