There's twelve (three groups of four) new heroes for the main group making a total of sixteen main heroes. If you want to play as standard with four then you could make the players pick one from each group or if you want to play with all of them you could make each player pick the same amount from each of the groups. That doesn't mean there has to be sixteen heroes in every quest. In most it should be one of the four groups and every player will be involved in all the quests because of the way the heroes were picked. The way I was going to do it was to put all sixteen in the first quest which was going to be a big dungeon with two HQ boards and Advanced HQ tiles. Each player would either have all their characters start from one of the corners or each group would start in one corner so every player is in every group. After that I was going to split them up so that they would take it in turns with groups each following their own but linked storyline maybe with a few npcs moving between sometimes until they next come together, probably for the conclusion of that storyline.
Heroes now have set a movement but the values are still compatible if you want to use random movement: Move 2 = roll 2 dice and use the lowest, move 4 = roll 1 dice, move 6 = roll 2 dice and use the highest, move 8 = roll 2 dice, move 10 = roll 3 dice and ignore the lowest, move 12 = roll three dice, 14 = roll four dice and ignore the lowest, 16 = roll four dice. Wearing armour doesn't restrict their maximum movement if you're using random movement, instead it affects the number of dice rolled.
Characters and monsters (not undead) can run if they do nothing else in that turn. Monsters move at double rate when they run. Chase!

Any character can give up their attacking action to pick up something to use as a club attacking with 1 dice.
Scrolls can be used by anyone with a magic level (L0 counts as a level).
Regeneration: Roll a combat dice at the start of your turn if your BP is below full. You regenerate on BP on a white shield and loose the ability to regenerate for the rest of the Adventure on a black shield.
Humans:
D1 without armour. Can use Elvin and Dwarven equipment but with restrictions on both (like -1S when wearing their armour). Roll two dice for running and use the total, or the highest of two dice if wearing Heavy Armour.
Elvins:
D0 without armour. Can't use Dwarven equipment. -1A when throwing or attacking diagonally with any type of hammer. Can move at half rate when firing any bow twice in succession in the same turn. Roll three dice for running and use the total of the two highest. If wearing Mid-Weight Armour (D3 unless the armour says otherwise) roll two dice and use the total. If wearing Heavy Armour (more than D3 unless the armour says otherwise) just roll one dice.
Dwarvens:
D2 without armour. Can't use Elvin equipment. Roll one dice for running. Can see in the dark.
You could give the heroes +1BP and +1MP when they level up and when characters either reach a certain level or complete enough quests they become Veterans and then later Legends. You could also use them as powered up versions of the main characters to start with.
A = Attack Dice, D = Defence Dice, S = Speed, B = Body Points, M = Mind Points, L?M = Magician Level.
From Hero Quest:
Barbarian: A3 D2 S8 B8 M2. You are a simple minded brawler who believes that directness is the best way to achieve success. Your strength means you're very good at using some of the bigger weapons.
Race: Human. Class: Barbarian. Equipment: Broadsword.
Special Rules: Tough skin gives basic defence of D2. Strength means you attack with two combat dice when using a club.
Veteran: Mighty Swing - Can attack with an extra dice if you don't move + can use a Battle Axe one handed.
Master: Weapon Skill - Can use the Mighty Swing skill if you move at half rate + can use a Great Axe one handed.
Legend: Furiocity - Attacks with black shields as well as skulls.
Dwarf: A2 D2 S8 B7 M3. You are a brave Dwarven. You are an expert at disarm traps and are faster than the average Dwarf.
Race: Dwarven. Class: Warrior-Thief. Equipment: Axe, Helm.
Special Rules: Can disarm traps.
Veteran: Axeman - Can use a one handed melee weapon in each hand if at least one is any type of axe and use them to attack twice if you don't move + can use Battle Axes one handed.
Master: Anti-Magic - Anti-Magic - Optional dispel attempt against any hostile spell affecting you by rolling a combat dice, on a skull it's unaffected, a white shield counters it and a black shield rebounds it back against the caster + optional dispel attempt against an enemy spell cast in the same room or corridor, a skull it's unaffected, a white shield dispels it and a black shield dispells it and the spell is lost.
Legend: Toughness - Defends with black shields as well as white.
Elf: A2 D2 S8 B6 M4. You are a well rounded Elvin who is able cast spells as well as use most equipment.
Race: Elvin. Class: Warrior-Mage. Equipment: Sword, Padded Armour.
Special Rules: L1 Magician. Wizard chooses one spell set, then the Elf, then the Sorcerer chooses three, then the Wizard gets the other two.
Veteran: Enrichment - Draw an additional random spell from the Elf deck.
Master: Enlightenment - L2M + draw two extra random spells from the Elf deck.
Legend: Fusion - Can cast the Fully Merged spell of your chosen element once per Adventure giving up all other actions and using one of the element spells.
Wizard: A1 D2 S8 B4 M6. You are a powerful Magician who has fate on your side to make up for your physical frailty.
Race: Human. Class: Wizard. Equipment: Wand (Club).
Special Rules: L3 Magician. Limited on the equipment he can use. Has two Fate points (as in AHQ) per Adventure. Wizard chooses one spell set, then the Elf, then the Sorcerer chooses three, then the Wizard gets the other two. Magic Aura means you defend with two dice as standard.
Veteran: Summoning - Can summon an Elemental with the first spell set chosen using all three spells and giving up all other actions.
Master: Wizardry - Can cast Combined spells with the first spell set chosen using one of the listed spells and any other as a replacement + can summon the Elemental of the first spell set chosen using two of the listed spells and any other as a replacement.
Legend: Divinity - Can cast the Fully Merged spell of the first spell set chosen once per Adventure using one of the listed spells without using an action + can summon the Elemental of the first spell set chosen once per Adventure using two of the listed spells without using an action.
From Advanced Hero Quest:
Fighter: A2 D3 S8 B7 M3. You are a hand to hand brawler. You can wear armour more comfortably than most through years of experience but you intensely dislike ranged weapons.
Race: Human. Class: Fighter. Equipment: Sword, Banded Mail, Helm.
Special Rules: Adds two to the maximum movement of any armour he is wearing (+1 in total in the case of Elvin or Dwarven Armour) but not when running. Can't use ranged weapons but can still throw.
Veteran: Throwing Skill - +1A when throwing.
Master: Weapons Experties - +1A using any type of hammer or spear + can throw a Great Spear and Great Spear.
Legend: Martial Skill - Can give up your attacking action to gaurd if no enemy is adjacent to you allowing you a free melee attack out of turn when an enemy is in reach + you get a free attack out of turn against a directly adjacent enemy that moves away which use you can use to make a melee attack or to throw.
Wood Elf: A2^ D1 S12 B6 M4.You are a swift and agile soldier of the Wood Elf Militia, moving quickly between enemies with lightning fast attacks but lack physical strength, making heavy equipment awkward for you.
Race: Elvin. Class: Soldier. Equipment: Bow, Quiver of Arrows, Sword, Dagger, Cloth Armour.
Special Rules: Any armour that gives D2 or D3 counts as Mid-Weight Armour. Can't wear Heavy Armour. Can't use two handed axes or two handed hammers. Can fire any type of bow before and/or after moving.
Veteran: Spear Skill - +1A using any type of spear + can throw a Great Spear.
Master: Agility - Can break up movement and attack between allowing you to move and attack freely.
Legend: Stealth - Can move through enemies.
Gnome: A2= D3 S6 B5 M5. You are a keen eyed Gnome, who lacks the strength and physical resilience of an actual Dwarf but you have complete immunity to hostile magic.
Race: Dwarven. Class: Treasure Hunter. Equipment: Hammer, Dagger, Banded Mail, Helm.
Special Rules: Immune to any hostile spells. Can see in the dark, including in the Cloak Of Shadows. Can disarm traps using the Tool Kit rules as standard and the Dwarf rules when using a Tool Kit. Staff or Spear need both hands to attack diagonally. Needs both hands to use a Broadsword. Take a Treasure card even if there's treasure in the room.
Veteran: Hammer Skill - +1A using any type of hammer + can throw a Great Hammer.
Master: Casting - L0M + draw one random spell from the Chaos deck.
Legend: Infusion - L1M + two more random Chaos spells + immunity to Transfix and Chill Touch.
Sorcerer: A1 D2 S8 B4 M6. You are a very powerful Magician who specialises in mind control magic.
Race: Human. Class: Sorcerer. Equipment: Dagger, Wand.
Special Rules: L4 Magician. Can use exactly the same items as the Wizard. Has one of each Chaos Sorcerer spell and three of the main seven spell sets. Can have a maximum of two Element spell sets. Wizard chooses one spell set, then the Elf, then the Sorcerer chooses three, then the Wizard gets the other two. Magic Aura means you defend with two dice as standard. For Chaos Sorcerer spells both roll the same number of combat dice as they have MP. Dominate: If the Sorcerer beats the targets number of skulls by at least two then use the targets piece for the duration of your turn. Mind Blast: Whoever scores the most skulls does the difference in damage in MP to the opponent. Mind Lock: Target is frozen and only able to defend for a turn for each skull rolled more than the target.
Veteran: Channelling - Can use Components to cast Protection, Detection and Darkness spells.
Master Sorcerer: Sorcery - Can use Components to cast the rest of the spells.
Legend: Augmentation - Can substitute one of the listed spell Components for another but can't use more than one of the same Component to cast.
From Dungeon Quest:
Ranger: A2 D2 S8 B10 M5. You are a well travelled and intelligent adventurer, able to take great punishment in combat before you fall and a natural leader for the group.
Race: Human. Class: Ranger. Equipment: Sword, Leather Armour.
Special Rules: Can use Elvin and Dwarven equipment as though you were an Elvin or Dwarven.
Veteran: Ranged Skill - Can fire any type of bow twice in succession and move at half rate.
Master: Dexterity - Can fire any type of bow three times in succession if you don't move + can fire before and after moving when firing any type of bow twice.
Legend: Ranged Skill - Can fire any type of bow three times when before and/or after moving at half rate.
Warrior: A3 D2 S8 B7 M3. You are a fierce warrior who is highly skilled at using a weapon in each hand.
Race: Human. Class: Warrior. Equipment: Double Axe, Helmet, Buckler.
Special Rules: Can use a one handed melee weapon in each hand and use them to attack the same target twice in succesion if you move at half rate and can use them to attack two different targets if you don't move. Can use one Battle Axe one handed.
Veteran: Power Blow - Can add two one handed melee weapons combat dice together in one attack if you don't move + can attack twice in succession against two different targets if you move at half rate.
Master: Brawling - Can attack the same target twice or two different targets with two one handed melee weapons before and/or after moving at full rate.
Legend: Mighty Blow - Can attack with two one handed melee weapons against the same target and allowing them to only attempt to defend against the first attack if you don't move + can add two one handed melee weapons combat dice together in one attack if you move at half rate.
Knight: A2 D4 S4(8) B6 M4. You are a noble Knight of the realm protected from mortal blows by heavy armour and from magic by your blessings and would never disgrace yourself with dishonourable battle tactics.
Race: Human. Class: Knight. Equipment: Sword, Splint Mail, Helmet, Buckler.
Special Rules: +1D when wearing Heavy Armour. Blessings mean you're immune to Chill Touch, Transfix and have an optional dispel attempt against any hostile spell affecting you by rolling a combat dice, on a skull it's unaffected, a white shield counters it and a black shield rebounds it back against the caster. Honour forbids the use of ranged weapons and can't even throw.
Veteran: Resistance - Optional dispel attempt against an enemy spell cast in the same room or corridor, a skull it's unaffected, a white shield dispels it and a black shield dispells it and the spell is lost.
Master: Mobility - Adds +2S to the maximum movement of any armour.
Legend: Purification - Any Undead monsters who start their turn directly adjacent to you roll a combat dice, on a black shield they die, on a white shield they loose 1BP and on a skull they're unaffected.
Archer: A2^ D2 S8 B5 M5. You are a sharp minded and truly expert bowman, even exceeding the skill level of most Elvins.
Race: Human. Class: Archer. Equipment: Bow, Quiver of Arrows, Sword, Leather Armour.
Special Rules: Can fire any type of bow twice in succession and move at full rate, if wearing Mid-Weight Armour fires them like an Elvin, if wearing Heavy Armour can fire twice if you don't move.
Veteran: Archery - Can fire any type of bow three times in succession if you don't move.
Master: Bow Skill - Can fire any type of bow three times in succession and move at half rate.
Legend: Marksmanship - Can fire any type of bow four times if you don't move + can fire before and after moving when firing any type of bow twice or three times.
From Dark World:
Mountain Dwarf: A3 D2 S8 B8 M2. You are a Slayer, a fearsome Dwarf axe specialist who has sworn an oath to use no armour or ranged weapons. You yearn to eventually become a Demon Slayer.
Race: Dwarven. Class: Slayer. Equipment: Axe.
Special Rules: Tattoos give D3 against ranged attacks once you become a Troll Slayer, attacks with an extra dice when using an axe. Can't use any type of armour or ranged weapon but can still throw. Can use Battle Axes one handed. Instead of getting 500GP when you become a Champion you get 50GP and become a Troll Slayer and get +1A against a defence better than D5 by killing a Troll, Giant (or Ogre Lord if you don't have Battle Masters), Dragon (or Vampire if you don't have the model) or Greater Chaos Demon, you get 100GP and become a Giant Slayer and get an additional +1A against a defence better than D6 by killing a Giant/Ogre Lord, Dragon/Vampire or Greater Chaos Demon, you get 150GP and become a Dragon/Vampire Slayer and get another additional +1A against a defence better than D7 by killing a Dragon/Vampire or Greater Chaos Demon, and you get 200GP and become a Demon Slayer and get another additional +1A against a defence better than D8 by killing a Greater Chaos Demon. Strength means you attack with two combat dice when using a club.
Veteran: Slayer Strength - Can attack twice in hand to hand combat with two one handed melee weapons if you don't move + can use one Great Axe one handed.
Master: Slayer Swing - Can attack with an extra dice in hand to hand combat with each attack if you don't move + can use two Great Axes one handed.
Legend: Slayer Skill - Can use Slayer Swing to attack with an extra dice in hand to hand combat if you move at half rate + optional dispel attempt against any hostile spell affecting you by rolling a combat dice, on a skull it's unaffected, a white shield counters it and a black shield rebounds it back against the caster.
Swashbuckler: A2 D2 S8 B7 M3. You are a highly skilled sword fighter who favours one handed swords and light armour.
Race: Human. Class: Swashbuckler. Equipment: Hand Crossbow, Sword, Padded Armour.
Special Rules: If you're using a one handed sword then when you're attacked but not hurt in hand to hand combat and you roll all white shields for your defence dice you make a counter attack out of sequence if you're able to reach which is defended against normally. Can fire a Hand Crossbow in the same turn that you attack if you don't move.
Veteran: Combat Skills - Move at half rate when you attack with a Hand Crossbow as an extra attack + counter attacks if most of the dice are white shields.
Master: Advanced Combat - No movement penalty when attacking with a Hand Crossbow as an extra attack + counter attacks if at least half are white shields.
Legend: Parrying - If you have a one handed sword equiped you make an additional defence roll using the swords combat dice and defending on black shields.
High Elf: A2 D2 S10 B6 M4. You a fast and skilful Elvin favouring swords and bows and have been highly trained as a member of the High Elf Guard in martial combat and mental discipline.
Race: Elvin. Class: Guard. Equipment: Sword, Dagger, Studded Armour.
Special Rules: L0 Magician. Immunity to Chill Touch and Transfix. Can use a weapon in each hand if at least one is any type of sword and can use them to attack twice if you don't move. Optional dispel attempt against an enemy spell cast in the same room or corridor, a skull it's unaffected, a white shield dispels it and a black shield dispells it and the spell is lost.
Veteran: Enchantment - Draw a spell at random from the Talisman deck.
Master: Empowerment - L1M + draw two extra random spells from the Talisman deck.
Legend: Cleansing - Any Chaos monsters who start their turn directly adjacent to you roll a combat dice, on a black shield they die, on a white shield they loose 1BP and on a skull they're unaffected.
Paladin: A2 D2 S8 B5 M5. You are a healer and a smiter of the Undead but your religious beliefs don't allow you to use bladed weapons.
Race: Human. Class: Warrior-Priest. Equipment: Spiked Club, Padded Armour, Helm.
Special Rules: Can only use crushing melee weapons. Can heal 3BP and/or MP of his own or anyone he's directly adjacent to per Adventure instead of attacking, healing any amount at a time. You can heal between Adventures but your then using up your quota for the next Adventure. Can use your attacking action to Turn Undead once per Adventure, causing any Undead monsters in the same room or corridor to loose 1BP on the roll of a skull (roll separately for each). Always counts as using a magic weapon in hand to hand combat.
Veteran: Pious - Can heal two extra BP or MP per Adventure..
Master: Blessing - Can perform a Blessing once per Adventure without loosing an action allowing you to reroll one dice this turn and all allies to reroll one dice on their next turn.
Legend: Holyness - Can use an action to transfer any amount of MP to BP or BP to MP.
"No I should not have a pointy hat! That's Sages, and High Mages, and Witches, obviously, but NOT Wizards!!! Shouldn't you be at school? What do you mean you were hoping you were talking to the Sorcerer? Do you have any idea how important my job is? Healing! My spells save lives! Yes I know the Elf can do that too but there's other stuff. Not lately, I've moved more into the areas of protection and detection. Lots of things. Yes mainly healing. Well, whoever needs it. Everybody! Everybody needs healing, it doesn't matter who needs it most, the Sorcerer, the one you wish you were talking to, he needs it most" "So you're job is really just to make sure the Sorcerer stays alive?"ZAP "Jealsore, where's that kid you were talking to?" "I'm not sure." "I thought I detected powerful magic in this area a moment ago." "It must have been you your majesty." "What?"