I've got some comments and loads of fluff options for ya.
Some Inn tiles already available:
Corner Ye Olde InnHeroQuest
Olde Agin's Inn Tiles: Guest Rooms, The Pub, The CellarHeroQuest
Agin's Inn Tiles: Guest Rooms, The Pub, The Dark CellarAs this Quest stands, the Heroes are free to loot the village at will. Isn't this what the monsters are doing? Here's a fix I'd suggest for the Parchment Text:
While enjoying a meal of stew and ale at Ye Olde Inn, you are roused to action by a band of Orcs and Goblins. Recover your weapons from the armory and save who you can while you clear the marauders from the overrun village.
I don't see an exit as necessary as the Heroes are staying in the village. I'd remove it and move those Fimir, maybe to room E. I also wonder if the Parchment Text should be quoted in Mentor's voice. Something like this:
"Set your stew and ale aside, for Ye Olde Inn is under attack by a band of Orcs, Goblins, and Fimir! Recover your weapons from the armory and save who you can while you clear the marauders from the overrun village."
It may just be me, but I feel the NA 1AD weaponless rule is very bland.
There's also the weaponless rule from the EU Quest Book to choose from, but I'd modify it for balance. I'd recommend changing:
"The Heroes start with no weapons or armor. The village law states that it is to be kept at the Village Armory during their stay. The Heroes are allowed one combat die to Attack and two for defense." > . . . The Heroes start this Quest with no weapons. Village law requires they must be kept at the village armory during the Heroes' stay. The Heroes begin with their starting Attack Dice, but monsters defend with white shields until the Heroes can recover their swords.
Saving the blacksmith is a good idea. I think it would be even more interesting to include several more villagers on the board in need of rescue. Should their monsters be defeated, tell the first Hero to search for treasure that the villager is grateful and offers 15 gold coins, all that can be spared. However, should other Heroes also search the same room (or corridor) their greed will upset the blacksmith.
B)This note states that if the Heroes don't defeat the Orcs, the blacksmith is killed and the Heroes must search the room to recover their weapons. However, the Orcs must first be removed from the room before a search can be made. Doesn't this entail killing the Orcs anyway? Also, there is no mention that the Heroes regain their weapons if the blacksmith survives, yet there they are if he dies. Was a trade-in implied? If this is the case, clarification would help, in my opinion.
I don't think it is a good idea to allow the players to choose any Armory item from the blacksmith. (Okay, what do you want? Battle Axe. Battle Axe. Battle Axe. Chain Mail--I'll give it to the Dwarf.) Rather, they should be limited to about 200 gold coins for an easy starting Quest, as with the original Quest Book. I'd instead recommend no more than 200 good coin credit from the blacksmith. Combined with treasure searches, that should get a couple items.
Another idea would be to allow the Heroes to sell their starting equipment and buy new equipment, both for half price. Combined with treasure searches, this could make a broadsword or two affordable.
Since looting the villager's possessions should be frowned upon by the blacksmith in my opinion, he should offer less of a deal--if any--to greedy Heroes. For instance, the 200 gold-coin credit could be cut down to half. In the half-price sell/buy option, the buy could be limited to just one item.
To represent the blacksmith's recognition and disapproval of stolen goods, each Hero with treasure not offered by grateful villagers must roll a combat die for each Treasure Card otherwise looted. If any black shields are rolled, the blacksmith reduces his bargain accordingly.