I have "borrowed" a lot of pictures from sources that will be acknowledged in the final version. For now I would like to thank Derfel Link for making me download HeroScribe, an AWESOME quest-making tool, that I can not picture myself without anymore
Description:
This quest pack is intended for brand new heroes, using the European version (where all monsters have 1 body point, and no starting equipment is noted). The quests are designed to be played in order, since they increase in difficulty. That being said, I have put in "starting resources" in each quest so that they can be played independently, or allow for a brand new character joining more experienced heroes.
There are 10 quests, followed by a "boss"-quest which will be affected by how the previous quests went.
The following is new material for the quest pack. I recomend implementing everything, but the new heroes are not required, and only a few quests is designed so that the new spells are fully needed. Bolded categories are already uploaded, but more is to follow.
New and modified rules
Monsters and monster spells
Weapons
Pieces of Armour
See post 4
New Characters
See post 5
Hero spells
New heroes, Tiles and such, Artifacts and Miscellaneous Cards in progress...
Quest Previews:
Quest 1 - The Dark Elf's Spell Book. You need the weapon cards, the monster cards, the monster spells and the new/modified rules to play this.

Quest Instructions
Our scouts have reported that a group of greenskins has enetered an ancient fortress in the Grey Mountains to the southwest. They are led by a Chaos Sorcerer who has hired them as an expeditionary force. I am suspecting that he has located the Dark Elf Kaliel's spell book. Kaliel fought on the Witch King's side during the elven cicil war thousands of years ago. He was terrorizing elven villages and strongholds in the area right where the expedidtionary force has been manouvering. If the spells in the spell book are studied by servants of the Chaos gods it will have horrendous consequenses. You have to find the book and ensure it's destruction.
Mission
Destroy the spell book or recover it from the fortress.
Quest notes
A) The spear trap in this door may only be disarmed from within the room.
B) If a player searches for treasure, a whip, a throwing axe and a lead-bullet sling is found.
C) When a player opens the door to this room, the player sees a key hanging on the wall right opposite the door, clear as day. (This is the key that opens the door marked H.) A player that is standing on the square in front of the key takes it down. (Note the door trap, the pit trap and the psycic trap in this room.)
D) This falling rocks trap is not triggered when stepped on. If a player tries to disarm the trap it is discovered that it is is impossible to do so, because there are no visible trigger mechanism.
E) The mummie in this room may not be moved. All spells attacks from a distance is sucked up by the teleportation trap, leaving the mummie unharmed. All the players know is that the attack/spell seems to vanish in thin air. If a player searches for treasure, a club and a suit of leather armour* is found.
F) If a player searches for treasure, a key hanging on the side of the fireplace is found. (This is the key that opens the door marked I.)
G) The chest on the table is rigged with a psycic trap. The chest contains a covering stone** and a scroll of parchment with a spell that only the enchanter or mage in the party can use. However, no one knows what the spell does. (If a player is carrying the spell book and uses the spell at the same time, the book is the destroyed.)
H) This door is locked (and can only be opened by the key found in room C).
I) This door is locked (and can only be opened by the key found in room F).
J)When the first player enters the room, the Dark Elf's Spell Book is recognized, lying on the table. It is protected by strong enchantments and can not be destroyd by any known means A player on a square beside the table may use an action to pick up the book. When this happens, the players hear a rumbling sound. The falling rock trap at D is triggered, but is not placed on the board until that square is visible.
K) The Chaos Warrior in this room is a Chaos Chosen who has two body points, attacks with four dice and defends himself using white shields rather than black. The two chests in the room are rigged with traps that causes one body point of damage. The topmost chest contains 50 gold coins. The lowermost chest contains a small statue of the Chaos god Tzentch, several parchment scrolls and three throwing knives.
*Card still in progress, but this armour gives the wearer 2 defence dice.
**Card still in progress. Allows the holder to add two to his or her mind points to affect one dice roll. One use only.
Wandering monster: Orc
Reinforcements: 2 Goblins, 2 Tunnel Goblins
Ambushers: 2 Orcs
Treasure Guardian: Chaos Warrior
Starting Resources: -
























