The BlackHammer QuestPacks
Bloody Sword

This fist QuestPack details the Heroes quest to recover an ancient artifact of great power, one of the fabled Black Hammers. The Quests include some new spells, several new interesting artifacts and monster abilities, some maps that stretch beyond the normal boundaries of the board and several new floor tiles, but does not require alternate monster figures (although human figures could be useful in the first four quests, but we use Zombie stats for them so Zombie models will do fine).

The Quests themselves are interconnected by a common plot and theme, with one side-quest mostly thrown in as a morale-booster after a particularly nasty quest that doesn't give the party much reward (Quests 3 & 4). Several of the "Dungeons" span over two quests and two dungeon levels, connected by stairs. In these games, for convenience sake, the players cannot begin on the next level until -all- the heroes have left the previous quest level. Also for convenience sake, the players cannot go to the store between these quests, but regain their spells (and can therefore cast any remaining healing spells first) and regain 2 Body Points.

The Quest Files themselves are presented in Adobe Acrobat Portable Document Format (*.PDF), and each quest is it's own document since I've been creating these in a graphics-based software that doesn't support multi-page documents very well. There are a total of 11 Quests in the set, spread between 6 Temples, one GuildHouse and an old Village. Since the files are saved as PDF documents, to save them to drive instead of viewing them, right click the link and select "Save Target As". The are designed in full colour, but print well on a colour printer. If you have problems printing the documents, select the "Shrink To Fit" option on the printing menu.

These Quests are not designed for beginning Heroes, and are better suited to those who have completed at least the main 14 quests of the HeroQuest set. Beginning Heroes will find themselves quickly overwhelmed by the monster hordes. Some styles of players may also find the traps excessive, and Zargon may feel that they should be reduced in number if the heroes continue to fall afoul of them.

To date, only the first four Quests of this Quest Pack have been digitized, the rest will give you ugly and irritating 404 errors when you call them up. The full set SHOULD be up by mid February at the latest

Quest For The Black Hammer of Titch
Quest 1The Tomb of Titch, lower levelThe Heroes discover traps and skeletons and some artificer scouts.171k
Quest 2The Tomb of Titch, upper levelThe Heroes discover the tomb is being ransacked by the Artificer's Guild.179k
Quest 3The Artificer's Guild, main floorThe Heroes must sneak into the artificer's guild to recover the stolen treasure.151k
Quest 4The Artificer's Guild, librariesThe Heroes confront the GuildMaster and reclaim the treasure from the Tomb of Titch.153k
Quest 5Villa Del GobboGoblins inhabiting a ghost village steal the Heroes provisions.
Quest 6The Temple Of AirThe Heroes fight against the forces of air to capture the Amulet of the World Wind.
Quest 7The Temple Of FireThe Heroes face Molotov-throwing goblins to get the Amulet of 1000 Fires.
Quest 8The Temple of WaterFlooded tunnels and lizard-men block the Heroes way to the Amulet of the Ocean.
Quest 9The Temple of EarthGargoyle and the nastiest traps are set to thwart the quest for the Amulet of Stone.
Quest 10Temple of DiniiEquipped with the four amulets, the Heroes claim the Lesser Black Hammer Of Titch.
Quest 11Warped!Now our Heroes must make good their escape!