A collection of Hobbit/Lord of the Rings-themed custom character heroes for the 1989 fantasy tabletop game, HeroQuest:
Gandalf is part of the WIZARD character class. He is a master of magic and has the power to cast a wide assortment of spells. However, he cannot make use of most weapons or armor. The one exception is the Elvenblade, an enchanted broadsword given to him by Elrond Half-elven. The power of the Valar watches over Gandalf, providing protections beyond the reckoning of mortals:
Thorin is part of the DWARF character class. He is an excellent hand-to-hand fighter, and also well-versed in the arts of smithing and dwarf-craft. As the King of Durin’s Folk and head of their clan he bears certain items unique to himself:
Bard the Bowman is part of the BARBARIAN character class. A brave captain of Laketown, his primary strength lies in his skill with weapons and arms. However, he is all but defenseless against magical attacks:
“Gandalf, my old friend. It is I, Elrond! The Elvenking of Mirkwood has dispatched messengers to Rivendell with grievous news. It seems his son, the Elvenprince, was seized and captured by orcs in service of the evil Necromancer. Now he lies bound in chains, imprisoned beneath the black stones of Dol Guldur. The Elvenking begs us to rescue him, before the Necromancer has the chance to work his foul tortures .”
A. The two doors in this room are hidden. The one to the right will appear the first time a Hero searches for secret passages; when the last Hero exits it disappears once again, trapping them within the Necromancer’s lair. (If Gandalf is killed during the quest, he will resurrect just outside this door.) The door to the left only appears once the Heroes have rescued the Elvenprince and returned to the outside passage. If any Hero attempts to enter this door, he will be transported back to the Elvenprince’s cell.
B. You may inform the Heroes that all the Fimirs in this quest are actually Troll statues frozen in stone, and cannot attack or be attacked in this state. Do not tell them that once the Elvenprince is rescued they become alive, and will move and attack as normal (they will then be vulnerable to the Heroes’ weapons and spells).
C. This is the exit door to the quest. It will only appear after the Heroes rescue the Elvenprince and return to the corridor.
D. This is another door that will not appear until the room is searched for secret passages. Within awaits Khamûl, a sorcerer-king from the land of Rhûn: Shadow of the East, one of the Necromancer’s Ringwraiths. Known as the Black Easterling, he is flanked by a pair of mummified Eastland warriors. All three are immune to attack spells, which you may inform the Heroes.
E. These are the dungeons of Dol Guldur. To the right is Thráin’s cell. The first Hero to search for treasure in this room will find a note addressed to Thorin in the secret script of the Dwarves. If Thorin reads it, he will discover a final message from his father bidding him farewell. He will also learn that an additional 100 gold coins lies concealed beneath a loose stone in the corner, which any Hero may go back and retrieve.
F. The cell to the left holds the Elvenprince. Use the Elf character to represent him. The Elvenprince has the same stats as the Elf in the main game, although he cannot cast spells and no monsters should attempt to attack him. He is moved as an additional character by whichever Hero has rescued him during their turn. When crossing the square marked X a sudden mist of black fog will surround him, and the Elvenprince transforms into – THE NECROMANCER! At this point you should replace the Elf with the Sorcerer and use the updated stats below. The Necromancer is now controlled by Zargon. He is powerful beyond the reckoning even of the great Gandalf, and cannot be killed: each time his body points reach zero he is resurrected at the Elvenprince’s cell. The quest is complete once all surviving Heroes escape through Door C.
Wandering Monster in this Quest: Orc
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