HeroQuest: A Growl of Thunder
HeroQuest: A Growl of Thunder Rulebook
Table of Contents
Table of Contents
Items
Thunder God's Belt
This belt (armor) allows you to roll 2 extra dice in defense. May not be combined with a suit of armor. May not be used by the Wizard.
Note: the item card says "2 extra dice" while the quest notes below say the wearer "gets to roll twice as many dice in defense." Both are transcribed as printed.
Hammer of Thor
This hammer allows you to roll 4 Combat Dice in attack. It can be used in melee combat or thrown (it will return to you for use in the next turn).
Thunder God's Gloves
You must have these gloves to wield the hammer. May not be used by the Wizard.
Notes
In the north side of the mound is the door that leads into the Orc's lair. Note that the two Orc sentries in the entrance passage are aware of the spear trap directly beside the doorway.
As the Barbarian approaches the door in the southwest corner of the room he will hear the guttural speech of Orcs from the other side, answered by a deep voice which rings with an eerie metallic echo.
The chest here contains a magical belt with a buckle in the shape of a thunderbolt. This is the first of the three stolen treasure of the Thunder God. Anyone wearing it gets to roll twice as many dice in defense.
These three Goblins are part of the retinue of Balor (see room I) and have been told to wait here while he consults with the Orc Chieftains. They are guarding the weapons rack, which contains the second of the stolen treasures: the Thunder God's Gloves.
This is the central chamber of the mound, which was originally the burial mound of Grashlyg, an ancient Orc warlord. The Orcs know better than to enter this chamber, since the act of opening the door will awaken Grashlyg as an undead Wight (use a mummy figure):
| Movement | Attack | Defend | Body | Mind |
|---|---|---|---|---|
| 4 | 4 | 4 | 4 | 3 |
Once awake, Grashlyg will stalk through the mound attacking anyone who gets in his path - friend or foe!
These four Orcs are savagely beating a human Wizard whom they've captured. If the Barbarian keeps the Orcs busy for three consecutive turns, this gives the Wizard chance to recover and join in. This Wizard (whose name is Balash) has already used some spells but still has those of Water and Earth. He has the normal attributes values of a player wizard.
These four Orcs are slumbering contentedly having just returned from torching the stave-hall of the Barbarian's tribe. Each needs to roll a six at the start of their turn to wake up, or will wake up instantly if attacked. (Their clothing still smells of smoke and there is dried human blood on their axes, so the Barbarian should be in no doubt what they've been up to.)
These two Chaos Warriors are the honor guard of Balor the Chaos Sorcerer, and bear his personal coat-of-arms on their shields: four serpents intertwining to form an eight-pointed star.
Balor, the Chaos Sorcerer, is deep in discussion with the elders of the Orc tribe. On the table in front of them is Thor's Hammer, the third of the stolen treasures. The Orcs summoned Balor here to give him the hammer (hopefully for a lavish reward of gold) so that he could take it back to his dread master Zargon. But they have a problem: no one has been able to move the hammer since it was brought back here.
What they haven't realized is that only someone wearing the Thunder God's Gloves (room D) can lift the hammer. If the Barbarian has these, he will be able to snatch up the hammer and use it himself. As soon as he does this, sparks of lightning shoot from the hammer to strike the Orcs, killing them instantly. Balor, though, is made of sterner stuff:
| Movement | Attack | Defend | Body | Mind |
|---|---|---|---|---|
| 7 | 5 | 4 | 4 | 4 |
Wrap-Up
The Barbarian returns to his tribe with the three sacred treasures. Nothing can restore the slain to life, but at least they can rest with honour now. The Barbarian is the new chieftain, and under his direction the task of rebuilding the hall begins...
Wandering Monsters
Wandering Monster in this Quest: Orc