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by James Holloway,Richard Britton,John David Ruemmler

  • ISBN: 0425086852
  • Category: No category
  • Author: James Holloway,Richard Britton,John David Ruemmler
  • Other formats: mobi lrf mbr rtf
  • Language: English
  • Publisher: Berkley Publishing Group; 1st edition (December 1, 1985)
  • FB2 size: 1720 kb
  • EPUB size: 1255 kb
  • Rating: 4.2
  • Votes: 186
Download Tolkien Quest: Night of the Nazgul fb2

John David Ruemmler (Author), James Holloway (Illustrator), Richard Britton (Illustrator) & 0 more. Night of the Nazgul is the first in a series of solo RPG/board game books published by Iron Crown Enterprises in the 1980s.

John David Ruemmler (Author), James Holloway (Illustrator), Richard Britton (Illustrator) & 0 more. Each complete book was published with two detachable full color hex maps bound with the text - so be careful when purchasing one of these game books "Used" - as the adventures are unplayable without the maps. Night of the Nazgul begins in Bree a few days before Frodo leaves Hobbiton with the One Ring.

This is the second book in the Tolkien Quest series yet it seems to be set AFTER the events in the Lord of the Rings. Tolkien Quest: Night of the Nazgul Mass Market Paperback. The book is fun but there is one thing I must warn you about. The goal is to find the Staff of Truth hidden in the underground chambers beneath Weathertop! Between the surface and these chambers are a maze of tunnels, rooms, ruins.

Night of the Nazgul book. Goodreads helps you keep track of books you want to read. Start by marking Night of the Nazgul (Tolkien Quest) as Want to Read: Want to Read savin. ant to Read.

John David Ruemmler, James Holloway (Illustrator), Richard Britton (Illustrator). Published by Berkley Publishing Group (1985). ISBN 10: 0425086852 ISBN 13: 9780425086858.

By John David Ruemmier. The mapboard provided with this book gives an overview of part of the area in which your adventures will take place. System Designer: S. Coleman Charlton Illustrations by. James Holloway and Richard Britton. The Night of the Nazgûl, The Hobbit, and The Lord of the Rings, and all characters and places therein are trademark properties of. TOLKIEN ENTERPRISES. Distributed by The Berkley Publishing Group, 200 Madison Avenue, New York, New York 10016. This map shows what you know about the area, but it does not tell you everything that may happen.

John David Ruemmler is an American author of role-playing games. 1983: MERP: Northern Mirkwood. 1984: Rangers of the North (book). 1985: Night of the Nazgûl. 1988: Mines of Moria (with Susan Mathews).

Lord of the Rings Adventure Game System. Fantasy (High Fantasy).

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New listing TOLKIEN QUEST: NIGHT OF NAZGUL By John David Ruemmler Excellent Condition. The Eye Of The World: Book 1 of the Wheel of Time Robert Jordan Orbit 0 Inconnu. Excellent Condition! Quick &Free Shipping.

Vintage paperback
Reviews about Tolkien Quest: Night of the Nazgul (6):
Qwne
First, this is a fast and simple game to learn. I have just finished a game using the Basic rules this morning and I got the book in the mail just yesterday evening. It helps that I have some dice and have played role playing games before - but anybody can get into it.
The best part about it is really the set up. You move about on a map, trying to finish your goals, which in this case is warning the hobbits of the coming Black Riders. What pathway, which direction, you take is up to you. Making sure to listen to Strider's advice will help greatly. Also knowledge of the novels, which are set in the future relative to the game book, will also help you. A lot of the encounters and events really depend on which course you take across the map. I only had to fight once, against some highwaymen, because at one point I decided to travel too close to a road. I was lucky to meet a few characters from the novels and not run into any of the Nazgul. I don't care how powerful or well armed you may think you are - no way you can handle a Nazgul.
Now, the book comes with a character already finished for you to use or you can make your own. And you can play the Basic or Advanced version of the game. I suggest Basic unless you have played a role playing game before. I played the Basic because the system is new to me, not like AD&D or WoD.
I plan to save my stats and use them on the next game. That way I will already have a character with whose stats merits and flaws I already know. In other words I will know what he sucks at and what he is good at. I wonder if I can also use the equipment I still have in the next Quest?
Nea
My first questbook and im impressed! Im 30 years old and this thing triggered my imagination and fanasy! Tolkien is the man!
Vrion
Night of the Nazgul is the first in a series of solo RPG/board game books published by Iron Crown Enterprises in the 1980s. Each complete book was published with two detachable full color hex maps bound with the text - so be careful when purchasing one of these game books "Used" - as the adventures are unplayable without the maps.

Night of the Nazgul begins in Bree a few days before Frodo leaves Hobbiton with the One Ring. Your character meets up with Strider who charges your character with the task of warning the Shire inhabitants about the coming of the Nazgul and the forces of Sauron. Strider gives your character basic supplies and sends you on your way. The maps and encounter texts allow for a lot of free exploration, but a true "victory" is only achieved by meeting the goal set by Strider of quickly warning the different Shire communities about the imminent threats. There is a "time keeping" element that pushes the game along and if you don't move quickly the Shire communities are destroyed by Sauron.

During the game a player will encounter Aragorn and Barliman Butterbur, but may also encounter the Nazgul, Tom Bombadil, other Rangers, Gaffer Gamgee, Gildor, Old Man Willow, and Barrow Wights. Additionally, you may encounter orcs, wolves, Dunlendings, snakes, surly hobbits, vicious farmers and monks.

Finally, knowledge of Tolkien, and specifically the Shire, will actually help one win this adventure game. My first game I won quickly and easily employing a strategy based on the books, but was pleased to find that during my subsequent playing when I made unwise decisions - in terms of the Tolkien logistics, so-to-speak - I didn't fare nearly as well. Recommended!
Dellevar
This book, the first in the Middle-earth Quest series, takes place during the early part of the War of the Ring. Taking his cue from a side note in the first Lord of the Rings book, The Fellowship of the Ring, that Strider had used agents to warn the Shire of the coming of the Black Riders, the author weaves the story of a stablehand from the Prancing Pony who must bring his dire message to Hobbiton. Strider himself gives you your mission and your starting equipment.

The Middle-earth Quest series included a map card with each book, with numbered locations. Each location has a "Time" value to the upper right of the paragraph; in the Advanced Game, you were to keep a running total of this value to gauge the total time required to complete the mission. In Night of the Nazgûl, this is a key factor, since you are in a race against the agents of Sauron. The longer it takes you to get to Hobbiton, the better the chances that Sauron's agents will have beaten you there. In addition, the time used must be minimized to gain the maximum possible Experience.

Because Night of the Nazgûl has such tight time requirements, the utility of the map card is minimized. Playing the Basic Game, where time is not tracked, it is possible to explore the entire map board and have all the encounters; by playing the Advanced Game, you really have to choose carefully whether any potential encounter is worth the time wasted or not. Missing the target by as little as fifteen minutes is a real possibility, since you will not be able to avoid all the time-wasting encounters. This heightens the suspense dramatically.

Aside from this, there are a huge number of possibilities for exploration here. The map covers the Barrow-Downs, with huge numbers of dead kings buried with jewels and items of power; the Old Forest, the haunt of wild animals and Tom Bombadil; Green Hill Country, inhabited by elves; and the towns and villages of the Shire. Many areas have the potential for enriching the character, but again, time is of the essence.

All told, this is a strong entrance into the gamebook field. With a strong plot, the opportunity to interact with fairly well-known fictional characters, and a lot of semi-random encounters that may or may not be found, it has a lot of replay value. This is probably one of the best gamebooks made in the Eighties, a strong member of an interesting line.This book, the first in the Middle-earth Quest series, takes place during the early part of the War of the Ring. Taking his cue from a side note in the first Lord of the Rings book, The Fellowship of the Ring, that Strider had used agents to warn the Shire of the coming of the Black Riders, the author weaves the story of a stablehand from the Prancing Pony who must bring his dire message to Hobbiton. Strider himself gives you your mission and your starting equipment.

The Middle-earth Quest series included a map card with each book, with numbered locations. Each location has a "Time" value to the upper right of the paragraph; in the Advanced Game, you were to keep a running total of this value to gauge the total time required to complete the mission. In Night of the Nazgûl, this is a key factor, since you are in a race against the agents of Sauron. The longer it takes you to get to Hobbiton, the better the chances that Sauron's agents will have beaten you there. In addition, the time used must be minimized to gain the maximum possible Experience.

Because Night of the Nazgûl has such tight time requirements, the utility of the map card is minimized. Playing the Basic Game, where time is not tracked, it is possible to explore the entire map board and have all the encounters; by playing the Advanced Game, you really have to choose carefully whether any potential encounter is worth the time wasted or not. Missing the target by as little as fifteen minutes is a real possibility, since you will not be able to avoid all the time-wasting encounters. This heightens the suspense dramatically.

Aside from this, there are a huge number of possibilities for exploration here. The map covers the Barrow-Downs, with huge numbers of dead kings buried with jewels and items of power; the Old Forest, the haunt of wild animals and Tom Bombadil; Green Hill Country, inhabited by elves; and the towns and villages of the Shire. Many areas have the potential for enriching the character, but again, time is of the essence.

All told, this is a strong entrance into the gamebook field. With a strong plot, the opportunity to interact with fairly well-known fictional characters, and a lot of semi-random encounters that may or may not be found, it has a lot of replay value. This is probably one of the best gamebooks made in the Eighties, a strong member of an interesting line.
Kagda
All of the Tolkien Quest solo adventures are enjoyable for the 10-13yr old interested in Middle Earth or just fantasy role playing. Be prepared to help the FRP novice along at first, and to provide some encouragement in getting started. This one is set in the Shire, and includes mystery and ample adventure. If you can locate the Tolkien Quest series solo adventures used I highly recommend them for your kids!
Celen
The book was very enjoyable, however the pages were quite yellow and brittle. When I would try to turn a page the edges would crumble apart which made it very difficult to read.

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