Thror's Ring

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This is a Class B (silver star) article.
Thror's Ring
Eamon adventure #114
Thror's Ring intro.png
Author Tom Zuchowski
Released October 1985
Revised 5 March 1990 (DOS)
21 May 1991 (ProDOS)
EAG number 114
EDX number 05-01
EDX set The Thomas Zuchowski Adventures
Native format Apple DOS 3.3

Thror's Ring is an Eamon adventure written by Tom Zuchowski and holder of the third-highest-rating of all the adventures reviewed by Eamon Adventurer's Guild. The adventure is set in Middle-earth and introduces several characters who reappear in Zuchowski's subsequent Tolkien-inspired adventure, Assault on Dolni Keep.

Premise

Two emissaries from Middle-earth, a wizard and an elf, approach you at the Main Hall and ask if you would be interested in joining a dangerous but also very worthy and profitable quest. Indicating your willingness, the wizard explains the particulars:

A Ring of Power once worn by the Dwarf king Thror was lost centuries ago when the Dwarvish stronghold of Khazad-Dum (also known as Moria) fell to invading Orcs. The wizard says he has reason to believe the ring still lies somewhere in Moria, and recovering it is the goal of the expedition.

The wizard magically transports you to the woodland realm of Lothlorien where the Elven lady Galadriel greets you and introduces you to your companions: the Dwarf Gorim, nephew of Thror and a berserker in combat, and the Wood-Elf Galahir, an expert bowman. To aid your quest, she also gives you a bottle of a magical healing substance called miruvor and enhances your Power spell to reliably produce positive results the first five times it's invoked. Accepting her blessing, you and your companions leave Lothlorien and head north toward the entrance to Moria.

Full introduction

One fine day, while lounging about the Main Hall, you noticed two newcomers who were exceptional, even compared to the extraordinary types who hung about with the Irishman.

One was uncommonly fair to look upon, a High-Elf by the look of him.

But the other— a small, nondescript man in dingy robes, but with eyes to pierce steel; the look of one not to be trifled with.

Looking about the hall, he spied you. "This one," he said. They approached.

"Good sir," he said to you, "I have a proposition in which you might have interest. The good elf and I represent sponsors of a forthcoming expedition into the abandoned mines of Moria. There will be a worthy quest, fabulous loot, and incredible danger. Dost thou have interest in such an adventure?"

(Who does he think he's talking to?!!) You nod, and try to look nonchalant.

"This is good!" he said, "for you are my choice among the many worthies of this hall.

"First, we must ascertain if you have hidden qualities that would aid you in the quest.

"We must determine: dost thou have the wider vision that some call '80-column capability'?"

[Yes]

"This is good, for the use of such will enhance, I think, your ability to see all that is around you.

"Wouldst thou use this wider vision? I must warn you, if thou hast lied about its possession, and it be invoked, thou will indeed go blind, and nought but the invocation of a reset spell can return you to this world.

"Wouldst thou use the wider vision?"

[Yes]

"Good!

"Now, here is the meat of the quest. As all know, the Dwarvish stronghold of Khazad-Dum, that many know as Moria, was sacked by the Orcs many hundreds of years ago. It was then that the Ring of Power that controlled Moria was lost.

"We have reason to know that the ring is still there, and may be recovered by one both cunning and strong."

Again, you nod. "I am that one."

The wizard leans close... he whispers, "I have a final piece of advice for you— if thou find the quest too perilous, and wouldst divine the dunjon's secrets, do first peruse yon disk file hight 'Builder's Notes'.

The wizard stands still and tall, and invokes— "Peiah!... Arrah!... Three!!!"

Suddenly you find yourself in a lovely forest, surrounded by Elves. Before you is a High-Elf lady of great power. Thus did she speak:

"I see that the wizard has chosen well; a strong warrior of good heart.

"Know you that the ring, should you find it, is the rightful property of the Dwarf hight Thror, who is of the Lonely Mountain far to the north.

"And we of the forest Lothlorien would see the Ring of Power recovered, for we do not like the threat of such falling into evil hands.

"I have chosen two stout companions for the quest. The first is the good Dwarf Gorim, nephew of Thror, who has come to Lothlorien for the quest." A Dwarf bows low, his beard touching the ground.

"Be not deceived by his short stature," the lady continued, "the berserker comes upon him in battle, and none may stand in his way.

"The second companion will be the Wood-Elf Galahir." A tall Elf with a long bow slung across his shoulder bows to you. "Know that he is a master bowman; there is none better in Middle-earth.

"I have parting gifts to you, that will aid you in your quest." She hands you a small crystal bottle. "This contains a magical substance called miruvor. It will heal the injuries that you take in battle.

"And know that I have enhanced your own Power spell. It will not fail you for five invocations, but then it will be exhausted; use it wisely. It may be invoked by any of the three companions. It will aid you beyond hope, never harm you, and will never aid your enemies.

"The quest is not a simple one; you may make many false starts. Prudent use of the 'save' command will abate the many tedious journeys from the Main Hall, for it is revealed that the resumption of a saved game will not delete the 'save' files from the 'save' disk!

Go now, and have my blessing."

Location

The Dwarven realm of Moria consists of a vast network of chambers, halls, and mines built beneath the central peaks of the Misty Mountains of Middle-earth, situated northwest of Lothlórien where the story begins. The adventurer's party departs the forest by traveling north along the River Anduin, then turning west and climbing up through the foothills to Dimrill Dale where the east gates of Moria stand.

External links