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RISE OF THE DREAD MOON discussion

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Re: RISE OF THE DREAD MOON discussion

Postby wallydubbs » January 2nd, 2025, 4:23 pm

Just finished Rise of the Dread Moon. With the Knight, Wizard, Monk & Elf. The final battle with Magrian was interesting:

The Knight was the first to get in the room, but he hasn't been having much luck against Specter's with his Longsword so he used a spell scroll to cash Chill on Magrian. Magrain put Terror on the Wizard so he couldn't cast spells or attack, as the Wizard's Staff is the most effective weapon the heroes have against ethereal beings. It was the Wizard's Staff that took out the fake Magrian earlier. The Monk was still far down the hall so used his Cloak of Shadows to gain access to the room. The Elf entered but couldn't reach Magrian and changed his weapon from Battle Axe to Ancient Staff, which still had 3 uses left, and cast her Courage Spell Scroll on herself, by Magrian used Consume Magic to heal from the Chill spell and negate the Courage spell.

Magrain used Shift Reality to Summon Specter's, rolling :roll6: and they joined in a cacophony of Channel Dread, 2 damage done on the Elf, 1 against the Knight, but the Elf used the Ancient Staff and pinged 1 back against them, taking out 1 Specter and dealing 2 damage on Magrian.

The Monk ran around the back of Magrian and targeted 2 specters and Magrian for Eye of the Storm. Despite his multiple attacks, no :blackshield:s were rolled. Wizard tried to strike Magrian with his Wizard's Staff, but it was blocked. The Knight's long sword just went through Magrian dealing no damage. Whilst the Elf cast Slow on Magrian.

Magrian cast Dreadlights on the Monk, which the Elf reflected back onto Magrian, allowing all the heroes an additional attack against her and the Specters. The Monk used Twisting Torrent to avoid damage from a Specter and and the Elf took 1 damage.

The Monk used Strength of Mountain to get 5 attack dice against a Specter, which did yield a :blackshield:, he took 1 out. The Wizard attacked Magrian and rolled 3 :skull:s, but Magrian managed 2 :blackshield:s, taking 1 damage. The Elf failed to roll a :skull: and the Knight rolled 1 :blackshield:, but that too was blocked.

Magrain cast Fear on the Knight, but he drank a Potion of Magic Resistance. A Specter attacked the Monk for 3 :skull:, who only blocked 1 and was brought down to 2BP.

Having no luck with his Longsword the Knight changed weapons to Raven's Talon, as an acsrtifact it has a better change to hit Magrian. The Monk hit Magrian with Touch of Endless Inferno, but Magrian reflects the damage onto the Elf, who takes 1 damage, down to 3BP. The Elf takes out the last Specter with his Ancient Staff, and takes an additional 2 damage at the end of his turn, down to 1BP. The Wizard cast Tempest on Magrian.

Magrian is enveloped in a whirlwind. She rolled :roll4: with Dreadlights still active on her.

The Knight and Elf concentrated attacks on Magrian, taking her down to 2BP. The Wizard cast Heal Body on the Elf, his last spell. The Monk, having exhausted his techniques changed weapon to a Crossbow. All the heroes stepped away from Magrian as she was only allowed 1 movement space due to the Slow spell.

When Magrian came to she cast Summon Specter's, rolling a :roll3:, summoning 2. She also broke free from the Dreadlights spell. They Channel's Dread, draining the Monk down to 0BP. He was forced to use the Phoenix Ash to survive. The Elf reflected the other Channel Dread, dealing no damage to the Specters and 1 to Magrian.

The Wizard used his Staff to take out a Specter. The Elf, Knight and Monk all failed to land a hit on Magrian.

Magrian attacked the Knight for 4 :skull:s, and amazingly the Knight defended with 4 :whiteshield:s! The Spector attacked the Monk for 2 :skull:s, and the Monk also rolled 2 :whiteshield:s!

The Monk's crossbow did no damage, and the Wizard's Staff took out the final Specter. The Elf and Knight's attacks we both blocked.

Magrain attack the Knight again, this time for 3 :skull:s, the Knight blocked 2 and dropped to 5BP.

The Monk's crossbow did no damage to Magrian and even though the Elf was out of magical deflections the Ancient Staff was still an artifact and rolled a :skull:. Magrain took the final hit and was defeated.


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Re: RISE OF THE DREAD MOON discussion

Postby SirRick » January 2nd, 2025, 6:57 pm

I’m thinking of using the Knight, a “healer” (Elf, Wizard, Druid, or maybe the Bard), and then probably the Berserker and Explorer. I had just used both the Elf and Wizard in MotM, and I feel they should get a break. I may have to use the Wizard just for more spells, and the Wizard’s Staff. The Knight does have an Orc’s Bane to deal with Spectres. I also have the Ice Queen’s Spear I gave myself playing FH. The two new heroes will start with only starting gear. The Explorer covers trap stuff. The only problem is I don’t see those new heroes in the companion app yet, so I may have to wait.


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Re: RISE OF THE DREAD MOON discussion

Postby wallydubbs » January 2nd, 2025, 9:43 pm

Yeah, I had these same 4 heroes run through Mage of the Mirror along with the Wizard's pet Wolf, Summer. Unfortunately Summer died in the last battle with Sinestra.
I used the same group for Rise of the Dread Moon because this is practically the sequel to MotM. These heroes earned their reputation from saving Millandreal. So I couldn't really justify changing the group.

Though I can agree with changing up groups from quest pack to quest pack. Prior to MotM I ran Frozen Horror with a Barbarian, Knight, Wizard, Rogue and Explorer. The Explorer actually died in this quest pack.

My favorite, though, was running the Elf, Berserker, Knight and Warlock through Against the Ogre Horde. The Warlock's Fear spell and Elf's Slow spell really neutralized the Ogres.


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Re: RISE OF THE DREAD MOON discussion

Postby Kurgan » January 3rd, 2025, 7:58 am

Magrian = Migraine

I think that was intentional!

When we played, she was able to keep healing, and so the fight went on and on. Eventually it was won, but the AH team definitely learned from the "anti-climax" that several reported can happen from the final bosses of Frozen Horror and Mage of the Mirror (you struggle and die for 10 quests, then finish off the boss in one easy round... well not this time!).

Of course when we played MOTM (with the same hero party that defeated FH) the last battle with Sinestra took 3.5 hours, as I had saved a lot of chaos & zargon (evil wizard) cards to keep that fight going. ROTDM we started with a brand new party of heroes (playing only Knightfall prior). Frozen Horror was our first group quest, so we kind of pulled out all the stops giving the heroes benefits to try to make it somewhat playable, but by the time they got to MOTM things were picking up (they had a lot of potions saved), so I was able to dig more into the draft notes to adjust the difficulty accordingly. By comparison though, ROTDM went along at a breezy pace, using far fewer rooms and having much lower overall monster body points per quest. The tricky fights were those against multiple specters and of course the wraiths (I introduced one early and they were able to wipe it out easily though, so you never know!).

I had a lot of fun with ROTDM, and I've come to ranking it second only to ROTWL in terms of my favorite expansion to play.


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Re: RISE OF THE DREAD MOON discussion

Postby wallydubbs » May 5th, 2025, 7:02 pm

Oh no, Sir Ragnar his been implemented...

https://www.facebook.com/share/r/1KsbpSV4Eh/


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Re: RISE OF THE DREAD MOON discussion

Postby Kurgan » May 6th, 2025, 3:34 am

"College Humor...."


right


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Re: RISE OF THE DREAD MOON discussion

Postby LucaRocks » June 11th, 2025, 10:31 am

Hey can someone please explain channel Dread to me? I think I get it but I seem to remember reading that it was different than what I thought it was. Maybe I'm confused with a homebrew or something.

Basically, do the extra monsters add to the number total that was rolled or to the damage dealt? I think that they add a plus 1 to the total on the die (which could, of course, end up adding another point of damage dealt) but I just wanted to be sure. Thanks!
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Re: RISE OF THE DREAD MOON discussion

Postby manaknight14 » June 12th, 2025, 9:40 am

LucaRocks wrote:Hey can someone please explain channel Dread to me? I think I get it but I seem to remember reading that it was different than what I thought it was. Maybe I'm confused with a homebrew or something.

Basically, do the extra monsters add to the number total that was rolled or to the damage dealt? I think that they add a plus 1 to the total on the die (which could, of course, end up adding another point of damage dealt) but I just wanted to be sure. Thanks!

Yeah, the extra monsters add to the die roll, not directly to the damage. The max damage is still 2, but each monster increases the odds.
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Re: RISE OF THE DREAD MOON discussion

Postby wallydubbs » June 12th, 2025, 9:59 am

LucaRocks wrote:Hey can someone please explain channel Dread to me? I think I get it but I seem to remember reading that it was different than what I thought it was. Maybe I'm confused with a homebrew or something.

Basically, do the extra monsters add to the number total that was rolled or to the damage dealt? I think that they add a plus 1 to the total on the die (which could, of course, end up adding another point of damage dealt) but I just wanted to be sure. Thanks!


The Dread Cultists, Specters and Magrian are the only ones the only ones who can cast this spell. The maximum damage it can do is 2 Body Points. So if a Cultist casts this the hero rolls a dice, no effect on 1, 2 or 3. 1 damage on 4 or 5. 2 damage on 6.
However if the cultist is standing adjacent to another cultists the hero rolls a dice and adds 1 to it. If he rolls :roll3: it becomes a 4 and the hero takes damage. If the Cultist is adjacent to a Specter and another cultists, add 2 to the roll.
If by chance you have a whole cluster and a Cultist is surrounded by 4 monsters that can cast this spell the hero will add 4 to their roll. Even if they roll :roll5: and the total adds up to 9, it still only takes 2 damage.


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Re: RISE OF THE DREAD MOON discussion

Postby Kurgan » June 13th, 2025, 11:25 pm

Here is where it would have been nice for AH to include some duplicate cards, since it gets a little annoying for Zargon to keep track of which monsters have used up which spells (only matters for groups of cultists), especially for long sessions into the night... heh


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