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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 SirRick » July 8th, 2023, 5:33 pm

manaknight14 wrote:Now that the stats for all the new monsters have leaked, the mechanics for Channel Dread are actually more confusing to me. The Dread cultist and Dread wraith can only cast Channel Dread once. If they have already used their Channel Dread spell, do they still count as a monster that "can cast this spell" when an adjacent monster casts it? This was a non-issue with specters, since they can cast Channel Dread an unlimited number of times.


Lol this is the type of ambiguity that HeroQuest is known for. In most cases you have to take what the game says literally and not read into things too much. So with that, for now I would consider a monster (who can only cast the spell once per quest) who already cast the spell to not contribute to the power of other creatures Channel Dread spell, since there is no more dread to channel. The spell says something like “adjacent to a monster who can cast the spell”. If the monster already cast the spell, they are not able to cast the spell anymore. That’s how I would play it unless Zargon says differently.


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Re: RISE OF THE DREAD MOON discussion

Postby Kurgan » July 8th, 2023, 7:08 pm

LucaRocks wrote:I'm warming up to RotDM as well but will reserve final judgement until I see the quests. I don't mind these additions to the game as they seem to be keeping them as simple as possible.

My only concern is if they start releasing more than two expansions per year. It's good to let the expansions breathe and give Zargon time to study them before gearing up for the Next Big Thing.

EDIT: OK sorry but after looking over the information, I'm really stumped by the reputation token and what it is actually supposed to accomplish. You're telling me that I can waste 250 gold to hire 1 mercenary who will be dead in one hit? Is there any scenario where this makes sense?

I'm not that well versed in using mercenaries but they can't hold potions right? And I assume they can be healed when they're dead ? Even still I can't see heroes wasting resources on mercenaries. To me they are just cannon fodder. If they were 4 BP maybe it would be worth it. Maybe they would survive a whole quest which would justify using the reputation point. But seriously, wasting 250 to hire one of them is not a good idea in my book.


In theory you could hand a potion to your Mercenary every turn and he could stockpile them and use them at any time in his career. The rules for creatures seemed to point to them using the potion right away (players reasoned, because they lacked opposable thumbs) but mercenaries could use them just like a hero. You just don't get to swap out their armor or weapons, but nothing stops you casting spells on them or giving them potions they could use at any time including to save themselves from death. But yes, 250 seems steep for a hero that normally costs 50-75 gold to hire (but then you have the 100 gold swordsmen). It seems the opportunity cost is you miss out on whatever the unknown reward or perk is you would normally get for cashing in the token when Zargon asks for it (or keep it when he asks if you have it, between adventures?).

The whole question of whether you can buy other potions from other Alchemist Shops between quests is not answered, but at the very least, the heroes could have a large stock of potions left from the last adventure (whatever that was, they only assume you've completed the game system but more likely you might have completed the EQP and have a bunch of awesome stuff like the Sky Orb too).

Also, nothing says that each quest adds more to the treasure deck. If Zargon intends to keep those cards added through each expansion that's up to him, but this pack is only assuming you have those ROTDM cards and added them, nothing more. Those extras you throw in are going to make it easier or harder to get what you want from searching (since searches are limited, but generous in most quests) and safer or more dangerous depending upon the distribution.


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Re: RISE OF THE DREAD MOON discussion

Postby Maalicia_Ironhoof » July 9th, 2023, 12:10 am

RE: Caltrops;
The rules sate nothing about being able to search and disarm Caltrops, I would play it as they can - the bigger question for the GM's out there - would you allow them to be collected and re-used if found by searching? Considering the hero is already spending an action finding them.

For clarification, I'd play them like searching for a Spear Trap and have them automatically disarmed/removed if found by searching.
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Re: RISE OF THE DREAD MOON discussion

Postby Kurgan » July 9th, 2023, 12:11 am

As in they stop a target and then you find and re-use them? I think the intention is that they are "used up" like a spear trap being triggered. I would say "no" to that if my heroes asked.

What about jumping over them (whether monsters or heroes)?


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Re: RISE OF THE DREAD MOON discussion

Postby Maalicia_Ironhoof » July 9th, 2023, 12:13 am

Kurgan wrote:As in they stop a target and then you find and re-use them? I think the intention is that they are "used up" like a spear trap being triggered. I would say "no" to that if my heroes asked.

What about jumping over them (whether monsters or heroes)?


The notes state they are also enemy traps in the quest maps; as indicated by a trap icon, so I would think they would act like a spear trap and be automatically removed.
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Re: RISE OF THE DREAD MOON discussion

Postby Kurgan » July 9th, 2023, 12:45 am

Yeah a lot is going to be determined of the context of the quest maps


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Re: RISE OF THE DREAD MOON discussion

Postby Kurgan » July 10th, 2023, 12:44 pm

Avalon Bill has posted another "poll" on the official Avalon Hill Discord asking whether we want to learn about the "Dread Cultist" or the "Assassin" monsters next...

It's under #news-and-updates (the link to join is https://discord.gg/5JtUkBGwYH )

I voted for the Assassin. ;)


The youtube replay of my "reaction" video to the ROTDM image leaks is posted here.


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Re: RISE OF THE DREAD MOON discussion

Postby Kurgan » July 11th, 2023, 12:39 pm

Thanks to Ribby for posting this reveal from the "winner" of the "poll" onto the HeroQuestFans discord...

Pity it wasn't the Assassin (I was hoping for a greater explanation of those tiles/tokens with her face on them), but as next Tuesday is release day... we'll know anything else soon enough!

PS: The models in these images look suspiciously like 3d renders rather than the actual physical models. So these guys are weaker than your typical stated-in-the-quest-notes Dread Sorcerer, but they have only 1 BP and only 2 spells (vs. the 4-6 that are typical for that type of enemy). Since they are neither ethereal nor undead they should be much easier to fight but they will no doubt be further boosting the Specters out there.

The number of models implies they are planning to actually have you encounter many of them, and in theory even alongside a regular "Dread Sorcerer" to represent some even more powerful "boss" bad guy. I also presume the blue color is just a trick of the lighting since we've been shown several images already of them in a gray color including on the box images.
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Re: RISE OF THE DREAD MOON discussion

Postby Kurgan » July 12th, 2023, 3:58 pm

So it sounds like I was wrong about several things (most of my predictions about this quest pack have been wrong anyway!)....

You only get to buy the items listed in the Underground Market in the "hideouts" that occur within the quests. Between quests it's a little bit more vague, but it sounds like the intention is that you ONLY get to buy from the Underground Market and the Armory (from the Game System, so without any extra expansions mixed in) normally.

Of course Zargon can override the desires of the designers and do whatever he wants (as they are fond of reminding us), but it sounds like the Quest pack will be "balanced" for the above way of doing it.

Also you don't get to hire other mercenaries from Frozen Horror (as Mage of the Mirror suggested you do), period. The only mercs you can hire are the four Elven mercs, period. No duplicates, no bringing in other mercs from other packs. If one of them dies or leaves, on the next quest you can hire another one to replace them.

Some quests won't have a "between quests" rest/shopping phase... and for those you are limited to doing whatever the particular "Hideout" for that quest gives you, which goes through the "Underground Market."

I'm betting that since you only get to hire 4 mercs (instead of 12) that the overall difficulty for these adventures will be knocked way down from Mage of the Mirror, and so they are probably shooting for some difficulty level like we saw in Kellar's Keep & Return of the Witch Lord (or maybe Prophecy of Telor, Spirit Queen's Torment or even Crypt of Perpetual Darkness).

They only have 10 quests to unfold everything...

I complained a little that I was disappointed in the Magus Guards and Dread Cultists being "boring" as they weren't very different from existing characters, but I agree that they can serve a purpose in that they could also appear alongside those same monsters, the minis look cool, and putting pre-set abilities on the cards frees up space in the quest notes for more detail (and takes some of the pressure off of Zargon since those cards will be out in front of the players so he doesn't have to explain everything to them). Quest notes always allow the individual quest to modify characters and rules anyway, which we don't know yet!


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Re: RISE OF THE DREAD MOON discussion

Postby SirRick » July 12th, 2023, 7:06 pm

I’m guessing there will not be any bogus Solo Quests, so there is more time to do what they want with the story or mechanics. I am also guessing the difficulty will be easier, just from the fact the monsters have more reasonable stats or abilities (for the most part) compared to the BQP and EQP.

The BQP monsters stats were not too bad, but coupled with cheap abilities and lots of damage from the environment and undetectable traps makes it insanely difficult. The EQP was a little simpler, except the the enemies were so strong and tough, almost every room in a quest was essentially a boss fight.

In the KQP the Specters could be trouble, but they only have 1BP and can’t attack from unexplored areas. The whole thing just seems so much more reasonable and fun for both the Heroes and Zargon. Like Kurgan says, its probably a lot more like KK or RotWL. Also having the 2 point healing potion available for purchase for fairly cheap will make the adventures a lot more survivable. Instead of spending 1000+ gold on a couple of potions to get back on your feet you can buy 5 or more of the weaker ones. I think having all these updated potions available in the BQP and EQP would make those much easier.


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