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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 Nlinindoll » September 7th, 2023, 8:17 pm

wallydubbs wrote: If the heroes are disguised couldn't they just go through the whole quest without attacking or fighting anybody?

In Quest 3 Dread of the Downpour, a disguised hero essentially just has to walk around knocking on every door without fighting?

Am I missing something on how all of this works?


To build off of what SirRick said, from my reading of the Quest Book, the disguise only prevents specific monsters from attacking you as noted in the quest book. Most monsters will still attack as normal. It seemed while I was looking through the quests that it was the Elven Warriors, Elven Archers, Magus Guard that were most likely to ignore you when you were in disguise, but other monsters such as the Spectres still attack. At that point, the Hero has to decide if they bust out their big weapons OR continue to fight with the daggers and such hoping that keeping the disguise in place will help them with additional monsters later.

The existence of the "insta-kill" while in disguise and the rule requiring smaller weapons suggests the heroes come in for stealth attacks - stabbing them from behind, slitting their neck and hiding them behind a piece of furniture and so forth. As long as the hero is in disguise and using the smaller selection of weapons, I'd play it so that the attack didn't necessarily "alert" other monsters (who are fooled by the disguise). The heroes are being really sneaky-like in this quest book.
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Re: RISE OF THE DREAD MOON discussion

Postby wallydubbs » September 7th, 2023, 9:43 pm

Well most of the time the quest notes reflect on disguises they're generally in regards to the Magus guards or Elven Warriors, as if disguises only seem to effect the light blue figurines. In some quests wandering monsters change depending on whether the heroes are disguised or not.

Reading through the quest pack it seems that only the Elven Monsters (Elven Warrior, Archer, Magus Guards, Assassin) are effected by disguises and Reputation tokens. In Quest 5 the Magus Guard and Dread Warrior is removed from the plaza if the heroes give up a reputation in room B, but the undead, Cultists remain, as if these are the prime enemies while disguised... their body points are low enough for daggers and hand axes.

So far by playing this one through it's more straight forward with the hack n' slash method. The armor of the Barbarian, Elf and Dwarf is sufficient enough to withstand these monsters. The Magus Guard and Dread Warriors tend to be the heavy hitters in this quest pack. Despite the Assassin having 5AD, but with 3DD and 2BP they don't tend to last long enough to make more then 1 attack. Yet I can recall a recent battle between the Dwarf and Magus Guard that lasted 7 turns (Barbarian, Druid and Elf were in another room clearing out other monsters) between the Dwarf flopping and Guard rolling black shields.

This expansion has an interesting dynamic with monsters that cast spells with different formulas of attack. It's a breath of fresh air coming out of the onslaught of Frozen Horror and Mage of the Mirror. I must say, upon trying to play those quest packs as written makes it boring, nearly impossible and frustrating. Rise of the Dread Moon, so far, is a lot more fun and asides from the unclear explanation on disguises, easier. Don't get me wrong, there are still moments of worry, the Elf was surrounded by a Dread Cultist and 2 Specter's, who dwindled the Elf's life force down to 1BP.

Specters are also considered Undead, but to take damage they require black shields (unless it's a spell), but the Elf has the Spirit Blade, I'm not sure it I should make an exception, allow the Spirit Blade to do damage with skulls or just give an extra attack dice that still needs a black shield.

It slipped my mind, I haven't tried backfiring the Channel Dread or Dreadlights with the Ancient Staff... this just occurred to me now. The Bone Wand had been coming in handy. In Quest 4 there's a Dread Warrior with 2 Skeletons guarding room D. The Druid used the Skeletons to attack the Dread Warrior, both skeletons rolled 2 Skulls in the attack, I was thoroughly impressed.

In Mage of the Mirror the Elf only used the Ancient Staff once, he backfired Mind Blast at Sinestra (almost used it on Warewolf Curse, but that would've just made all the other monsters more powerful, lol).

Also the Druid finally used the Anti-poison Quill attained from Return of the Witch Lord after failing to disarm a trap for 3 BP of damage. I had to read the card, I thought in the original 1990 version the Anti-poison Quill restored up to 3BP, this time the card says all BP from the poison.

I'm pleasantly excited to see where this quest pack goes.


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Re: RISE OF THE DREAD MOON discussion

Postby Kurgan » September 7th, 2023, 10:08 pm

I would give Spirit Blade both bonuses against Specters (4 dice and count skulls).


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Re: RISE OF THE DREAD MOON discussion

Postby Nlinindoll » September 8th, 2023, 1:47 am

wallydubs wrote: I'm not sure it I should make an exception, allow the Spirit Blade to do damage with skulls or just give an extra attack dice that still needs a black shield.

Kurgan wrote:I would give Spirit Blade both bonuses against Specters (4 dice and count skulls).

From what I remember, that’s Rules as Written, correct?

Specters take damage on a skull if a spell or an artifact weapon is used, and Spirit Blade is 4 AD when used against undead.
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Re: RISE OF THE DREAD MOON discussion

Postby The Admiral » September 8th, 2023, 10:41 am

Kurgan wrote:I would give Spirit Blade both bonuses against Specters (4 dice and count skulls).


Definitely. It's an artifact and so counts skulls, and Specters are defined as undead so it gets the +1. I don't see any other interpretation?


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Re: RISE OF THE DREAD MOON discussion

Postby HispaZargon » September 8th, 2023, 11:45 am

The Admiral wrote:
Kurgan wrote:I would give Spirit Blade both bonuses against Specters (4 dice and count skulls).


Definitely. It's an artifact and so counts skulls, and Specters are defined as undead so it gets the +1. I don't see any other interpretation?


Agree.


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Re: RISE OF THE DREAD MOON discussion

Postby SirRick » September 8th, 2023, 12:57 pm

The Spirit Blade (at least in the NA version) says the weapon rolls an extra die when attacking a Skeleton, Zombie, or Mummy. The RotDM book says Holy Water works on Specters, but fails to mention the aptly named Spirit Blade. I assume this is an oversight. I’m assuming everyone would rule if Holy Water works on Specters, the Spirit Blade should too (I mean the Specter is basically the definition of a spirit type of undead).


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Re: RISE OF THE DREAD MOON discussion

Postby The Admiral » September 8th, 2023, 4:22 pm

SirRick wrote:The Spirit Blade (at least in the NA version) says the weapon rolls an extra die when attacking a Skeleton, Zombie, or Mummy. The RotDM book says Holy Water works on Specters, but fails to mention the aptly named Spirit Blade. I assume this is an oversight. I’m assuming everyone would rule if Holy Water works on Specters, the Spirit Blade should too (I mean the Specter is basically the definition of a spirit type of undead).


Definitely. I was using Holy liberally against specters.


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Re: RISE OF THE DREAD MOON discussion

Postby wallydubbs » September 9th, 2023, 3:26 am

I agree just by the name " Spirit Blade", the blade either effects Spirits or is made of ectoplasm.


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Re: RISE OF THE DREAD MOON discussion

Postby Kurgan » September 9th, 2023, 1:20 pm

The Admiral wrote:
Kurgan wrote:I would give Spirit Blade both bonuses against Specters (4 dice and count skulls).


Definitely. It's an artifact and so counts skulls, and Specters are defined as undead so it gets the +1. I don't see any other interpretation?


SirRick wrote:The Spirit Blade (at least in the NA version) says the weapon rolls an extra die when attacking a Skeleton, Zombie, or Mummy. The RotDM book says Holy Water works on Specters, but fails to mention the aptly named Spirit Blade. I assume this is an oversight. I’m assuming everyone would rule if Holy Water works on Specters, the Spirit Blade should too (I mean the Specter is basically the definition of a spirit type of undead).


Yeah just because Specters were not thought of when the Game System remake was published doesn't mean they didn't intend the Spirit Blade to be lethal against Specters, which is how I will treat it.

Those who don't want it to can change it, but I think the suggestion is pretty clear. They can create future "undead" monsters and those won't be mentioned on the Spirit Blade card either. Eventually it would get ridiculous as they had to keep adding names of specific monsters on there. Having a shorthand "undead" meaning it is vulnerable to its special bonus is enough for me.

I see the Wraith is Ethereal but not Undead, so it doesn't have the same bonus. I'd treat the Orc's Bane in a similar way for any "Orc" foe, not just ordinary Orcs.

Some wonder if Holy Water only works on "ordinary" undead monsters and not bosses or named monsters, but I suppose that's another debate (I'd say they should still work, but maybe heavily damage rather than outright destroy them, if they have more than 2 BP).


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