Jungles of Delthrak

A guide to the 2024 quest pack with 16 branching quests, the Berserker and Explorer heroes, and a blighted jungle full of new monsters.

What This Pack Is

Jungles of Delthrak is an Avalon Hill quest pack for the 2021 HeroQuest Game System (you need the core box to play it). It came out in 2024. The quest book holds 16 quests, and the box adds 29 miniatures, 36 cards and 39 double-sided cardboard pieces.

Three things set it apart from earlier packs:

The setting is the jungle of Delthrak, the ancestral home of the dwarves who fled Kellar's Keep. Zargon's minions have stolen a dwarven relic, and a glowing Dread blight is spreading through the jungle. The Jungles of Delthrak: Lore page tells the story in full.

What's in the Box

The New Heroes

Either new hero can replace one of the four core heroes. The only restriction is that a party should not contain two copies of the same hero. Each hero's abilities are printed on its hero card; the Berserker and Explorer pages cover how to play them. The pack's Potion of Elder Wisdom refers to recovering "any 1 hero spell or skill", so expect once-per-quest skills that work much like spells.

Animal allies

The pack uses the animal ally rules first printed in Against the Ogre Horde: an ally joins for free when there are fewer than four hero players, a hero controls only one, and it acts right after its hero. It can move, attack and defend, but can't open doors, use potions or carry items, and a hero can spend an action to give it a potion when both are clear of monsters.

The Fangwarden Armlet artifact calls a Raptor ally once per quest. If that Raptor is defeated the armlet goes dormant, and it only recovers after the hero completes two quests without it. The box also includes a Saberfang ally figure; how it joins the party is explained on its card.

Choose Your Path

After some quests, the story offers the heroes a choice, and the quest book sends them to a different page depending on what they pick. A single run through the campaign plays 9 or 10 of the 16 quests, so the pack can be replayed with different results.

flowchart TD Q1["1 Welcome to the Jungle"] --> Q2["2 Durlan's Outpost"] Q1 --> Q3["3 Down We Go"] Q2 --> Q4["4 The Blighted Barrows"] Q3 --> Q4 Q4 --> Q5["5 Rescue Revelroot!"] Q5 --> Q6["6 Vaults of Kadum-Thrak"] Q5 --> Q7["7 A Dwelling in Peril"] Q7 --> Q8["8 The Ruined Temple"] Q6 --> Q9["9 The Necropolis"] Q8 --> Q9 Q9 --> Q10["10 The Witch of the Wyrd"] Q10 --> PA["Path A<br/>11 and 12"] Q10 --> PB["Path B<br/>13 and 14"] Q10 -->|"only after Quest 7"| PC["Path C<br/>15 and 16"]

The finales are played back to back. On each path, Body Points, Mind Points, spells and skills are not restored between the two final quests, and the heroes can't visit the armory or the Alchemist's Shop. Quest 10 is the last chance to shop. Buy potions before you choose your path.

Choose Your Difficulty

The pack offers three ways to handle a hero reaching 0 Body Points:

ModeWhat happens at 0 Body Points
StandardThe hero dies, as in the core rulebook.
HeroicThe hero is incapacitated: swap the figure for an equipment tile. At the start of their next turn they take a skull tile; if they start a turn already holding the skull tile, they die. Any healing brings them back, and another hero can spend an action to give them a healing potion if both are clear of monsters.
StoryAs Heroic, but no skull tile. An incapacitated hero regains 1 Body Point whenever Zargon has no monsters active and at least one other hero is still up. Only if every hero is down does the party die.

In Heroic and Story mode, a spellcaster who drops to 0 can immediately cast an available healing spell on themselves, even if they have already used their action that turn.

Jungle Terrain, Traps and Furniture

Monsters of the Jungle

The quest book's monster chart:

MonsterMoveAttackDefendBodyMindAbilities
Blightcrawler74434Spawn, Agile, Venomous
Blightweaver72212Dread spells: Channel Dread, Creeping Grasp
Giant Ape84375Agile
Goblin Archer102 (1 adjacent)111Ranged
Raptor83223Clever Tactician
Serpent84363Spawn, Venomous
Skeleton Archer62 (1 adjacent)210Ranged
Skullblight63220Entangling Roots
Spawnling30010Venomous, Agile

What the keywords do

Venomous
A hero damaged by a Venomous creature is paralyzed: they can't move but can still take actions. They roll one red die at once and shake it off on a 5 or 6 (a 1-in-3 chance); otherwise they take a venom token and the paralysis lasts until the end of their next turn. A Potion of Serpent's Blood (50 gold) cures it.
Spawn
At the end of each hero's turn, every active monster with Spawn either creates a new Spawnling next to itself or moves all its Spawnlings. A Spawnling that reaches a hero goes onto that hero's card, and at the end of each of the hero's turns it deals 1 Body Point per Spawnling tile, with no defense roll.
Agile
Moves through hindering terrain, furniture and heroes as if they weren't there. You can't body-block an Agile monster.
Clever Tactician
May move both before and after its action, and rolls 1 extra Attack die against a hero who is adjacent or diagonal to another monster.
Entangling Roots
A hero who steps next to this monster stops moving at once (walls and closed doors block the effect).
Ranged
Full Attack dice against a visible target that isn't adjacent, but only 1 die against an adjacent one. Close in on archers.

Skullblights can also be destroyed with Holy Water, and spells that target Mind Points (such as Sleep) can't be cast on monsters with 0 Mind, including Spawnlings and Skullblights.

Why Raptors hunt in packs

Exact odds for one attack against a hero with 2 Defend dice:

AttackAt least 1 Body lost2 or moreAverage loss
Raptor alone (3 dice)62.5%27.8%0.96
Raptor with Clever Tactician bonus (4 dice)75.7%45.1%1.40

The extra die adds almost half a Body Point per attack on average. A hero who stands where only one monster can reach them takes that bonus away.

Other Rules in the Pack

The Alchemist's Shop

PotionCostEffect
Potion of Serpent's Blood50 goldRemoves paralysis from venom.
Spiderstep Elixir100 goldMove freely through revealed pits, hindering terrain, furniture and monsters until you take damage.
Potion of Elder Wisdom400 goldRecover one used hero spell or skill. One per hero per quest.
Potion of Healing500 goldRestore one red die of Body Points, up to your maximum.

Try It at the Table

  1. Stock up on Serpent's Blood. At 50 gold it is the cheapest item in the shop, and a paralyzed hero next to a Serpent is in real trouble. Each roll to shake off venom succeeds only 1 time in 3.
  2. Kill the spawner first. Spawnlings keep coming as long as their parent is active. Each Spawnling has 1 Body Point and no defense dice, but the Serpent or Blightcrawler behind them is the real problem.
  3. Count terrain squares before you move. A 2d6 roll of 7 only carries a hero three squares through jungle tiles, with one square to spare.
  4. Pick the difficulty as a group. If your table hates losing a hero, Story mode keeps everyone in the campaign without changing how monsters fight.
  5. Decide before Quest 10. Talk about which ending you are aiming for and buy healing potions while you still can.

Where Next