Rise of the Dread Moon

Rise of the Dread Moon is the 2023 Avalon Hill quest pack that finishes the Elethorn story begun in The Mage of the Mirror, and this page covers its rules, monsters and quests.

What This Pack Is

Rise of the Dread Moon is an Avalon Hill quest pack for the 2021 HeroQuest Game System, released in 2023. You need the Game System to play it. Its quest book says it "concludes the exciting story begun in The Mage of the Mirror", so it is the second half of the Elethorn saga. Play The Mage of the Mirror first if you can, and play these ten quests in order: the book says that matters more here than usual.

The heroes go back to the elven kingdom of Elethorn after Princess Millandriell's rescue. The kingdom is now in civil unrest. The Mirror Gates that linked it to the rest of the Realm have been tampered with, a company of Guardian Knights has gone silent, and the Night of the Dread Moon is coming. The quest book describes it as an event that "happens once every thousand years" and strengthens Dread magic in the elven lands. Sir Ragnar, the knight the heroes rescued in the core game, has turned traitor and sided with Zargon's agents.

New hero

The Knight

The pack includes the Knight hero. See the Knight page for how to play the class.

New system

Alchemy

An alchemy deck of potions and reagents. At an Alchemist's Bench, you turn reagents into potions.

New allies

Elven mercenaries

Four loyal elven soldiers (Striker, Glaive, Arbalist, Scout) who are in hiding. You unlock them as the story goes on.

New shop

The Underground Market

Buy potions, armory items and new gear here. You can also sell items for half their price.

New foes

Cultists, Specters, the Dread Wraith

Ethereal undead that pass through walls, plus Magus Guards, Assassins and corrupted elven troops.

What's in the box

The contents page lists these miniatures: the Knight, a Dread Wraith, Magus Guards, Assassins, Dread Cultists, Specters, Elven Archers, Elven Warriors and the elven mercenaries. It also has furniture built for the elven world: statues, a rack (used as an Arcane Prison), a cupboard, a table and a sorcerer's table. There is an iron entrance door, a wooden exit door, two mirror stands, a tile sheet and 58 game cards.

The tile sheet holds the Hideout and Plaza tiles, trap doors, caltrops, Lunar Charms, disguise tokens, reputation tokens, strangers, smoke-bomb markers and standing mirrors.

The Rules That Change

Most of the game plays exactly like the Game System: move then act, or act then move, with the same six actions and the same combat dice. Here is what the quest book adds or changes.

Starting and ending quests

Many quests don't start or end on the spiral stairway. Mentor's message for each quest tells you where you begin and where you leave. When the map shows an iron entry door, the heroes line up outside it and ask Zargon to open it. Like any door, the wooden exit door only appears once a hero looks down that corridor.

Mind Points and shock

Mind Point damage is tracked here, on the bottom row of the Body Point boxes on your character sheet. At 0 Mind Points a hero is in shock. A hero in shock rolls one red movement die, one Attack die and two Defend dice, and armor, weapons and artifacts add nothing. Getting even one Mind Point back ends the shock. You cannot go below 0. Spells that work on Mind Points, such as Sleep, can't be cast on monsters with 0 Mind Points, and Specters have 0.

Disguises

Some quests let each hero take a disguise token at the start, with no action needed. A disguised hero has to keep a low profile. To stay disguised, you must:

Break any of these and you hand the token back. You keep the gear you're not allowed to use, but you can't use it while disguised. Artifacts count as the item they represent. Borin's Armor counts as plate mail, so it breaks a disguise. A Wizard's Cloak isn't armor, so it doesn't. Mercenaries always count as disguised. Disguises matter: in several quests, inactive guards ignore disguised heroes. A disguised hero who moves next to one can remove it with a silent strike.

Unarmed combat

A hero with no weapon rolls 1 Attack die. A hero with no armor rolls 2 Defend dice. This comes up in Quest 4, when the heroes start in a cell with their gear taken away.

Hideouts

The heroes can't get to shops whenever they like, but friends leave supplies in hideouts for them. A hideout has a makeshift Alchemist's Bench and is safe from threats. It can be searched for treasure once per quest, and any Wandering Monster or Hazard card drawn while searching it is ignored and goes to the bottom of the deck. Once per quest, as an action, each hero in the hideout may roll one red die and restore that many points, split however they like between Body and Mind. For example, on a 5 you could take 3 Body and 2 Mind.

Moon shrines and Lunar Charms

In this pack the sorcerer's table stands for one of the elves' shrines to the moon. When a hero searches a room with one for treasure, the Elf, or any hero carrying a Lunar Charm, also restores 1 Body Point and 1 Mind Point. The heroes collect Lunar Charms as the story goes on. They protect against several hazards in the temple, and later they become the key to the Mirror Gates.

Reputation tokens

Zargon gives the party one reputation token to share each time it completes a quest. The quests also offer chances to earn more. You can spend a token only when the quest notes allow it, for example to persuade a nervous witness, bribe a jailer or prove your loyalty to the resistance. Between quests, you can sell a token for 250 gold coins, but you have to spend that money at the Underground Market straight away, and any change is lost. You can also spend a token to hire an elven mercenary instead of paying gold.

Monster spells and the Dread Moon

Monsters in this pack can cast Dread spells. Each monster may cast each spell it knows once per quest, even if another monster has already cast the same spell. Some spells are "at will" and can be cast as an action any time. In three quests (7, 9 and 10), the quest notes add Dread Moon empowerment: every monster rolls one extra Attack die.

Large and ethereal monsters

A monster that fills more than one square, such as the Dread Wraith, can attack any adjacent square, diagonals included. Ethereal monsters (Specters and the Dread Wraith) follow their own rules:

That last rule is a big deal. One combat die has three skull faces but only one black shield, so a normal weapon is about a third as effective against an ethereal target as against anything else. Try it in the calculator below.

Alchemy and the Underground Market

The alchemy deck holds potions and reagents. You can buy some potions. Others you can only find or craft. When a quest tells you to take a random potion, Zargon shuffles the alchemy deck, you draw one card, note the potion on your character sheet and return the card.

flowchart TD A["Reagent card<br/>(found during quests)"] --> B{"Who is crafting?"} B -->|"the Wizard"| C["Between quests,<br/>or next to a bench"] B -->|"anyone else"| D["Next to a bench,<br/>with a Reagent Kit"] C --> E["Choose a potion listed<br/>on the reagent card"] D --> E E --> F["Record the potion on your sheet;<br/>the reagent is used up"]

Crafting. The Wizard can turn a reagent into one of the potions listed on its card, either between quests or while next to an Alchemist's Bench. Some reagents give a choice of potions, and some give more than one. Any other hero needs a Reagent Kit (400 gold coins), and crafting with it is an action taken next to a bench. A kit is lost after five uses. A used reagent stays out of the deck until the quest ends.

Drinking and passing. You can drink a potion at any time without using an action, and you can have as many in effect as you like unless a card says otherwise. On your turn, you may pass a potion to an adjacent hero as long as neither of you is next to a monster. If you drop to 0 Body Points, you may immediately drink a potion that restores Body Points. You may also gamble on a Potion of Unforeseeable Fate, which draws and activates a random alchemy card and might turn out to be a healing potion.

The Underground Market

Mentor's old ally Zerese runs this market beneath the city. It sells the new items below, every potion in the alchemy deck that has a gold coin value, and everything in the Game System's armory. You can buy there between quests when the quest notes allow it. Several quests end with "Heroes may not visit any shops after this quest", so stock up when you get the chance.

You can also sell any item the Market stocks, for half its listed cost rounded down. For example, a 350-coin longsword sells for 175 and a 25-coin dagger for 12.

ItemCostWhat it does
Caltrops100 gcNo action needed. Drop a caltrops tile on a square you move through. Anyone who moves onto it rolls one combat die and must stop moving unless they roll a white shield (so they stop 2 times in 3). The tile is removed once someone ends a turn on it. One use.
Reagent Kit400 gcAs an action next to an Alchemist's Bench, turn one reagent into a potion. Five uses. The Wizard doesn't need one.
Smoke Bomb100 gcUse during your move on one adjacent monster. Until that monster's next turn, every hero can move unseen through its square. One use.

Elven Mercenaries

These are loyal soldiers of Elethorn who have gone into hiding. You don't start with any. The quest notes tell you when the heroes find one, for example by paying a minstrel, persuading a retired veteran or freeing a prisoner. Each time, you choose one of the four types to unlock. After that, a hero can hire that type between quests.

MercenaryCost per questMoveAttackDefendBodyMindSpecial
Striker100 gc54522Hits hardest and defends best
Glaive75 gc63322Polearm: attacks diagonally
Arbalist75 gc63322Crossbow; switches to a broadsword when adjacent
Scout50 gc92322Finds and disarms traps as the Dwarf does

The Monsters of Elethorn

These are the stat lines from the monster chart in the quest book. "Spells" means Dread spells, each cast once per quest unless marked "at will". The cards describe what each spell does.

MonsterMoveAttackDefendBodyMindNotes
Dread Cultist72212Spells: Dreadlights, Channel Dread
Elven Archer64 (1)2324 dice at range in line of sight, only 1 when adjacent
Elven Warrior64332Corrupted swordmasters of Elethorn
Assassin105323Attacks diagonally
Magus Guard84433Spells: Ball of Flame, Tempest (chart row is printed as "Magus Knight")
Specter83310Undead, ethereal. Channel Dread at will. Holy Water destroys it.
Dread Wraith96455Large, ethereal. Spells: Dreadlights, Channel Dread, Fear, Summon Specters

Specters have just 1 Body Point, but they are hard to hit. A Barbarian with 3 Attack dice and an ordinary weapon has only a 27.0% chance of destroying one per attack (needing more black shields than the Specter's three dice roll), against 68.9% if skulls counted. The cheap answers are Holy Water, attack spells and artifact weapons. Specters also have 0 Mind Points, so Sleep does nothing to them.

Dread Cultists are fragile (1 Body, 2 Defend), but in one quest a group of them standing in a summoning circle calls up two more Specters at the start of each of Zargon's turns while at least two Cultists are still alive. Kill them fast.

Ethereal Attack Calculator

These are exact odds for one hero attack against an ethereal monster. An ordinary weapon hits only on black shields. A spell or artifact attack hits on skulls as usual. The monster defends with black shields either way.

Chance to wound-
Average Body Points lost-
Chance to destroy within 3 attacks-

These odds ignore special abilities. In Quest 10, Magrian also heals and has the Dread Moon's protection.

The Ten Quests

The campaign falls into four parts. You sneak in under the city, move through the streets of a capital under curfew, collect Lunar Charms at the moon temple, and finally storm the palace and the arcane tower.

flowchart TD subgraph U["Beneath the city"] Q1["1. Ancient Waterways Within"] --> Q2["2. A Smuggler's Run"] end subgraph S["The streets of Elethorn"] Q3["3. Dread in the Downpour"] --> Q4["4. New Friends in Low Places"] --> Q5["5. Pandemonium in the Streets"] end subgraph T["Temple and tunnels"] Q6["6. The Tunnels of a Secret Cadre"] --> Q7["7. Elven Temple of the Moon"] --> Q8["8. Voices From Beyond"] end subgraph P["Palace and tower"] Q9["9. The Royal Palace Awaits"] --> Q10["10. Under the Dread Moon"] end U --> S S --> T T --> P

Spoiler warning: The quest summaries below are written for the Zargon player. If you're playing a hero, skip to "Tips for the Heroes".

Quest-by-quest notes for Zargon
  1. Ancient Waterways Within. The sentries turned the heroes away at the city gates, so they come in through old underground waterways. If a hero rolls doubles for movement while in a waterway, they don't move. Instead they are dragged that many squares toward a pit-trap drain and may fall in. A plaque reading "The winds of Elethorn are sweet bygones" warns that a statue will become a Gargoyle unless someone has cast an Air spell in that room. The Wandering Monster is an Abomination.
  2. A Smuggler's Run. This quest introduces disguises, the Underground Market (Zerese) and the hideout, which needs a key found in a chest. If the heroes pay a refugee minstrel 200 gold coins, they get a reputation token and unlock a mercenary. The Wandering Monster is a Thief who steals 25 gold coins from undisguised heroes.
  3. Dread in the Downpour. The heroes knock on doors marked X to question citizens. Each knock rolls one combat die, and a skull counts as a success. After three successes, the next X door is the right one. The Wandering Monster depends on your disguise: a Specter if disguised, a Magus Guard if not.
  4. New Friends in Low Places. The heroes start in a cell with their equipment taken away. They fight unarmed until they reach the jailer's room, where they get their gear back. Defeated guards and cultists drop key rings, and each ring opens one locked door. There are prisoners to free, a mercenary to unlock and a dying elf with a star-shaped amulet.
  5. Pandemonium in the Streets. The heroes escape across a plaza patrolled by guards. Monsters on a plaza stay inactive until they're attacked or an undisguised hero comes into view. There's a merchant to protect, a chest that only the star amulet opens, and a chest with a poison needle (3 Body Points).
  6. The Tunnels of a Secret Cadre. Ithraeon, the mysterious stranger, turns out to be one of the Queen's advisors and a member of the Cadre of the Raven's Veil. He gives the heroes a Lunar Charm. Cultists in a summoning circle call up Specters, and the artifact Raven's Talon lies on a tomb guarded by elven Skeletons that can each cast Fire of Wrath once.
  7. Elven Temple of the Moon. The heroes race to collect Lunar Charms in the ruined temple. Several rooms punish anyone who enters without a Lunar Charm. The Mirror Gates lead to a lesser Realm of Reflection that holds Phoenix Ash. This is the first quest with Dread Moon empowerment.
  8. Voices From Beyond. The first time each monster dies, roll one combat die. On a black shield, the dead rise and it comes back as a Zombie. A hooded stranger buys reputation tokens for 200 gold coins and later gives the heroes the Dawnshield. Opening a rift into the Realm of Reflection is a Mind test (see the tip below). Zerese offers one last visit to the Market.
  9. The Royal Palace Awaits. Sir Ragnar (using the Dread Warrior figure) stands at Move 5, Attack 5, Defend 5, Body 4, Mind 4. The first time he drops to 0 Body he stays at 1. Afterwards, Lunar Charms are turned into lunarium at an Alchemist's Bench so the heroes can pass the Mirror Gates. Body and Mind Points are not restored after this quest.
  10. Under the Dread Moon. At the top of the arcane tower, the heroes face Magrian the Dread Wraith. The first Magrian they meet is a mirror image that shatters. The real one heals 1 Body Point a turn by draining the imprisoned Queen. Once per quest each, Zargon may also use Terror, Consume Magic, Reflection and Shift Reality. One room holds 1,989 gold coins, a nod to the original game's year. The Wandering Monsters are 2 Specters.

Tips for the Heroes

Where Next

Read the story behind these quests on Rise of the Dread Moon: Lore. If you haven't played the first half of the saga yet, go back to The Mage of the Mirror. To learn the pack's new hero, read the Knight. To check odds of your own, use the Dice Roller.