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[Descent: Road to Legends] Some Extra Encounters
Willow's Alternate Wilderness Encounters
Using These Encounters
Replaying Road to Legend and looking for some new encounters? Look no further! Here are twenty six new encounters to mix things up.
Method A: Use only the new encounters. Draw a card from a 26 card deck (Clubs and Spades only), and reference the chart to see what encounter you have.
Method B: Draw from the standard Road to Legend encounters, but if you draw an encounter you've already played, draw from the new deck instead.
Method C: Before each encounter, roll a die. On a Power Enchancement, draw from the Road to Legend deck, otherwise draw from the new cards.
Encounter Deck:
Clubs:
2: Traveling Bard
3: Buried Treasure
4: Trailblazing
5: Kobold
6: Bane Spider
7: Beastman
8: Sorcerer
9: Ferrox
10: Blood Ape
J: Deep Elf
Q: Skeleton
K: Chaos Beast
A: Demon
Spades:
2: Old Man of the Mountain
3: No West for the Wicked
4: Curse of the Overlord
5: Hell Hound
6: Dark Priest
7: Razorwing
8: Ogre
9: Manticore
10: Golem
J: Troll
Q: Naga
K: Giant
A: Dragon
Bane Spider
Chellis is a Master Bane Spider with 12 extra wounds and two extra armor. Chellis has the Leech ability when attacking characters with a Web token.
Minions
Three Master Bane Spiders
Abilities:
8 Threat: Reinforce one Master Bane Spider
Ambush: Power Enhancement, Encounter: Green, Yellow
Beastman
Steel is a Master Beastman with 4 extra wounds, one extra armor, and one extra command.
Minions:
Four Beastmen, two Master Beastmen, six Kobolds, four Skeletons, and two Hellhounds.
Abilities:
6 Threat: Reinforce two monsters (Beastmen, Kobold, Skeletons, or Hellhounds.)
8 Threat: Reinforce one master monster (Beastmen, Kobold, Skeletons, or Hellhounds)
Ambush: Blank, Encounter: Green, Yellow
Blood Ape
The Great Red Ape is a Master Blood Ape with six extra wounds, one extra armor, and one extra Berserk. All Blood Apes gain Bleed while the Great Red Ape is in play.
Minions:
Two Blood Apes.
Abilities
6 Threat: Reinforce one Blood Ape.
Ambush: Surge, Encounter: Green, Yellow
Chaos Beast
The Mass of Tentacles is a Master Chaos Beast with 10 extra wounds and two extra armor. The Mass of Tentacles may ignore line of sight when attacking (but must still roll range), and rolls one extra Morph die when attacking.
Minions:
Four Sorcerers, one Chaos Beast
Ability:
3 Threat: The Mass of Tentacles may attack characters with Shadowcloak without being adjacent.
4 Threat: Reinforce one Sorcerer
8 Threat: Reinforce one Chaos Beast
Ambush: Blank, Encounter: Red
Deep Elf:
Murder is a Master Deep Elf with 20 extra wounds and one extra armor.
Minions:
One Deep Elf, Four Beastmen
Ability:
2 Threat: The minion Deep Elf gains Frost until the end of the turn.
4 Threat: Reinforce one Beastman.
6 Threat: Reinforce one Deep Elf.
Ambush: Surge, Encounter: Yellow, Red
Dark Priest
The Prophet of Despair is a Master Dark Priest with 15 extra wounds and Fear 2. While he is alive, the Heroes may not place orders.
Minions:
Two Dark Priests, Two Sorcerers
Abilities:
4 Threat: Reinforce one Dark Priest or Sorcerer
10 Threat: Heal the Prophet of Despair of 15 wounds.
Ambush: Surge, Encounter: Yellow, Red
Demon
The Black Star is a Master Demon with 10 extra wounds and +1 Fear.
Minions:
Four Razorwing, Two Sorcerers
Ability
4 Threat: Reinforce one Razorwing or Sorcerer
8 Threat: Upgrade one minion to a master. Remove all wounds from that minion.
Ambush: Blank, Encounter: Red
Dragon
Lightning is a Master Dragon with 25 extra wounds and two extra armor. Lightning's attacks use the Bolt template instead of the Breath template, and have Daze instead of Burn.
Characters with Shadowcloak are affected by Lightning's attacks, however they have 3 extra armor against them and are immune to lingering effects caused by those attacks.
Ability:
2 Threat: Place one extra Daze token on all characters affected by Lightning's attack.
5 Threat: Lightning gains Stun until the end of the turn.
Ambush: None. Encounter: Red
Ferrox
Scratch is a Master Ferrox with 15 extra wounds and Regenerate 2.
Minions:
4 Ferrox
Ability
3 Threat: After a Hero discards a Bleed token, place a Bleed token on that Hero.
4 Threat: Reinforce one Ferrox
Ambush: Power Enhancement, Encounter: Green, Yellow
Giant
Stonethrower is a Master Giant with 25 extra wounds and two extra armor. When setting up the encounter, place a Boulder token on the map. If Stonethrower is adjacent to the Boulder token, he may attack by throwing the Boulder. Roll an attack, replacing the Red dice with a Blue die. The range is the number of spaces you may move the Boulder. Any figures covered by the boulder take the rolled damage, ignoring armor, and are moved to an adjacent space.
No Minions, No Abilities
Ambush: None, Encounter: Red
Golem
Juggernaut is a Master Golem with 20 extra wounds and two extra armor. It never costs Juggernaut more than one point of movement to enter a space.
No Minions, No Abilities
Ambush: None, Encounter: Red
Hell Hound
Sear is a Master Hellhound with 15 extra wounds and two extra armor. Whenever a tree is in the area of a Breath attack, put an Encounter token on that space. The tree is destroyed.
Minions:
4 Hell Hounds
Abilities:
4 Threat: Reinforce one Hellhound
4 Threat: Sear gains Burn and +2 Damage for one attack.
Ambush: Surge, Encounter: Green, Yellow
Kobold
Karkatharsis is a Master Kobold with 15 extra wounds. While Karkatharsis is alive, all other Kobolds gain +1 Move and +1 Damage, and only need to spend one point of movement to enter Tree spaces.
Minions:
12 Kobolds, 3 Master Kobolds
Abilities:
4 Threat: All Kobolds gain +1 Movement until the end of the turn.
4 Threat: Reinforce 2 Kobolds
5 Threat: Reinforce 1 Kobold and one Master Kobold
Ambush: Blank, Encounter: Green
Manticore
Doomrender is a Master Manticore with 20 extra wounds, two extra armor, Regenerate 4, three extra pierce, and Ironskin.
Minions: None
Abilities: None
Ambush: Surge, Encounter: Red
Naga
Serpentis is a Master Naga with 25 extra wounds, one extra armor, and Regenerate 3. The Overlord draws two extra locations, and chooses the location for the encounter.
No Minions
Ability:
4 Threat: Serpentis gains Stun until the end of the turn while attacking opponents she has Grappled.
Ambush: Power Enhancement, Encounter: Yellow, Red
Ogre
Krorg the Vigiliant is a Master Ogre with 8 extra wounds and Regeneration 4.
No Minions
Abilities:
4 Threat: During the Hero's turn, Krorg may interrupt the current action, taking an attack. (Treat this like a Guard attack, only made by a monster.)
6 Threat: Reroll Krorg's Undying Roll
Ambush: Surge, Encounter: Green, Yellow, Red
Razorwing
Frenzywing is a Master Razorwind with 20 extra wounds, two extra armor, four extra speed, Berserk 3, and the Sweep ability.
Minions: None
Ability:
3 Threat: Frenzywing gains two extra speed until the end of the turn.
4 Threat: Frenzywing gains Quick Shot until the end of the turn.
Ambush: Surge, Encounter: Yellow, Red
Skeleton
Deathknight Inarra is a Master Skeleton with 10 extra wounds, three extra armor, and Command 1. She always succeeds at her first Undying roll.
Minions:
6 Skeletons
Abilities:
3 Threat: Reinforce one Skeleton
3 Threat: During your turn, switch the locations of Deathknight Inarra and one of your Skeleton minions.
Ambush: Surge, Encounter: Green, Yellow, Red
Sorcerer
Chthonis is a Master Sorcerer with 16 extra wounds, and +2 Sorcery.
Minions:
4 Skeletons, 4 Sorcerers
Abilities
3 Threat: Reinforce one Skeleton
3 Threat: Chthonis gains Blast 1 until the end of the turn.
6 Threat: Chthonis gains Blast 2 until the end of the turn.
Ambush: Blank, Encounter, Yellow, Red
Troll
Facesmasher is a Master Troll with 25 extra wounds, Regeneration 8, one extra movement, and the Unstoppable ability.
Minions:
None
Ability:
3 Threat: Reroll any of Facesmasher's attack dice.
3 Threat: Reroll any dice on an attack made against Facesmasher.
Ambush: Blank, Encounter: Red
Non Combat:
Buried Treasure
The heroes come across a small treasure. They draw a treasure card of the current level.
(Green, Yellow, Red)
Curse of the Overlord
Each Hero must roll a Black Power die. On any result except a Blank, that Hero gains a Curse token.
(Yellow, Red)
No Rest for the Wicked
The Overlord may issue an order to each of his Lieutenants. (Lieutenants currently besieging a city may add another siege token or roll for sieges, as appropriate.)
(Yellow, Red)
Old Man of the Mountain
The heroes encounter the Old Man of the Mountain. Each hero may train with the Old Man of the Mountain, purchasing one skill upgrade, paying all costs.
(Red)
Trailblazing
The heroes may move an extra trail this turn. If they do, roll for encounters on that trail.
(Green, Yellow)
Traveling Bard
The heroes encounter a wandering bard. They may pay the normal cost for a Rumor, drawing two Rumors (discarding and redrawing “Tavern Brawl” or “No News”) and picking one.
(Green, Yellow, Red)
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