Was ich schon seit Wochen posten wollte... klingt sehr, sehr gut.
Nine Things You Should Look Forward to About
Road to Legend
by Dan Clark with Kevin Wilson
Hi, folks. Well, we've started our long walk along the Road to Legend and the end is in sight! What can you expect to see? Well, read on. Here's nine things I'm excited about in Road to Legend — I think you will be, too.
1. Copper, Silver, Gold, and Diamond Monsters
This is the big one. Road to Legend is the campaign expansion, and that means that heroes and monsters alike grow in power. The campaign level sets a general cap on how strong anything can get, but as the campaign progresses the monsters can get TRULY nasty (depending on the overlord avatar — but I'm getting ahead of myself!). If you thought a normal ogre was bad, wait until you see a diamond-level ogre, and don't even get me started on the dragons. Oh, don't worry — all your friends from Altar of Despair and Well of Darkness get the love, too. Kobolds at diamond level? Sign me up.
2. Overlord Avatars
It used to be that having a character was something only the heroes got to do - but that's not the case any longer. The overlord now chooses an avatar to be his character over the course of the game. Whether he chooses to play the Spider Queen or the Sorcerer King, the overlord's avatar will provide him with powerful abilities and ways to advance not available to the other avatars. Between that and the overlord's plot for world domination… did I just get ahead of myself again? Hang on.
3. Scheme to Take Over the World
In each campaign game, the overlord is attempting to enact his master plan. Whether he's ascending to godhood or trying to blot out the sun, each master plan forms the overarching plot of the campaign. In Eternal Night, for example, the overlord's lieutenants must collect for him the Scrolls of Heaven and the Sunstone. If they manage to do that, the overlord can cast the stone into a deep crevasse in the earth, swallowing all the world in eternal night. Obviously, the heroes don't want that to happen, so they'll have to head out into the world and intercept those lieutenants and put the scrolls someplace safe.
4. Lieutenants and Other Named Monsters Galore!
Okay, right, I mentioned lieutenants before, but the overlord also has numerous other "characters" to control: named monsters! They've been a feature of Descent since its inception, of course — unique monsters with special powers and their own story and theme. But now these monsters get some significant boosts in both power and story. Road to Legend features lieutenants available to each overlord to go out into the land of Terrinoth and do your bidding. Some of their names might even be familiar to Runebound fans — such as Sir Alric Farrow, the lieutenant who begins every game in the service of the overlord for free.
5. That's Right — Terrinoth
In Road to Legend the action escapes the dungeon and moves out into the world of Terrinoth. Heroes will be moving across the overland map, starting from the town of Tamalir, voyaging to exciting and dangerous locations in search of treasure, valuable skills and information. Each town in Terrinoth has its own traits. Do you want to go to Forge, where you can reliably purchase a weapon, or to Greyhaven, to learn some magic skills? The overlord's lieutenants are massing their armies to lay siege to the free cities, and each city razed by the overlord means less resources available to the heroes… and more conquest lost to darkness.
6. Outdoor Encounters
Over the course of their travels, the heroes may well find themselves accosted on the road by brigands or servants of the overlord. They'll find themselves fighting above ground for the first time, using trees for cover and suddenly having to cope with the fact that, outside of the confines of a dungeon, dragons can fly…
7. Random Dungeons
As the heroes adventure, they will find themselves descending into many different dungeons in search of treasure and clues. These dungeons will be, for the first time, randomly created. Each dungeon level takes about an hour to complete, and once completed, the game can easily be put on hold until the next session. Road to Legend campaigns can be played out over the course of many weeks, but at any point in an individual session you should be only about an hour from a good stopping point. Each dungeon that the heroes explore will be made up of several dungeon levels, and exploring these dungeons is the primary way in which the heroes will earn the conquest tokens they need to level up.
8. Silver and Gold Dice
Yes, I did say "level up." As heroes advance, they'll be able to train more skills and boost their traits (and they can also advance their health and fatigue traits!) Even in the core Journeys in the Dark set for Descent, heroes could find themselves rolling all 5 black dice on some attacks. In Road to Legend, heroes still cap at 5 power dice… but those dice can be silver and gold. A hero rolling gold dice can deal incredible amounts of damage with each attack (but that's probably good — look at Sir Alric's 90 health!).
9. Rumors, Legendary Locations, and more!
Aside from the everyday run-of-the-mill dungeons that are the bread-and-butter of Descent, there are also unique and important locations that the heroes will rely upon to thwart the overlord's plan. Scouting a tavern for rumors can yield powerful artifacts, vital information, and even arcane magic useful to stopping the overlord. Legendary locations such as the Caverns of Thuul hold special treasure and abilities the heroes will want - and dangers to brave. And then, there's the overlord's keep… where you will face the overlord in person.
Road to Legend is coming Spring 2008! Stay tuned for more.
Quelle:
http://www.fantasyflightgames.com/desce ... otes3.html