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Plots

Main Game Concept, Road to Legend

I - Rules

(see RTL, p. 25)

The overlord’s Plot is his ultimate evil scheme, which the heroes are trying to stop. He may be trying to become a god, blot out the sun, or enslave all of Terrinoth.

Each Plot consists of seven cards. One card in each Plot has a cost of 0 XP, and serves to introduce the campaign. It begins the campaign in play, right from the start. Five of the cards in each Plot are various things the overlord can do to further his evil plans, or interfere with the heroes. This might involve moving items around the Terrinoth map, razing cities, etc. The seventh card is the finale card. It is read at the end of the campaign, and provides some closure to the players, wrapping up the story.

The overlord selects his Plot at the start of the Advanced Campaign and puts all of the Plot cards corresponding to other Plots in the graveyard box. He cannot change Plots during the campaign – he has to stick with the same Plot for the duration.

II - References

Here is the complete list of Plots in Descent: Road to Legend.

Plots Expansion Cost Sequence Description
Ascension - Dreams of Power RTL 0 Start Place this card in play at the start of the campaign and read its story text to the heroes. The overlord needs destruction to fuel his evil plot. Each time a city is razed, the overlord gains five extra conquest tokens.
Ascension - The Temple of Earth RTL 0 1 Choose a razed city and place a Temple token on it. The heroes cannot enter the Temple, as it is surrounded by magical wards, although they can still travel through it on the Terrinoth map.
Ascension - The Temple of Fire RTL 0 2 Choose a razed city and place a Temple token on it. The heroes cannot enter the Temple, as it is surrounded by magical wards, although they can still travel through it on the Terrinoth map.
Ascension - The Temple of Waves RTL 0 3 Choose a razed city and place a Temple token on it. The heroes cannot enter the Temple, as it is surrounded by magical wards, although they can still travel through it on the Terrinoth map.
Ascension - The Temple of Wind RTL 0 4 Choose a razed city and place a Temple token on it. The heroes cannot enter the Temple, as it is surrounded by magical wards, although they can still travel through it on the Terrinoth map.
Ascension - The Harbinger Approaches RTL 20 5 All four Temples must be in play to play this card. Place one Comet token on a Temple of your choice when this card is played and at the start of each week thereafter. All heroes have their maximum wounds and fatigue reduced by one for each Comet token on a Temple within three trails of their current location. In addition, if you ever end your turn with nine Comet tokens in play, you win the campaign. The heroes may enter your Keep while this card is in play.
Ascension - Victory is Mine! // Curses! Foiled again! RTL N/A End The end.
Eternal Night - Nightfall RTL 0 Start Place this card in play at the start of the campaign and read its story text to the heroes. All Terrinoth map areas within 2 trails of your Keep are plunged into eternal darkness. During any encounter or dungeon (including Legendary Areas and your Keep) inside this darkness, each hero loses 1 fatigue at the end of his turn (to a minimum of 0).
Eternal Night - The First Scroll of Heaven RTL 10 1 Choose one of the following three map areas and place a Scroll of Heaven token on it: Blackwing Swamp, The Gaping Abyss, or Moonglow Marsh. If the dungeon in the selected area has already been explored, mark it as unexplored again. The Scroll is a Quest Item and remains in play for the rest of the campaign.
Eternal Night - The Second Scroll of Heaven RTL 10 2 Choose one of the following three map areas and place a Scroll of Heaven token on it: Blind Mur Forest, Gate to the North, or Red Echo River. If the dungeon in the selected area has already been explored, mark it as unexplored again. The Scroll is a Quest Item and remains in play for the rest of the campaign.
Eternal Night - The Third Scroll of Heaven RTL 10 3 Choose one of the following three map areas and place a Scroll of Heaven token on it: Sacred Bog of Bator, Starfall Forest, or Misty Plains. If the dungeon in the selected area has already been explored, mark it as unexplored again. The Scroll is a Quest Item and remains in play for the rest of the campaign.
Eternal Night - The Sun Stone Revealed RTL 10 4 The three Scrolls of Heaven must be in play to play this card. Choose one of the following three map areas and place the Sun Stone token on it: Ashen Hills, River of Sleep, or Morshan River. If the dungeon in the selected area has already been explored, mark it as unexplored again. The Sun Stone is a Quest Item and remains in play for the rest of the campaign.
Eternal Night - Binding the Sun RTL 15 5 The three Scrolls of Heaven and the Sun Stone must be in your Keep to play this card. Remove the three Scrolls of Heaven from the board. All heroes have their maximum wounds reduced by two, and maximum fatigue reduced by one, permanently. In addition, if you ever end your turn with the Sun Stone in Plains of the Ruby Gate, you win the campaign.
Eternal Night - Victory is Mine! // Curses! Foiled again! RTL N/A End The end.
Obsidian Shackles - Traitors Abound RTL 0 Start Place this card in play at the start of the campaign and read its story text to the heroes. The cities of Terrinoth are teeming with traitors controlled by the insidious magics of the overlord. When rolling to resolve sieges, roll one extra die and choose which result to use.
Obsidian Shackles - Greed and Hatred RTL 20 optional The cost to purchase potions in cities is increased by 25 coins apiece. The Market rating of all cities is reduced by one, to a minimum of zero.
Obsidian Shackles - Passing of a Legend RTL 15 optional This card may only be played at the Silver level of the campaign or higher. Place a razed token on Olmric's Hut. The heroes may not go there for the rest of the campaign. If the heroes are currently at Olmric's Hut, they are immediately moved to Bitter Downs.
Obsidian Shackles - Fear and Mistrust RTL 20 optional This card may only be played at the Silver level of the campaign or higher . Place a razed token on Forge. The city has sealed its borders and refuses entry to anyone. You receive conquest tokens for Forge each week as though you had razed the city.
Obsidian Shackles - A City Enslaved RTL 20 optional This card may only be played at the Silver level of the campaign or higher . Place a razed token on Nerekhall. The city has been sealed off and refuses entry to anyone. You receive conquest tokens for Forge each week as though you had razed the city.
Obsidian Shackles - Brother Against Brother RTL 30 optional This card may only be played at the Gold level of the campaign, when the heroes are training in a city. When your Avatar is placed on the map, shuffle the four Shackle tokens and give one, face down, to each hero (no one may look at the front of the tokens). You may activate the Shackles at the start of any of the hero's turn. The heroes then turn the tokens faceup. The hero whose token shows an eye is Enslaved.
Obsidian Shackles - Victory is Mine! // Curses! Foiled again! RTL N/A End The end.
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