Descent 2nd Edition The Trollfens Expansion
The Trollfens is an expansion for Descent: Journeys in the Dark (Second Edition) that introduces new heroes, monsters, classes, quests, and more. Heroes can discover and investigate secret rooms and rumors while the overlord spreads infection and brings a powerful new lieutenant into play: the massive troll Bol'Goreth!
The two new heroes are Roganna the Shade, a Scout of unparalleled cunning and valor who has considerable willpower and speed at her disposal, and Augur Grisom, a healer whose very presence provides solace to his allies; after all, it's rumored that he can see into the future.
In addition to new Shop and Relic cards, two new classes will enhance your character selection process. The Stalker, a class for the Scout archetype, is a master of the hunt who excels at laying traps of all kinds. The Healer class gains a Prophet, whose mind is his greatest tool; by sharing his insight with those around him, the Prophet bolsters the effectiveness of his fellow adventurers.
The new monsters include Plague Worms and Harpies, but most troublesome of all is Bol'Goreth, a single-minded killer devoted to the will of the overlord. This massive troll is capable of flattening farmhouses and devouring livestock whole. His uncanny resilience allows him to shrug off bodily ailments that would be lethal to lesser creatures, while his fits of unchecked rage make him a force to be reckoned with.
The new overlord class "Infector" features a wide selection of powers centered around spreading pestilence and disease.
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This is my first expac for Descent, and it's a worthwhile one. While it doesn't offer a new campaign, it does bring in the rumor element (or, if you already have an expac with rumors, offers more options). Although, admittedly, these are a little underwhelming - often the item rewards for going on these missions are pretty unexciting, but hey, it's still nice to have new maps and quests. For example, after doing an Act 1 mission and unlocking its Act 2 partner, we were pretty convinced we weren't going to do it - the punishment if the OL won seemed steep, and the reward if players won seemed measly. But in the end, we did it anyway, just to have an extra run at the shopping phase at the end of the encounter, to get a little extra leg up with items before the final map.
The new travel cards and items are great - we kept running into the knight, and he was an excellent source of melee weapons for the group. The new OL class, the Infector, is a nice balance of complex and simple - you can keep it simple by dipping, or go full-on to build up card combos that will rip the players a new one. Two new player classes is a nice addition, and it was great to get a new healer, though we haven't tried the new scout yet.
The new die is unremarkable. It's lower power than the base dice, but is a bonus source of surges, so no complaints. It's also got smaller icons on it, so it doesn't suffer quite as badly from the weighting problems the main dice do. The new treasures are nifty, and add some variety. As this was our first expac, we also got to change out our "nothing" treasure card for a secret room card, and that, of course, adds a cool new element - particularly in time-sensitive maps.
Thematically, the new cards add in a nice grungy, dank feeling of decay and disease, granting a little more colour and flavour to the world.
Gameology were terrific, as ever, super speedy processing and delivery.