In addition to expanded content and card mechanics we've tried to find ways to enable more opportunities for players to add their own little touches of dramatic flair. Take turns reading each card aloud and see if you can draw the other players into the scene of the encounter.
On an aesthetic level this deck is now in parity with the Adventure deck ~ updated this past April. Also, as you'll soon see, a handful of cards were either reworked or developed specifically for this update.
Strange thing about Leaping Elasti-Leeches (D002). It turns out they have a medicinal purpose (and therefore some monetary value) in the remote tribal areas of the Northlands, which is why brave warriors have been combing the caves and dungeons of the land to harvest these things. So you aren't likely to see any more Elasti-Leeches unless you happen to develop the Scivvyboggoms whilst traveling through some of the wilder regions of the Northlands.
The Dungeon Scribbles (D005) heard about what you did to their topside cousins' great ancestor and joined up with them to hunt you down like the no-goody stompy stompers you are. Consider yourself warned.
The Colony of Bear Bugs (D006) moved above ground once they realized there was much higher quality garbage to be found in that one region of the land where wastefulness is a bad habit and so many folks are just "throwing away perfectly good food while others go hungry." Well the Bear Bugs certainly aren't going hungry that's for sure. Thanks everyone.
At some point, we won't say when, you are going to learn something about Cockroaches (D009) that you probably never knew... but it's totally true.
Gelatinus Gelatin (D010) was stomped into a messy puddle of gelatinus by-product by a Belching Troll Monster. And it wasn't even in the way!
The Group of Fierce Goblins (D012) are still around, only they've been hitting the pubs, originally to look for girl Goblins (yeah! right! as if!) but ultimately because it seemed like that's what all the cool Goblins were doing on telovision and they didn't want to feel left out.
The Band of Brigands (D015) you'll be glad to know met with some of those Northland warriors mentioned earlier and, suffice it to say, didn't fare too well.
Oh and it turns out that Bands of Brigands don't tend to carry around Leaping Elasti-Leaches in those packs of theirs. Now we know.
A word of advice, should you run into any Undead Pirates (D017)
...don't try any funny business.
Oh, the Rock Golem (D024). Turns out it wasn't exactly what we all thought it was. Not in the Oh heck who IS this person I just took on as a roommate! sort of way, but more like the what you start to notice by the third or fourth date sort of way. Yeah.
Okay, there's actually a really funny story about the Purple Ooze (D026) but we don't have time to tell it here. Suffice it to say you do not want to buy any street tacos from those Goblins over in the swamps.
Actually, we are pretty sure the Mud Creature (D027) is still around. It's just that it's rather difficult to locate when it doesn't want to be found. I mean, have you beeen to some of these deep, dark underground places all dank and damp and,
well... Muddy! Like omigosh.
Pay attention to the Restless Mummy (D028) and you might just learn something about how to be a true winner at the next corporate team-building function.
Turns out Undead Ogre (D029) has escaped from the Dungeon and now wanders the countryside selling questionable "Hot Dogeys" from his secondhand food truck. They're a big hit in Orc country.
Coin Grubber (D034) has been re-imagined as something similar, but different.
Meanwhile, Yeti Coin Grubber (D035) was taken away (with a beam of light) by aliens, in the dark of the night, to be studied as some form of "early ancestor" that just happened, by coincidence, to somehow have developed on a planet over four parsecs from the homeworld. Pretty cool huh.
Take note. If properly smited (smote?) the Garbage Heap (D038) now counts toward the Battle Badge. Be sure to collect the card.
The Booby traps are still there. Try to watch your step.
We've given the Suffocating Smoggy Fog (D047) something of an, let's say "immersive quality."
The mechanics of the Basilisk (D048) encounter are now more about the Group Leader doing their jolly best to look out for the other members of the party, as a dutiful Group Leader should.
The various snaggly encounters (D049) to (D051) can now be avoided with a solid attack roll. If you're quick.
Both Secret Passageways (D053) and (D054) have been replaced with entirely new situations.
The Trap Doors are still there. Try to watch your step.
Mipflop the Merchant (D058) in addition to selling his usual three items to each player, will now also trade one of his items for one player item with a successful Persuasion roll. The intent is that each player must make their own attempt at persuading him to trade. You don't actually have to purchase to attempt the trade.
More Unfortunate Souls (D063) has been replaced by a character encounter.
Lost Goblin (D065), Foreboding Wind (D067), Footloose Hand (D069), Cryptic Messages (D070) and Potion of Curiosity (D072) have all been changed over to a more open-ended form of Group Roleplaying card, each slightly unique from the other. It's best to read and listen carefully.
The Lost Adventurer (D074)? Well. She's gone home of course. I mean, you did show her the way out did you not? After all that is what true heroes do when they encounter a lost fellow adventurer. What is she up to now? Oh. We're not sure.
Actually we heard someone mention she had given up adventuring to go back into the pet grooming business. Apparently there's good coin to be made doing that, especially if you call it a "Doggy Daycare Health Spa Envy Retreat."
Now, just a bit of trivia on her replacement. We were pretty tempted to let the group decide the fate of the Group Leader on this one... you'll understand.
The Goblin leader of the Wandering Theatre Troupe (D079) that you are bound to meet at some point... if you want to know, his name is "Mercutio Baby!" (but we couldn't fit it on the card).