Since most of the expansions have had 3 Alt. Endings included in each of them, I've felt it would help to mix it up further to add some new Endings for those sets that didn't. So, I've thrown together 3 each for the Base Game and Dungeon, and 2 more for Reaper (since it does have Danse Macabre). For the most part I've tried to keep them in line with existing Endings created by FFG, without getting too crazy. The main purpose was to try and emphasize added flavor from those sets, as the current Endings generally try to do.
4th Ed. Base Game:
The Black Knight Ending is rather straight forward and the yang to the Demon Lord's yin. I wanted to pay tribute to the one guy on the board who could always beat you up if you didn't give him any lunch money, no matter how strong you were. Now the Warlocks and Wizards of the world can know how the Troll feels when the Demon Lord is revealed.
As Talisman is a fantasy game, and there is a Temple to pray at, I figured it has the typical capricious and meddlesome gods common to the genre. This ending has the gods stepping in and playing a role in who they feel should command the power of the crown. The little used and underappreciated prayer bonus abilities that a handful of characters have gets a nice boost when this ending pops up.
I wanted to add one ending that felt somewhat more RPGish, and since there is a Castle, I figure there is probably a King in there somewhere. This ending requires more setup time than most, but I think it's interesting to think of a King whose lands are being ravaged by some sinister creatures forcing heroes to help him rid his lands of the blight before allowing them further progress towards their own goal.
The Reaper:
The Seven Trials Ending is an ode of sorts to the twelve labours of Hercules, and it doubles as the "combat" ending for the Reaper set. The random nature of what enemies are drawn made the scaling bonus to their attack scores necessary, because drawing a Lemure for the 7th and final encounter needs to at least be slightly dangerous.
Since Fate often plays a role in quite a few of the existing Endings, I figured the Reaper would get a crack at that theme as well. It also doubles as a way to play the game a little more old-school, as using fate will become much rarer and riskier than usual with GR saying hi every time it gets used.
The Dungeon:
Another very simple and straight forward concept, basically the Eagle King ending, except when you stand-off or lose the punishment is a little harsher as a Follower gets grabbed up by the Cell. Not innovative in the least, but fits with the existing Endings.
This one is basically the funnel style Ending, where you have to go through the LoD to get to the good bits. Get ready for lots of fights, because they will be happening with this one in play.
The Wizard's Curse is based on the bit of fluff about how the Wizard in his dying days set aside great challenges for aspiring heroes to deal with to prove their worth before being crowned. I can see this Wizard setting up one last challenge for all involved to prove themselves or die trying. Favors the spellcasters a little, at least in the beginning, but the anti-magic barrier surrounding them makes gaining new spells impossible for this final ordeal.
Let me know if you have any questions/comments/concerns/insults!