So I've started up a Nature's Ire run, and ran into this peril card in between encounters.
The hero furthest from the exit of the current encounter places this card in his play area.
Each time this hero spends movement points, they must be spent to move towards the closest master monster .
If this hero defeats a master monster or is defeated, discard this card.
This card remains active until it is discarded.
It got placed on Quellen, who was the farthest from the exit. Now, my question is, what happens if there are no master monsters on the map? According to RAW, this hero is now completely immobilized and must wait until a master monster appears somewhere on the map before they can travel anywhere, or have a special ability which allows them to "move up to their speed", or "place their figure within X spaces" which is not the same as spending movement points.
This is particularly terrible if the next room or two contains no monster spawns. They will thus be forced to lag multiple rooms behind the rest of the party, twiddling their thumbs.
However, I cannot see any other way to interpret this. There are no clauses which state that if no master monsters are on the map, you may ignore this card's effect.
This seems like a completely devastating effect for a 2-hero group, and a significant annoyance for a 3/4 hero group.
What do you guys think? Oversight, or just a potentially powerful peril card?
Edited by Charmy