So has anyone figured out how the peril conditions work in Road to Legend?
My group was playing the "Rise of all Goblins" finale on Saturday, and we seemed to have a decent handle on it. We were passing most of the 'whispers' checks, cleared past the 'T' split, and took the banner on the right side, then backtracked to the banner on the left side.
The perils we were getting were mostly respawning the bone horrors near the cart, and the aformentioned 'whispers' checks. After taking the banner in the first room on the left side, we proceeded up the hallway towards the pit/bridge room. There we were bottlenecked by two shadow dragons and the goblin archers. A turn later, the Ariad lieutenant spawned in the hallway next to us, along with an Arachyura. There was no peril the following round, but after clearing out the dragons and Ariad, we moved up into the room to clear the goblins. The next round started the deadly perils, 2 damage to every hero. We cleared out the goblins the next round, and moved up to the door (but didn't pick up the banner that round)... and received 5 damage per hero from a deadly peril, killing 3 heroes and ending the campaign.
Does anyone know what advances the perils? Could we have avoided the 'deadly peril' by picking up the banner?
Thanks.
Also, side question. Ariads activation card listed the following;
(action): spot the closest hero.
(action): attack the closest hero within 3 spaces.
(action): attack the closest monster within 5 spaces, if the monster is killed, deal X damage to each hero, where X is the total life value of the monster killed.
So in our game, Ariad was already within 3 spaces of a hero, so no spot. She attacked the hero, but then had one action left. We chose NOT to apply the 3rd action, since Ariad had already performed an attack this round. Was this correct? or should the weird "attack a monster" action have been applied?