The following are alternative endings I'm working on while my day-job workload is too high for such projects as the Addon Abilitiies. Like many others, I started with the classic six from 2E. Mine have tweaks based on the 2E versions being too weak for implementation in 4ER. Anyone defeating the LoD in the Dungeon (and likely the Eagle King in the Highlands) is pretty much assured the win against any of those 2E end "boss" opponents.
Along with the standard six, I decided to do semi-matching "counterpoint" cards as an easier approach to beefing the endgame deck. That way there would be 12 rather than 6 to draw from. I have uploaded full 300ppi versions of the first 4 into my DropBox (moderate quality to keep file size down). No time for thumbnails (which wouldn't be readable anyway). Select the titles/links below to view the cards in a new window . Comments and suggestions are certainly welcome for consideration, as I do not consider these to be final versions just yet.
Draconis Rex (alias the Dragon King)
This one tested well in my own group and two others. Some were not thrilled, as some random results were too easy to overcome, especially in two cases where a character entered the CoC through the Dungeon. But I suppose some easy win options need to be among the cards (I personally detest them), for the name of the game these days is "faster, faster"...
Draco Regina (counterpoint for Dragon King)
This one tested the best in my group and one other. Players liked taking turns getting involved in playing the Dragon Queen against another character. Some weren't thrilled with her spell mechanics; others like that and put it to great use. In one game, there were three characters to achieve the CoC while she was still there. A real blood bath full of tactical choices ensued. Eggs were stolen and then returned to her at critical moments when another character had to face her. The only complaint was from two players with characters still outside of the CoC as the Spell deck began to cycle like crazy. But they weren't given any sympathy by those inside the CoC: "then move your ass and get in here!"
Demon Lord (alias same)
This one had mixed reviews in my group and two others, but split along very obvious lines. Those who were leaning on Spells and artificial attribute boosts (Followers, Magic Objects, etc.) complained. Those who went in on soundly built Craft found him a worthwhile challenge. Not sure why that kind of split, but it happened.
Celestial (counterpoint to Demon Lord)
This one has not been tested, though it was based in a notion discussed by my group: endgames that have some meaning to Talisman's meaningless "Alignment." Not sure this one is going to work, but it will be play tested during this month by my group and two others.
And here's another slapped together in my time off. Alias the "Belt of Hercules", I've changed the title to fit Talisman's more generic fantasy setting. Details of its powers have been tweaked as well, since the old standard of Strength 12 wouldn't mean squat with the Strength levels seen 4ER. I'm not fully statisfied with the illustration I constructed, but it will do.
And one last stop for the night, and possibly a few days. Here is the Torc of Will, counterpoint to the previous card. It's off the cuff and untested and no more exciting than the last one. Maybe give it a try and see what your group thinks. Perhaps it even needs to be pumped up a little since Craft is always the harder route in the game.