Descent the RPG

July 12, 2017 | Author: TheSexyWitchKing | Category: Role Playing Games, Gaming, Leisure
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Short Description

A roleplaying add-on for the board game Descent: Journeys in the Dark (2nd Edition)....

Description

Introduction

Descent: Journeys in the Dark (2nd Edition) the RPG is a rules light roleplaying system designed to add-onto your existing Descent board game. It provides additional rules for roleplaying events outside of the dungeon, while still using the regular rules for Descent for combat and quest encounters.

Sections

1. ROLEPLAYING RULES

Covers the rules of playing Descent the RPG, including Narrative Play for when your heroes are outside of combat, traveling through the world of Terrinoth.

2. HEROES AND CHARACTER CREATION This sections covers how to play your hero in new roleplaying situations, as well as extra rules for creating your own characters.

3. GM GUIDE

The player running the game will now be more than an Overlord, he’ll also be the Game Master! This section covers how to run an adventure, as well a bestiary for enemies and NPCs.

4. THE WORLD OF DESCENT

A roleplaying game needs a great setting to take place in, here the lands and villains of Terrinoth are described to help you continue your adventures beyond the quests and scenarios of the box sets!

What You’ll Need to Play

To play you will need a copy of Descent: Journeys in the Dark (2nd Edition). Along with the base game any expansions will add to your sessions by providing additional components to use during play, though they aren’t necessary.

Roleplaying Rules

When roleplaying Descent gametime is split into two different modes: Encounter and Narrative.

Encounter Play

If you play Descent you’ll already be familiar with this mode of gameplay. Anytime heroes are in a combat situation (most quests!) then you will play the game in encounter play, which uses the same rules as the Descent board game. The GM will be responsible for setting up each encounter, deciding how many opponents there are, what layout will be used, and so on. Descent comes with room tiles, but of course you may want to utilize larger grided playmats for sale with use for many other RPGs. As the GM you will control how long specific encounters last, for purposes of once per encounter abilities and recovery. Normally this will be obvious, the duration of one battle against zombies found in the forest, or the time spent clearing out a group of monsters from a dungeon will make up a single encounter. Once an encounter is over the game switches back to narrative play, and once per quest/encounter abilities reset.

Narrative Play

During times spent outside of combat you are in narrative play. Players will control their heroes not by moving them around the board but by roleplaying them! Events and movements are described by the GM, heroes can talk to and interact with NPCs while in character, and the action is generally described in a narrative style to be imagined by all players involved.

Recovery, Wounds, and Death

Heroes may lose health and stamina as a result of their battles against monsters and other evils. It is generally assumed they recover fully after a good night’s rest, or at least prolonged recovery period (4 to 6 hours spent resting). 2

In Descent the board game heroes are not in danger of permanent death (at least not until the final climactic fight!), but in the RPG players must manage the number of times they are knocked out more carefully. Everytime a character is knocked out they receive a “death token” representing the wounds they have taken. If a hero receives more than three death tokens then that character has succumbed to their injuries and dies. They are out of the game! Death tokens are recovered from, but more slowly than lost wounds and stamina. Everytime a character takes a full rest they lose one death token. This means if a character collects two or three death tokens it will take multiple night’s rest to fully recuperate. Note: The GM should designate some token or marker to serve as death tokens, as they are not included with the regular game.

Skill Tests

During narrative play characters may attempt to perform certain actions or feats for which the GM might prefer to test their attributes (also Speed and Stamina characteristics) to see if they succeed. Such checks are referred to as skill tests, and they work much like normal attribute checks made in the Descent board game.

hero perform a particularly clever, inventive, or worthwhile action, then the GM should feel free to let them automatically succeed despite any difficulty in order to enhance the roleplaying experience.

TYPES OF TESTS

In order to make a skill test a player rolls a black and grey defense die together and checks the number of shields rolled compared to his character’s relevant attribute. If the number of shields is less or equal to that attribute then the player has passed the test successfully!

Many possible actions are covered specifically by these rules and the appropriate attribute or characteristic to be used in testing is listed below. In addition there are two other kinds of skill tests: Social and General tests, which use their own special rules.

DIFFICULTY

WILLPOWER TESTS

Not all skill tests are created equal, and often the GM will wish to either increase or lower the difficulty of the test based on the apparent difficulty of the action during play. To do this GM’s may apply a “difficulty modifier” to any skill test as follows: Extremely Difficult: Very, Very Difficult: Very Difficult: Very Easy: Very, Very Easy: Unbelievably Easy:

-3 to Attribute -2 to Attribute -1 to Attribute +1 to Attribute +2 to Attribute +3 to Attribute

Of course not every action needs to be tested, if something should be so simple to do it seems automatic, or so impossible that it could never happen, then there is no need to test. Also, if a player suggests their

1. Resistance - Avoiding different effects caused by poison, magic, charm, intimidation, and so on. 2. Intimidate - Worry, or even impress, others through the strength of your resolve and inner fortitude. 3. Overcome - Handle hardships or harsh conditions, receive a second wind, or find a way to rally against impossible circumstances.

MIGHT TESTS

4. Strength - Acts of physical strength, such as breaking things down or moving heavy objects. 5. Frighten - Scare others through the suggested use of your Might against them. 3

6. Athletics - Performing difficult physical acts involving great muscularity.

KNOWLEDGE TESTS

7. Intelligence - Figuring out mysteries or puzzles, outwitting others. 8. Academic - Possessing knowledge of differing scholastic subjects.

16. General - Any test not otherwise covered by the rules or obviously applicable to any attribute or characteristic. General tests assume an attribute value of 3 for the character performing them. The GM is then free to modify the test according to what is being done.

9. Lore - Having an awareness of facts for a specific topic. All lore tests should be about a specific topic (forests, dwarves, politics, etc.), and GMs should be active in modifying any character’s Knowledge attribute for such tests based on what they would likely know about based on who they are and where they come from.

HELPING OUT

AWARENESS TESTS

OPPOSED TESTS

10. Stealth - Moving around unnoticed, slipping past guards, and sneaking up on others.

Other players may declare their character is helping out a fellow hero with the GM’s permission. If that assisting character has an equal or greater value for the relevant attribute then the testing hero may add +1 to their own attribute for that test.

11. Observation - Noticing things around you, traps in dungeons, strange situations, odd behavior in other people and so on.

When a character is attempting to defeat another character who possesses attributes in some opposed action, say a game of chess or an arm-wrestling contest, then each character rolls a black and grey defense die and adds the number of shields rolled to the relevant attribute. The character with the higher number wins the test!

12. Skullduggery - Sleight of hand, picking pockets, setting up traps, along with other underhanded acts.

Equipment and Treasure

SPEED TESTS

13. Speed - Moving or reacting quickly, as well performing feats involving physical coordination or acrobatics.

STAMINA TESTS

14. Stamina - Handling prolonged periods of exertion and performing strenuous work.

SOCIAL TESTS

15. Social - Actions involving social skills such as convincing, charming, or tricking other people, to name a few possibilities. Social tests always assume an attribute value of 3 for the character performing them. They should then be actively modified by the GM based on the situation in play: the likeliness of the NPC to agree, the quality of the approach by the player, or the effectiveness of the roleplaying or suggested actions for the hero by the player.

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GENERAL TESTS

It’s up to the GM how the group will handle purchasing equipment and other goods. For the purposes of these rules, purchases for small necessities such as food are considered automatic and not covered. If the GM wants to track supplies for heroes, especially during long journeys, they are encouraged to using their own methods. Furthermore it is up to the GM how to handle acquiring new equipment, it is assumed each trip to a town or settlement will allow the purchase of weapons or other items that would likely be for sale. The rules from the Descent board game can still be used, but the GM may decide to increase the number of possible items that can be found for sale, or may use an entirely different system of their own devising. Heroes are likely professional adventurers and will therefore make their living by questing, defeating monsters, recovering artifacts, and generally saving the day in exchange for gold. They should always be rewarded for their efforts and successes with appropriate payment!

Heroes and Character Creation

Descent the RPG opens up the door for players to roleplay as their heroes as well as control them in battle against the forces of the Overlord. Feel free to get into your role, speaking and acting for your character as they journey around the world of Terrinoth.

4. SELECT YOUR CHARACTERISTICS, HERO ABILITY, AND HEROIC FEAT

In order to finish creating your character you will select a pre-made hero from the same Hero Archetype as your newly created character and use their characteristic values, hero ability, and heroic feat to fill in the rest of your Hero Sheet. You may not pick and choose these things between different heroes.

Picking Your Character

Each race does trend toward its own typical values, which players can be mindful of when they select which pre-made hero to choose from. Orcs have higher wound totals, gnomes have lower wound totals, dwarves tend to be slow, while elves tend to be fast, and so on.

Creating a New Hero

Note: If your gaming group wishes it, players may of course exercise more freedom in their character creation, making up their own abilities and feats, and so on. This however does not provide the advantage of playtesting that pre-made characters have.

Players may decide between selecting an existing character from Descent or one of its expansions, or, if their group agrees, they may create their own new hero to play as.

These following steps will guide you through the process of creating a new, original hero. You will also need to make your own Hero Sheet so you can play your character in the game.

1. CREATE AN IDENTITY

Your new hero will need a name, gender, and race. Descent heroes are commonly human, dwarf, elf, gnome, or orc. Of course it’s possible they could be a more exotic, less frequently encountered race.

Players may then of course select whichever Class they wish to use within their Archetype. Once that is accomplished, congratulations, you’re all done!

2. SELECT AN ARCHETYPE

There are four Hero Archetypes: Warrior, Healer, Mage, and Scout.

3. PICK YOUR ATTRIBUTE VALUES

There are four attributes for characters in Descent: Willpower, Might, Knowledge, and Awareness. You have 11 points which you distribute into these attributes, with the following restrictions: 1. Each Hero Archetype is associated with one particular attribute, this attribute must have a minimum value of 3. Warrior = Might, Healer = Willpower, Mage = Knowledge, Scout = Awareness. 2. Attribute values must be at least 1, and should be no higher than 5, except in cases the player feels it makes sense their hero would have an extreme value for that attribute, in which case they may go up to 6 with GM’s permission. 3. Scouts may choose to set all their attribute values to 3, for a total of 12, since they are just so well rounded. 5

GM Guide

As the GM of the game you will control the adventures, plan the setup, play the NPCs, and generally run the entire show. Instead of simply playing through the pre-made quests and campaigns, you can create your own campaigns, encounters, and storylines featuring new characters and perhaps challenges outside of the dungeon.

Making Adventures

All the campaigns to be found in Descent the board game and its expansions provide a plot based around a villain threatening the surrounding lands or worse, who can only be stopped through the intervention of a band of brave heroes. This is the basic template you can use to create your own new campaigns, possibly with new villains and locales, or maybe some familiar ones the heroes have seen before.

Treasure tokens may also be something you choose to continue integrating into your gameplay, remembering that treasure tokens usually match group size (2, 3, 4 tokens for an equal number of players). Of course as this is an RPG experience, it is not necessary to include treasure tokens regularly if you provide other sources of money or treasure. Also since heroes may continue playing far longer than a standard campaign, they likely will not need to collect as much gold in a scramble to upgrade after each quest.

Experience

It is up to the group what level of experience they want the heroes and Overlord to be at during a campaign. It is possible to start at zero, then give 1 XP to all players for each quest or encounter and allow everyone to build up from there. Or it possible to have all players begin with 10 XP each to spend at the beginning and then consider everyone capped in terms of experience. Or anything in-between and beyond. Of course, heroes may spend their experience on additional Class Cards, and the Overlord may spend his experience on additional Overlord Cards. You may allow players to switch out cards between campaigns, certainly that makes sense for the Overlord, as the villain behind the story may change each time, along with their tactics! The GM should be mindful of which level of monsters she uses during encounters, characters with 1 to 5 XP are better suited to Act I level enemies, while those at 6 to 10 XP are better suited to Act II levels.

Creating Encounters

Over the course of a campaign you will probably wish to feature around 5 to 10 encounters or quests (often in two parts each), in keeping with the pre-made releases. Encounters will require a board set-up of some kind, along with monster groups, and possibly lieutenants or NPCs. Often individual encounters feature 3 monster groups worth of adversaries, but not always. Easier encounters may only have 2 monster groups, while harder ones may have 3 monster groups and lieutenant, or even 4 monster groups and a lieutenant! The GM should also keep in mind if she will allow reinforcements for the monsters. Encounters that involve a race between the heroes and the villains work well with reinforcements, whereas other encounters may be skirmishes where the winner is the last one standing, and reinforcements in such cases would not be appropriate. 6

NPCs, Enemies, and Allies

This rulebook will not reprint the values to be found on your monster cards, but will provide characteristics for a few NPCs your heroes are likely to run into but aren’t covered in the board game. Additionally point values are given for each NPC and monster type, so that GMs utilizing the more complex possibilities of roleplaying can control the amount of difficulty they are placing before their players, even when ignoring usual monster groupings. There are two classifications for NPCs in Descent the RPG. Standard NPCs are like the monsters you find in a dungeon. They don’t have attributes and generally aren’t very tough individually. Allies and Lieutenants are more important and powerful NPCs, closer to the level of the heroes. Over the course of your games you’ll likely need to make up your own specific Allies and Lieutenants to populate your campaigns, so use the Lieutenant and Ally cards that come in the base game and expansions to help guide you in creating your own new characters.

Knight - 4 pts.

Wench - 1-1/2 pts.

Vampire - 7 pts.

Men-at-Arms - 2 pts.

Ranger - 2 pts.

Wizard - 5 pts.

Laborer - 1-1/2 pts.

Bandit Leader - 4 pts.

Thief - 4 pts.

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Monster Minion/Master Group Points (2/3/4 heroes) Arachyura 6 pts / 9 pts Bane Spider - 4 pts / 7 pts Barghest 3 pts / 5 pts Beastman 3 pts / 5 pts Blood Ape 4 pts / 7 pts Carrion Drake - 4 pts / 7 pts Cave Spider - 2 pts / 4 pts Chaos Beast - 4 pts / 7 pts Crypt Dragon - 6 pts / 9pts Dark Priest 3 pts / 5 pts Deep Elf 6 pts / 9 pts Demon Lord - 6 pts / 9 pts Elemental 6 pts / 9 pts Ettin 6 pts / 9 pts Ferrox 3 pts / 5 pts Fire Imps 2 pts / 4 pts Flesh Moulder - 3 pts / 5 pts Giant 6 pts / 9 pts Goblin Archer - 2 pts / 4 pts Goblin Witcher - 3 pts / 5 pts Golem 6 pts / 9 pts Harpy 3 pts / 5 pts Hellhound 3 pts / 5 pts Hybrid Sentinel - 4 pts / 7 pts Ice Wyrm 6 pts / 9 pts Kobold 1 pts / 3 pts Lava Beetle 3 pts / 5 pts Manticore 6 pts / 9 pts Medusa 3 pts / 5 pts Merriod 6 pts / 9 pts Naga 4 pts / 7 pts Ogre 6 pts / 9 pts Plague Worm - 4 pts / 7 pts Razorwing 3 pts / 5 pts Shade 2 pts / 4 pts Shadow Dragon - 6 pts / 9 pts Skeleton Archer - 2 pts / 4 pts Sorcerer 3 pts / 5 pts Troll 6 pts / 9 pts Volucrix Reaver - 3 pts / 5 pts Wendigo 4 pts / 7 pts Zombie 2 pts / 4 pts

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6 pts / 9 pts / 15 pts 7 pts / 11 pts / 15 pts 8 pts / 11 pts / 14 pts 8 pts / 11 pts / 14 pts 7 pts / 11 pts / 15 pts 7 pts / 11 pts / 15 pts 8 pts / 10 pts / 12 pts 7 pts / 11 pts / 15 pts 6 pts / 9 pts / 15 pts 8 pts / 11 pts / 14 pts 6 pts / 9 pts / 15 pts 6 pts / 9 pts / 15 pts 6 pts / 9 pts / 15 pts 6 pts / 9 pts / 15 pts 8 pts / 11 pts / 14 pts 8 pts / 10 pts / 14 pts 8 pts / 11 pts / 14 pts 6 pts / 9 pts / 15 pts 8 pts / 10 pts / 12 pts 8 pts / 11 pts / 14 pts 6 pts / 9 pts / 15 pts 8 pts / 11 pts / 14 pts 8 pts / 11 pts / 14 pts 7 pts / 11 pts / 15 pts 6 pts / 9 pts / 15 pts 6 pts / 11 pts / 15 pts 8 pts / 11 pts / 14 pts 6 pts / 9 pts / 15 pts 6 pts / 11 pts / 14 pts 6 pts / 9 pts / 15 pts 7 pts / 11 pts / 15 pts 6 pts / 9 pts / 15 pts 7 pts / 11 pts / 15 pts 8 pts / 11 pts / 14 pts 8 pts / 10 pts / 12 pts 6 pts / 9 pts / 15 pts 8 pts / 10 pts / 12 pts 8 pts / 11 pts / 14 pts 6 pts / 9 pts / 15 pts 6 pts / 11 pts / 14 pts 7 pts / 11 pts / 15 pts 8 pts / 10 pts / 12 pts

Skills

Aftershock: When an adjacent hero attacks this monster, after the attack is resolved, the hero must test Willpower. If he fails, he suffers 1 Fatigue. Ancient Curse: Each hero within 3 spaces of this monster must test Willpower. Each hero that fails is Cursed. Aura X: Each time a hero enters a space adjacent to this monster, that hero suffers X Wounds. Bash: Choose an adjacent hero. That hero must test Awareness. If he fails, he suffers 3 Wounds. Blast: This attack affects all figures adjacent to the target space. Blood Call: This monster recovers Wounds equal to the amount of Wounds dealt with this attack (after rolling defense dice). Burn: If this attack deals at least 1 Wound (after the defense roll), the target is Burning. Cause Fear: Choose a hero adjacent to this monster. That hero must test Willpower. If he fails, he moves 2 spaces directly away from this monster and is Immobilized. Cocoon: Each hero adjacent to this monster must test Awareness. Each hero that fails is Immobilized. Command: Each minion within 3 spaces of this monster may reroll 1 die on each of its attacks. Each minion may only benefit from one monster with Command at a time. Corrupted: Each time this monster performs an attack targeting a Cursed hero, add 1 additional yellow power die to its attack pool for each Cursed hero targeted. Cry Havoc: This monster performs a move action and then attack action. The attack targets every figure he moves through. Cursed Blast: Perform an attack targeting each Cursed hero in this monster's line of sight. If insufficient range is rolled for any one target, the entire attack is considered a miss. Cursed: If this attack deals at least 1 Wound (after the defense roll), the target is Cursed. Dark Prayer: Each hero within 3 spaces of this monster must test Willpower. Each hero that fails suffers 1 Fatigue. Disease: If this attack deals at least 1 Wound (after the defense roll), the target is Diseased. Dominion: This monster tests Willpower. If he passes, he may move a hero within his line of sight 2 spaces in any direction. After the movement, the hero tests Willpower. If he fails, the hero is Immobilized. Fire Breathing: Starting with the target space, trace a path of 4 spaces in any direction. All figures on this path are affected by this attack. Each figure rolls defense dice separately.

Fly: This monster may ignore enemy figures and the effects of terrain while moving. It must end its movement in an empty space following normal movement rules. Freezing: Each time a hero enters a space adjacent to this monster, that hero suffers 1 Fatigue. Grab: Choose a hero adjacent to this monster. The hero must test Might. If the hero fails, he is Immobilized. Heal: Choose a monster within 3 spaces of this monster and roll 1 red power die. The chosen monster recovers Wounds equal to the Hearts rolled. Hoarder: When a hero performs a search action, this monster may test Awareness. If she passes, she may immediately move up to 2 spaces. Then the hero's turn resumes. Ignite: This monster suffers 1 Wound to perform an attack that targets all adjacent figures. Each figure rolls defense dice separately. Merick may not perform this action if suffering the Wound would defeat him. Immobilize: If this attack deals at least 1 Wound (after the defense roll), the target is Immobilized. Ironskin: This monster is immune to Pierce and to all conditions. Knockback: Remove the target from the map, then place him on any empty space within 3 spaces of his original space. He counts as entering that space. Leap Attack: This monster may move its Speed, ignoring enemy figures as it does so. When if finishes its movement, perform a single attack that targets each figure this monster moved through. Each figure rolls defense dice separately. Limit once per turn. Leech: Choose a hero adjacent to this monster. That hero must test Might. If he fails, roll 1 yellow die. That hero suffers 1 Fatigue per Heart rolled, and this monster recovers 1 Wound per Fatigue suffered. Miasma: Each hero within 3 spaces of this monster must test Willpower. Each hero that fails suffers 1 Wound and 1 Fatigue. Morph: When this monster attacks, it uses the dice of a figure (overlord's choice) in its line of sight. If a hero is chosen, the overlord may choose which of the hero's equipped weapon to use. The monster cannot use any of the figure's other abilities, just the dice. Not Me!: Each time this monster is attacked, before the dice are rolled, test its Awareness. If it passes, a monster adjacent to it becomes the target of the attack. Range and line of sight are still measured to its space. Overpower: This monster performs a move action. Each time it moves into a space adjacent to a hero, it may test Might. If he passes, he may trade spaces with that hero and the hero suffers 1 Fatigue. Pierce X: This attack ignores X rolled on the defense dice. Pincer Attack: Perform an attack targeting up to 2 heroes adjacent to this monster. 1 attack roll is made but each hero rolls defense dice separately. Each target that suffers at least 1 Wound from this attack (after the defense roll) is Immobilized.

Poison: If this attack deals at least 1 Wound (after the defense roll), the target is Poisoned. Promotion: This monster tests Willpower. If he passes, you may replace an adjacent minion monster with a master monster of that type. This may not exceed that monster group limit. Ravage: Both of this monster's actions on a turn may be attack actions. Reach: This monster may attack targets up to 2 spaces away. Regeneration X: At the beginning of the overlord player's turn, this monster recovers X . Sacrifice: Deal up to 5 Wounds to an adjacent monster to allow this monster to recover an equal amount of Health. Scamper: This monster may move through spaces containing heroes. Seduce: You may choose a hero within 3 spaces of this monster and test its Willpower. If it passes, move the hero 1 space in any direction and the hero is Stunned. Shadow Bolt: This monster performs a Ranged attack. Sorcery X: After making an attack roll, this monster may convert up to X range to Hearts, or up to X Hearts to range. Split: When this monster is defeated, replace it with 2 minions of the same type in the closest available empty spaces, ignoring group limits. Stealthy: Each attack that targets this monster must roll 3 additional range beyond the normally required amount or the attack is a miss. Strong Spirit: This monster cannot be Cursed or Diseased. Stun: If this attack deals at least 1 Wound (after the defense roll), the target is Stunned. Subdue: If this attack deals at least 1 Wound, choose 1 condition. The target suffers from the chosen condition. Summon: Choose a minion within 3 spaces of this monster. Place that minion in an empty space adjacent to this monster. Swallow: If a hero is defeated by this monster, remove his hero token from the map and place it on this monster’s base. The hero cannot be revived until this monster is defeated, at which point his hero token is placed in one of this monster’s spaces. Swarm: This monster deals +1 Wound for each other monster adjacent to the target. Sweep: Perform an attack. This attack affects each figure within range of this monder's attack. Each figure rolls defense die separately. Undying: When this monster is defeated, remove it from the map and then replace it with a minion of the same type, ignoring group limits. Unmovable: This monster may choose to ignore any game effect that would force it to move. Wail: All heroes within 3 spaces of this monster must test Willpower. Each hero that fails suffers 2 Fatigue. Wither: The target suffers 1 Fatigue. 9

The World of Descent

Descent is set in the Runebound universe, in a land known as Terrinoth. The setting is not deeply fleshed out, meaning you can feel free to invent all manner of places and situations to confront your groups over the course of their adventures, but this section will cover several of the known locations and threats heroes may encounter.

History of Terrinoth

The lands of Terrinoth were settled long ago by elves, humans, and dwarves, their settlements eventually flourishing into the cities still to be found today. Long ago they were ruled by the Elder Kings, but eventually these tyrannical rulers were removed and the Free Cities and the Daqan Lords established themselves as the holders of power. For a time these lands were once again subjugated, this time by the mighty Dragonlords, immortal beings that were fashioned somewhere between a dragon and a man. Eventually their own internal struggles against one another ended their reign, the survivors trapped within the powerful Dragon Runes and secreted away by the elves. Hundreds of years have passed since the time of the Dragon Wars, now the Free Cities and Daqan Lords maintain the peace, though dark powers and terrible villains thirsting for ever greater dominion always threaten. Only thanks to the bravery and action of Terrinoth’s greatest heroes can the many peoples of living within this land continue to exist safely as these dangers are kept at bay.

Places of Terrinoth Tamalir

The richest city and most powerful city in Terrinoth, Tamalir is a major cultural center and a leader for other surrounding lands to look to. This is a place wandering adventurers may often find themselves.

Greyhaven

The famous city of Nerekhall has a reputation for dark magic and dangerous wizardry. Though they have cleaned away the open presence of such profane practitioners, the place still carries a somewhat infamous reputation.

Dawnsmoor

A rustic southern city famous for its “Orc Market.” Just about anything can be purchased in Dawnsmoor, though it is not a place for the unwary traveler, and pit fighting along with other less fashionable pasttimes draw enthusiastic crowds here.

Riverwatch

The beautiful river-side city is the trading capital of Terrinoth, and all manner of goods can be found here, including rare and exotic possessions from far-away lands.

Vynelvale

Another important city, to the north of Tamalir. Greyhaven is famous for its universities, which are the foremost in magical tutelage.

The sacred city of Vynelvale is home to the Order of Kellos, the largest religious order in Terrinoth. Many pilgrims travel to the cathedral here and learn from the Order’s priests.

Frostgate

Barony of Rhynn

A wild city in the northern lands, it is a place for those who have a strong connection to nature, as well as for those who wish to live toward the edges of established society.

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Nerekhall

One of the many lesser realms on the outskirts of Terrinoth, away from the Free Cities. The Barony’s capital city of Arhynn is a smaller, but well fortified settlement.

Al-Kalim

The mystical desert lands of Al-Kalim lie far from Terrinoth, but great treasures and adventure are said to await those who brave the journey to find it. The trade cities of Siryasa and Irram can be found along the famed travelers’ roads, and deeper in the desert lie places of great repute such as the Court of Wisdom.

Torue Albes

The coastline and uncharted islands of Torue Albes draw many adventurers wishing to see new lands and find the treasures buried in the sands along the Cerridor Sea.

Isheim

To the far north is the Land of Ice, a deadly and desolate frozen wasteland. Few travel so far as to reach these icy lands unless they have good cause.

Enemies of Terrinoth The Dragonlords

Appearing in the bipedal form of a man, but with the strength and lifespan of a dragon, these beings once became rulers of Terrinoth, and their wars with one another ravaged kingdoms. Although they were thought eliminated the possibility of their return from some unknown means still remains.

The Ynfernael

The demonic forces of the Ynerfnael are evil and corrupting, yet some foolish mortals have taken to their worship. Through blood rites and other unspeakable rituals they transform their followers from men into things more like demons. The bloodthirsty barbarian forces who worship such dark powers present a growing threat.

The End

So now you have read the rules, learned how to make characters, balance adventures, and discovered a little about the lands of Terrinoth where your heroes will travel. Hopefully you are ready to begin your roleplaying sessions after reading through this book and will enjoy the chance to expand the game of Descent from the pre-made dungeons to anywhere your imagination can take you. To find more resources for this game check out the Descent Second Edition page at BoardGameGeek.com, where you’ll find additional files to download to assist you in making your own character and monster cards, as well as www.DescentInTheDark.com, the fan built compendium for all things Descent.

Necromancers

Dark wizards who can command forbidden powers present a grave threat to the free and living peoples of Terrinoth. Powerful villains such as Lord Vorakesh or Sir Merrick Farrow are famous examples who have left ruin in their wakes.

Goblins

The multitudinous forces of the goblins present an on-going problem for cities and kingdoms on the edges of civilization. Goblin Kings can raise massive armies of poorly trained, but highly enthusiastic conscripts to go to war with human, dwarf, and elf cities.

Deep Elves

Broken away from the good societies of elves who live on the surface of Terrinoth, these elves have become dark-hearted, and are known for their well trained and nearly unstoppable assassins.

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