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Introduction What Youll Need to Play


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, hell
also be the Game Master! This section covers how to run an adven-
ture, 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!
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 arent necessary.
Roleplaying Rules
When roleplaying Descent gametime is split into two different
modes: Encounter and Narrative.
Encounter Play
If you play Descent youll 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/encoun-
ter 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 nights rest, or at least prolonged recovery period (4 to 6
hours spent resting).
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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
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.
WILLPOWER TESTS
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.
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 nights 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.
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
characters relevant attribute. If the number of shields is less or equal
to that attribute then the player has passed the test successfully!
DIFFICULTY
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 GMs may apply a
difficulty modifier to any skill test as follows:
Extremely Difficult: -3 to Attribute
Very, Very Difficult: -2 to Attribute
Very Difficult: -1 to Attribute
Very Easy: +1 to Attribute
Very, Very Easy: +2 to Attribute
Unbelievably Easy: +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
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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.
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 characters Knowledge
attribute for such tests based on what they would likely know about
based on who they are and where they come from.
AWARENESS TESTS
10. Stealth - Moving around unnoticed, slipping past guards, and
sneaking up on others.
11. Observation - Noticing things around you, traps in dungeons,
strange situations, odd behavior in other people and so on.
12. Skullduggery - Sleight of hand, picking pockets, setting up traps,
along with other underhanded acts.
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, charm-
ing, 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.
GENERAL TESTS
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 perform-
ing them. The GM is then free to modify the test according to what is
being done.
HELPING OUT
Other players may declare their character is helping out a fellow hero
with the GMs 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.
OPPOSED TESTS
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!
Equipment and Treasure
Its 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!
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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.
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.
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 then of course select whichever Class they wish to use
within their Archetype. Once that is accomplished, congratulations,
youre all done!
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.
Picking Your Character
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.
Creating a New Hero
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 its possible
they could be a more exotic, less frequently encountered race.
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 GMs 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.
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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.
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 lieuten-
ants 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.
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.
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 arent 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 dont have
attributes and generally arent 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 youll 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.
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Knight - 4 pts.
Men-at-Arms - 2 pts.
Laborer - 1-1/2 pts.
Wench - 1-1/2 pts.
Ranger - 2 pts.
Bandit Leader - 4 pts.
Vampire - 7 pts.
Wizard - 5 pts.
Thief - 4 pts.
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Monster Minion/Master Group Points (2/3/4 heroes)
Arachyura - 6 pts / 9 pts 6 pts / 9 pts / 15 pts
Bane Spider - 4 pts / 7 pts 7 pts / 11 pts / 15 pts
Barghest - 3 pts / 5 pts 8 pts / 11 pts / 14 pts
Beastman - 3 pts / 5 pts 8 pts / 11 pts / 14 pts
Blood Ape - 4 pts / 7 pts 7 pts / 11 pts / 15 pts
Carrion Drake - 4 pts / 7 pts 7 pts / 11 pts / 15 pts
Cave Spider - 2 pts / 4 pts 8 pts / 10 pts / 12 pts
Chaos Beast - 4 pts / 7 pts 7 pts / 11 pts / 15 pts
Crypt Dragon - 6 pts / 9pts 6 pts / 9 pts / 15 pts
Dark Priest - 3 pts / 5 pts 8 pts / 11 pts / 14 pts
Deep Elf - 6 pts / 9 pts 6 pts / 9 pts / 15 pts
Demon Lord - 6 pts / 9 pts 6 pts / 9 pts / 15 pts
Elemental - 6 pts / 9 pts 6 pts / 9 pts / 15 pts
Ettin - 6 pts / 9 pts 6 pts / 9 pts / 15 pts
Ferrox - 3 pts / 5 pts 8 pts / 11 pts / 14 pts
Fire Imps - 2 pts / 4 pts 8 pts / 10 pts / 14 pts
Flesh Moulder - 3 pts / 5 pts 8 pts / 11 pts / 14 pts
Giant - 6 pts / 9 pts 6 pts / 9 pts / 15 pts
Goblin Archer - 2 pts / 4 pts 8 pts / 10 pts / 12 pts
Goblin Witcher - 3 pts / 5 pts 8 pts / 11 pts / 14 pts
Golem - 6 pts / 9 pts 6 pts / 9 pts / 15 pts
Harpy - 3 pts / 5 pts 8 pts / 11 pts / 14 pts
Hellhound - 3 pts / 5 pts 8 pts / 11 pts / 14 pts
Hybrid Sentinel - 4 pts / 7 pts 7 pts / 11 pts / 15 pts
Ice Wyrm - 6 pts / 9 pts 6 pts / 9 pts / 15 pts
Kobold - 1 pts / 3 pts 6 pts / 11 pts / 15 pts
Lava Beetle - 3 pts / 5 pts 8 pts / 11 pts / 14 pts
Manticore - 6 pts / 9 pts 6 pts / 9 pts / 15 pts
Medusa - 3 pts / 5 pts 6 pts / 11 pts / 14 pts
Merriod - 6 pts / 9 pts 6 pts / 9 pts / 15 pts
Naga - 4 pts / 7 pts 7 pts / 11 pts / 15 pts
Ogre - 6 pts / 9 pts 6 pts / 9 pts / 15 pts
Plague Worm - 4 pts / 7 pts 7 pts / 11 pts / 15 pts
Razorwing - 3 pts / 5 pts 8 pts / 11 pts / 14 pts
Shade - 2 pts / 4 pts 8 pts / 10 pts / 12 pts
Shadow Dragon - 6 pts / 9 pts 6 pts / 9 pts / 15 pts
Skeleton Archer - 2 pts / 4 pts 8 pts / 10 pts / 12 pts
Sorcerer - 3 pts / 5 pts 8 pts / 11 pts / 14 pts
Troll - 6 pts / 9 pts 6 pts / 9 pts / 15 pts
Volucrix Reaver - 3 pts / 5 pts 6 pts / 11 pts / 14 pts
Wendigo - 4 pts / 7 pts 7 pts / 11 pts / 15 pts
Zombie - 2 pts / 4 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 Immobi-
lized.
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.
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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.
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.
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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 Terrinoths
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
Another important city, to the north of Tamalir. Greyhaven is
famous for its universities, which are the foremost in magical tutelage.
Frostgate
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.
Nerekhall
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 some-
what 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 posses-
sions from far-away lands.
Vynelvale
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 Orders priests.
Barony of Rhynn
One of the many lesser realms on the outskirts of Terrinoth, away
from the Free Cities. The Baronys capital city of Arhynn is a smaller,
but well fortified settlement.
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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 youll 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.
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.
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.