Descent the RPG

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    Introduction What Youll Need to PlayDescent: Journeys in the Dark (2nd Edition) the RPG is a rules lightroleplaying system designed to add-onto your existing Descent boardgame. It provides additional rules for roleplaying events outside of thedungeon, while still using the regular rules for Descent for combat and

    quest encounters.

    Sections1. ROLEPLAYING RULESCovers the rules of playing Descent the RPG, including NarrativePlay for when your heroes are outside of combat, traveling throughthe world of Terrinoth.

    2. HEROES AND CHARACTER CREATIONThis sections covers how to play your hero in new roleplayingsituations, as well as extra rules for creating your own characters.

    3. GM GUIDEThe player running the game will now be more than an Overlord, hellalso 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 DESCENTA roleplaying game needs a great setting to take place in, here thelands and villains of Terrinoth are described to help you continueyour adventures beyond the quests and scenarios of the box sets!

    To play you will need a copy of Descent: Journeys in the Dark (2ndEdition). Along with the base game any expansions will add to yoursessions by providing additional components to use during play,though they arent necessary.

    Roleplaying RulesWhen roleplaying Descent gametime is split into two differentmodes: Encounter and Narrative.

    Encounter PlayIf you play Descent youll already be familiar with this mode ofgameplay. Anytime heroes are in a combat situation (most quests!)

    then you will play the game in encounter play, which uses the samerules as the Descent board game.

    The GM will be responsible for setting up each encounter, decidinghow many opponents there are, what layout will be used, and so on.Descent comes with room tiles, but of course you may want to utilizelarger 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 thiswill be obvious, the duration of one battle against zombies found inthe forest, or the time spent clearing out a group of monsters from adungeon will make up a single encounter. Once an encounter is overthe game switches back to narrative play, and once per quest/encoun-ter abilities reset.

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

    Recovery, Wounds, and DeathHeroes may lose health and stamina as a result of their battles against

    monsters and other evils. It is generally assumed they recover fullyafter a good nights rest, or at least prolonged recovery period (4 to 6hours 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 succeeddespite any difficulty in order to enhance the roleplaying experience.

    TYPES OF TESTSMany possible actions are covered specifically by these rules and theappropriate attribute or characteristic to be used in testing is listedbelow. In addition there are two other kinds of skill tests: Social andGeneral tests, which use their own special rules.

    WILLPOWER TESTS1. Resistance - Avoiding different effects caused by poison, magic,charm, intimidation, and so on.

    2. Intimidate - Worry, or even impress, others through the strength ofyour resolve and inner fortitude.

    3. Overcome - Handle hardships or harsh conditions, receive a secondwind, or find a way to rally against impossible circumstances.

    MIGHT TESTS4. Strength - Acts of physical strength, such as breaking things downor moving heavy objects.

    5. Frighten - Scare others through the suggested use of your Mightagainst them.

    In Descent the board game heroes are not in danger of permanentdeath (at least not until the final climactic fight!), but in the RPGplayers must manage the number of times they are knocked out morecarefully. Everytime a character is knocked out they receive a deathtoken representing the wounds they have taken. If a hero receivesmore than three death tokens then that character has succumbed totheir injuries and dies. They are out of the game!

    Death tokens are recovered from, but more slowly than lost woundsand stamina. Everytime a character takes a full rest they lose one deathtoken. This means if a character collects two or three death tokens itwill take multiple nights rest to fully recuperate.

    Note: The GM should designate some token or marker to serve asdeath tokens, as they are not included with the regular game.

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

    In order to make a skill test a player rolls a black and grey defense dietogether and checks the number of shields rolled compared to hischaracters relevant attribute. If the number of shields is less or equalto that attribute then the player has passed the test successfully!

    DIFFICULTYNot all skill tests are created equal, and often the GM will wish toeither increase or lower the difficulty of the test based on the apparentdifficulty of the action during play. To do this GMs may apply a

    difficulty modifier to any skill test as follows:

    Extremely Difficult: -3 to AttributeVery, Very Difficult: -2 to AttributeVery Difficult: -1 to AttributeVery Easy: +1 to AttributeVery, Very Easy: +2 to AttributeUnbelievably Easy: +3 to Attribute

    Of course not every action needs to be tested, if something should beso simple to do it seems automatic, or so impossible that it could neverhappen, then there is no need to test. Also, if a player suggests their

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    6. Athletics - Performing difficult physical acts involving greatmuscularity.

    KNOWLEDGE TESTS7. 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 testsshould be about a specific topic (forests, dwarves, politics, etc.), andGMs should be active in modifying any characters Knowledgeattribute for such tests based on what they would likely know aboutbased on who they are and where they come from.

    AWARENESS TESTS10. Stealth - Moving around unnoticed, slipping past guards, andsneaking 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 TESTS13. Speed - Moving or reacting quickly, as well performing featsinvolving physical coordination or acrobatics.

    STAMINA TESTS14. Stamina - Handling prolonged periods of exertion and performingstrenuous work.

    SOCIAL TESTS15. 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 characterperforming them. They should then be actively modified by the GMbased on the situation in play: the likeliness of the NPC to agree, thequality of the approach by the player, or the effectiveness of theroleplaying or suggested actions for the hero by the player.

    GENERAL TESTS16. General - Any test not otherwise covered by the rules or obviouslyapplicable 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 isbeing done.

    HELPING OUTOther players may declare their character is helping out a fellow herowith the GMs permission. If that assisting character has an equal orgreater value for the relevant attribute then the testing hero may add+1 to their own attribute for that test.

    OPPOSED TESTSWhen a character is attempting to defeat another character whopossesses attributes in some opposed action, say a game of chess or anarm-wrestling contest, then each character rolls a black and greydefense die and adds the number of shields rolled to the relevantattribute. The character with the higher number wins the test!

    Equipment and TreasureIts up to the GM how the group will handle purchasing equipmentand other goods. For the purposes of these rules, purchases for smallnecessities such as food are considered automatic and not covered. Ifthe GM wants to track supplies for heroes, especially during longjourneys, they are encouraged to using their own methods.

    Furthermore it is up to the GM how to handle acquiring newequipment, it is assumed each trip to a town or settlement will allowthe 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 GMmay decide to increase the number of possible items that can be foundfor sale, or may use an entirely different system of their own devising.

    Heroes are likely professional adventurers and will therefore maketheir living by questing, defeating monsters, recovering artifacts, andgenerally saving the day in exchange for gold. They should always berewarded for their efforts and successes with appropriate payment!

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    4. SELECT YOUR CHARACTERISTICS, HEROABILITY, AND HEROIC FEAT

    In order to finish creating your character you will select a pre-madehero from the same Hero Archetype as your newly created characterand use their characteristic values, hero ability, and heroic feat to fill in

    the rest of your Hero Sheet. You may not pick and choose thesethings between different heroes.

    Each race does trend toward its own typical values, which players canbe 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 ownabilities and feats, and so on. This however does not provide theadvantage of playtesting that pre-made characters have.

    Players may then of course select whichever Class they wish to usewithin their Archetype. Once that is accomplished, congratulations,youre all done!

    Heroes and CharacterCreation

    Descent the RPG opens up the door for players to roleplay as theirheroes as well as control them in battle against the forces of the

    Overlord. Feel free to get into your role, speaking and acting for yourcharacter as they journey around the world of Terrinoth.

    Picking Your CharacterPlayers may decide between selecting an existing character fromDescent or one of its expansions, or, if their group agrees, they maycreate their own new hero to play as.

    Creating a New HeroThese following steps will guide you through the process of creating anew, original hero. You will also need to make your own Hero Sheetso you can play your character in the game.

    1. CREATE AN IDENTITYYour new hero will need a name, gender, and race. Descent heroes arecommonly human, dwarf, elf, gnome, or orc. Of course its possiblethey could be a more exotic, less frequently encountered race.

    2. SELECT AN ARCHETYPEThere are four Hero Archetypes: Warrior, Healer, Mage, and Scout.

    3. PICK YOUR ATTRIBUTE VALUESThere are four attributes for characters in Descent: Willpower,Might, Knowledge, and Awareness. You have 11 points which youdistribute into these attributes, with the following restrictions:

    1. Each Hero Archetype is associated with one particularattribute, 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 nohigher than 5, except in cases the player feels it makes sensetheir hero would have an extreme value for that attribute, inwhich case they may go up to 6 with GMs permission.

    3. Scouts may choose to set all their attribute values to 3, for atotal of 12, since they are just so well rounded.

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    GM GuideAs the GM of the game you will control the adventures, plan thesetup, play the NPCs, and generally run the entire show. Instead ofsimply playing through the pre-made quests and campaigns, you cancreate your own campaigns, encounters, and storylines featuring new

    characters and perhaps challenges outside of the dungeon.

    Making AdventuresAll the campaigns to be found in Descent the board game and itsexpansions provide a plot based around a villain threatening thesurrounding lands or worse, who can only be stopped through theintervention of a band of brave heroes. This is the basic template youcan use to create your own new campaigns, possibly with new villainsand locales, or maybe some familiar ones the heroes have seen before.

    Creating EncountersOver the course of a campaign you will probably wish to featurearound 5 to 10 encounters or quests (often in two parts each), inkeeping with the pre-made releases. Encounters will require a boardset-up of some kind, along with monster groups, and possibly lieuten-ants or NPCs. Often individual encounters feature 3 monster groupsworth of adversaries, but not always. Easier encounters may only have2 monster groups, while harder ones may have 3 monster groups andlieutenant, or even 4 monster groups and a lieutenant!

    The GM should also keep in mind if she will allow reinforcements forthe monsters. Encounters that involve a race between the heroes andthe villains work well with reinforcements, whereas other encountersmay be skirmishes where the winner is the last one standing, andreinforcements in such cases would not be appropriate.

    Treasure tokens may also be something you choose to continueintegrating into your gameplay, remembering that treasure tokensusually match group size (2, 3, 4 tokens for an equal number ofplayers). Of course as this is an RPG experience, it is not necessary toinclude treasure tokens regularly if you provide other sources ofmoney or treasure. Also since heroes may continue playing far longerthan a standard campaign, they likely will not need to collect as muchgold in a scramble to upgrade after each quest.

    ExperienceIt is up to the group what level of experience they want the heroes andOverlord 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 alloweveryone 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 everyonecapped in terms of experience. Or anything in-between and beyond.

    Of course, heroes may spend their experience on additional ClassCards, and the Overlord may spend his experience on additionalOverlord Cards. You may allow players to switch out cards betweencampaigns, certainly that makes sense for the Overlord, as the villainbehind the story may change each time, along with their tactics!

    The GM should be mindful of which level of monsters she usesduring encounters, characters with 1 to 5 XP are better suited to Act Ilevel enemies,while those at 6 to 10 XP are better suited to Act II levels.

    NPCs, Enemies, and AlliesThis rulebook will not reprint the values to be found on your monstercards, but will provide characteristics for a few NPCs your heroes arelikely to run into but arent covered in the board game. Additionallypoint values are given for each NPC and monster type, so that GMs

    utilizing the more complex possibilities of roleplaying can control theamount of difficulty they are placing before their players, even whenignoring usual monster groupings.

    There are two classifications for NPCs in Descent the RPG. StandardNPCs are like the monsters you find in a dungeon. They dont haveattributes and generally arent very tough individually. Allies andLieutenants are more important and powerful NPCs, closer to thelevel of the heroes. Over the course of your games youll likely need to

    make up your own specific Allies and Lieutenants to populate yourcampaigns, so use the Lieutenant and Ally cards that come in the base gameand 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 ptsBane Spider - 4 pts / 7 pts 7 pts / 11 pts / 15 ptsBarghest - 3 pts / 5 pts 8 pts / 11 pts / 14 ptsBeastman - 3 pts / 5 pts 8 pts / 11 pts / 14 ptsBlood Ape - 4 pts / 7 pts 7 pts / 11 pts / 15 ptsCarrion Drake - 4 pts / 7 pts 7 pts / 11 pts / 15 ptsCave Spider - 2 pts / 4 pts 8 pts / 10 pts / 12 ptsChaos Beast - 4 pts / 7 pts 7 pts / 11 pts / 15 ptsCrypt Dragon - 6 pts / 9pts 6 pts / 9 pts / 15 ptsDark Priest - 3 pts / 5 pts 8 pts / 11 pts / 14 ptsDeep Elf - 6 pts / 9 pts 6 pts / 9 pts / 15 ptsDemon Lord - 6 pts / 9 pts 6 pts / 9 pts / 15 ptsElemental - 6 pts / 9 pts 6 pts / 9 pts / 15 ptsEttin - 6 pts / 9 pts 6 pts / 9 pts / 15 ptsFerrox - 3 pts / 5 pts 8 pts / 11 pts / 14 ptsFire Imps - 2 pts / 4 pts 8 pts / 10 pts / 14 ptsFlesh Moulder - 3 pts / 5 pts 8 pts / 11 pts / 14 ptsGiant - 6 pts / 9 pts 6 pts / 9 pts / 15 ptsGoblin Archer - 2 pts / 4 pts 8 pts / 10 pts / 12 ptsGoblin Witcher- 3 pts / 5 pts 8 pts / 11 pts / 14 ptsGolem - 6 pts / 9 pts 6 pts / 9 pts / 15 ptsHarpy - 3 pts / 5 pts 8 pts / 11 pts / 14 ptsHellhound - 3 pts / 5 pts 8 pts / 11 pts / 14 pts

    Hybrid Sentinel- 4 pts / 7 pts 7 pts / 11 pts / 15 ptsIce Wyrm - 6 pts / 9 pts 6 pts / 9 pts / 15 ptsKobold - 1 pts / 3 pts 6 pts / 11 pts / 15 ptsLava Beetle - 3 pts / 5 pts 8 pts / 11 pts / 14 ptsManticore - 6 pts / 9 pts 6 pts / 9 pts / 15 ptsMedusa - 3 pts / 5 pts 6 pts / 11 pts / 14 ptsMerriod - 6 pts / 9 pts 6 pts / 9 pts / 15 ptsNaga - 4 pts / 7 pts 7 pts / 11 pts / 15 ptsOgre - 6 pts / 9 pts 6 pts / 9 pts / 15 pts

    Plague Worm - 4 pts / 7 pts 7 pts / 11 pts / 15 ptsRazorwing - 3 pts / 5 pts 8 pts / 11 pts / 14 ptsShade - 2 pts / 4 pts 8 pts / 10 pts / 12 ptsShadow Dragon- 6 pts / 9 pts 6 pts / 9 pts / 15 ptsSkeleton Archer- 2 pts / 4 pts 8 pts / 10 pts / 12 ptsSorcerer - 3 pts / 5 pts 8 pts / 11 pts / 14 ptsTroll - 6 pts / 9 pts 6 pts / 9 pts / 15 ptsVolucrix Reaver- 3 pts / 5 pts 6 pts / 11 pts / 14 ptsWendigo - 4 pts / 7 pts 7 pts / 11 pts / 15 pts

    Zombie - 2 pts / 4 pts 8 pts / 10 pts / 12 pts

    SkillsAftershock:When an adjacent hero attacks this monster, after the attackis resolved, the hero must test Willpower. If he fails, he suffers 1 Fatigue.Ancient Curse: Each hero within 3 spaces of this monster must testWillpower. Each hero that fails is Cursed.

    Aura X: Each time a hero enters a space adjacent to this monster, thathero suffers X Wounds.Bash: Choose an adjacent hero. That hero must test Awareness. If hefails, 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 ofWounds dealt with this attack (after rolling defense dice).Burn: If this attack deals at least 1 Wound (after the defense roll), thetarget is Burning.

    Cause Fear: Choose a hero adjacent to this monster. That hero musttest Willpower. If he fails, he moves 2 spaces directly away from thismonster 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 1die on each of its attacks. Each minion may only benefit from onemonster with Command at a time.Corrupted: Each time this monster performs an attack targeting aCursed hero, add 1 additional yellow power die to its attack pool foreach Cursed hero targeted.Cry Havoc: This monster performs a move action and then attackaction. The attack targets every figure he moves through.Cursed Blast: Perform an attack targeting each Cursed hero in thismonster'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 testWillpower. 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 ahero within his line of sight 2 spaces in any direction. After themovement, the hero tests Willpower. If he fails, the hero is Immobi-lized.Fire Breathing: Starting with the target space, trace a path of 4 spacesin any direction. All figures on this path are affected by this attack.

    Each figure rolls defense dice separately.

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    The World of DescentDescent is set in the Runebound universe, in a land known asTerrinoth. The setting is not deeply fleshed out, meaning you can feelfree to invent all manner of places and situations to confront yourgroups over the course of their adventures, but this section will cover

    several of the known locations and threats heroes may encounter.

    History of TerrinothThe lands of Terrinoth were settled long ago by elves, humans, anddwarves, their settlements eventually flourishing into the cities still tobe found today. Long ago they were ruled by the Elder Kings, buteventually these tyrannical rulers were removed and the Free Citiesand the Daqan Lords established themselves as the holders of power.

    For a time these lands were once again subjugated, this time by themighty Dragonlords, immortal beings that were fashioned somewherebetween a dragon and a man. Eventually their own internal strugglesagainst one another ended their reign, the survivors trapped withinthe 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, thoughdark powers and terrible villains thirsting for ever greater dominion

    always threaten. Only thanks to the bravery and action of Terrinothsgreatest heroes can the many peoples of living within this landcontinue to exist safely as these dangers are kept at bay.

    Places of TerrinothTamalirThe richest city and most powerful city in Terrinoth, Tamalir is amajor cultural center and a leader for other surrounding lands to look

    to. This is a place wandering adventurers may often find themselves.

    GreyhavenAnother important city, to the north of Tamalir. Greyhaven isfamous for its universities, which are the foremost in magical tutelage.

    FrostgateA wild city in the northern lands, it is a place for those who have astrong connection to nature, as well as for those who wish to live

    toward the edges of established society.

    NerekhallThe famous city of Nerekhall has a reputation for dark magic anddangerous wizardry. Though they have cleaned away the openpresence of such profane practitioners, the place still carries a some-what infamous reputation.

    Dawnsmoor

    A rustic southern city famous for its Orc Market. Just aboutanything can be purchased in Dawnsmoor, though it is not a place forthe unwary traveler, and pit fighting along with other less fashionablepasttimes draw enthusiastic crowds here.

    RiverwatchThe beautiful river-side city is the trading capital of Terrinoth, and allmanner of goods can be found here, including rare and exotic posses-sions from far-away lands.

    VynelvaleThe sacred city of Vynelvale is home to the Order of Kellos, thelargest religious order in Terrinoth. Many pilgrims travel to thecathedral here and learn from the Orders priests.

    Barony of RhynnOne of the many lesser realms on the outskirts of Terrinoth, awayfrom the Free Cities. The Baronys capital city of Arhynn is a smaller,but well fortified settlement.

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    The YnfernaelThe demonic forces of the Ynerfnael are evil and corrupting, yet somefoolish mortals have taken to their worship. Through blood rites andother unspeakable rituals they transform their followers from meninto things more like demons. The bloodthirsty barbarian forces whoworship such dark powers present a growing threat.

    The EndSo now you have read the rules, learned how to make characters,balance adventures, and discovered a little about the lands ofTerrinoth where your heroes will travel. Hopefully you are ready tobegin your roleplaying sessions after reading through this book andwill enjoy the chance to expand the game of Descent from thepre-made dungeons to anywhere your imagination can take you.

    To find more resources for this game check out the Descent SecondEdition page at BoardGameGeek.com, where youll find additionalfiles to download to assist you in making your own character andmonster cards, as well as www.DescentInTheDark.com, the fan builtcompendium for all things Descent.

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

    Torue AlbesThe coastline and uncharted islands of Torue Albes draw manyadventurers wishing to see new lands and find the treasures buried inthe sands along the Cerridor Sea.

    IsheimTo 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 havegood cause.

    Enemies of TerrinothThe DragonlordsAppearing in the bipedal form of a man, but with the strength andlifespan of a dragon, these beings once became rulers of Terrinoth,and their wars with one another ravaged kingdoms. Although theywere thought eliminated the possibility of their return from someunknown means still remains.

    NecromancersDark wizards who can command forbidden powers present a gravethreat to the free and living peoples of Terrinoth. Powerful villainssuch as Lord Vorakesh or Sir Merrick Farrow are famous exampleswho have left ruin in their wakes.

    GoblinsThe multitudinous forces of the goblins present an on-going problemfor cities and kingdoms on the edges of civilization. Goblin Kings canraise massive armies of poorly trained, but highly enthusiasticconscripts to go to war with human, dwarf, and elf cities.

    Deep ElvesBroken away from the good societies of elves who live on the surfaceof Terrinoth, these elves have become dark-hearted, and are known

    for their well trained and nearly unstoppable assassins.