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0 2015
Introduction Rules
These rules are for a conversion of Descent: Journeys in the Dark 2nd Edition from a board game to a
role playing game. A role playing game generally features one person as a Game Master in charge of
storytelling and controlling the game and its NPCs. Other players take on the roles of hero characters
who describe to the Game Master what their character wants to do. The Game Master will then
describe any results of the characters actions and move the story along, activating Enemies and other
NPCs before giving the Players their turns again.
In order to play, you will need a copy of the base game of Descent: Journeys in the Dark 2nd Edition.
Expansions provide more characters, classes, monsters, and other materials, but are not needed. You
will also want to have paper and pens for each player.
This role-playing game follows the standard rules for combat set forth in the Descent: Journeys in the
Dark 2nd Edition for game-play, but is enhanced with the following changes to bring a greater story and
role-playing experience to the game.
The First Section will be directed towards general players, those who will take on the role of a hero or
adventurer. This will guide players through simply building a character, and the different actions which
they can choose from on their turn. Some of the ideas and techniques for character building come
directly from the D&D basic rule set which are free online.
The Second Section will be directed towards those playing the overlord or game master. This will focus
on simple guidance for building a story and adventure for the players to take part in. Ideas and
resources will be provided so as to help in quickly creating dynamic stories with enemies and characters
that keep the players interested.
Choose a Class
Once you have chosen the archetype your character will belong to you can begin looking at options for
classes. Classes are specific vocations and include your starting equipment, skill and future skills. It is
recommended that you glance through the cards that go along with the options available to see what
weapons or skills your character has to choose from.
Warrior: Knight, Berserker, Champion, Beast-master, Skirmisher, or Marshal
Healer: Disciple, Spirit-speaker, Apothecary, Prophet, or Bard
Mage: Rune-master, Necromancer, Geomancer, Hexer, or Conjurer
Scout: Thief, Wildlander, Treasure Hunter, Stalker, Shadow Walker, Bounty Hunter
Choose a Character Sheet
The Scoundrel
The Hero
Large:
Walled Area/Pit and bridge
Burned Building/Treasure Cavern
Stream/Dragon Cave
Cabin/Library
Paths/Wide Hall
Corner Ruins
Long:
Rocky/Toxic
Swampy
Standard
Medium:
Bridge/Stairs
Twisty Path/Twisty Stairs
Puddles/Sewers
Canyon/Spider's Tunnel
Gardens/Sewers
Pond Corner/Lava Corner
Burning Field /Forge
Cabin/Icy Cave
Stream/Chapel
Riverside/Armory
Field/Cave
Small:
Field/Runes and Treasure
Wagon/Cave
Campfire/Altar
Field/Torture Chamber
Farm Field/Crypt
Training Grounds/Sewers
Graveyard/Study
Savage Garden/Dungeon
Swamp/Damp Dungeon
Secret:
Cave/Dungeon
Damp Cave/Pool of Keys
Town/Abyss
Large:
Town Square/Gallows/Altar
Tavern/Hazard River
Medium:
Library/Corner Ledge
Jail/Stairs
Study/Hazard Pool
Barracks/ Warped Hall
Circle Portal/Altar Portal
Long:
Small:
Office/Pit
Market St/Mystic Wall
Inn Room/Shack/Dead End
Manor/Wilderness Tiles
Large:
Porch/Flooded Basement
Hallway/Campsite
Medium:
Dining Room/Stable
Hallway/Entry Gate
Master Bedroom/Tomb
Secret:
Attic/Spiked Pit
Flip Maps (d&d and pathinder/game mastery)
Desert Ruins
Red Light District
Watch Station
City Gate
Vaults of the Underdark
Forgotten Keeps
Haunted Temples