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Escape from Belthir!

Descent Second Edition Co-Op Adventure by rent13579

The rules of Escape from Belthir! follow the same rules as previous Co-op made expansions such as Forgotten Souls and Nature’s Ire.
Familiarize yourself with those rules first. The following are a few adjustments made with Escape from Belthir!
[Only the base game is needed to play this adventure.]

— Encounters in this co-op do not “complete” and thus do have to be discarded before exploring the next encounter.
The Current Encounter is the Encounter most recently turned over. The Universal Encounter state rules that apply to all Encounters.
Because there is always an Active Encounter, the Fate Phase of the Overlord Turn will never occur.

— Village Tokens are Inmates in this adventure. Inmates may change who they are following the same way heroes trade items. (i.e. You
may trade Inmate Tokens) Inmates to do not block movement or LOS.

— If you don’t have its Lieutenant Pack, it is highly recommended that you use a figure to represent Belthir. (An unused Hero figure is
recommended or a Hybrid Sentinel figure from Lair of the Wyrm.) The rules are written as if a figure is used for when he’s active and his
token is used for when Knocked Out… just like heroes.

— To “burn” a Peril Card means to draw and discard it without effect. If you burn the last card in the Peril Deck, increase Doom by 1,
recreate the deck and continue to burning until the proper amount has been burned.

— When an Encounter, Activation or Peril Card refers to a “Hero”… it refers to only the heroes and not a familiar. When they refer to a
“target” then familiars are included.

— Activation Cards have a Priority List. This list is used when a monster has an option of 2 or more targets to act upon. Refer to this
list to decide which target takes priority. To increase unpredictability, when you need to refer to a Priority List… draw an additional card
to only use its Priority List.

— When the game calls for a Patrol Group to be placed, draw an Activation Card and refer to the “Patrol Group” printed on the card.

— If you are placing monsters and tokens but are short in number, place in number-of-heroes order (2, 3, then 4s) and closest to exit
before furthest from exit.

— All heroes spend Unused/Earned Experience Points only after the “Explore/Open Door” action is taken to a new Encounter. All
points are spent before drawing the next Encounter.

— Belthir
- Engage: When Belthir Engages, he will always try to position himself to be able to attack as many heroes as possible with his
reach ability.
- Cry Havoc: Belthir’s “Cry Havoc” ability counts as an attack towards his one attack per round. This ability is not available to
him during Act I. Even if his “furthest hero” is adjacent, Belthir will always use up his Movement Points to move through as many
targets as possible before landing (even if he returns to the space he started.)
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Escape from Belthir: Encounter Guide

The Arena
* [4B, 28B, Entrance/Exit w Stairs]
For weeks, you’ve been imprisoned in the basement of
Belthir’s Arena. On a daily bases, you are tossed into the
arena to fight for your life for the entertainment of Belthir
and his guests. When Belthir is bored of watching … he
doesn’t hesitate to strap on his armor and take lives of his
own.
The guards poke and prod you into the arena for yet
another match. Only this time… it’s Belthir himself!

A pile of rusty weapons lie in a pile next to Belthir. He


wants it to be a fair fight… almost.
If there is any time to escape… this is the time!

Each Hero figure starts in any space marked with an


“X.” Place Belthir, the Objective Token and the Locked
Door on the map.
Do NOT place any Barghests at this time.

Cell Block
[5B, Cap]
The smell is strong in this room as the walls are lined with
cell after cell of fellow captives. Some able bodied inmates
are looking to join in your cause.
Place Inmate Tokens as indicated.
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Inmate Corner
[13B]
Goblins stand guard over a pair of inmates. To warrant the attention
of increased guards, maybe these inmates would be worthy of
releasing.
Place Barghest, Goblin Archers and Inmate Tokens
as indicated.

Inmate Row
[19B]
A hall lined with cells. A couple inmates look healthy
enough to help with the escape.
Place Inmate Tokens as indicated.

Long Corridor
[22B]
In one of many long halls, a poor Goblin seems to just be walking
in the wrong hall at the wrong time. Confused by the sudden
commotion he draws his bow and fires…
Place Minion Goblin Archer as indicated.
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Mess Hall
[6B]
You are reminded of your hungered state as you enter into the
Mess Hall. However, it seems the least of your worries since
you’ve interrupted lunch!

Place Goblin Archers as indicated.

Short Corridor
[29B]
There are a few inmate cells lining this short hall.
Those with residence, look barely alive.

Training Room
[7B]

As you rush into the room, you find Goblins training


Barghests. Fear rises as you realize that you may have just
sped up the training.

Place Barghests and Goblin Archers as indicated.


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Trophy Room
[8B]
A host of guards are posted here… not to guard inmates… but a
precious Statue of Belthir. Would be a shame to tarnish such a
valuable structure.

Place Barghests, Goblin Archers and Objective Token


as indicated.

1 The Armory
[12B, 23B, 26B, 30B, Cap]
You feel heat and hear sounds of hammer to metal… The Armory.
You’ve heard stories about Inmates forced to work or else thrown in the lava.
“Inmate outbreak! Get the equipment into storage!” the Ettin yells as he pulls out a weapon and looks ready to block your way.

Place Goblins Archers, Ettins and Objective and Inmate Tokens as indicated. Do not place locked door at this time.
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2 Bestiary
[2B, 3B, Hall Extender, Cap]
The smell of animal is strong as you enter the bestiary. The Ettin’s attention seems focused on the inmates gathered in the center.
Your spine shivers as you here him call out: “Dinner’s ready! Release the hounds!”
Place Ettins, Goblins Archer and Inmate Tokens as indicated.
Take 1 Red Objective Tokens and enough Blue Objective Tokens to bring the total to the number of players. Mix them and place them
facedown as indicated on the map.
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3 Daybreak!
[B to A Tile, 1A, 20A, 24A, Entrance/Exit w/o Stairs, Cap]
Your eyes squint and the air freshens as you take your first steps outside in weeks! Your eyes adjust quickly to realize that Belthir’s forces are
ready for you. Your fellow inmates await word …. “Name our target, boss!”
Two escape plans are seen: Jumping down a waterfall, straight, and hope you survive… or running down a long, steep, rocky cliff side leading to
the forest, left, that Goblins have in range of their cliff side perch.
Both dangerous in their own way… but so is Belthir!
Spawn Ettins, Barghests, and Goblin Archers as indicated. Goblin Archers are spawned in assumed spaces “off the map.” Line of Sight
can be made with these Goblins as if there were no black boarders.
Heroes will spend Inmate Tokens to remove monsters from the board. The number of tokens required is equal to the amount of space(s)
the monster figure uses. Master Monsters require 1 additional token. Once players discuss and decide… remove appropriate monsters.
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