D TOI Rulesforweb
D TOI Rulesforweb
Shade
It’s unknown whether these undead creatures are the result of necromantic
magic, or if they are merely tormented souls unable to find peace. Whatever their
origin, these ghostly aberrations look like tattered, hovering, hooded cloaks, their
raised hoods empty save for twin points of frozen light where their eyes used to
be. Shades hate the living, and their jealousy causes them to moan and wail as
they seek to snuff the life from all who venture close. The most evil shades have
a blue glow to their “eyes,” while the eyes of lesser shades are yellow.
Medusa
Tangled and twisted approximations of human women, medusae are a horror to
behold. Although the myth that gazing upon them turns the viewer to stone is
not true, it has its basis in the potent petrification magic these creatures
command. The most powerful medusae, often called hags, can use their many
limbs to cast multiple spells simultaneously.
Wendigo
Common folk say that wendigos move on the winter wind, and only breaths of
icy air ever betray their presence. Wendigos are lanky, white-furred
monstrosities with long limbs and nightmarishly large mouths filled with razor-
sharp teeth. Wiry and fast, they can scramble across even the slickest surfaces,
and cling to walls and ceilings underground. This, combined with their silent,
stalking gait, makes them extremely difficult to see coming. Young wendigos
have a pink coloring to their mouth and tongue, which becomes a deep purple
color the older and larger a wendigo grows.
Ice Wyrm
These creatures are huge, segmented, wingless drakes, with an evil disposition
matched only by their ferocious tenacity. Their rock-hard scales are rendered
even more stiff and impenetrable by the frozen environs where they make their
homes. Elongated necks enable cobra-like strikes, and the giant, toothy maws
of the largest Ice Wyrms make the possibility of being swallowed whole very
real indeed.
2 Rulebook
The Tomb of Ice All cards from The Tomb of Ice expansion are
Thank you for purchasing this expansion to Descent: Journeys marked with a small skull symbol on their fronts,
in the Dark. This expansion includes new game components, to allow you to separate them from your
new rules, and new quests sharing the common theme of Descent: Journeys in the Dark cards.
adventure in frozen, northern climes.
4 Rulebook
Example: Steve, the overlord, receives three event treachery,
two trap treachery, and two monster treachery at the start of a Feat Cards
quest. He finds this information on the quest map, above the In addition to the Skill cards they receive normally, The Tomb
chest contents chart. He decides to add “Prowling Wendigo” of Ice introduces Feat cards that hero players can receive and
(one monster treachery), “Host of Haunts” (one monster use. When drawn, Feat cards are always placed into a player’s
treachery), and “Spell of Thunder” (two event treachery) to his hand without being revealed.
deck. This leaves him with one event treachery, two trap
treachery, and no monster treachery. He then adds the three Feat cards can never be traded with or given to other players.
cards he chose to his Overlord deck and chooses three other
cards to remove from it, in this case, choosing an “Aim,” a Feat Cards Setup
“Gust of Wind,” and a “Hordes of the Things” card). During setup, after the Skill cards have been dealt to the hero
players, separate the three Feat decks (fighting, subterfuge, and
Unspent Treachery wizardry) and shuffle them individually. Then, each hero player
For every two points of treachery (of any type or combination draws the quantity and selection of Feat cards indicated by the
of types) left over after customizing his deck, the overlord starting skills section of his hero sheet.
draws one extra Overlord card to start the game, up to a
maximum of eight cards.
Example: Continuing the example from above, Steve has one
unspent event treachery and two unspent trap treachery, for a Starting Feat Cards
total of three total points of unspent treachery remaining. He
draws one extra Overlord card to start the game (giving him
four cards total), and the final point of treachery is wasted.
Resetting the Overlord Deck
At the end of the game, the Overlord deck is restored to its
original condition, removing all cards that have treachery costs
from it and returning the original cards to it.
Rulebook 5
Drawing Feat Cards Obstacles And Props
When a hero player activates a glyph, all hero players may
draw one Feat card (unless their hero sheets state differently). The following section describes the new props included in The
Additionally, some quests’ treasure chests yield Feat cards as Tomb of Ice.
rewards. When a treasure chest lists a Feat card as a reward, all
hero players may draw one Feat card (unless their hero sheets Ice
state differently). Block Movement? No
Block Line of Sight? No
When several players must draw Feat cards at the same time,
they may decide among themselves what order to draw them Any figure (hero or monster) entering an ice space as part of its
in. If the hero players cannot agree, the overlord player chooses movement must roll a power die. If the result of the power die
for them. is a surge, that figure’s turn ends immediately. All other die
results have no effect. The power die roll must be made even
Each hero player may only draw from Feat decks of the types when entering an ice space from another ice space.
they are able to draw from during setup.
When a figure enters an ice space occupied by a friendly figure
and a surge result is rolled, the moving figure is placed on the
last space it occupied before entering the ice space, and its turn
Drawing Feat Cards ends.
Large figures are affected by ice, but only if they make a move
that results in the entire figure occupying ice spaces.
Familiars are not affected by ice.
Figures with the Fly ability are not affected by ice.
Figures that are moved onto an ice space using the Telekinesis
skill are not affected by ice.
Heroes and monsters may jump across ice using the same rules
for jumping across pits (i.e., by spending three movement
points for each ice space crossed.)
Monster Egg
Block Movement? Yes
Block Line of Sight? No
Monster eggs can be attacked as if they were normal monsters,
Okaluk and Rakash’s hero sheet starting skills are 2 fight-
using the wound and armor values described in the quest.
ing, 1 subterfuge, and 0 wizardry. Whenever Okaluk and
Rakash draw a Feat card, they may draw a fighting or
subterfuge card because they have a starting skill of those
Frozen Sarcophagus
Block Movement? No
types. They may not, however, draw a wizardry Feat card.
Block Line of Sight? No
Frozen Sarcophagi have additional effects that vary by quest.
When a hero player draws the last card in a Feat deck, the hero Tree
player shuffles all the discarded cards of that feat type and Block Movement? No
creates a new deck. Block Line of Sight? Yes
If a Feat card deck runs out of cards and there are no discarded It costs two movement points to enter a tree space. A figure in a
cards of that feat type, the hero players cannot draw that type tree space is considered to have the Shadowcloak ability. Large
of Feat card, and must draw another Feat card type, if able. monsters only need to occupy one tree space to benefit from
Unless otherwise stated on a player’s hero sheet, a player’s this ability. Spaces containing more than one tree have the
maximum Feat card hand size is four. If a player already has same effects as a space containing only one tree.
four Feat cards in his hand, he may still draw Feat cards when
able, but then must immediately discard back down to four.
6 Rulebook
New Treasure Ghost
Figures with the Ghost ability cannot be attacked by adjacent
The following new type of treasure is introduced in The Tomb figures using a melee attack.
of Ice.
A figure with the Reach ability can attack a figure that has the
Invisibility Potion Markers Ghost ability using a melee attack, as long as both figures are not
Invisibility potions are elixirs with magical adjacent and the Ghost figure is within range of the Reach figure.
concealment powers. When a hero picks up
an invisibility potion, he may immediately Shadowcloak
equip it for free if he doesn’t already have three equipped A figure with the Shadowcloak ability is only affected by
potions. Alternatively, he may place the potion in his pack if it attacks made by adjacent figures. The figure does not suffer
isn’t already holding three unequipped items. any wounds or effects from attacks originating farther than one
space away.
A hero may drink one equipped invisibility potion by spending
one movement point. Tread Ice
When a hero drinks an invisibility potion, his player places the Figures with the Tread Ice ability are immune to the effects of ice.
potion marker on top of his hero’s picture on his hero sheet.
Swallow
While the invisibility potion marker remains on the hero, that A monster with the Swallow ability that makes a successful
hero gains the Stealth ability (see below). At the start of his turn, attack (i.e., an attack that causes at least one damage before
that hero must roll a power die. If the result is a surge, the applying the effects of armor) against a hero within three
invisibility potion wears off, and the invisibility potion marker is spaces of it can choose to swallow that hero.
removed from the hero sheet. All other die results have no effect.
If the monster chooses to use its Swallow ability after a
A hero cannot have more than one type of potion active at a successful attack, the hero suffers the attack damage as normal,
time. A hero who drinks a new potion while an old potion and that hero’s figure is then removed from the dungeon and
marker remains on his hero sheet must remove the previously placed on the stomach tile.
placed marker, which is then replaced by the new one.
While a hero is placed on the stomach tile, the following
Heroes may purchase invisibility potions from the town shop conditions affect him:
for 50 coins.
• At the start of each of that hero’s turns, that player rolls a
Note that invulnerability potions, from the The Altar of Despair, number of black power dice equal to the number of
can also be purchased from the town shop for 50 coins. wounds the hero has remaining (i.e., the number of
additional wounds it would take to kill him). Blank die
results have no effect. Each die result that is not a blank
New Special Abilities causes the hero to suffer one wound (ignoring armor).
The following section describes the new special abilities in The • The hero cannot use any ability or skill that requires
Tomb of Ice. advancing, running, battling, or readying (except for placing a
hero order).
Stealth • The hero can only make one attack per turn, and can only
When a figure with the Stealth ability is
attack the swallowing monster. Any such attack the hero
attacked, the attacking figure must roll the
makes ignores the monster’s armor, however.
transparent stealth die in addition to the
dice that figure rolls normally. • The hero can only use one hand’s worth of weapons.
Alternatively, the hero may make an unarmed attack as per
If the result of any die used in the attack roll is an “X,” the page 19 of the Descent core rule book.
attack is a miss.
• The hero cannot use surges or fatigue.
When a single attack roll would affect multiple figures (for • A swallowed hero remains in the stomach until either he or
example, an attack using Blast, Breath, or Sweep), and any of the swallowing monster is killed.
those figures have Stealth, a single stealth die is included in the If the monster is killed before the swallowed hero dies, the
attack roll, but the stealth die’s result is used only for the swallowed hero is removed from the stomach tile and placed on
figures that currently have Stealth. any space, of that hero player’s choice, that was occupied by
Multiple sources of the Stealth ability do not stack. A the swallowing monster when it died. If a hero on the stomach
maximum of only one stealth die is rolled for any given attack. tile is killed before the swallowing monster dies, the hero’s
figure is placed on the town tile, and all the normal rules for
Example: Okaluk and Rakash start the game with the Stealth hero deaths apply.
ability. Even if Okaluk and Rakash drink an invisibility potion,
any figure attacking Okaluk and Rakash still only rolls one A monster may only have one hero placed on its stomach tile at
stealth die in the attack roll. a time. Once a hero has been swallowed, a second hero cannot
be swallowed until the previously swallowed hero is killed.
Rulebook 7
Map Pieces Descent Core Game Rule
Map Piece Labels Changes and Clarifications
To help make dungeon setup easier, some map pieces in The The following rules have been changed or clarified to improve
Tomb of Ice are labeled with a letter for easy identification. the game.
The letter symbols below are used in the Quest Guide maps to
show orientation and placement of those map pieces. Overlord Cards
The overlord starts the game by drawing three Overlord cards
from his deck. The overlord can discard cards for threat at any
time, even during a hero player’s turn.
Drinking Potions
Snow on Map Pieces Each hero may only drink one potion (of any type) each turn.
Some map piece spaces depict snow. Snow does not affect This prevents players from using certain overly powerful potion
movement or line of sight in the The Tomb of Ice quests. combinations.
The diagram above shows how a section of the dungeon looks just In the above example, the Breath attack billows around the
before a Hell Hound makes a Breath attack. curve in the hallway and through the rubble obstacle, reaching
both heroes under the breath template. Notice that a flying
In the other three diagrams, the spaces that are shaded yellow show
figure standing on the “start” (left-most) space of the breath
which spaces are affected by the Breath attack, and the red
template can trace a movement path to both heroes.
squares show the spaces that the Breath attack is unable to reach.
In the above example, the Breath attack is almost entirely blocked In this example, a closed door has been added. The door blocks the
by the dungeon walls. Even though the breath template reaches the Breath attack, so only one of the heroes is affected by the attack.
heroes, a flying figure on the “start” space of the breath template
would not be able to stay within the confines of the breath template
and trace a legal movement path to either of the heroes.
Rune-locked Doors and Named Monsters Frequently Asked Questions
Named monsters may open rune-locked doors, whether or not
the heroes have the runekey to that door. However, named The following sections answer frequently asked questions about
monsters still cannot open any door leading into an Descent: Journeys in the Dark. This is version 1.3 of the
unrevealed area. Descent FAQ.
A B C
Gray Red Blue Unactivated Activated
Stairs Stairs Stairs Glyph Glyph Some map pieces are labeled with a
letter for easy identification. The
symbols above are used in the Quest
Guide maps to show identification
Blue Rune-locked Red Rune-locked Yellow Rune-locked Unlocked and orientation of those map pieces.
Doors Doors Doors Doors
Door symbols with triangular endcaps mark the divisions between dungeon areas, but Note: Red-bordered monsters are
are otherwise identical to standard door symbols (i.e., those with rectangular endcaps). Master Monsters.
Special Abilities Summary Leech: For every wound token lost due to a Leech attack, the target
also loses 1 fatigue and the attacker is healed of 1 wound.
Aura: Enemy figures that move into a space adjacent to a figure with
Aura suffer 1 wound that cannot be reduced by armor. Morph: The overlord chooses which attack dice a monster with
Morph uses (the attack must include at least one red, white, or blue die).
Bash: A figure with Bash may roll up to 5 power dice with its attack.
If any of the power dice roll a blank, the attack misses. Otherwise, the Necromancy: When a hero with Necromancy deals the killing blow to
attack gains “: +5 Damage and Pierce 2.” a small, normal, unnamed monster, he may choose to animate that monster.
The monster stays on the board and is returned to full health, under the
Berserk: If a monster with Berserk is wounded (i.e., currently has one control of the hero. A hero may only animate one monster at a time. The
or more wound tokens on it), it rolls all 5 power dice when attacking. monster activates after the player’s hero, and afterwards must roll a power
Black Curse: All enemy figures within 3 spaces of a figure with die: The monster is killed on any result except a power enhancement.
Black Curse receive –1 Range and –1 Damage to all attacks they make. Pierce: Pierce attacks ignore X points of armor.
Any enemy figure that deals the killing blow to a figure with Black Curse
receives 1 curse token. A hero’s conquest value is increased by 1 for each Poison: Wound tokens lost due to a Poison attack are replaced by poison
curse token on him. tokens. When receiving healing, the victim removes poison tokens rather
than gaining wound tokens, until all poison tokens are removed.
Blast: Blast attacks affect every space within X spaces of the target (only
spaces with line of sight to the target are affected).* Quick Shot: A monster with Quick Shot may attack twice each time it is
activated.
Bleed: Bleed attacks that inflict at least 1 damage† on the target cause
a bleed token to be placed on the target. Victim must roll a white die for Reach: Allows a figure to make melee attacks targeting figures 2 spaces
each bleed token on next turn: Victim suffers wounds equal to total away.
result,** then discards all bleed tokens. Shadowcloak: A figure with Shadowcloak is not affected by attacks
Bolt: Bolt attacks use the Bolt template to determine which spaces made by non-adjacent figures.
they affect.* Sorcery: After making an attack roll, a figure with Sorcery may add X to
Breath: Breath attacks use the Breath template to determine which spaces either its range or its damage, and may split the bonus between the two.
they affect.* Stealth: When attacking a figure with Stealth, the attacker must roll
Burn: Burn attacks that inflict at least 1 damage on the target cause a
† the stealth die in addition to the dice the attacker rolls normally. If the
burn token to be placed on the target. Victim must roll a power die for result of any die used in the attack roll is an “X,” the attack is a miss.
each burn token next turn: Discard a burn token for each , then victim Stun: Stun attacks that inflict at least 1 damage† on the target cause a stun
suffers a wound for each remaining burn token.** token to be placed on the target. Normal monsters that begin a turn with a
Command: A figure with Command adds 1 to the range and damage of stun token may do nothing else, while heroes may take one half action
all attacks made by friendly figures within 3 spaces. and master monsters may move or attack once. Figures discard 1 stun
token each turn. Named monsters cannot be stunned.
Dark Prayer: A monster with Dark Prayer generates 1 threat for the
overlord for every it rolls when attacking, instead of every 2 . In Swarm: A figure with Swarm may roll 1 extra power die for every
addition, the figure gains +1 Range and +1 Damage for each . other friendly figure adjacent to its target.
Daze: Daze attacks that inflict at least 1 damage† on the target cause a Swallow: A monster with Swallow that makes a successful attack (i.e.,
daze token to be placed on the target. Victim must roll a power die for an attack that causes damage†) against a hero within 3 spaces of it can
each daze token next turn: Discard a daze token for each , then victim choose to swallow that hero. The swallowed hero suffers the attack
rolls 1 fewer die for each daze token that remains when making attacks. damage as normal, and is then removed from the dungeon and placed on
the stomach tile. See page 7 for details of the conditions affecting the hero
Fear: When an attack affects a space containing a figure with Fear, the placed on the stomach tile.
attacker must spend X power surges or else the attack misses.
Sweep: Sweep attacks affect all enemy figures within melee range.*
Fly: Figures with Fly may move through obstacles and enemy figures,
and may end their movement on obstacles without taking damage. Tread Ice: Figures with Tread Ice are immune to the effects of ice
Frost: Frost attacks that inflict at least 1 damage† on the target cause a Trickster: The Overlord’s cost to play Trap cards is reduced by 1 threat
frost token to be placed on the target. Victim must roll a power die for for each monster with this ability in play.
each frost token next turn: Discard a frost token for each . Heroes with Undying: A figure with Undying rolls 1 power die when killed. On a ,
any frost tokens remaining must role 1 power die when attacking or using the figure is instantly restored to full health.
a shield: On a blank, the weapon/shield shatters. Frosted armor checks for
Unstoppable: A figure with Unstoppable is immune to Daze, Grapple,
shattering if it is dealt 5 wounds.
Knockback, Stun, and Web.
Grapple: Enemies adjacent to a figure with Grapple cannot spend
Web: Web attacks that inflict at least 1 damage† on the target cause a web
movement points until the figure is dead.
token to be placed on the target. Victim must roll a power die for each
Ghost: Figures with Ghost cannot be attacked by adjacent figures web token next turn: Discard a web token for each , and victim may not
using a melee attack. spend movement points if any web tokens remain.
Ironskin: A figure with Ironskin is immune to Aura, Bleed, Burn,
In all cases, X is equal to the rank of the special ability.
Pierce, Poison, and Sorcery. In addition, all damage dealt to the figure by
*If more than one figure dodges the attack, only 1 re-roll may be made
Blast, Bolt, or Breath attacks is reduced to 0.
(first dodging player to the attacking player’s left decides who re-rolls).
Knockback: Knockback attacks that inflict at least 1 damage† allow the ** Damage dealt ignores armor.
attacker to move the target up to 3 spaces in any direction. †
Determine whether damage is inflicted before applying the effects of armor.
Leap: Figures with Leap can move up to twice their movement in a Special abilities expansion symbols:
straight line (horizontal or vertical, not diagonal), then they may make one
attack roll against all figures in the spaces moved through, ignoring rolled The Altar of Despair The Tomb of Ice
range.* See page 9 of Descent: The Altar of Despair for details. The Well of Darkness (None) Descent: Journeys in the Dark