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Descent Campaign Rules

What is a Campaign?
A campaign, in respect to Descent and this set of rules, is a set of 10 scenarios that are designed to be played in order from 1 to 10. The Overlord player designs the scenarios, and the hero players play with the same heroes throughout the entire campaign. The heroes build up their characters abilities and equipment over the course of the campaign, getting stronger as the game progresses. The end scenario is a climactic end to the story designed by the Overlord player, after which the heroes are retired. When using this set of rules, completely disregard the published rules for campaign play that come with Descent.

Scenarios and Dungeon Levels


Each campaign consists of 10 scenarios. These campaigns are categorized into 4 specific dungeon levels. The first 3 scenarios, numbers 1-3, are considered Surface Dungeon scenarios. The next three, scenarios 4-6, are called Descending Dungeon scenarios. The next three, scenarios 7-9, are called Deeping Dungeon scenarios. The final scenario, number 10, is called the Inner Sanctum. Each of these four groups of scenarios is called a Dungeon Level, and the distinction between levels factors into scenario design, as detailed later.

Hero Player Setup Prior to the First Scenario


1. Each hero player chooses a character sheet (instead of choosing randomly), with the following stipulations. When reference is made to the conquest value (CV) of a character, it is the number in the lower left hand corner of the character sheets a number between 2 and 4. a. If there are 1 or 2 hero players one character should be of CV 4, and the other should be CV 3. They can be lower, but only one should be of CV 4. b. If there are 3 hero players only one character should be of CV 4, the other 2 should be of CV 3 or less. They can be lower, but only one should be of CV 4. c. If there are 4 hero players only one character should be of CV 4, two can be of CV 3, and one should be of CV 2. As above, any of these can be lower, but only one CV 4 character and at least one CV 2 character should be played. Players collect health and fatigue tokens according to the stats on their character sheet. Players purchase 300gp worth of equipment from the town shop, including items and potions, but not treasures. No skill cards are drawn. The character starts with the ability printed on his character sheet only. The hero figures are placed in the Start area of the first surface dungeon.

2. 3. 4. 5.

Under these campaign rules, two changes of note have been made regarding hero packs and limits on equipped items: 1. 2. Maximum equipped potions a hero may equip a maximum of 4 potions at a time (the original rule allows only 3). Maximum items in hero pack a hero may have up to 5 items in his pack at a time (the original rule allows only 3).

Hero Player Setup Subsequent Scenarios

Once the first scenario has been played through, the Overlord player should keep a log sheet recording each hero players: character played, gold, town items, treasures, skill cards, and enhancement bonuses, after the end of each subsequent scenario. Health and fatigue are restored at the beginning of each scenario.

The Town and Glyphs, and Hero Respawning


Several changes have been made to the way the town functions in this rule set. 1. 2. Each scenario begins with the heroes in town. They may shop until they wish to be placed in the Start area of the scenario. When a scenarios victory condition is achieved by the heroes, they may continue playing (exploring the dungeon, taking turns) until they declare endgame. The Overlord player continues taking turns as well, until all heroes are finished and declare themselves in town. Skill cards and training tokens cant be purchased in town, ever. Treasure cards can be purchased in town, but a hero can only buy: a. One treasure card, only at the END of a scenario and only if the heroes achieved the victory condition for the scenario. b. A copper treasure if the last scenario completed was 1,2, or 3 (a Surface dungeon). c. A silver treasure if the last scenario completed was 4,5, or 6 (a Descending dungeon). d. A gold treasure if the last scenario completed was 7,8, or 9 (a Deeping dungeon).

3. 4.

Glyphs and hero respawning also function differently in a campaign game: 1. 2. 3. A hero cannot enter the town via a glyph; a hero begins and ends a scenario in town, but does not visit it during the scenario unless specifically stated in the scenario. Glyphs still give the hero players 3 conquest tokens for activation. A character can still respawn at the activated glyph of his choosing upon death. Once a hero is reduced to 0 or fewer wounds, immediately place the dead heros figure at the activated glyph of his choice. One stun marker is placed on the hero. If there are no activated glyphs, or if the hero chooses, he may respawn in the Start area of the scenario. Upon dying, a hero does not lose half his gold.

4.

Treasure Chests
Because the heroes are expected to play through 10 scenarios, treasure must be more limited to balance their power level. Each time a treasure chest is opened, flip the treasure chest marker on the board, and match up the number with the following list: 1. 2. 3. Each hero draws 1 treasure card. Each hero draws 1 treasure card and the hero that opened the chest gets 1 vitality potion. Each hero draws 1 treasure card and the hero that opened the chest gets 1 healing potion.

Leveling Up!
Hero characters gain skill cards and training tokens as they progress through the scenarios, as follows: 1. At the end of the 2nd, 5th, and 8th scenarios, each hero player draws a skill card at random, from any of the three decks he chooses, but he must do so in accordance with the numbers on his character sheet. Example A character sheet indicates 2 combat skill cards, 0 subterfuge skill cards, and 1 magic skill card. In a normal (non-campaign) game, these cards would be drawn all at once, at the beginning of a scenario. In a campaign, these same numbers are still used, but the cards are drawn throughout the campaign instead. At the end of the 3rd, 6th, and 9th scenarios, each hero player gains a training token of his choice. Remember that a maximum of 5 power dice can ever be rolled at a time.

2.

All treasures, gold pieces, town items, potions, skill cards, and training tokens that a character ends a scenario with are taken into the next scenario.

Designing a Campaign
The Overlord player is tasked with designing 10 consecutive scenarios. The following sections address creation of campaign scenarios. These are guidelines, created to scale the challenge to the power of the heroes. Numerous references are made to Dungeon Levels, so make sure to remember that the Surface level includes scenarios 1-3, the Descending level includes scenarios 4-6, the Deeping level includes scenarios 7-9, and the Inner Sanctum is scenario 10.

Build the Dungeon


Consult the following chart to determine the number of areas to place in a scenario (not counting the Start area): Scenario 1 2 3 4 5 Areas 5 6 7 6 7 Scenario 6 7 8 9 10 Areas 8 7 8 9 any

The number of areas will limit the number of monsters placed in the scenario (see below). The average area should contain 1 room and any number of connecting hallways, or parts of hallways separated by doors. Build the Dungeon use Mike Zs scenario builder program, or lay it out on the table. Connect all the room tiles, place doors and keys as desired, and section off the dungeon into areas. Dont forget the Start area!

Place Treasure
Each scenario should have between 1-3 treasure piles. A good rule of thumb is to place an average of 2 per scenario, and make sure to have a total of 6 per dungeon level (not including the inner sanctum). Treasure Chests are placed as follows: 1. 2. 3. 4. In the first and second Surface dungeons (scenarios 1 and 2), place one copper treasure chest. In the third Surface dungeon (scenario 3), place two copper chests. In the first and second Descending dungeons (scenarios 4 and 5), place one silver treasure chest. In the third Descending dungeon (scenario 6), place two silver chests. In the first and second Deeping dungeons (scenarios 7 and 8), place one gold chest. In the third Deeping dungeon (scenario 9), place two gold chests. In the Inner Sanctum (scenario 10), place one artifact per hero.

Potions should be appear in roughly 3 out of every 4 areas, not including the start area.

Place Monsters
Monsters are given a point value and a corresponding dungeon level. Dungeon Level Monsters Point Master Point Value Value

Surface

Beastman Skeleton Bane Spider Sorcerer Hellhound Razorwing Ogre Naga Manticore

Descending

Deeping

12

Giant Inner Sanctum Dragon Demon

21

25

The point value for Master monsters is in the far right column; the regular versions are in the adjacent column. The maximum number of master monsters placed in a scenario is equal to the total number of areas in the scenario, not counting the Start area. Each scenario in a campaign has a point value that determines how many points may be spent on placed monsters in that scenario. This does not affect monster spawn cards in any way. The chart below lists the number of points that can be spent on placed monsters in each scenario: Scenario 1 2 3 4 5 Points 15 20 25 30 40 Scenario 6 7 8 9 10 Points 50 60 80 100 150

Place no more than 6 monsters per area. One change is made to monster spawn cards played by the Overlord player. Referencing the above list, notice that each monster corresponds to a dungeon level. If a spawn card is played that places monster(s) of a higher dungeon level than the dungeon level the heroes are currently explor

Named Monsters
The heroes default victory condition for a scenario is defeating a named monster. A named monster is a master monster of a dungeon level one higher than the level the heroes are currently exploring. This monster does not have an associated point value like regular monsters one named monster is automatically placed in each dungeon at a point cost of zero. The named monster also does not count toward the maximum number of master monsters in a scenario. Consult the following chart to determine the bonuses given to the named monster, based on dungeon level: 1. 2. If the named monster is placed in a Surface dungeon scenario, give it 3 additional health points and 1 additional armor point. If the named monster is placed in a Descending dungeon scenario, give it 6 additional health points and 2 additional armor points.

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If the named monster is placed in a Deeping dungeon scenario, give it 9 additional health points and 2 additional armor points. If the named monster is placed in the Inner Sanctum, give it 12 additional health points and 3 additional armor points.

Villains
One villain per dungeon level can be substituted for a named monster at the Surface, Descending, and Deeping dungeon levels. A villain is a hero character, chosen at random from among the unused hero character sheets, controlled by the Overlord player. Like a named monster, defeating a villain is the heroes default victory condition for a scenario containing a villain. Use the following process to generate a villain: 1. When the map area containing the villain is uncovered, choose a random, unused character sheet according to the following: a. If the villain is appearing in a Surface level dungeon, choose an unused character of conquest value 2. b. If the villain is appearing in a Descending level dungeon, choose an unused character of conquest value 3. c. If the villain is appearing in a Deeping level dungeon, choose an unused character of conquest value 4. Collect health tokens and fatigue tokens according to the values on the sheet. Purchase equipment from the unused town items deck. a. If the villain is of conquest value 2, purchase up to 300gp worth of items and potions. b. If the villain is of conquest value 3, purchase up to 400gp worth of items and potions. Draw one copper treasure at random. c. If the villain is of conquest value 4, purchase up to 500gp worth of items and potions. Draw one silver treasure at random. Collect skill cards, to a max number and type allowed a starting hero under the regular game rules. If a skill card ability or character ability doesnt make sense when played by a villain, ignore it but do not choose another character or card. a. Conquest value 2, choose 1 skill card at random b. Conquest value 3, choose 2 skill cards at random, and 1 training token of your choice. c. Conquest value 4, choose 3 skill cards at random, and 2 training tokens of your choice.

2. 3.

4.

Villains have special rules, as follows: 1. 2. 3. 4. 5. They have the same movement options as a hero, and can place orders, battle, run, or advance. They can do anything a monster could, such as open and close doors. They cannot open chests, pick up keys or treasure piles. Villains can spend fatigue, just like heroes. When a villain dies, his items can be picked up by a hero player. Place a token on the space in which the villain died. Any hero can spend 1 MP to pick up any or all of the items, gold, and treasure dropped by the villain. The hero that kills a villain does not gain 50gp as they would for defeating a master monster.

6.

Ending a Scenario
If the heroes win the scenario, they go to town and do their shopping, getting ready for the next scenario. What if they lose though? Instead of ending the campaign, play through the failed scenario again, with the following modifications: 1. 2. Any chests opened or treasure piles picked up during the failed scenario are not placed in future attempts. Cross them out on the map to remind yourself which ones are to be excluded. Keys are placed back at their original position, and rune-locked doors are re-locked when the heroes re-enter the dungeon.

3. 4. 5. 6.

Potions should be re-placed the heroes will need them. All monsters that were killed are also re-placed. Killing master monsters in a retry dungeon does not give the heroes 50 gold each. Just tell them that the baddies spent it on booze to celebrate their victory against the loser heroes. Heroes cannot buy a treasure in town if they lost the last game. They must win a scenario to buy treasure in town afterward.

Change things around a little as well keep the same numbers and types of monsters, but move them around to keep it interesting. The same goes for keys and glyphs. It will give you something to do between game nights, and it wont be a predictable repeat game.

Why These Campaign Rules?


The purpose of these campaign design rules should be painfully obvious: those provided with Descent dont give us what we really want. I spent 60$ on a game that should have had 2 rulebooks one for the one-night-stand, and one for a character-development-based campaign game. Im not knocking Kevin Wilson, I think he designed and FFG produced a game Ill play repeatedly. I just think what you get in the box is just begging to be expanded upon. My hope is to create a set of guidelines by which we can create balanced campaigns. The effort here is focused on slowing down hero advancement to the point that they dont go from peon to demigod in a single scenario. They should progress slowly and steadily, facing more and more difficult challenges until they encounter a climactic final scenario in the inner sanctum. I dont expect this set of rules to be the miracle cure for campaign play in Descent, or to be perfect until I get some feedback, criticism and playtesting time. I hope to see several viable campaign-play models in the future.

Campaign Pre-Design Suggestions


Lets keep Descent a board game, and not blur the lines between it and D&D. You can create a story arc that has a master villain antagonist and some mystery and intrigue without going down that road. Use the area boxed text to leave clues and drop hints. Create objectives for the heroes that develop a plot. Be consistent about what youre writing if the hero players can identify elements that tie one scenario to the next, theyll think of the campaign as a continuous story rather than a bunch of unrelated scenarios. Each transition of dungeon level (from surface to descending, and descending to deeping) is a vehicle to change the scenery so to speak. A mountain cave complex could turn into a deep catacomb or buried ruin. Create boxed text to reflect this, and choose your overlords baddies, named monsters, and villains accordingly. Those little question mark tiles have infinite uses, as do generic markers like glass beads that can represent anything you need them to. All you need is one unique aspect for each dungeon or dungeon level to make it memorable consider it Hollywood wisdom, the gimmick is what sells a movie. I have every confidence that Im preaching to the choir about this, so just consider it a checklist to remind you of what your goals are when designing a campaign. If youve read this far, Im sure you have a lucky D20 (even a retired one) in your possession its the nature of the beast to want a game like Descent feel more like a PnP RPG.

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