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Author Topic: FFG:Journey Deeper into the Dark  (Read 1167 times)
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« on: 20 December 2012, 07:30:04 »

Journey Deeper into the Dark

Lair of the Wyrm, the Descent Expansion, Is Now Available

The treacherous Wyrm Queen Valyndra has awoken from her slumber, unleashing her foul hybrid minions on the countryside to burn and raid as they please. Her lust for gold has lured her from her lair, and now it’s up to a few brave heroes to drive her back into hiding and destroy her cruel servants!

Begin your heroic journeys today! Lair of the Wyrm, the first expansion for Descent: Journeys in the Dark Second Edition, is now available at retailers everywhere.

Lair of the Wyrm builds on the base game by adding new heroes, monsters, classes, quests, and introducing rules for Rumors. Whether you use its quests to supplement a larger campaign, string them together to form a standalone campaign, or run them as action-packed “one-offs,” the new adventures and monsters from Lair of the Wyrm add new challenges and opportunities for those heroes who seek their fortune in Terrinoth.

Rumors of a Wakened Evil

Throughout the realm of Terrinoth, along the roads and in the taverns, travelers share rumors of a fiery dragon and the destruction her minions have wrought. Where will the wyrm strike next? How can she be stopped?

Lair of the Wyrm introduces new Rumor cards to Descent: Journeys in the Dark Second Edition that allow players to experience a living, breathing Terrinoth. The Rumor card system works the quests from Lair of the Wyrm into a larger campaign as “side quests.” When adding Lair of the Wyrm to a campaign such as The Shadow Rune (from the base game), the Overlord begins by drawing a hand of three Rumor cards. He can play these cards based on their triggering conditions, and each card may potentially lead the heroes to a quest that isn’t available on the base game’s Campaign sheet.

Wins or losses in these quests continue to impact the availability of other quests later in your campaign. Act I side quests affect the availability of Act II side quests, but the true incentive for undertaking these new quests lies within the rewards that go to those who emerge victorious. Parties that defeat the Wyrm Queen will gain powerful new artifacts, gold, or experience as they press on to confront the Overlord in their main campaign!

New Heroes Rise to the Challenge

Lair of the Wyrm grants players access to two new heroes and two powerful new classes.

Reynhart the Worthy is a warrior descended from a long line of Daqan knights and is destined for glory. He refuses to let minor obstacles keep him from victory, and his abilities allow him to reroll those harmful “X” results that would slow him down during his attacks.

Meanwhile, High Mage Quellen is a Latari with the rare ability to siphon the energy of those around him. His Hero Ability lets him recover an amount of Stamina depending upon the number of fatigue tokens on another nearby hero. On top of this, his Heroic Feat gives him a once-per-encounter burst of Stamina, useful for a sudden sprint across the map along with some high-cost skills!

These new heroes can excel in any class from the Warrior and Mage archetypes, but they are natural fits for the expansion’s new Champion and Geomancer classes. The Champion is driven to use his strength to lead, to protect, and to inspire. Accordingly, the class is designed with these honorable values in mind, and those who walk its path are not only great fighters, but great examples to their peers, focusing on the use of valor to inspire their fellow teammates. The Geomancer, on the other hand, can create his own teammates from the rock around him. Dedicated to the elemental power of earth, the Geomancer manipulates the nearby stones, dirt, and even the magma flowing deep underground, and his ability to summon a rock-hard, rune-inscribed monolith makes him a powerful ally in combat.

Fiery Doom

The players aren’t the only ones to benefit from the additions available in Lair of the Wyrm. As the heroes of Terrinoth gain new allies and tactics, their great enemy silently grows in sinister power. The Overlord gains the services of a fearsome Dragon Lord lieutenant, the Wyrm Queen Valyndra, as well as two new monsters: the mischievous and destructive Fire Imps, and the cruel Hybrid Sentinels, half-dragon monstrosities with a penchant for preying on the weak. Meanwhile, the Overlord’s new class, Punisher, specializes in making heroes pay for every inch they advance.

With all these new options for the players and Overlord, as well as the expansion’s new Secret Room mechanic, its new “burning” condition, new Travel Event cards, and more, Lair of the Wyrm is an outstanding addition to your games of Descent: Journeys in the Dark Second Edition.

Take your first steps deeper into the dark today. Lair of the Wyrm is now available at retailers everywhere!

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