Cataclysm Part 1
Cataclysm Part 1
aim or guard, mark it on the sheet signifying the player can use that
By Derrek McNab order for any other quest. In the completed quest section, mark the line
whenever that player completes that quest. Any quest can be played as
long as at least one player can play it.
When a player completes quest that allow them to use one, two, and
three skills in a quest, mark it on the sheet. Players can spend coins to
Long ago on the planet there was a great war. All of the learn Level 1 skills, in fighting, subterfuge, or wizardry. When all
three skills in a category are learned, that player can now purchase the
different races in the land cooperated to attempt to banish a next level of skills in that category. When a player learns a skill, mark
horrible evil from the land. After many large and epic it on the sheet and that player can choose which skills can be used for a
battles, one side was victorious: the forces of evil. Led by the quest. Keep in mind only one skill can be used by a hero in a quest, so
Overlord, his limitless amount of vile creatures and the be sure players do not all purchase the same skill so each one can use a
undead easily won every city siege, became victorious in different skill for each quest.
every forest and mountain territory, slain every "destined"
hero, and destroyed every "sacred" weapon thought to The bottom of the campaign sheet is used for conquest tokens. At the
diminish the Overlord's supreme power. end of a quest, add the reamaining conquest tokens on each player's
campaign sheet. Each line holds five tokens, in which you can use four
lines and a fifth line across. When a player fills out a level, they move
After the war had been lost, the entire surface world was onto the next level. So when a player fills out all 30 tokens for level 0,
overrun with monsters. Civlized beings could not survive that player reaches level 1 and you can mark the tokens for level 1.
above ground. All that remained were the catacombs, large
city-sized tombs that housed many of the dead over countless On the reverse side of the sheet, keep track of a player's items, potions,
years. You and your few remaining heroes are struggling to and coins. Any item or point a player gains, loses, or trades before or
survive as long as possible, avoiding your inevitable demise, after a quest should be noted.
hiding underground where the Overlord does not have total
dominance. You strive to end the Overlord's reign of terror, Overlord cards
but how can you win a war that has already been lost?
For the start of the campaign, the overlord will only have all of the
event cards in the deck. Other overlord cards are added later. Add the
Welcome to the Cataclysm campaign for Descent: Journeys in the following cards depending on the quest that you are on, and the cards
Dark! from the older quest numbers as well.
Cataclysm provides a long rewarding journey as players easily get into Quest 2: Evil Genius, Trapmaster, Doom!
Descent with simplified rules, adding more options, items, abilities, Quest 3: Dark Charm, 1 Spiked Pit
monsters, and ways to play as players progress. To play Cataclysm, Quest 4: 1 Crushing block
the Overlord will need to be familiar with the Journeys in the Dark Quest 9: 1 Spiked Pit
rules. Players that have never played Descent before can easily learn Quest 10: Explosive Door
from playing Cataclysm. Quest 11: Curse of the Monkey God
Quest 12: Explosive Rune
If a new player is starting Cataclysm, provide a player campaign sheet Quest 14: Paralyzing Gas
for them included with this campaign. Players may only use the Quest 27: Mimic
following heroes for their first quest: Runewitch Astarra, Spiritspeaker Quest 28: 2x Skeleton Patrol
Mok, Borgran the Shadow, and Lyssa. All of the other characters will Quest 29: 2x Beastman War Party
be used later in the campaign, when marked on a player's campaign Quest 32: Bane Spider Swarm
sheet. Quest 42: Razorwing Flock, Sorcerer Circle
Quest 43: Hell hound pack
If playing the first quest with new Descent players, the Overlord should Quest 53: 2x Hordes of Things
explain the background, quest goal, basic concepts, and turn order. Quest 54: Brilliant Commander
Heroes will not start a campaign using hero traits or skills. Heroes will
only be able to declare a run, battle, or advance action. Order markers The overlord will continue to start a game with a hand of 3 overlord
will be available in later quests. All other stats on a character sheet cards, and draw 2 overlord cards per turn, unless the quest specifies
(wounds, armor, movement, hero ability, conquest value) will be used. otherwise (such sa the first quest).
Fatigue and other rules can be explained when they are introduced
during the quests.
Overlord controlled characters
Campaign sheet The Overlord may have control of characters during a quest. The
Overlord controls this character like any other monster. Place the
Each player will use a campaign sheet to keep track of their progress. character sheet with the other monsters so heroes can view its stats. If
Write down the player's name on the campaign sheet and ensure that the Overlord controls a specific character for a quest, use the character
player has the sheet whenever playing a cataclysm quest. You will sheet's wounds, armor, and movement. The character is affected by all
find places to check off everything the player has unlocked or Overlord cards and monster abilities such as Charge, Doom!, and
purchased throughout the game. Command. Most of the time the character will be equipped with a
weapon, and in this case the Overlord will not be able to get threat
When a player can use a new character, mark it on the campaign sheet. tokens from two surges rolled, but instead may spend the surges listed
A player can choose any of their playable characters for a quest, unless on the weapon card.
the quest rules state which character cannot be used. Players cannot
use a character's hero traits from the beginning. Traits must be learned,
spending 1000 coins for a character's first trait bonus of any character, Quest +
1500 for the second trait of the same character, and 2000 for the third.
A player can purchase any trait for any playable character before or You will find that each quest as a "Quest +" section. This adds an
after a quest. Trait purchases are permanent. You may place train extra challenge for players who are doing a quest they have previously
tokens on a character during a quest to help players keep track of what completed (this can occur if a more experience player is playing with
extra power dice they can roll. another player who has not completed earlier quests).
If at least one player has marked off the quest as completed on their
Players can only equip or carry weapons as long as their are enough
item cards. For example, if 4 players each have a sword, since there
are only 3 sword cards, only three heroes may use them for the quest.
The player with the 4th sword simply will not use it for the quest but
remains on their player campaign sheet if needed for anothe quest or to
be sold. The same goes for skills. Only one character can have one
type of that skill. If two characters only bought 1 skill on their
campaign sheet, one of the players must have that skill only for the
quest.
If an item is found but the item cards are all in use by the players, it
instead must be written down on one player's campaign sheet (of the
person who opened the chest's choice). For example, if a Sword is
found, but all three sword cards are in use in the game, the fourth
sword found is added to the player's sheet. This treasure can be sold or
used for another quest or if starting the quest over.
A player may shop in town for Potions and shop items only before,
after, or during a quest. Copper, Silver, and Gold Treasures, as well as
trait and skills cannot be purchased, but all treasures can be sold at half
cost as usual.
Credits
Cataclysm Version 1.3
Special thanks to those who tested Cataclysm:
Amanda (wifey :3), Dale, Janel, Chino, Matt, Walt, Jenya, Eryn,
Anthony, Brian, Brian, Katy
Stripped of all but your clothes and your fists for fighting,
you prepare to quickly plan your escape. Your goal is to kill If the heroes defeat Beastmaster:
the Beastmaster while arming yourself along the way. If you
can reactivate some of the ancient glyphs of transport in the
dungeon, all the better. You start with 5 conquest tokens. If With an unearthly howl, Beastmaster falls to the ground,
you ever run out of conquest tokens, the Beastmaster will mortally wounded. With its dying breath, he curses you
have triumphed over you. Good luck. "Place will be your grave, heroes. You may strike thousands
of us down, beasts are numberless, sooner or later, one will
triumph over the light."
Important: In its last breath, Beastmaster lunges at you while you are let
The heroes do not receive any fatigue at the start of the quest, they your guard down and bites your head off. It would have that
will receive fatigue after all heroes have made their first move. is, if a sharp stick had not slid through its head ear to ear.
Start Area Beastmaster collapses to the ground. From the direction of
the stick's source lays an old wizard.
"Landrec the Wise", says the old man. "Though I ain't wise
You awake from unconsciousness to discover a dark corridor no more, I found myself stunned and left here for food like
with two sets of beastmen eyes glaring at you from the end of you folks by someone or something. I believe I know our
the corridor, blocking the means of escape. They stare and culprit, this way", stammers the man.
wait to strike at your slightest movement.
The heroes gain 4 conquest tokens for killing Beastmaster. They have
finished their quest. Landrec the Wise is now a playable character,
If the heroes are the first to roll for an attack, the heroes receive 1 check it off on each player's campaign sheet that completed this quest.
conquest token.
Remember that after the overlord's first turn, the heroes regain all their
fatigue, and the Overlord should explain how fatigue can be spent for Area 4
new players.
After all of the heroes finish their first turn:
A small chamber of unused burial room lays before you, with
freshly picked corpses laying in the corners. Apparently you
After you rise to the ground and start moving, you feel your are not the first to have been left for food.
stamina slowly returning.
The heroes may now receive their maximum fatigue potions, and
fatigue can be explained to new players after the Overlord's turn.
Area 1
Defeating the Beastmaster will prevent swarms of monsters When Treasure Chest 3 is open:
from entering your deserted shelter, however you are still far
from safety. You can tell that Landrec the Wise recognizes
the twisting narrow passages as he recalls a small shelter with Along with the bows, you discover a journal of a woman who
a few guards. Once you escape into this shelter, you will found a spring of vitality that drips from the above surface
begin your search for the being that robbed you and get your into a large room in this catacomb. You know this location
revenge. on the map as large room you explored.
You suddenly hear a rumble from above and a powerful wind
blast through the corridors blowing all of the doors open.
fiiiiiind theeeeem echoes a voice.
Mission Goals
Open all closed doors and reveal all unrevealed areas.
With minor defense and knowledge of your enemies, you At the start of the Overlord's turn, the overlord must place one vitality
must clear the dungeon in order to escape. Your goal first is potion (if there are any in the supply) on any space adjacent to the
to find and defeat the Blood Skull so that you can safely single water space located in area 1 that is not occupied by a hero.
escape without being followed by summoned monsters. Be
careful though, as when the Blood Skull is damaged it will
sound for reinforcements. If you can reactivate some of the Quest +
ancient glyphs of transport in the dungeon, all the better.
You start with 5 conquest tokens. If you ever run out of
conquest tokens, the Blood Skull will have triumphed over (read if one player has completed this goal previously).
you. Upon returning to the dungeon, you can hear the sounds of
two Blood Bones lurking around. You must defeat both
Blood Bones to be victorious.
Your quest reaches and end quickly when you discover the
master waiting for you, tauning you from across a dank
spring of squid-infested water. Its bow belonging to a once
great elven king held in its bony arms aimed at you out of
your reach. Without a bow of your own, you are powerless
against it.
Your arrow flies across the water straight into the Blood
Skulls hollowed out eye. The Blood Skull falls to the ground
and shatters.
If this is the only Blood Skull left, the quest is complete and the heroes
receive 4 conquest tokens.
Area 3
Scenario Background
Kicking open the door leads you to discover a pile of enemies
Escaping from the previous catacomb, you come across a few hunkered over discarded treasures in a corner. They smell
humans who claim to have seen a goat-like man run off and taste the treasure only to find it is not food and therefore
towards the higher tombs. You hastily prepare and head up of no use to them. They do have a use for you however.
into the tombs, your sights on finding this man before your
life is through.
Quest +
Mission Goals A player cannot choose to play as Mad Carthos for this quest even if
unlocked on their character sheet.
If at least one player is bringing a copper treasure or greater to this
quest, the Overlord may spawn an additional Beastman in each
The mysterious being that robbed you and almost left you to revealed area including the start area.
your doom must be caught. The heroes start with 5 conquest
tokens. Good luck!
Important: Be sure that the Dark Charm event card is in the deck,
along with cards listed from prevoius quests as listed on the
introduction page on Cataclysm.
Area 1
Before you lays a goat-like man hunched in the far end of the
squid infested well. He gleams at you, gnawing on a
beastman bone, with a murderous look in his eye. It all
comes back to your memory: this was the man who knocked
you out with a spell and made you awake stripped of your
armory. He must pay!
Place Mad Carthos on the red X where shown. Place the Mad Carthos
character card on the table, and place the Staff of Punishment (copper
treasure) on the card if available.
Mad Carthos is controlled like any other monster, being able to move
and attack by the Overlord, and is affected by Overlord cards and
monster abilities such as command.
Mad Carthos attacks with one white, one green, and three power dice.
Instead of two surges adding a threat token, when Mad Carhtos attacks,
surges may be spent on the Staff of Punishment (one surge for range,
one surge for damage).
Mad Carthos's Hero Ability can not be used by the Overlord.
Your blow smacks Mad Carthos against the wall, splitting his
staff into two, his body collapsing onto the ground. You
preapre to unleash the finishing move, when Carthos coughs
and begins speaking. "thank you.. staff had a dark charm...
please don't."
Standing a safe disstance you begin to converse with Mad
Carthos. He does not beg, but he calmly explains his story of
chasing after a sorcerer, who dropped his staff in the pursuit.
Carthos failed to catch the sorcerer as defeating one would
make no difference compared to the master sorcerers out
there. However Carthos also failed to think that the dropped
staff was on purpose, a trap set to convert Carthos under the
overlord's control.
Moving to a small shelter as you continue onward the
humans there recognized and welcomed Carthos. You are
given all the food and water they have stored until you have
If any hero opens the green rune door and the sorcerer has
Important:
Figures the overlord controls cannot open the rune door. been killed or not under player control:
Start Area Opening the door quickly disappates its green glow. You
spot a treasure obviously trapped, sealed by the sorcerer.
Without the sorcerer to dispell it the treasure is trapped
Looking into the room you spot a sorcerer barely hiding forever. You ignore the lost treasure and seek a small tomb
behind a fallen stone marker from above. "That's the sorcerer of few guards, who quickly dispatch the area and provide you
that charmed me!", Mad Carthos shouts. "Get him!" temporary shelter.
When the sorcerer is defeated: The quest ends and the heroes are victorious. Inform the players there
is no extra treasure due to the sorcerer being killed.
Your attack sends the sorcerer to the ground, snarling at you. If any hero opens the green rune door and the sorcerer has
Mad Carthos stops the killing blow, grins at the sorcerer and not been killed and still under player control:
says "thanks for teaching me this", raising his arms to cast a
spell on the sorcerer. "He's with us now, have him do your
bidding and we will dispose of him any time" smiles Carthos. Opening the door quickly disappates its green glow. You
"I'm afraid those Dark Charm spells do a number on your first spot a small treasure obviously rigged with a trap the
insides so I won't be doing that again", his smile turning into sorcerer had cast on it. Mad Carthos forces his sorcerer
a grimace holding his chest. puppet to dispel the trap, whereby he quickly grabs the
You will receive a reward if the sorcerer is still alive under sorcerer and smashes his head onto the chest with a killing
your control when the quest is completed. blow. You quickly claim the treasure and seek a small tomb
of few guards, who quickly dispatch the area and provide you
temporary shelter.
The heroes gain control of it immediately and the sorcerer restores its
wounds. Any player may advance with the sorcerer once during the
heroes' turn, including the turn it was defeated. The sorcerer can only The chest is immediately opened and contents given to the hero(s), as
move and attack (advance). The sorcerer cannot pick up, equip, or use well as an additional 200 coins for each hero. The quest then ends and
any items, and is unaffected by any hero skills. The sorcerer can still the heroes receive 8 conquest tokens.
be affect by any overlord cards such as Dark Charm or Crushing
Block.
Quest +
When the heroes pick up the green rune:
If at least one player is bringing a copper treasure or greater to the
quest, the Overlord may spawn an additional skeleton in each new
area revealed including the start area.
The run sends a beam of green light hurtling across the water
and rushes to the end illuminating the locked door. A slow
rumble is heard, followed by a loud rumble as two beastmen
come crashing down landing in front of the rune door. While