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    Area 4

    Maravek the Necromancer donot have Undying. Marvek and eahero can each be aected by up to oShadowbind Amulet (represented this scenario by spare atigue tokenWhen a gure is killed and aectby a Shadowbind Amulet, its newcreated shadow orm is immediate

    placed in the same space its originorm occupied beore it was killed

    All shadow orm heroes and mosters are controlled by the overloand act on his turn. Shadow orheroes can only preorm Advanactions.

    Tis scenario requires onDescent: Journeys in the DarAlso, i a hero is killed, he respaw

    on the nearest activated glyph. I twGlyps are equally distant rom whethe hero was killed, the hero choosat which glyph to respawn.Herothat are killed do not move to owand cannot take own actions (shosell, or train).

    When a hero is killed, he is rmoved rom the board. At the bginning o this next turn, he is atomatically placed on any activatglyph (players choice). Heroes thare killed do not move to own ancannot take own actions (shop, seor train).

    Tis errata is or the Quest Compendium: Volume One or boardgame Descent: Journeys in the Dark. Te ollowing scenarios appear inthis document with revised or claried rules, but didnt have errata that re-quired the inclusion o a updated map: Mercy!!!, A Deathly Problem,Claustrophobia, and Te Blood Arena o Dawnsmoor. On the otherhand, the scenario Shadows Hide the ruth only includes an updatedmapno additional text was necessary.

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    Area 3

    I both the Carrock Dragoand the Giant o the BrokeHills are still alive aer Area 3 habeen revealed, any wound tokenalready placed next to them dcount as inficted wounds.

    Additional Rules

    As soon as Area 3 is revealedthe dueling monster (either thCarrock Dragon or the Giant othe Broken Hills) that is closest tdeath is immediately killed by thother dueling monster. I there a tie, the Overlord chooses whicdueling monster is killed. Te remaining dueling monster is therejuvenated to ull health angains bonuses to its health an

    armor according to rules on pag23 o the Quest Compendium.

    Area 7

    Te encounter markers in tharea represent the victory podiumI a hero enter enters either o thspaces, the heroes win.

    Area 1

    Area 2

    Area 3

    Start Area

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    In addition to the requiredlisted products, this scenario alsorequires Te Road to Legendexpansion.

    It is recommended that thedungeon tiles or this scenario beset up on top o a battle grid (withappropriately scaled squares).Alternatively, you can use the

    large old-out map water mapincluded with Te Sea of Bloodexpansion.

    Te second sentence underSpecial Monster Rules shouldread:

    As soon as the heroes reeal Area1, also reeal Areas 2, 3, 4, and 6.

    Do not reeal Areas 5 and 7. Te

    descriptie text or each area shouldonly be read aloud by the oerlord

    as the heroes enter each area.

    Te second paragraph underDwellers in the Chasm shouldread:

    Any other monster in this sce-nario with the Fly ability thatmoves adjacent to any square in

    Area 3 also gains the Soar abil-ity, as described in Te Road toLegend(ignoring the rst sentenceo its description that says Soar isonly used in outdoor encounters).

    Heroes cannot hae Soar.

    Pit SpacesTe paragraph under Pit

    Spaces should read:

    All pit spaces in this scenario

    represent a great, bottomless chasmthat swirls with magical wind vor-texes. I a monster enters a pit space,it is immediately killed unless it hasFly. I a hero who doesnt hae Flyenters a pit space, he must roll a

    power die:

    On an enhancement, the heroalls a short distance and suers 2

    wounds (ignoring armor), then

    he moves to an adjacent space o his choice. I that space is also a pit

    space, he must roll again.

    On a surge, the hero immedi-ately moves to an adjacent space ohis choice. I that space is also a pit

    space, he must roll again.

    On a blank, the hero alls intothe chasm and is immediately

    killed.

    Any eect that causes a pitspace to be added to the map,such as the overlord cards SpikedPit and Poison Spikes, add pitspaces normally. However, those

    pit spaces unction as describedabove. Ignore other eects de-scribed on those cards.

    Area 1While any hero gure is in

    Area 1, the overlord may, at thestart o each o his turns, placetwo Bane Spiders and one Master

    Bane Spider in any o the shadedsquares. Tese Bane Spiders arenot treated as spawned monsters,so they can be placed within lineo sight o the heroes.

    Area 3

    Tis entire area is a bottom-less chasm: treat this space as i it

    were lled with single-square pitmarkers. Figures can see, attack,or jump across the chasm, and anygure with Flycan move across itnormally.

    Te Dragon

    Te second paragraph underTe Dragon Virricrakk shouldread :

    Virricrakk is a Master Dragonwith 20 extra wounds, Fly, andKnockback.

    Killing Queen Irinn unlocksthe red rune-locked door.

    Te paragraph under TeWay Out should read:

    Once the heroes enter the por-tal, they are transported to Prince

    Reniks throne and are ictorious.

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    Area 1

    Area 2 Area 4

    Area 3

    Area 6

    Area 7

    Area 5

    Start Area

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    Quest Goals

    In all o the ollowing text,hero does not apply to the trai-tor hero.

    Te heroes win this quest bybreaking the curse that aects thetraitor hero. o do this, the he-roes must rst nd all o the miss-ing heirlooms (except or the oneowned by the traitor). Ten, theymust either deeat the traitor or

    they must all return to town.

    I the overlord activates thetraitor beore the last heirloom isound and the heroes deeat the

    traitor, the heroes then still needto recover all o the heirloomsand deeat the traitor again. Eachtime the traitor is deeated beorethe last heirloom is ound, he re-spawns in town as a normal hero(and the overlord can reactivate

    him on the overlords turn byspending 10 threat).

    Te traitor is automatically ac-tivated with the last heirloom isound. I the heroes have any runekeys, then the traitor is also con-sidered to have them, even i he isactivated.

    Te second sentence o the

    sixth paragraph under Teraitor should read:

    Only parties o three, our, ore should undertake it.

    Area 1 (Start Area)

    Area 2

    Area 3Area 4

    Area 5

    Area 6

    Area 7

    Te last paragraph o the favortext under Te raitor shouldonly be read with the traitor isdeeated or the nal time (aerthe heroes have ound all o theheirlooms).

    Te third sentence o the sec-ond paragraph under Preparingto Play should read:

    Consult the chart below to de-termine where the heirlooms are

    ound, based on the number o he-roes in the scenario:

    Te paragraph beginning Iboth Master Bane Spiders are de-

    picted on the map... should be

    ignored.

    Area 1

    Te encounter marker in this areais the book described in the favortext.

    Area 3

    I there are ve heroes in theparty, one o the missing heirloomsis located in the copper chest in this

    room.

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    Area 5

    While possessing the demon,a hero cannot take Battle, Ready,or Run actions, he may only takeAdvance actions. In addition to itsother abilities, the possessed demonmay destroy rubble tokens (or anyother obstacle blocking his path) byspending one movement per squarethat the obstacle occupies.

    Even though multiple heroes

    can possess the demon at the sametime, the demon only gets one ac-tivation per hero turn, so all he-roes possessing the demon mustagree on how the demon acts.

    Te seventh paragraph underPossessing the Demon shouldread:

    I the demon is killed in any

    area except Area 7 while under theheroes control, the heroes imme-diately lose 4 conquest tokens, (re-

    gardless o how many heroes werepossessing the demon). Ten, treatthe demon as i it had just succeed-ed at an Undying roll and returnit to the oerlords control. In otherwords, leae the demons gure inits original position and remove

    all wound tokens and any status

    tokens on it.

    Next, the oerlord may imme-diately spawn two Master Sorcerers

    ollowing all the rules or spawningmonsters. Finally, all heroes thatwere possessing the demon then

    place their hero gures on or adja-cent to the nearest actiated glyph.

    I two glyphs are equally distantom where the hero was killed,

    the hero chooses at which glyph torespawn.

    Remember, while the demonis under the oerlords control it is

    immune to the attacks and eectso other monsters and cannot passthrough the rif. (In other words,the oerlord cannot hae the othermonsters attempt to kill the demonor move it out o reach beore theheroes can repossess it.

    Area 7

    Te rst paragraph aer the de-scriptive text should read:

    Only demons and master mon-sters can pass through the rif...

    Te second paragraph aer thedescriptive text should read:

    Sachar Aamah is a Master

    Demon with 15 extra wounds, 3 ex-tra armor, Command,Knockback,

    andRapid Shot. Sachar Aamahcannot be possessed using the de-monorm crystals.

    Area 1

    Area 2 Area 3

    Area 4

    Area 5

    Area 6

    Area 7

    The Rift

    Start Area

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    Tis scenario requires Descent:Journeys in the Dark, Te Well ofDarkness, Te Altar of Despair, andTe Road to Legend.

    Quest GoalsAll six cubes or this scenario

    can be built at once using one copyo each o the products listed above.o build all six cubes, you will needto use the our-way intersection tile

    rom Te Road to Legend that hasa pre-printed pit space. Te spaceshould be ignored or this scenarioand treated as normal foor space.

    You will also need to use the our-way intersection rom Te Altar ofDespair with printed corrupted ter-rain - we recommend using this (andthree corrupted endcaps) or cube 6and playing with the rules or cor-

    rupted terrain.

    Te rst description underQuest Goals should read:

    Your goal is to seal the ChaosCube by deeating the ile demon,Oktakoron. You begin with 8 con-quest tokens. I you run out o con-quest tokens, Oktakoron is ictori-ous and all o reality is destroyed.

    Chaos Cube PhasesWhen a hero shis rom one

    cube to the next, he is not con-sidered to be moving or enter-ing a new space. Tis means anyorder tokens come with theheroes when they shi to a newcube. Tis also means that heroes

    shiing into Cube 6 are not a-ected by Oktakorons Aura 2ability until they actually spendmovement points to enter squaresadjacent to him.

    Movement, Line of Sight,and Monster Spawning

    All six cubes are considered re-vealed at the start o the scenario.However, the overlord should stillread the description or each cubeas the heroes enter them.

    It is possible or a large g-ure (such as a giant) to stand ontwo cube aces at the same time.

    However, all gures must alwaysully occupy squares on the actualdungeon tiles.

    A gure can draw line o sightto any square except or the oursquares on the cube ace directlyopposite to the cube ace in whichit is standing. Other gures and ob-stacles block line o sight normally.

    Te second paragraph underthe descriptions or Cube 2-5should read:

    Instead o playing a spawn cardon his turn, the oerlord may in-

    stead use one o the ollowing specialspawning rules or Cube 2, 3, or 4.

    Please reer to the ollowing chartor special spawning rules:

    Tere can never be more thanone Golem in play in any cube, andthere can never be more than oneGiant in play in any cube. Te over-lord can never spawn any monster inCube 1 or Cube 6.

    reacheryTe treachery values or this sce-

    nario should be 2 Event, 4 rap, and2 Monster.

    ChestsWhen a chest is opened, each

    hero gets one treasure, then rolls awhite die and gets the result based onthe range value rolled. In both cases,

    what the hero gets is based on thecube he is currently occupying, notwhere the chest is opened.

    Example: Sir Valadir is in Cube 2and Mad Carthos is in Cube 3. MadCarthos opens the silver chest inCube 3 and gets a silver treasure, thenrolls a white die and gets a result o 1

    range, which grants him 200 coins.Because Sir Valadir is in Cube 2, (acopper chest cube) he gets a coppertreasure, then rolls a white die andgets a result o 3 range, which grantshim a potion o his choice.

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    Cube 2Slather is a Master Beastman

    with 8 extra wounds, 1 extra armor,and Knockback.

    Cube 3

    Yithir is a Master Dark Priestwith 9 extra wounds, 1 extra armor,Shadowcloak, and Knockback.

    Cube 4Rom is a Master Golem with 12

    extra wounds, 1 extra armor, Berserk,and Knockback.

    Cube 5Fi is a Master Giant with 19

    extra wounds, 2 extra armor, andKnockback.

    Cube 6Oktakoron is a Master Demon

    with 29 extra wounds, 1 extra armor,Aura 2, and Knockback.

    Te paragraph under ExitingCube 6 should read:

    When the heroes deeatOktakoron they are teleported outo the cube and are ictorious.

    Cube

    Cube 4Cube 3

    Cube 5

    Cube Cube 1

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    Quest GoalsTe second sentence in the de-

    scriptive text under Quest Goalsshould read:

    You agree to the quest, andyour goal is or each hero to collectat least 2000 coins and return totown where Narthak is waiting to

    receie them.

    Special Quest RulesTe second and third sentenc-

    es under Special Quest Rulesshould read:

    Any hero who deals the killingblow to one o the ollowing mon-

    sters immediately receies the listedamount o coins:

    Tese coin rewards are used inplace o the normal 50 coins re-ceied or dealing the killing blow

    to a Master Skeleton or MasterBeastman.

    Area 4

    Narthak is a Master Giant with 8extra wounds.

    Te rst sentence o the last para-graph should read:

    Te heroes gain 4 conquest to-kens or deeating Narthak, andeach hero also receies 1,200 coins.

    Area 1Start Area

    Area 2

    Area 3

    Area 4

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    Start Area

    Area 1

    Area 4

    Area

    Start Area

    Area 1

    Area 2

    Area 3

    Area 2