Descent: Journeys in the Dark (Second Edition) – Oath of the Outcast
Descent: Journeys in the Dark (Second Edition) – Oath of the Outcast Rulebook
Table of Contents
Table of Contents
Using This Expansion
Add the new Monster cards, Hero sheets, and Monster and Hero miniatures to the corresponding storage. Then, if you are using the Conversion Kit, remove the heroes and monsters that share names with those in this expansion and return them to the game box.
When you play a campaign that includes Rumour cards, add this expansion's Rumour card and Additional Adventure card to the corresponding deck.
The Overlord card included in this expansion can be obtained only as a reward for winning the "Oath of the Outcast" adventure.
Oath of the Outcast Icon
All cards and sheets in this expansion are marked with the Oath of the Outcast icon, so that these components can be distinguished from those of the base game and other expansions.
Quest: Oath of the Outcast – Clash I
Printed title: "Oath of the Outcast – Clash I" (Клятва Изгнанника / Столкновение I).
Monsters
Venomous Spiders. Beastmen. Cave Spiders. Razorwings.
Setup
- Place the Venomous Spiders in the "Spider Nest" (15B Spider Nest).
- Place the Beastmen in the "Stream" (2A Stream).
- Cave Spiders and Razorwings are not placed during the Setup phase.
- Take 4 blue target tokens and a number of red target tokens equal to the number of heroes. Place them face down in the Overlord's play area. These tokens represent urns.
- Place 1 white and 1 green target token on the card as shown in the illustration. These are the levers.
- Place search tokens according to the number of heroes.
Special Rules
- When a hero is next to a lever, the hero may spend 1 action to pull it and remove it from the card. If both levers have been activated, all tokens in the Overlord's play area are revealed. Place the blue target tokens in the heroes' play area and discard the red target tokens.
Urns
- Whenever the Overlord places a Razorwing, the Overlord may place a target token from their play area on its base. The Razorwing carries the urn.
- Each time a monster occupies a space containing an urn, it may pick the urn up. A monster can carry only 1 urn. If a monster carrying an urn is defeated or removed from the card for any reason, it drops the urn on its space.
- A monster carrying an urn may leave the card through the Entrance. Whenever this happens, the Overlord reveals the target token. If it is blue, place it face up in the Overlord's play area. If it is red, remove it.
- The Overlord may look at any urns in their play area, but may no longer look at those that were placed on the card.
Reinforcements
- At the start of each of their turns, the Overlord may place 1 Razorwing on the Exit, respecting the group's limits. After both levers have been activated, no Razorwing reinforcements may be placed.
- At the end of each of their turns, the Overlord may place 1 Beastman in a space adjacent to the pit and 1 Beastman on the Entrance, respecting the group's limits.
Translator's note: the source says "яма" (pit) here. No feature labelled as a pit appears on the card in the source, so the wording is transcribed as printed.
Breaking the Urns Open
- A hero next to an urn may investigate it. To do so, the hero must spend 1 action to pass a test (the test icon is printed in the source). If the test is passed, place this target token face up in the heroes' play area. If not, place 1 fatigue token on this urn. Urns marked with a fatigue token may not be investigated again.
- A hero next to an urn may smash it by spending 1 action. When a hero does this, reveal the target token. If it is blue, place it in the heroes' play area. If it is red, place 1 Venomous Spider or 1 Cave Spider in a space adjacent to the token, respecting the group's limits. Then remove the token.
Victory
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Heroes' victory: If there are 3 blue target tokens in the heroes' play area, read the following aloud:
You made your way deep into the cave, striking down anyone trying to reach the exit. Finally, you seal the entrance to the tomb, blocking every possibility of escape outside. Countless mutilated bodies of Razorwings litter the floor. Even so, there is no sign of the Warden here. It can only be assumed that her poor soul was enslaved, and that breaking the oath she made leads to immediate death and oblivion.
Heroes' victory!
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Overlord's victory: If the Overlord has 2 blue target tokens in their play area, read the following aloud:
The onslaught could not be held back, and in despair you watch the Razorwings vanish into the night sky carrying several silver urns. You descend the mountain, making your way back to civilization. You could not save what was lost today, and you feel that this was only the first step on the road to something greater.
Overlord's victory!
Rewards
- If the Overlord is the winner, they add the "Invisible Wings" card to their deck and draw 1 Rumour card.
- Regardless of who wins, place the Additional Adventure card "Prison of Ice and Lies" into play.
Quest: Prison of Ice and Lies – Clash I
Printed title: "Prison of Ice and Lies – Clash I" (Тюрьма из Льда и Лжи / Столкновение I). The quest's "Burning Bones" (Пылающие кости) rules are one of its rule sections, transcribed below.
Monsters
Flesh Shapers. Venomous Spiders. Beastmen. 1 Open group.
Setup
- Place the Flesh Shapers in the "Graveyard" (14A Graveyard); place the Venomous Spiders in the "Spider Nest" (15B Spider Nest). Place the open group on the "Ford" (19A Ford). Beastmen are not placed during the Setup phase.
- Place 1 red target token in the "Inner Courtyard" (4A Inner Courtyard) as shown. This is the sacrificial fire. Place 1 fatigue token on it, marking that the fire is flickering.
- Place 1 white target token in the Graveyard as shown. This is the bone pile.
- Place 1 blue target token in the Spider Nest. This is the ice prison. Place 1 villager marker in the ice prison. This is the Warden.
- Place search tokens according to the number of heroes.
Special Rules
- The sacrificial fire and the ice prison block movement and line of sight.
- The Warden does not block movement or line of sight, and may move through doors and through spaces occupied by miniatures.
Burning Bones
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At the end of each of the Overlord's turns, while the sacrificial fire is flickering, place fatigue tokens in the Overlord's play area equal to the number of Flesh Shapers adjacent to the sacrificial fire, plus 1.
Translator's note: the source's "в его игровую зону" (in his play area) is ambiguous as to whose play area is meant. It is read here as the Overlord's play area, as the following paragraph counts the tokens accumulated in the same play area.
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If at the start of the Overlord's turn the sacrificial fire is flickering and 13 or more fatigue tokens have accumulated in the play area, remove the fatigue tokens from the sacrificial fire. It flares up and blazes. Then read the following aloud:
The flickering flame bursts with light. A scorching pulse runs through your entire body, and the mist instantly dissipates. A hellish scream echoes across the clearing. The ghostly figure of the Warden is dragged into the fire by tongues of crimson flame.
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At the end of each of the Overlord's turns, while the sacrificial fire is blazing, the Overlord may move the Warden a number of spaces equal to 1 plus the number of Flesh Shapers adjacent to the sacrificial fire.
Silver Prison
- If a hero reveals the unique search token, the hero takes it. The hero is now carrying the silver urn. For 1 action, a hero may pass the silver urn to an adjacent hero.
- For 1 action, a hero carrying the silver urn who is next to the bone pile may seal the bones.
Reinforcements
- At the start of each of their turns, the Overlord may place 1 Flesh Shaper on the Exit, respecting the group's limits.
- At the end of each of their turns, the Overlord may place 1 Flesh Shaper on the Exit and 1 Beastman on the Entrance, respecting the group's limits.
- Once during the Clash, after the heroes have found the silver urn, the Overlord may, at the start of their turn, place 1 Venomous Spider in the Spider Nest, respecting the group's limits.
- At the start of the Overlord's turn, when the sacrificial fire begins to blaze, place an open group 2 spaces away from it, respecting the group's limits.
Victory
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Heroes' victory: If the heroes sealed the bones, read the following aloud:
You drop the remaining bones into the silver urn and slam the lid shut. Flame leaps up, and a piercing shriek comes from the fire. A smoking figure claws its way through the crumbling barrier, but has no time to escape. The fire collapses and bursts into fine ash. The body of the Warden materializes around her shifting form and falls to the ground. She barely breathes, but is still alive. You take her from captivity and nurse her back to health. Within a few days she regains her former strength, thanks you, and begs your forgiveness, ready to return to the tomb and continue bearing her burden.
Heroes' victory!
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Overlord's victory: If the Warden enters a space adjacent to the blazing sacrificial fire, read the following aloud:
A desperate cry rings out, and the edge of the foul fire engulfs the Warden. She reaches toward you, her eyes full of fear, but suddenly slips into the flames. The blue flame flares and collapses in an instant. Darkness and silence press down on you; nothing more happens. Your enemies scatter, and the mist creeps back through the cracks, pushing you towards retreat with its icy touch.
Overlord's victory!
Rewards
- If the heroes win, they receive the reward printed on the back of the Additional Adventure card "Prison of Ice and Lies".
- If the Overlord wins, they receive the corresponding reward printed on the back of the Additional Adventure card "Prison of Ice and Lies".