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Print & Play Kit

Print this kit, grab a d20 + tokens, and open the Game-Master console on a laptop — it narrates as the Curator, rolls dice, and draws events for your table.

How to Play (Hybrid Rules)

The printed board is the world; the /gm console is the Dungeon Master.

Setup. Each player prints a character sheet and picks a Race, Class, and Subclass card. Lay out the Descent board. Open /gm on a laptop — it is the Curator (your live game master).

A turn. On your turn, move your token one space along the Descent. The GM console reveals the room (it announces it aloud), then you resolve it: fight an Enemy card, open a Treasure, brave a Trap, etc. The console rolls all dice and narrates outcomes.

Combat. To attack: roll d20 + your Attack vs the enemy's AC. On a hit, roll the weapon/ability dice for damage. Enemies act when the GM says so. Drop to 0 HP = downed.

Checks. Roll d20 + ability modifier vs a DC the GM sets. Ability modifier = (score − 10) ÷ 2, rounded down.

Floors. Clear a floor's rooms, then choose to Descend (deeper, richer, deadlier) or Extract (bank your Marks and end the run). Every third floor the audience votes (GM draws a Modifier). Watch for Weather and rare Realm Fractures.

Win. There is no winning the Descent — only how deep you got and how good the story was. The Curator keeps score.

Quick reference. AC = 10 + DEX mod + armor. To hit: d20 + Attack ≥ target AC (nat 20 = crit, ×1.8). Ability mod table: 8→−1, 10→0, 12→+1, 14→+2, 16→+3, 18→+4, 20→+5.

The Descent — Board

A floor is a track of rooms. Print one per floor (or reuse with a floor counter).


START
1
🩸2
🛡3
4
💎5
6
7
🪙8
9
🔥10

DESCEND
/ EXTRACT

Trackers: Floor ▢▢ · Marks ▢▢▢ · Hype ▢▢▢ · Corruption ▢▢

Room Cards

One deck of rooms; the GM console reveals which you face.

Creature Lair
combat
🩸
Elite Stalker
elite
🛡
Floor Boss
miniboss
Boss Arena
boss
💎
Treasure Vault
treasure
Snare Corridor
trap
Forgotten Shrine
shrine
🪙
The Black Index
market
Unscheduled Chaos
event
🔥
Quiet Alcove
rest

Lineage Cards (Races)

Human+1 STR +1 DEX +1 CON +1 INT +1 WIS +1 CHA

Adaptable wanderers of the broken roads, quick to learn and slow to break.

Trait: Resolute — gain 10% more XP from every victory.

Elf+2 DEX +1 INT

Ageless children of the old forests, keen-eyed and deft of hand.

Trait: Keen Senses — +2 to Perception and ranged accuracy.

Dwarf+2 CON +1 STR

Stone-born and stubborn, forged in the deep halls beneath the Sundering.

Trait: Stonehide — start each battle with +2 effective armor.

Orc+2 STR +1 CON

Tusked survivors of the wastes, whose fury outlasts their wounds.

Trait: Savage Blood — deal +2 melee damage when below half health.

Halfling+2 DEX +1 CHA

Small, lucky, and impossibly hard to corner in a fight.

Trait: Lucky — once per battle, reroll a failed attack.

Class Cards

Each class lists its starting kit, subclasses, and ability cards.

Warriord10 · 14 HP · 4 MP · Primary Strength · 25g

A bulwark of steel who solves most problems edge-first.

Subclasses: Berserker (Reckless Blow) · Knight (Shield Wall)
Power Strike: 2d8 damage · 3 MP · 2t CD · → enemyRally: +3 attack for 3 turns · 2 MP · 4t CD · → selfReckless Blow: 3d6 damage · 4 MP · 3t CD · → enemyShield Wall: +5 ac for 2 turns · 3 MP · 4t CD · → self
Maged6 · 8 HP · 14 MP · Primary Intelligence · 30g

A scholar of the shattered weave, hurling fire and frost from afar.

Subclasses: Evoker (Arcane Surge) · Frostborn (Frost Nova)
Firebolt: 2d6 fire damage · 3 MP · → enemyFrost Nova: 2d4 frost damage · 5 MP · 3t CD · → all-enemiesMend: Heal 16 HP · 4 MP · 2t CD · → selfArcane Surge: 3d6 force damage · 5 MP · 2t CD · → enemy
Rogued8 · 10 HP · 6 MP · Primary Dexterity · 45g

A shadow with a knife, paid in coin and the silence of guards.

Subclasses: Assassin (Venom Strike) · Shadowdancer (Smoke Bomb)
Backstab: 3d6 damage · 4 MP · 3t CD · → enemySmoke Bomb: +4 ac for 2 turns · 3 MP · 4t CD · → selfVenom Strike: 2d8 poison damage + poison · 4 MP · 2t CD · → enemy
Clericd8 · 11 HP · 12 MP · Primary Wisdom · 20g

A vessel of a fractured god, mending wounds and smiting the unclean.

Subclasses: Cleric of Light (Holy Nova) · War Priest (Guiding Bolt)
Smite: 2d8 radiant damage · 4 MP · 2t CD · → enemyHeal Wounds: Heal 24 HP · 5 MP · 2t CD · → selfBless: +2 attack for 3 turns · 3 MP · 4t CD · → selfHoly Nova: 2d6 radiant damage · 5 MP · 3t CD · → all-enemiesGuiding Bolt: 2d8 radiant damage · 4 MP · 1t CD · → enemy
Rangerd10 · 12 HP · 8 MP · Primary Dexterity · 30g

A hunter of the wilds who never misses what they mean to hit.

Subclasses: Marksman (Volley) · Beast Warden (Hunter's Mark)
Aimed Shot: 2d8 damage · 3 MP · 1t CD · → enemyHunter's Mark: +3 attack for 3 turns · 2 MP · 3t CD · → selfMend: Heal 16 HP · 4 MP · 2t CD · → selfVolley: 2d4 damage · 5 MP · 3t CD · → all-enemies
Bardd8 · 10 HP · 12 MP · Primary Charisma · 35g

A silver-tongued performer who turns wit and song into a weapon.

Subclasses: Satirist (Vicious Mockery) · Bard of Valor (Inspiration)
Vicious Mockery: 2d6 psychic damage · 3 MP · → enemyInspiration: +3 attack for 3 turns · 3 MP · 4t CD · → self
Paladind10 · 13 HP · 8 MP · Primary Strength · 25g

An oathbound knight whose blade carries the weight of the divine.

Subclasses: Oath of Vengeance (Divine Smite) · Oath of Devotion (Shield Wall)
Divine Smite: 2d8 radiant damage · 4 MP · 2t CD · → enemyLay on Hands: Heal 22 HP · 4 MP · 2t CD · → selfShield Wall: +5 ac for 2 turns · 3 MP · 4t CD · → self
Druidd8 · 11 HP · 12 MP · Primary Wisdom · 25g

A keeper of the wild places who calls on thorn, root, and storm.

Subclasses: Circle of Thorns (Thorn Lash) · Storm Caller (Frost Nova)
Thorn Lash: 2d6 damage · 3 MP · → enemyRegrowth: Heal 20 HP · 4 MP · 2t CD · → selfFrost Nova: 2d4 frost damage · 5 MP · 3t CD · → all-enemies
Monkd8 · 11 HP · 8 MP · Primary Dexterity · 20g

A disciplined martial artist who strikes faster than the eye can follow.

Subclasses: Way of the Open Hand (Stunning Strike) · Way of the Tempest (Flurry of Blows)
Flurry of Blows: 3d4 damage · 3 MP · 1t CD · → enemyInner Focus: +3 attack for 3 turns · 2 MP · 3t CD · → selfStunning Strike: 2d6 damage + stun · 3 MP · 3t CD · → enemy
Necromancerd6 · 9 HP · 14 MP · Primary Intelligence · 25g

A scholar of death who drains the living and drags the fallen back to their feet.

Subclasses: Bone Lord (Raise the Fallen) · Lich Acolyte (Corpse Blast)
Bone Spear: 2d6 damage · 3 MP · → enemyLife Drain: Drain 14 HP · 4 MP · 2t CD · → enemyRaise the Fallen: Revive a downed ally to 24 HP · 8 MP · 1/day · → allyCorpse Blast: 2d6 necrotic damage · 5 MP · 3t CD · → all-enemies

Loot, Rarity & Perks

Rarity: Common (0–0 affixes) · Uncommon (1–1 affixes) · Rare (1–2 affixes) · Epic (2–3 affixes) · Legendary (3–4 affixes)
Perks: Vampiric — Heal for 20% of weapon damage dealt. · Flaming — Weapon hits set the target alight (burn). · Keen — Weapon attacks crit on 19-20. · Brutal — +2 weapon damage. · Guardian — +1 Armor Class. · Regenerating — Recover 2 HP at the end of each combat round. · Lucky — Once per battle, reroll a missed weapon attack.
Longswordweapon
1d8+1 dmg · 18g

A reliable blade of pitted steel.

Twin Daggersweapon
2d4 dmg · 16g

Quick blades that reward a hidden approach.

Oak Staffweapon
1d6 dmg · 14g

A focus for the shattered weave.

Warhammerweapon
1d10 dmg · 20g

Holy weight, brought down hard.

Longbowweapon
1d8+1 dmg · 22g

Yew and sinew, death at a distance.

Rusted Axeweapon
1d6 dmg · 6g

Crude, but it bites.

Shardglass Bladeweapon
2d6+2 dmg · 120g

A blade grown from a sliver of Aethyr. It hums.

Arcane Robesarmor
+1 AC · 10g

Woven with faint protective sigils.

Leather Armorarmor
+2 AC · 16g

Supple and quiet.

Chainmailarmor
+4 AC · 35g

Interlocked rings, heavy and sure.

Riven Platearmor
+6 AC · 90g

Battered full plate from a fallen knight.

Minor Healing Draughtpotion
+12 HP · 12g

Restores 12 HP.

Greater Healing Draughtpotion
+30 HP · 30g

Restores 30 HP.

Vial of Weavepotion
+10 MP · 15g

Restores 10 MP.

Lockpickstrinket

For doors that prefer to stay shut.

Iron Keykey

Cold, heavy, and clearly important.

Lumen Charmtrinket

A warm light that steadies the heart. +1 max HP per level when carried.

Shard of Aethyrshard

A fragment of the world's broken heart. Gather them all.

Foam Cosplay Batweapon
1d6 dmg · 6g

Technically a weapon. The crowd loves it.

Confiscated Riot Batonweapon
1d8+1 dmg · 18g

Standard-issue crowd persuasion.

Bat With Nails In Itweapon
1d10+1 dmg · 26g

Someone's pride and joy. Now yours.

Sponsored Railgun Pistolweapon
2d6+2 dmg · 120g

Fires a slug at an unreasonable speed. Ad plays on reload.

Hazmat Onesiearmor
+2 AC · 16g

Crinkly, hot, and weirdly protective.

Kevlar Vestarmor
+4 AC · 35g

Looted from a former SWAT enthusiast.

Knockoff Power Armorarmor
+6 AC · 90g

Servos whine; the brand decal is peeling.

Sponsor's Energy Drinkpotion
+12 HP · 12g

Restores 12 HP. Tastes like blue.

Battlefield Stim-Packpotion
+30 HP · 30g

Restores 30 HP. Do not exceed one. (You will.)

Nootropic Nano-Serumpotion
+12 MP · 15g

Restores 12 Weave/mana. Side effects: clarity.

Maintenance Keycardkey

Opens doors that the System forgot to lock.

Bronze Loot Tokentrinket

Redeemable at any Black Market terminal.

Sponsor Pintrinket

A flair of corporate favor. The crowd notices you more.

Ringring

A band of worked metal, faintly enchanted.

Amuletamulet

A pendant that hums with worn power.

Revivify Saltspotion

Smelling salts laced with life-magic — revives a fallen ally to 25% HP.

Enemy Stat Blocks

The GM console draws and scales these; stats shown at base (Floor 1).

Goblin Scavenger

A wiry thing with too many teeth and a stolen knife.

HP 12 · AC 11 · Atk +2 · Dmg 1d6 · 40 XP
Shadowmane Wolf

Its eyes catch a light that isn't there.

HP 14 · AC 12 · Atk +3 · Dmg 1d6 · 65 XP
War Chicken

It is a chicken. It should not be this confident. Its eyes promise violence.

HP 6 · AC 16 · Atk +6 · Dmg 1d4 · 30 XP
Explosive Peck
Road Bandit

Desperate, armed, and not interested in talking.

HP 18 · AC 12 · Atk +3 · Dmg 1d6+1 · 55 XP
Risen Skeleton

Bone bound by the Sundering's spite.

HP 16 · AC 13 · Atk +3 · Dmg 1d6+1 · 65 XP
Shard Cultist

Robed and chanting, eyes glassy with devotion.

HP 22 · AC 12 · Atk +4 · Dmg 1d8+1 · 70 XP
Wasteland Ogre

A mountain of grey muscle that smells of rot.

HP 55 · AC 13 · Atk +5 · Dmg 2d6+2 · 150 XP
Ground Slam
Hollow Wraith

A wound in the air shaped like a person who is gone.

HP 45 · AC 14 · Atk +5 · Dmg 1d8+2 · 140 XP
Life Drain
Warden of the Shard

A construct of stone and shardglass, ancient and patient.

HP 50 · AC 14 · Atk +4 · Dmg 2d6+2 · 160 XP
Shard Burst
The Sundered King

The one who broke the world, wearing a crown of floating shards.

HP 120 · AC 15 · Atk +7 · Dmg 2d8+4 · 600 XP
Cataclysm · Shatterbind
Camera Drone

A hovering eye live-streaming your every mistake.

HP 12 · AC 11 · Atk +2 · Dmg 1d6 · 40 XP
Feral HOA Treasurer

Still clutching a clipboard. Still furious about your lawn.

HP 18 · AC 12 · Atk +3 · Dmg 1d6+1 · 55 XP
Mimic Vending Machine

It accepts no coins and dispenses only violence.

HP 16 · AC 13 · Atk +3 · Dmg 1d6+1 · 65 XP
Roid-Rage Gym Bro

Skipped leg day, not arm day. You will learn this firsthand.

HP 22 · AC 12 · Atk +4 · Dmg 1d8+1 · 70 XP
The Floor Manager

A bloated bureaucrat-thing in a dented hardhat, here to enforce 'quotas'.

HP 55 · AC 13 · Atk +5 · Dmg 2d6+2 · 150 XP
Stapler Barrage
Compliance Officer

Chrome, patient, and authorized to use lethal customer service.

HP 50 · AC 14 · Atk +4 · Dmg 2d6+2 · 160 XP
Taser Protocol
The Showrunner

The smiling host of the whole bloody program, wearing a headset and your future.

HP 120 · AC 15 · Atk +7 · Dmg 2d8+4 · 600 XP
Pyro Finale · Ad Break
Goblin Veteran

Scarred and cautious — it has watched its kin fall to you.

HP 22 · AC 12 · Atk +3 · Dmg 1d6+1 · 72 XP
Goblin Warlord

It has united the warrens against you, and it is furious.

HP 40 · AC 13 · Atk +5 · Dmg 1d8+2 · 130 XP
Goblin King

Crowned in scrap, the apex of everything you taught it to fear.

HP 70 · AC 14 · Atk +6 · Dmg 2d6+3 · 220 XP
Warhorn Rally
Dire Shadowmane

Bigger, hungrier, and it remembers your scent.

HP 24 · AC 13 · Atk +4 · Dmg 1d8+1 · 96 XP
Shadowmane Alpha

The pack leader, grown vast on the bones of its lessers.

HP 42 · AC 14 · Atk +5 · Dmg 1d10+2 · 150 XP
Shadowmane Tyrant

A wolf the size of a wagon, sculpted by your relentless violence.

HP 72 · AC 15 · Atk +6 · Dmg 2d6+3 · 230 XP
Throat Rip
Skeletal Knight

Reassembled with armor and a grudge.

HP 26 · AC 14 · Atk +4 · Dmg 1d8+1 · 96 XP
Bone Captain

It commands the dead you keep making.

HP 44 · AC 15 · Atk +5 · Dmg 2d6+1 · 150 XP
Undying Champion

Death taught it everything it knows. You were the teacher.

HP 74 · AC 16 · Atk +6 · Dmg 2d8+2 · 240 XP
Grave Mend

Relic Cards

Legendary boons, cursed bargains, and forge-only Amalgams.

Avalanche Greaveslegendary

+1 DEX to the whole party each time you descend. It snowballs.

Titan Heartlegendary

+25 max HP to every hero.

Berserker's Brandlegendary

+3 STR to every hero.

Savant's Lenslegendary

+3 INT and +3 WIS to every hero.

Greed Enginelegendary

Doubles Marks gained — but elites prowl more often.

Phoenix Emberlegendary

Once per run, the party rises from a total wipe.

Bloodpact Idolcursed

+4 STR/DEX/INT to all — but the party bleeds each combat round.

Glass Crowncursed

+50% Marks & Hype — but every hero's max HP is halved.

Hungering Coincursed

A free relic each floor — but each floor also hides an extra elite.

Stormforged Amalgamfused

+3 to all abilities.

Bulwark Amalgamfused

+35 max HP and +2 CON to all.

Ruin Amalgamfused

+5 STR & +5 DEX — a weapon of pure offense.

Floor Decks — Themes · Realms · Weather · Modifiers · Traps · Sponsors · Companions

Themes & Realm Fractures

Fungal Warren

Glowing fungi pulse in the dark; spores drift like lazy snow.

Clockwork Foundry

Pistons hammer, gears grind, and everything here is made of malice and machinery.

Blood Cathedral

Stained glass weeps red light over pews of bone. Something here still prays.

Crystal Caverns

Mirror-bright crystals throw back a hundred warped reflections of you.

Sunken City

Black water laps at drowned streets; the dead here never stopped wandering.

Dragon Graveyard

Vast skeletal wings arch overhead — the boneyard of things that should not rise.

the Demonic Realm

Reality tears open onto a screaming red waste. The air itself is hostile.

the Radiant Realm

Blinding order; choirs of judgement. Even mercy here has edges.

the Machine Realm

An endless server-temple of grinding logic that wants to optimize you away.

the Frozen Realm

A dead-white silence where the cold is a predator with patience.

Weather

Blizzard

Whiteout snow howls through the halls.

Acid Rain

Corrosive drizzle hisses on every surface — it stings as you move.

Meteor Shower

The ceiling rains burning rock.

Blood Moon

A red moon bloats overhead — the foes here are bigger, the rewards richer.

Eclipse

Darkness swallows the floor; the crowd leans in.

Audience-Vote & World-Event Modifiers

Double Loot

The crowd voted for greed — Marks doubled this floor.

Double Enemies

The crowd wants carnage — packs run larger.

Boss Invasion

The crowd summoned a boss onto this floor.

Blessing

A wave of audience goodwill restores the party.

Curse

The crowd jeers — enemies hit harder this floor.

★ THE GOLDEN FLOOR

Every vault gleams — treasure is guaranteed legendary, Marks doubled.

⚠ FLOOR COLLAPSE

The floor is falling apart — fewer rooms, richer rewards. Move.

✊ MONSTER REVOLUTION

The monsters turned on management — the boss arrives weakened.

🎪 MERCHANT FESTIVAL

Vendors flood the floor — extra Black Index terminals.

💎 MYTHIC: GLASS CANNON

Everything is lethal and everything is lucrative — enemies brutal, treasure legendary, triple Marks.

💎 MYTHIC: TREASURE MADNESS

Triple Marks, vaults everywhere — and triple the elites guarding them.

💎 MYTHIC: NIGHTMARE

Every foe is a monster of legend. Survive and the rewards are enormous.

Traps

spike

a spiked pit

blade

a swinging blade

dart

a dart volley

flame

a gout of flame

arcane

an arcane glyph

Sponsors

The Coinwright Cartel

+30% Marks. Quest (Floor 6): a free relic.

The Iron Lodge

+2 STR & +2 DEX to all. Quest (Floor 6): 60 Marks.

The Arcane Syndicate

+3 INT & +3 WIS to all. Quest (Floor 6): 60 Marks.

The Ironward Compact

+25 max HP to all. Quest (Floor 6): a free relic.

Companions (trust at your peril)

a Cowardly Wizard

A jittery wizard peeks from behind a pillar. "I-I'll ward you with something powerful! Just... don't let anything hit me."

a Goblin Peddler

A goblin spreads a blanket of "definitely real, definitely legal" wares. "Friend price! Friend price!"

a Cursed Knight

A knight bound in rattling chains kneels. "Lend me purpose, and my strength is yours — though the curse may yet take me."

a Treasure Hunter

A grinning treasure hunter waves a map. "Partners? I know where the good stuff is. Sixty-forty. My favor, obviously."

an Escaped Prisoner

A gaunt prisoner clutches the bars of a broken cell. "Free me and I'll watch your back. I swear it."

Character Sheet (print one per player)

Name: ____________
Race: __________
Class: __________
Subclass: ________
Level: ___ XP: ____
HP: ___ / ___
MP: ___ / ___
AC: ___ Gold: ____
STR
____ (___)
DEX
____ (___)
CON
____ (___)
INT
____ (___)
WIS
____ (___)
CHA
____ (___)
Equipment: ________________________________________
Abilities & ranks: _________________________________
Inventory: ________________________________________
Relics / Titles: ___________________________________