This is my collection of Descent Journeys in The Dark. I only painted the expansions I am using and that is Shadow of Nerekhall, Lair of the Wyrm, Layrinth of Ruin and some from Guardians of Deephall.
As the corruption that slumbers beneath Nerekhall stirs, it seems to spread among the populace. Whether the changelings, as they are called, are demonic creatures that duplicate and replace innocent civilians, or those civilians are somehow transformed into these awful beings, is unknown. Either way, something must be done before all of Nerekhall falls under their sway.
The origin of these terrifying creatures is a great mystery, and no scholar in his right mind would dare to investigate lest he discover more intimately what they are capable of. With no intention or goal besides mindless slaughter, these bladed horrors are nigh unstoppable, especially when found in large numbers.
Large, aggressive, and frequently hunting in packs, there are few monsters more dangerous than the venomous cave spiders of the Shadow Peaks. In recent years they have spread far beyond their usual territory, and some of the spiders now hunt with numerous sticky webs...
Variously called "yeth hounds," "black dogs," or "barghests" depending on local tradition, these creatures are well known and feared throughout Terrinoth. A thousand stories are told about them, but they all agree on one thing: when they have the scent of their quarry, they will never stop chasing him until he is dead.
None are certain of how the slightly dimwitted goblin race managed to discover and utilize magic, but no one can question the result. Though blunt, brutal, and undeniably evil, these goblin sorcerers have proven themselves equal parts vicious and effective, possessing a power most believe to be far beyond their intellect.
Goblins are a small, nimble race with sharp features and vile dispositions. Often underestimated due to their small size, goblins are dangerous, if cowardly, fighters.
Created from the still-rotting corpse of a dead man, zombies are common both as minions of vile necromancers and unfortunate side-effects of dark magic. All zombies can carry noxious disease, and the stronger, cleverer sort have been known to seize their prey and hold it in place, waiting for the slow-moving horde to catch up.
Rats are common throughout Terrinoth, and although they have been known to spread disease and spoil stores of food, they are otherwise quite harmless. At times, however, they swarm together, as if controlled by a malevolent force. In such great numbers, rats are no longer mere nuisances, and many a hero has vanished beneath a horde of rats, never to be seen again.
Fiendish little blighters, born of fire and brimstone, fire imps seek only to engulf the world in their inferno.
Nobody knows exactly where they came from, but there is no doubt in anyone's mind that hybrids are a force to be reckoned with! They walk like men, fly like dragons, and devastate anything in their path. While their sense of honor and duty may not be understood by most people, they have both in ample supply and will fight to the death to defend their kin.
Although they appear as mere statues of metal, the ironbound of Nerekhall are in truth powerful magical constructs forged from black iron. They act as defenders of the city, detecting, absorbing, and dissipating malign magical energy. Lately, their behavior has become erratic, and the Chief Artificer, Rylan Olliven, assures those in the city that this is all quite normal and will soon be resolved.
As bottom-feeding scavengers, the carrion drakes subsist upon disease and decay. Often found near bodies of water and holding a tendency towards nocturnal activity, one finds these vile creatures more than willing to adjust habits when there's something to devour nearby, even if there's a fair amount of life remaining to the poor soul...
It takes many, many years in the deepest of underground caves for a simple spider to mutate to such an absurd size, but thus far their reclusive nature has typically led them to be seldom encountered. Why these terrible creatures have emerged from their dark hovels is unknown, but it bodes ill tidings for all the surface dwelling peoples.
Some fragmented records from the Dragon Wars speak of dragons that shrouded themselves in darkness, emerging from the blackness only to kindle their flames. The idea of such a large enemy moving with such stealth and secrecy is obviously terrifying. Fortunately, Shadow Dragons are nothing more than legend.
One might think that a giant with two heads would be twice as smart as any other giant. Sadly, this is not true of most ettins, who find their two heads can seldom agree on anything. One thing all ettins do agree on, however, is that heroes taste delicious.
These horrific creatures of legend spew from their cavernous jaws black fire that burns even under water. The most powerful dragons are so terrifying that even the most courageous warriors are sometimes paralyzed with fear in the midst of battle.
Lurking beneath the lakes, streams, and swamps of Terrinoth, merriods use their powerful, flexible tentacles to immobilize their prey. They then squeeze the life out of them or, if feeling particularly cruel, eat them while still alive. The flailing tentacles of a merriod are a hazard to even the most seasoned adventurer.
Common folk say that wendigos move on the winter wind, and only breaths of icy air ever betray their presence. Wendigos are lanky, white-furred monstrosities with long limbs and nightmarishly large mouths filled with razor-sharp teeth. Wiry and fast, they can scramble across even the slickest surfaces, and cling to walls and ceilings underground. This, combined with their silent, stalking gait, makes them extremely difficult to see coming.
The demons of the Ynfernael are highly varied in appearance and ability. This particular breed is large and surprisingly fast, their bodies rippling with heat and power. Called “ynfernael hulks” for want of a better name, these creatures rip through the fabric of reality in search of the blood and agony that gives them sustenance.
Beings comprised of all four primal elements are dangerous and impossible to control. Their warring primal natures make these elementals lethal to all around them.