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Dungeon Degenerates: Grime & Gold at the Ghostgate

Expansion for Dungeon Degenerates: Hand of Doom

Dungeon Degenerates: Grime & Gold at the Ghostgate Rulebook

Table of Contents

Table of Contents

  • The Rules
    • Setup & Mission Deck
    • Moving On The Map
    • Campaign Play
    • General Rules
    • Modified Rules
  • Prologue
  • Entries
    • Entry 1
    • Entry 2
    • Entry 3
    • Entry 4
    • Entry 5
    • Entry 6
    • Entry 7
    • Entry 8
    • Entry 9
    • Entry 10
    • Entry 11
    • Entry 12
    • Entry 13
  • Tomb River Maze
    • Exploring the Tomb River Maze – Wetlands Section
    • Entering the Tomb River Maze – Lowlands Section
    • Exiting the Tomb River Maze
  • Epilogue
    • Epilogue – Part One
    • Epilogue – Part Two

The Rules

Setup & Mission Deck

Set the following cards aside to form Ghostgate Mission Decks from which you will be picking cards during this mission.

  • Epic Loot Deck: Night Cloak, Puzzle Prison.
  • Epic Monsters Deck: Megaverm, Slimelord.
  • Loot Deck: Blasting Charge, Eye of Scrog, Fungal Parasite, Goon Grass, Hunting Hook, Hunting Net, Magic Mushroom, Shrapnel Bomb, Smoke Bomb, Spider Cider, Surgery Saw, The Bluelip Shivers, Trench Rot, Wizard Pipe, Scratch Pipe, Marsh Moss, Sweet Leaf.
  • Sign of Power: The Finger of Scorn.
  • Weakness Deck: Despair, Flashbacks, Herb Fiend, Hydrophobia, Superstitious.
  • Wetlands Encounter Deck: Bog Walker, Bog Whisps/Breeding Pit, Derelict Boat, Fungal Infestation/Toadstool Field, Harpy's Nest, Scrog Spiker, Swamp Hag, Swamp Rot, Weed Wizard.
  • Wetlands Monster Deck: All of them.
  • Settlement Deck (optional, from Mean Streets): From the Deep, Initiation Rite, Lighting the Scrog Lamps, Witch Hunt.

The cards above make up your Mission Deck. This list may include cards featured in expansions (e.g. the Mold Mummy from Mean Streets). It's no issue if you don't have them as their use is optional.

For easier reference, keep the Deck types separate (e.g. Epic monsters separate from Wetlands monsters). You will have to shuffle those decks back and forth a lot: don't apply special rules, such as mixing the 3 XP monsters with the others, unless told specifically to do so by this module. You will not be using the Monster and Encounter decks of other regions when playing this module.

Moving On The Map

When moving on the map, refer to the number of the room or corridor and read the corresponding entry. Upon returning to a room, things will usually change as you will be asked to tick circles to keep track of your former actions. A stance, Bold or Cautious, must be picked for each Adventurer before reading the room's description. You may be invited to make a choice of action, which will refer to a choice of numbered entries. Return whence you came after resolving all pending issues in a room. When an encounter is done, you may leave to any adjacent room or corridor. Refer to the entry bearing its number.

Counters: Adventurer standees, and most of the map counters, are not necessary to play since they are going to be too large for the map, but you will need your Adventurer cards as well as skills, items and the like. Annotations should be made on a map, or a paper, to keep track of keywords. You will need a pencil and paper to take some notes, such as to help you remember that an Explored counter was placed in a room. The Adventurer sheets provided in the Dungeon Degenerates – Hand of Doom rulebook will also prove useful.

Concluding an Encounter: Once all threats are overcome, you may go to any adjacent room or corridor. Before you leave a room, unless you knowingly left a monster alive in a previously entered adjacent room, each Adventurer can make a single Rest Action in this room. Check for Wandering Monsters unless this room bears an Explored counter or mark. Remember to pick the same stance for all Adventurers before moving on to the next room or corridor.

Campaign Play

Should you play this module as part of a campaign, place the Undercity Dungeon map overlay at Ghostgate to indicate the entrance to a dungeon module. Ghostgate is both an Indoors location and a Port in the Wetlands. These tags will apply to any and all cards drawn or used during the module.

General Rules

Except where noted otherwise, this adventure module plays as per the regular rules of Dungeon Degenerates – Hand of Doom. The following exceptions apply:

  • Ignore both the Map Action Phase and the Danger Phase while in the Ghostgate dungeon. You may only attempt Rest actions when directed to. You will draw Danger Cards only when the module tells you to, such as when checking for Wandering Monsters.
  • The Encounter Phase works as usual unless otherwise noted in an area's description.
  • Ignore the rules for Doom tokens and the Hand of Doom except as the text explicitly mentions it. Should the Danger Level in Tomb Lake increase beyond 6, keep it at 6 then apply the Sign of Power card 'The Finger of Scorn' immediately. Discard it afterwards.
  • Should you play this module as part of a campaign play, if the Hand of Doom was already at the Ghostgate when the mission begins, it still applies as before.
  • When region cards are drawn for monsters and encounters, use only the Wetlands cards. The other region cards are not supposed to be used during this module.

Splitting the Party: Splitting the party in the Ghostgate dungeon would make the game unmanageable. For simplicity's sake, Adventurers cannot be split from the party. Doing so would unfortunately cause them an immediate and painful death from a hidden trap. However, party members may Escape to an adjacent room, as long as all they do is wait for a combat to finish.

Escaping: An Escape action normally leaves the party in the same space as they escaped from, which is not possible with this module. Therefore, Escape in this module means that the escapees return to the last room or corridor from whence you came. They await the combat to finish until the party regroups again (see Splitting the Party, above).

Replacing Cards: Should a given card not be available when the text mentions it, for any reason (e.g. it was destroyed in the game, you don't have the relevant expansion or you just can't find it), just replace it by a random card from the same deck.

Encounter Leader: To make play enjoyable for all players and resolve arguments smoothly and quickly, it is recommended that each player be given control, in alternating order, over how the party reacts as a group during one encounter, and that this position of "Encounter Leader" is rotated clockwise. An encounter can be defined for this purpose as "anything that happens in a single room or location". For example, upon entering a new room or area in the Ghostgate dungeon, the current Encounter Leader would decide whether the party attacks or flees, which Rest action is taken for the entire group, etc. Which combat action is taken remains a question of individual player choice, but if the Encounter Leader decides to deal peacefully with a dungeon denizen, all players must abide by this decision during this encounter and may not attack. Discussion and consensus is encouraged but the last word, should disagreement arise, goes to the Encounter Leader. Likewise, the Encounter Leader decides whenever there's a tie during play or several options to choose from arise. Entering an empty area doesn't involve a switch of Encounter Leader, only actual encounters that involve decisions. Players who don't want the position of Encounter Leader may pass the role to the next player if they wish.

Modified Rules

Some rules will work differently while in the module. As a rule, what happens in the dungeon stays in the dungeon, and what happens inside the dungeon doesn't affect what's outside the dungeon. The initial Danger Level of Tomb Lake is an exception, as it applies to the entire Ghostgate dungeon.

Hand of Doom: Ignore it unless the game text says so or it was already at Ghostgate when this module began.

Explored: When a room or corridor is first explored, apply the rules for Wandering Monsters, then make note that it is Explored.

Loot: When you make a successful Loot roll in this module, pick from those in the Mission Deck only until it is exhausted, then pick from the regular Loot deck. Should you get two or more of the same item, place a Wound counter on the card as a reminder.

Rest Actions: Your party can take one, and only one, Rest Action after dealing with a room's content. All party members must take the same Rest action. You can only rest once in a given room. You cannot make Rest Actions in corridors. The only Rest Actions allowed in the dungeon are Recover, Explore and Improve. Whenever you engage in one of those, check for Wandering Monsters afterwards.

Stances: Bold or Cautious stances may have different effects in the rooms and corridors you will visit. This will be specified in their description.

Status Conditions: As per the usual rules, they are removed when a Recover action is taken. Some conditions apply differently in the Dungeon.

  • Detained: When a game condition causes your party to become Detained, you must make a Rest action the next time you are in a room without monsters (check for Wandering Monsters).
  • Fatigued: When you are Fatigued, you must check for Wandering Monsters each time you enter a corridor or a room whose already visited, even if the room's text says there are no monsters. Don't check for Wandering Monsters if there were active monsters left in that room or corridor.

Summon: All monsters Summoned in this dungeon come from the Wetlands Monster deck.

Card Shuffling: You will be shuffling the Wetland Monster and Wetland Encounter decks and searching through them a lot during this adventure. When you do, do not add the XP 3 monsters to the Wetland Monster deck unless you have already included them as a result of re-shuffling the deck in campaign play. You will probably not be needing the Badlands, Highlands, Lowlands and Law decks during this module. You can set them aside until you return to "normal" campaign play.

Monster Numbers: To balance the encounters with the number of Adventurers in play, some entries will mention 'Extraneous Monsters'. Add one such extraneous monster for each Adventurer in the room after the first. If several extraneous monsters are listed, pick one at random for each additional Adventurer from the choices listed. There can be more than one monster of the same type, even though you have but one card for each: simply keep track of their wounds separately.

Wandering Monsters: When the module tells you to check for Wandering Monsters, pick a Danger Card. If the card tells you to increase the Danger Level in a Wetlands space, increase the Danger Level at Tomb Lake (and therefore in this dungeon) by 1. Otherwise, the Danger level does not increase. After checking this, if the number on the card matches the Danger Level at Tomb Lake or lower, draw a card from the Wetlands Monsters deck.

Do not put the monsters worth 3 XP in the deck unless:

  1. You're playing in campaign mode and it was already reshuffled, OR
  2. Your Adventurers have, on average, at least 2 skill cards each.

Explored Rooms & Corridors: Rooms and corridors which have been previously Explored (and therefore have a counter or mark to this effect) will not have Wandering Monsters. Simply killing the monsters in a room does not make it Explored.

Prologue

Perhaps it was the liquor or your declining coins — but the words of the toothless hag touched a soft spot in your greedy soul.

"Piles of gold, I tell you! Lazy and stupid he was, that Weed Wizard, but he had hoarded such a mount of scrog ivory that it hid even the ceiling of those fetid caves, which happen to be the insides of a giant dead fish. But I don't care for any of that junk. I'm an old woman, and I'm getting sentimental. I'll give you that map for free, and all I ask in return is that you bring me back my polyhedron — a worthless bauble my old mother gave me on her deathbed. I'll even pitch in 15 gold for the toy."

The tavern's patrons eye you condescendingly, their disparaging contempt for the unhygienic witch spilling on you like sticky foam from a scrog's arse. "It's a waste of your time, foreigners. There's no wizard down there, just scrogs almost big as your mom's buttocks." Their laughter sneers of contempt.

Will you brag proudly about your intentions to explore the cave and overcome the Weed Wizard? Switch your party's stance to Bold then go to entry 43. Or will you meekly go out in silence, excusing yourselves to the hostile Gütters? Switch your party's stance to Cautious then go to entry 40.

Entries

The entries are numbered as printed, each marked with its number in a badge. They are read when the party is directed to them by number, not in sequence. Each entry's checkbox is the printed circle or box that the entry asks you to tick.

Entry 1

Checkbox: If this box is ticked, check for Wandering Monsters, after which you may leave the dungeon (see the Epilogue) or go to an adjacent location. There will be no wandering monsters here if you successfully completed the Lighting the Scrog Lamps event (Settlement Encounter) as the lamps will have driven them away. If the box is not ticked, read on.

A pot-bellied frog like humanoid is sleeping on the crumbling arch of a ghastly, mold-covered gateway fashioned after a conjoined mutant's skull. The Scroglin snores drunkenly.

Special Rules:

  • Odd Feature: Note this entry number, go to entry 20 and return here before playing out the fight.
  • Bold Stance: Rushing and bellowing, you swiftly attack the Scroglin Sentry. The sentry has the Summon ability in addition to those on its card, which summons a Scroglin Soldier (horde).
  • Cautious Stance: Make an AGI Test for all the Adventurers. ROGUES may roll 3 dice and pick any 2. If all the Tests succeed, you successfully slit the scroglin's throat before it wakes up. If at least one Test fails, take the card for the Scroglin Sentry. It springs to fight so fast that the Adventurers are Stunned on the first turn.
  • Hunters: HUNTERS make the best use of this tactical position and roll 3D6 for PER Tests in this area, picking any two they wish.
  • Victory: Tick the circle above. The skull-gateway is filled with little petrified eggs, apple-sized. You can take up to 10 but if you do, make a CON Test or be Slimed. Write them on your Adventurer Record Sheet.
  • Overwhelmed: If this mission is too much for you, you may leave the cave and take the road beyond Fishmonger Camp to take your business elsewhere, at entry 41.
  • Extraneous Monsters: Scroglin Soldiers.

Entry 2

Checkbox: If this box is ticked, go to entry 22. If not, read on.

Many a slimy scroglin squirms & paddles in this viscous hideout.

There are 2 Scroglin Soldiers (hordes) for each degenerate in this viscous torture room, doing torments better left unsaid to imploring Gütter captives.

Special Rules:

  • Odd Feature: Note this entry number, go to entry 20 and return here before playing out the fight.
  • Bold Stance: Only the frothing mad would run screaming into the maw of Hell. All Adventurers in Bold stance become Invigorated. But if they flee, they become both Demoralized and Weakened.
  • Cautious Stance: Impossible to pass unnoticed, there are too many. If you wish Cautious Adventurers can attempt to avoid the engagement, as described under Escaping in the General Rules.
  • Blasting Charge: You can expend a Blasting Charge to place a Destroyed counter or mark in this room. Your party must leave immediately by the entrance they came in. Everything in the room, including Loot, is lost.
  • Victory: Tick the circle above. If you defeat all the monsters, you may free the captives if you wish. Go to entry 30 in that case.

Entry 3

Checkbox: If this box is ticked, you may pass freely.

The way through this room is blocked by a rusty iron portcullis. On both sides of the portcullis are levers. The left one is a human femur, the right one a blood-encrusted spiked mace.

Special Rules:

  • Portcullis: Over the left lever, runes inscribed on a grimacing toad statue's tongue say "I speak lies". Nailed under the right lever, scribbles on a moldy parchment say "I speak lies too". If you pull the left lever, choose an Adventurer then go to entry 22. If you pull the right lever, choose an Adventurer likewise then go to entry 26. If you bash the portcullis instead, go to entry 17. You may also return to your previous room without touching anything.

Entry 4

The grisly cave, covered in dripping stalactites, is filled to the brink with warty Scroglins and Scrogs, swimming and fishing in a vast pool of luminescent slime. There are far too many to count.

Special Rules:

  • Bold Stance: Your party's arrival has raised the attention of the fishoid mutants. There is one Scroglin Hunter per Adventurer. One of them has the Summon ability (place a token to note which). If not dealt with in one turn, another Scroglin Hunter will join the fight. This goes on until all the Scroglin Hunters present are slaughtered at the end of a turn: as long as one survives, another one will be Summoned next turn. When the fight is over, you must leave by the entrance you took — there are far too many Scrogs and Scroglins in that area to fight.
  • Cautious Stance: Your slow walk got your feet stuck into the sticky shells of Shelled Scrogverms. Each Adventurer must fight one. If the fight lasts more than two rounds, you catch the eye of a Scroglin Hunter — apply the rules for Bold Stance above.
  • Blowing Up the Cave: After the fight is over, should you have a Blasting Charge, you can spend it to blow the place up (go to entry 42).
  • Perilous: You cannot make Rest Actions in this location.
  • Extraneous Monsters: Scroglin Hunter.

Entry 5

The fishy fish folk are gone. As you are about to leave the perimeter of the swamp town, you come upon a crude altar where a grotesque statue of a hairy frog with the hands of a human babe grimaces lewdly. Besides the statue hang a fishing hook and net.

  • Mean Streets: Should you have this expansion, you can spare a moment if you like to visit one of the shops by the town's entrance. Shuffle the following Settlement Encounter cards and pick one at random: From the Deep, Initiation Rite, Lighting the Scrog Lamps, Witch Hunt. Resolve this card then pick an option below.
  • Shrine: Whether you shop or not, you may take the Hunting Hook & Hunting Net item cards from the shrine. If you take either or both, go to entry 19.
  • On to Ghostgate: Should you scorn the Fishmongers' junk, you can carry on towards Ghostgate (on to entry 11) or, should you have sudden regrets, ignore the call to adventure and leave Fishmonger Camp altogether to seek fortune elsewhere (at entry 41).

Entry 6

Checkbox: If this box is ticked, check for Wandering Monsters. If not, read on.

Human skulls fill the hundreds of niches dug into the sponge-like clay of the cave's walls. The puddle at your feet slowly forms into a monstrous oozing beast with a mysterious five-pointed star talisman protruding from its form.

Form a special deck (the infamous 'Room Six Deck') with these Wetland monsters from the Mission Deck and pick one: Mold Mummy, Oozing Skull, Slime Blob, Slime Corpse. Replace each card you don't have among those by a random Wetlands monster worth 2 XP.

Special Rules:

  • Odd Feature: Note this entry number, go to entry 20 and return here before playing out the fight.
  • Bold Stance: You get to strike before the monsters fully form. No changes.
  • Cautious Stance: You barely noticed the slow-moving monster until it drags you into the mud. Make PER Tests for all Adventurers. If you have more successes than failures, you may re-roll one or more dice during the first combat turn.
  • Victory: Tick the circle above. As the monsters liquefy, the Adventurers find a talisman with a star symbol in their sticky remains. It can be left there or put on. If several Adventurers wish to put it on, the Encounter Leader chooses who gets to have it and the concerned Adventurer's player should go and read aloud entry 23. An Adventurer of the Encounter Leader's choice may search through the muck, at entry 29.
  • Perilous: You cannot make Rest Actions in this location.
  • Extraneous Monsters: Room Six Deck (see above).

Entry 7

Checkbox: If this box is ticked, check for Wandering Monsters. If not, read on.

Skittering skull spiders, larger than a calf, drop from the ceiling, eager to implant their eggs in your eyes. Yonder, a rusty iron gate reeks of putrefied flesh.

Draw the Skull Spider card (Wetlands Monsters). For each Adventurer who is Defeated in this fight, add one more Skull Spider to the fight as the egg gushingly bursts out of their skull.

Special Rules:

  • Odd Feature: Note this entry number, go to entry 20 and return here before playing out the fight.
  • Bold Stance: For this fight only, replace all combat dice rolls of 1 by rolls of 2 as you cut wildly through the spider webs.
  • Cautious Stance: For this fight only, replace all combat dice rolls of 6 by rolls of 5 as you avoid the spider webs.
  • Victory: Tick the circle above. A single Adventurer may attempt a PER Test to find a Blasting Charge (Loot) in the rotting barrel. Failure causes that Adventurer to become Infected by the toxic mould.
  • Mean Streets: Should you have this expansion, you can choose to have an Adventurer examine the luminescent fungi all around. Take the Fungal Infestation/Toadstool Field Encounter card and play the latter encounter.
  • Dungeon Breakout: You need this game to break open the iron gate and explore the gooey maze of caves that leads to the Catacombs, in the Lowlands. Go to entry 44 for that endeavor.
  • Extraneous Monsters: Skull Spider.

Entry 8

Checkbox: If this box is ticked, go to entry 21. If not, read on.

Sitting and crouched as if defecating, a humongous stone idol of the warty toad god Pmurt'nod covers the largest wall. At least one filthy troll is standing guard, but more may hide in the darkness.

Special Rules:

  • Trolls: Take all the TROLL cards you have from the Wetlands Monsters deck (e.g. Death Troll, Swamp Troll, Moldbeast from Mean Streets). Pick one at random per Adventurer. There may be more than one of the same monster. If your Adventurers have on average 2 skill cards or more, add one Fishoid Warlock to the fight.
  • Bold Stance: No special modifier.
  • Cautious Stance: You may retreat from the room and return from whence you came if all Adventurers succeed an AGI Test. REPTILIANS, ROGUES and WILDS roll 3D6 and pick any two. If one or more Test fails, all the degenerates must fight the trolls.
  • Victory: Tick the circle above. Once the fight is over, if you want to investigate the idol select an Adventurer to make a PER Test. ROGUES may roll 3D6 and pick any two. Success leads you to entry 37, otherwise you find nothing special.
  • Loot: Loot gained from this fight, if any, will be either Fungal Parasite, Marsh Moss or Magic Mushroom. You may choose which.
  • Perilous: You cannot make Rest Actions in this location.
  • Extraneous Monsters: Trolls (see above).

Entry 9

Checkbox: If this box is ticked, check for Wandering Monsters. If not, read on.

A moldy wooden house with wicked features turns towards you on its chicken legs, its eye-lanterns gleaming with evil delight.

You must fight the Carnivorous Hut (Wetlands Monster). Bold or Cautious stance doesn't make a difference, for the monster has sensed your presence.

Special Rules:

  • Wetlands Lore: Should you have the Tomb Lake & The Wetlands lore book or Fishoid Freaks of the Wetlands Degenerate Dictionary, you have 30 seconds to browse through those books to find the name of the hut's mistress. Start counting once the book is in your hands. If you do find it in time, assign the Carnivorous Hut 3 wounds. If you don't, resolve combat normally.
  • Victory: Tick the circle above. You can go inside the hut to search it in Bold stance (go to entry 27) or be Cautious and leave it alone.
  • Superstitious: Should an Adventurer's Hit Points be lowered to zero during the fight against the hut, they can spend 1 Luck to bring them back to 1, but that Adventurer acquires the Superstitious trait (Weakness) and 2 XP for it.
  • Extraneous Monsters: Increase the Carnivorous Hut's starting Hit Points by 3 per degenerate after the first. Use Explored (or other) counters to track this and not confuse them with Wounds inflicted.

Entry 10

Checkbox: If this box is ticked, go to entry 21. If not, read on.

Could the crumbling pillars, creeping phosphorescent mushroom, shuffling moss and invasive stink of fish be ignored, this cave could almost pass as a wizard's laboratory. Mouldy books, broken alembics, piles of dead fish and squirming lanterns made from chewed troll testes abound in this most disorderly place imaginable. An obscene Fishoid Warlock by the name of Hodenschnupper — which you will probably never learn — is experimenting with a bizarre dodecahedron structure in which a diminutive humanoid squirms.

Special Rules:

  • Odd Feature: Note this entry number, go to entry 20 and return here before playing out the fight.
  • Hodenschnupper: Months of study and experimentation with a variety of hallucinogens and intoxicants have turned the Fishoid Warlock into something wiser, nastier and incommensurably more intoxicated. Each time a failed MAG attack is made against Hodenschnupper, remove a number of wounds on its card equal to the lowest die roll. Hodenschnupper is worth 3 XP and 3 GP.
  • Bold Stance: For this fight only, replace all combat dice rolls of 1 by rolls of 6 as you stumble into junk.
  • Cautious Stance: As the warlock is busy, you may leave this room without fighting if a greater number of Adventurers succeed in an AGI Test than fail. If you fail, or the Encounter Leader chooses to attack, for this fight only, replace all combat dice rolls of 6 by rolls of 1 as you try to avoid the junk.
  • Victory: Tick the circle above. If you want to peer into the strange dodecahedron in which Hodenschnupper was looking, go to entry 24. If you would rather examine the locked vault, go to entry 18.
  • Extraneous Monsters: Bird Horror, Bogshadow, Bullscrog Croaker, Crab Soldier, Skull Spider.

Entry 11

Checkbox: If this box is ticked, check for Wandering Monsters — always Harpies (Wetlands Monsters). If not, read on.

After many hours trekking through the muck amidst the maddening bloodflies and croaking scrogs, there rises before you the gigantic skull-maw of the Ghostgate, magnificently repugnant in its decaying grandeur. Its stone face stands taller than a tower, vomiting the tainted waters from the Necropolis and the Stinkenblut river. Arse-scratching harpies nest in the gate's eye-sockets, eyeing you ravenously with yellowed fangs which will never know floss nor mint.

Special Rules:

  • Bold Stance: A flock of Harpies dives towards you, shrieking madly, but you are prepared. Take the Harpy Card: there is one per Adventurer. Adventurers with Ranged weapons may make a free out-of-step attack before combat begins. Tick the circle above if you defeat them.
  • Cautious Stance: Your slow walk reveals a narrow cave entrance beside the Ghostgate, from whence gurgling screams arise. Should you explore that cave, go to entry 14 in Cautious stance. Otherwise, make a PER Test for all Adventurers. HUNTERS may roll one more die and pick any two. Those who succeed may pass unmolested to the dungeon's entrance - tick the circle above then go to entry 1. Those who fail, and comrades who stand by them, must fight one Harpy each. They may either enter the cave in Cautious stance (entry 14) or proceed onto the dungeon's maw by following the hag's map (entry 1) afterwards.
  • Harpy's Nest: Should they feel adventurous, the Adventurers can climb the skull gate to reach the harpies' nests, in the orbits. Go to entry 45 if you do.
  • Flashbacks: Should an Adventurer's Hit Points be lowered to zero during the fight against the harpies, they can spend 1 Luck to bring them back to 1, but that Adventurer acquires the Flashbacks trait (Weakness) and 2 XP for it.
  • Extraneous Monsters: Harpy.

Entry 12

Checkbox: If this box is ticked, the gate is closed. If not, read on.

A Void Gate shimmers in bright and neon colors, incredibly tempting. The lure of the voice is... beckoning. Almost sensual.

Should you enter the shimmering gate, go to entry 15. Otherwise, you may leave this room or attempt to close the Voidgate with the Dispel action (see p.29 in the rulebook, under The Hand of Doom). If the Dispel action succeeds, tick the circle above: the Adventurer gains 1 Luck point and the Exalted status. Should the Dispel fail, the Adventurer acquires the Suppressed status as thoughts are overcome with dispiritedness.

Campaign Mode: Should you play this module as part of a campaign, place a Void Gate counter at Ghostgate, with the usual consequences.

Entry 13

Checkbox: If this box is ticked, check for Wandering Monsters (always Scrogling Swarm). If not, read on.

Bloated, foetid, its cyclopean form arises from the muck, bellowing with the foul breath of slaughterhouse as its howl ruffles the waters.

Draw the Bullscrog Patriarch card from the Mission Deck.

Special Rules:

  • Odd Feature: Note this entry number, go to entry 20 and return here before playing out the fight.
  • Bold Stance: Unused to such courage or stupidity, the Bullscrog Patriarch's ATT is lowered by 1 on the first turn.
  • Cautious Stance: The Bullscrog Patriarch may let you leave if placated with Food or Herbs. Discard as many of those Item cards as you like, then roll D6: if the result is equal to or under the number of cards discarded, you may leave. Otherwise, the Bullscrog Patriarch attacks.
  • Victory: Tick the circle above and mark the BLASPHEMY keyword. Take the Eye of Scrog Loot card from the Mission Deck in addition to random Loot, if any. Place a Wound token on the card if you have one or more already. Moreover, you can choose an Adventurer to open up the beast's gullet for treasure (go to entry 39).
  • Derelict Boat: Once the fight is over, you can examine the rotting rowboat if you wish. Pick the Derelict Boat card (Wetlands Encounters) and play it through. Should an Adventurer's Hit Points be lowered to zero during the boat encounter, bring them back to 1 but that Adventurer acquires the Hydrophobia trait (Weakness) and 2 XP for it.
  • Extraneous Monsters: Lesser Scrog.

Entry 14

Checkbox: If this box is ticked, check for Wandering Monsters. If not, read on.

Uglier than even the harpies, a blue-skinned and toadish mutant dressed with a rye sack is being pecked to death by a feces-covered flock of the bird-hags. This is their lair, and eggs lay about.

You must fight the Harpies (Wetlands Monsters). There is one per Adventurer.

Special Rules:

  • Victory: Tick the circle above. The grateful trader thanks you profusely for saving her miserable life and gives you a Smoke Bomb (Loot). "I was seeking herbs to find a cure for the star amulets," she says, sobbing. "They turned my father into a slimy newt. I hope he gets better." The Adventurer with the least Luck gets 1 Luck point. In the case of ties, the Encounter Leader decides.
  • Companion: Should you have the Fishy Confectioner Adventurer (from the Freaks & Psychos expansion), you may add her to your party if you wish, along with her items. Modify monster numbers accordingly.
  • Overwhelmed: If this is too much for you, you may leave Fishmonger Camp for better skies, at entry 41.
  • Extraneous Monsters: Harpy.

Entry 15

Remember when we said you would not be picking monster cards from other decks than the Wetlands? We lied.

Stepping through the Voidgate sucks you into a spiraling typhoon of blinding neon colors, right into the lair of the demon queen Bilezogbug (Epic Monster), in the Hell Pit (Badlands). Draw her card and fight!

Special Rules:

  • Pants Down: Fortunately, the demon queen of goblins was not expecting your visit as she was philandering with some big horror full of rheumy eyes. Your Adventurers get one free turn against her before the fight actually begins.
  • Stance: Tumbling down a psychedelic warp tunnel does not allow for much tactical planning. Each Adventurer will take a random stance for this combat (flip the counter): Bold if they fell on their face, Cautious if they fell on their back.
  • Escape: After one turn of fighting, you may Escape back into the Maze, as per the usual rules. Adventurers who survive this dire encounter get 1 Luck. Should you, against all odds, triumph from the bloated queen, you may either return into the Maze or walk the road between the Hell Pit and the Blasted Heath. Returning to the Maze automatically leads back to the dungeon's Void Gate. Unless your party manages to cross the Würstreich and return to Ghostgate (start again at entry 1), your adventure ends here.
  • Despair: Should an Adventurer's Hit Points be lowered to zero during the fight against Bilezogbug, they can spend 1 Luck to bring them back to 1 and attempt to Escape, but that Adventurer acquires the Despair trait (Weakness) and 2 XP for it.

Entry 16

You remember the code, but have you found all the icons? If not, return to entry 10. If you did, then you must arrange them in the grid, in the order indicated, so that no two alike align either vertically, horizontally or diagonally. If you can manage this, you should remember how many oar-shaped icons were available. Multiply that number by 5, choose which Adventurer opens the lock and go to the corresponding entry. If you don't remember, or if you can't arrange the pattern properly, your Adventurer with the lowest MRL becomes Demoralized. Return to entry 10.

Entry 17

Change every Adventurer's stance to Bold then make a STR Test. FIGHTERS & WILDS may roll 3D6 and pick any two. Should you win, tick the box at entry 3 as the portcullis breaks open. If you failed, the ruckus may have attracted a dungeon denizen: check for Wandering Monsters. You may try again as much as you like, but check for Wandering Monsters each time you fail.

You may change to Cautious stance if you wish once this encounter is over.

Return to entry 3 when you are done.

Entry 18

The vault's lock is a bizarre grid with sixteen squares, arranged in four rows and four lines. Each square is a niche the size of a big apple.

To unlock the vault, you must obviously use certain small objects in a certain pattern. If you have these objects, you should know how many eggs are required. Multiply that number by 4 and go to the corresponding entry. If you don't know that number, return to entry 10.

Entry 19

Pick an Adventurer to make a PER Test. REPTILIANS & SCHOLARS may roll 3D6 and pick any two. If you win, you recognize just in time an oar besides the net and hook. The three of them together is a symbol of Death in Bog Gütter culture, and you may refrain from taking the items if you prefer.

If the Test fails, your party suffers the curse of Pmurt'nod, the fetid scroglin deity of warts & non-consensual spawning: the next time you encounter monsters, replace one of them by a random monster worth 3 XP from the Mission Deck. Moreover, assign the Suppressed status to all the Adventurers who took the Hunting Net or the Hunting Hook.

All danger averted for the time being, you trek on to Ghostgate (go to entry 11).

Entry 20

Odd Feature Table: roll D6.

  • 1: Flamable oil mars the shallow waters, drowning the occasional intoxicated bloodfly. Go to entry 31.
  • 2: Glistening bundles of scrog eggs shine by the torchlight. Go to entry 32.
  • 3: The Gütters say the Würstreich holds nothing as loathsomely disgusting as a gushing pit, where small scroglins feverishly fornicate in wet, mushy slime. Go to entry 33.
  • 4: Beyond obscene is the obese idol of the small-handed toad god, Pmurt'nod, glistening in the dark. Go to entry 34.
  • 5: The heavy barrels would roll off easily with some pushing. Go to entry 35.
  • 6: All the trappings of an abandoned bandit camp lay about, moist and rotten. Go to entry 36.

Entry 21

Skittish bubbles stir in the murky, vomitous waters.

Shuffle all the monsters worth 1 XP from the Wetlands Monster deck and draw one per Adventurer.

  • Bold Stance: You strike boldly. No modifiers.
  • Cautious Stance: Make an AGI Test for all the Adventurers. ROGUES may roll 3 dice and pick any 2. If all the Tests succeed, you pass unnoticed. If at least one Test fails, you must fight. Do not draw monsters again if you return here: they will be waiting.
  • Victory: Once the monsters are defeated, you find many strange stone icons, apple-sized, shaped like grimacing slugs. You can take up to 10 per character. They have no gold value. Write them on your Adventurer Record Sheet or use tokens to track them.

Once they have been dealt with, return whence you came.

Entry 22

Spring-propelled filthy spikes protrude from the lower walls, under the muck-level, to strike at a random Adventurer — sparing the one who pulled the lever! The target must succeed an AGI Test on 3D6, picking the highest two dice. Failure causes the unfortunate wounds according to the lowest of the three dice rolled. However, the target must win a CON Test or take the Trench Rot Loot card (from Mean Streets) from the Mission Deck. Should you not have that card, the target becomes Infected instead. Return to entry 3.

Entry 23

Make a MAG test with 3D6 for this Adventurer: add them all. A WIZARD or WARLOCK may remove the highest die after rolling. Adventurers with both classes roll only 1D6 for this Test. If you win, you remove the talisman just in time, realizing it is cursed. If the test fails, never so fast has human flesh been liquefied into an animated ooze of ill intent. Your Adventurer has died and become an ooze monster from the infamous Room Six Deck.

If the deceased's MAG was 9 or more, their corpse is now a Slimelord. If you don't have this card, make it a Megaverm instead. Otherwise, if the deceased had over 15 life, it has become a Slime Corpse. If it was between 14 and 10, the monster is an Oozing Skull, otherwise the corpse is now a Slime Blob.

Should you fight a Slimelord, and you have the Tomb Lake & The Wetlands lore book or Fishoid Freaks of the Wetlands Degenerate Dictionary, you have 30 seconds to browse through those books to find its name. Start counting once the book is in your hands. If you do find it in time, assign the Slimelord 6 wounds. If you don't, blame the unfairness of life.

You must fight your former companion. Should you win, you can take the deceased's belongings. The cursed talisman is worthless.

Entry 24

Inside the polyhedron is a minuscule man with a big hat and a bigger smoking pipe, mumbling to himself incoherently. His eyes are red and harrowed.

You can leave him alone (return to entry 10) or attempt to mumble magic words to open the polyhedron (go to entry 28).

Entry 25

The lock opens with a moist, mushy click. Inside you find the Weed Wizard's most prized treasures.

Take these cards from the deck: Fungal Parasite, Goon Grass, Marsh Moss, Sweet Leaf, Witch Weed, Wizard Pipe. Except for the Fungal Parasite, if you already have some of these items, place Wound icons on them to indicate how many you have. Unfortunately, the intense concentration of so much fermented weed forces the Adventurer who unlocked the vault to succeed a CON Test or become a Herb Fiend (Madness Card): as mild compensation, that Adventurer also gets 2 XP for that card. The Hermit Ascetic is immune to this. Return to entry 10.

Entry 26

A crude sawblade propelled by cruder clockwork erupts from the ceiling. Make an AGI or PER Test for the unfortunate Adventurer, who takes the highest die as wounds if it fails. ROGUES may choose to roll 3D6 and pick the lowest two. As the trap's motion stops, you may dismantle it and take the Surgery Saw from the Mission Deck. Return to entry 3.

Entry 27

You find a bizarre scribble on a crumpled piece of parchment, scribbled in a human's penmanship: "Place all the icons so that none is in line with another of the same kin, in all directions. You need 3 Nets, 3 Hooks, 3 Oars, 3 Slugs, 4 Eggs."

The hut seems to shudder. If you wish to inspect it further, pick an Adventurer and make a PER Test. Go to entry 38 if you succeed. If you fail, or if you won't search, return to entry 9.

Entry 28

Pick an Adventurer to make a MAG Test. SCHOLARS and WIZARDS may roll 3D6 and pick two. If you fail, the artifact drains so much mental energy that the would-be liberator becomes Suppressed. If the Test succeeds, the Adventurer becomes Exalted. In both cases, your efforts unlock the Puzzle Prison (mark the BETRAYED keyword). Take this Epic Loot card from the Mission Deck then take the Weed Wizard Wetland Encounter card and play it. He is too doped to offer any information of value beyond what the card offers. He doesn't even remember his own name, why he was here or why Hodenschnupper — he does remember that name — kept him captive, though his backside hurts a lot. Should you have the Freaks & Psychos expansion, you can take the Hermit Ascetic as an additional Adventurer; remember to modify monster numbers accordingly. Unfortunately, his Wizard Pipe is locked in the vault, and he doesn't remember the combination, though he does vaguely remember giving the combination to a former lover, Gerta the Rot Witch. Return to entry 10.

Entry 29

Scattered around the room, you find several grotesque icons, roughly apple-sized, shaped like nets, hooks and oars.

You can take up to five of each; note them on your Adventurer Record Sheet in the rulebook (p.35). Return to entry 6.

Entry 30

Most of the captives are too weak or wounded to survive long, but one still has spirit. Roll D6.

  • 1-2: Draw the Swamp Hag from the Mission Deck.
  • 3-4: Draw the Scrog Spiker from the Mission Deck.
  • 5-6: Draw the Bog Walker from the Mission Deck.

Return whence you came once you defeat these critters.

Entry 31

Before combat starts, one Adventurer may attempt to burn the monsters by setting the oil aflame. Make an AGI Test. If the Test fails, all Adventurers suffer the lowest die in wounds (minus armor). If it succeeds, the foes suffer the highest die in wounds (minus armor). Should an Adventurer bearing an equipped bomb, charge or pistol go down to 0 hit points (HP) in this area, apply the Failed result above (each time).

Moreover, HUNTERS, SCHOLARS and WILDS will be able to use the oily patches to their advantage in combat. They roll 3D6 for PER and AGI Tests in this area and pick any two they wish.

Return whence you came.

Entry 32

  • Checkbox: You can threaten to destroy the eggs to keep the monsters at bay. If the monsters are not FISHOIDS, they don't care and will attack either way. If they are FISHOIDS, choose an Adventurer to make a MRL Test. MERCHANTS and REPTILIANS, who recognize the eggs' value, can roll 3D6 on this Test and take any 2. FISHOIDS moreover get a +1 bonus on their MRL Test. If you win, the monsters are Dazed. If you fail, they become Berserk. After defeating the monsters, you can take the Eye of Scrog Loot card from the Mission Deck if the box above was not ticked (tick it upon taking the card). Return whence you came.

Entry 33

  • Checkbox: Take the Bog Whisps/Breeding Pit Encounter card from the Mission Deck and apply it immediately. If the box was not ticked, tick it and read the card's rules for the Breeding Pit. If the box was ticked, apply the rules for Bog Whisps (even though you're indoors). All Adventurers will need to win a PER Test to avoid walking on a squirming scrog. ROGUES and WILDS may roll 3D6 and pick any two. Those who fail are Slimed and must make a MAG Test against the fumes of these Buggy Bogs or discard any armor or clothing worn as it becomes insufferably itchy. PURITANS, who wear several underclothes one atop the other, must re-roll their highest die on this Test, whereas WILDS, who don't wear any, must re-roll their lowest.

Return whence you came.

Entry 34

  • Checkbox: Take the Lost in the Fog/Hideous Idol Encounter card from the Mission Deck and apply it immediately. If the box was not ticked, tick it and read the card's rules for the Hideous Idol. If the box was ticked, apply the rules for Lost in the Fog (even though you're indoors).

PURITANS will be outraged by this heretical idol and roll 3D6 for all STR and MRL Tests in this room, picking any two they wish. PERFORMERS may distract and perplex their foes by dancing before the blasphemous idol. Each of them may make an AGI Test with 3D6, picking the lowest two. If more Tests succeed than fail, the monsters are entranced and will be peaceful during this encounter, but do not tick the box for this room. Otherwise, the monsters attack.

Entry 35

Once only, a single Adventurer can forfeit a combat action to lift a barrel and throw it against monsters in this room. This requires a STR Test. FIGHTERS may roll 3D6 and pick any 2. If it succeeds, take the Shrapnel Bomb Loot card from the Mission Deck and apply it immediately. If the Test fails, the lifter suffers the lowest die on the Test as wounds.

When all threats in the room are eliminated, if your party includes a SCHOLAR or an Adventurer with the Alchemy Skill, you may take the Shrapnel Bomb Loot card from the Mission Deck as you recover enough gunpowder to craft one.

Entry 36

Pick an Adventurer to make a PER Test. Both HUNTERS and MERCHANTS roll 3D6: HUNTERS take the two lowest dice, Merchants the two HIGHEST. If you win, you find as many gold pieces as your highest die plus a random Loot card from the Mission deck. Moreover, MERCHANTS who win and rolled a double find a well-preserved Ratypus fur (get D6+3 GP and 1 Luck). If you fail, take the Swamp Rot Encounter card from the Mission Deck and apply it now. Return whence you came.

Entry 37

You find a hidden door at the back of the idol. It is hollow and designed to amplify the voice of the one standing within. The Fishoid Warlock had been hiding inside to pass as the deity's voice!

The Adventurer with the least Luck gains 1 Luck point. In the case of ties, the Encounter Leader decides.

Should you desire, a single Adventurer can attempt to hide inside the idol to beckon and trick the Ghostgate Dungeon's fishoids, ordering them to disperse or destroy Fishmonger camp with Pmurt'nod's booming voice. This Adventurer must make a MRL Test. PERFORMERS roll 2D6 normally, all others must roll 3D6 and pick the highest two dice.

If you succeed, the Adventurer gets 1 Luck point, then pick one option:

  1. Destroy the Infidels! Place the Destroyed counter at Fishmonger Camp.
  2. Scatter, my faithful brood! Decrease the Danger Level by 1 at both Tomb Lake (including this dungeon) and Fishmonger Camp.

If you fail, the fishoids realize they have been tricked and assault the idol! Your party must fight two hordes of Scroglin Soldiers per Adventurer, all of them with the Berserk trait (+2 ATT on the 1st round unless Dazed).

Given their numbers and cramped quarters, all attempts at Escape for this fight are made with 3D6, using the highest two dice, except for FISHOIDS, REPTILIANS & ROGUES (see Escaping under General Rules).

Return whence you came.

Entry 38

The hut crumples a bit as it sinks into the stinky waters. After raising much dust, you find an old, mouldy journal penned by a nobleman of House Flüdibürger by the name of Säufer, who once ruled Fishmonger Camp. It tells the story of how Emperor Fettunten IV was defeated by the Scroglin King Bog and betrayed by Gütter rebels at Tower Island, where he lost his enchanted crown.

The Adventurer with the least Luck gains 1 Luck for your finding. The Encounter Leader decides who gets it in the case of ties. Moreover, if you play this module as part of a campaign, place both the Scroglin King counter (Epic Monster) and the Crown of Cruelty card (Epic Loot) at Tower Island (Wetlands).

Before leaving, make a CON Test for all Adventurers: those who fail catch the Bluelip Shivers from the rotting book (take this Loot card from the Mission Deck). FISHOIDS & REPTILIANS may roll 3D6 and pick any two. Return to entry 9.

Entry 39

A squirming Scroglin Swarm erupts from the patriarch's belly, flooding the room.

Take their card from the Mission Deck and fight them. There is one Swarm per Adventurer in the room. HUNTERS were prepared for this and get the Focused status. After defeating all the swarms, one Adventurer may pull off the patriarch's tongue to make a Night Cloak (Epic Loot). The Encounter Leader decides who takes it if you can't find a common agreement. Return to entry 13 when the fight is over.

Entry 40

Such a shameful coyness is unworthy of stalwart adventurers!

All Adventurers with 8 or more MRL, except ROGUES, become Demoralized.

From the corner of an eye, you spot misshapen fishermen carrying bloated fishes, oars and hooks scuttling about the reeking sheds on stilts, searching for you. But did you spot them in time?

Pick an Adventurer to make a PER Test. HUNTERS may replace any 4 by a 3 on the dice rolled. If the Test fails, go to entry 43. If it succeeds, you pass them by (go to entry 5).

Entry 41

Leaving away the disgusting smell of the rotting town, the bloodflies and the muck, the greenish sky is murky as you leave Fishmonger Camp.

Your inglorious adventure ends here. Should you play this module as part of a campaign, you may keep on playing the DD-HoD game as per the usual rules, from your current location (e.g. Fishmonger Camp, the Catacombs or Hellpit). If you don't have a mission going on, use Establish a Base from the Dungeon Degenerates Missions Book by default. May your degeneracy prosper!

Entry 42

Do not play the Blasting Charge card as written. Instead, place first a Destroyed counter or mark on this room then make a MRL Test. PURITANS may roll 3D6 and pick any two. For this roll, add +1 to the MRL stat for Alchemy and +2 for Alchemy Mastery. Moreover, HUMANS replace rolls of 6 by 1. If you fail, your shaky hands arm the bomb poorly as fear of the monstrous hordes weakens your resolve. The Adventurer who set the bomb suffers Wounds equal to the highest die, whereas all others suffer damage as per the lowest die from shrapnel. Moreover, if you rolled a double on your failed Test, you must fight one Scroglin Hunter per adventurer.

If you succeed, you escape the cave unscathed as it blows up. In both cases, lower the Danger Level in Tomb Lake (including the Ghostgate Dungeon) by 1, though this cannot turn it to green (it is not a settlement). Also, all PURITANS become Blessed from killing the loathsome Scroglin hordes. Return to your previous location.

Return to entry 4.

Entry 43

As you exit the shaky stilt tavern, mutated Bog Gütter folk — the heretical & fishy Fishmongers — block your path, their expression a mix of sadness and determination. "You must go there. It is a sacred place. There is no wizard or treasure for you, just death. Go back."

If you accept their terms, go to entry 41. But if you refuse, a fight will ensue. Draw the Fishmonger card (Wetlands monsters).

  • Summon: Fishmongers always summon more Fishmongers, who also have the Summon ability. The maximum of such Summons is three per encounter.
  • Bold Stance: Pushing energetically through, you may escape the fight normally but using MRL instead of AGI. If an Adventurer fails, Escape still ensues but the Adventurer suffers the lowest Test die in Wounds. (See Escaping under General Rules.)
  • Cautious Stance: Your meekness before adversity forces the Adventurers, if they attempt to Escape but fail the AGI Test, to suffer their highest die in Wounds — but they Escape nevertheless, heedless of the Fishmongers' curses and dire warnings.
  • Victory: One Adventurer gets 1 Luck if you defeat all the foes (the Encounter Leader decides whom). Mark the FISHY keyword. You may choose which, picking a HUMAN if there are any, otherwise roll randomly.
  • Onto the Dungeon: Proceed onto entry 11 once the foes are defeated or after escaping. Remember to select your Adventurers' stance (Bold or Cautious) before entering the Weed Wizard's dungeon and, likewise, before entering a room or corridor inside the dungeon.
  • Extraneous Monsters: Fishmonger.

Entry 44

The narrow corridors between Fishmonger Camp and the Catacombs — henceforth named the Tomb River Maze — are played out like a randomly generated dungeon map. You will need the Dungeon Breakout (DB) game's Map tiles and Monster cards, which you will combine with the components of the Dungeon Degenerates – Hand of Doom (DDHoD) game. You will not be using DB's Loot cards.

Entry 45

Take the Harpy's Nest card (Wetlands Encounters) and resolve the Climb option. Ignore the other options. One Adventurer who climbed onto the nest can attempt a PER Test (HUNTERS add one more die and may pick any two) to find a Blasting Charge (Loot). Should you have one already, place a Wound on this card to remember you have another charge. Proceed to the dungeon's entrance (entry 1) afterwards.

Tomb River Maze

The following rules are printed on the pages after Entry 45. They govern the Tomb River Maze that entry 44 introduces.

Exploring the Tomb River Maze – Wetlands Section

To explore the Tomb River Maze, follow these steps:

  1. Draw your starting Map tile as per the Dungeon Breakout rules. Put your Adventurer standees on it. Movement follows the Dungeon Breakout rules until you exit the caves.
  2. Generate Map tiles as per the rules in Dungeon Breakout, but don't use the Loot and combat rules from that game.
  3. When an Adventurer walks onto a Map tile with the Loot icon, draw a Loot card from the DDHoD general Loot Deck (not the Mission Deck). If it's a monster, play the fight as per the Encounter Phase rules for DDHoD. A successful Escape allows the Adventurers to return whence they came, but not to go forward. As each Map tile represents several hundred yards of knee-high corpse-infested waters, monsters won't pursue escaping cowards as they'll find easier prey where they stand. An Adventurer can attempt a single Rest Action at a Map tile with a Loot action. Once all Adventurers present have rested, place a Perilous counter on that Map tile. No more Rest actions can be made at that place.
  4. When you draw a DB Monster Card, compare its level to the Danger Level at Ghostgate (Tomb Lake). If it's equal to the Danger Level or lower, draw one Wetlands Monster card for each Adventurer on the Map tile. Put aside all DB Monster Cards with a value 6 in a Special Discard Pile, face up. Discard them after drawing them.
  5. Whenever you get three "sixes" in the Special Discard Pile, shuffle them back with the unused DB Monster cards, then take the Megaverm card from DDHoD's Epic Monster deck. The Adventurers on the Map tile where the third "six" was drawn must fight the epic monstrosity.
  6. Should you ever cross a Map tile with an "empty" Peril icon, because you defeated a monster or took a Rest action in that location previously, draw a DDHoD Danger card. Play them as usual: if the number matches or is lower than the Danger Level in Tomb Lake, draw the appropriate number of Wetland Monsters cards and a Wetlands Encounters card, as shown on the Danger Card. Ignore any reference to the Hand of Doom unless it shows the Hand would have appeared in a Wetlands location, in which case increase the Danger Level at Tomb Lake by 1.

Special Rules:

  • Inside: All Tomb River Maze Map tiles count as "Inside" locations.
  • Explored: When a Map tile is Explored during a Rest action, place an Explored counter over a Perilous icon so as to hide it. Placing Explored counters on Map tiles without Perilous icons is useless.

Entering the Tomb River Maze – Lowlands Section

Whenever your Adventurers have gotten to 10 Map tiles away from their starting position, the 11th Map tile marks the start of the Lowlands section. Place a blue Doom token on this 11th Map tile (or any blue keepsake) to mark the frontier between the Wetlands and the Lowlands.

Lowlands Section Rules: Exploring these Map tiles work exactly like the Wetlands section, except that Monster and Encounter cards will be drawn from the Lowlands decks instead.

Lowlands Epic Monster: In the Lowlands section, instead of fighting a Megaverm when you get three "sixes" from the Special Discard Pile, shuffle the following Epic Monster Cards together (ignore any you don't have) and draw one at random: Knife Wraith, The Dread Saint, Totenhand, Vampyr Lord. The Dread Saint will not attack PURITANS unless they choose to attack him.

Exiting the Tomb River Maze

The conditions for exiting the Tomb River Maze work as stated in Dungeon Breakout, but it can only happen in the Lowlands section (unless you go back on your steps to the Tomb River Maze's entrance, at entry 7). Should you run out of Map tile cards, once all Adventurers have moved inside the Lowlands section, the ceiling crumbles — remove all Map tiles for the Wetlands section and reshuffle them, then place a Destroyed counter on the first tile of the Lowlands section and to any other point of entry that led to the Wetlands section. From then on, you have no choice to go forward to find the exit to the Lowlands — or die trying!

Rewards: All Adventurers who exit the Tomb River Maze by the Catacombs become Blessed and gain 1 XP. Go to entry 41 as you enter the Catacombs.

Epilogue

Epilogue – Part One

And so you exit the Ghostgate Dungeon, maybe a little richer, maybe much, probably a little wiser but certainly a lot stinkier. As you waddle and squirm through the mushy undergrowth, the shining lanterns and buzzing bloodflies of the stilt town of Fishmonger Camp feel like an unlikely, but welcome, respite.

Roll on the table below to see what happens just as Fishmonger Camp comes in your sights. If you have the BETRAYED keyword and the Mean Streets expansion, roll D6 + 9. Otherwise, if you have the BLASPHEMY keyword, go to 1. If not, but you have the FISHY keyword, roll D6+5. If neither situation applies, roll D3 + the number of surviving Adventurers (max. 4)

Dramatic Epilogue Table

  • 1: A vengeful Bullscrog Croaker strikes, avenging its Bullscrog father! It Summons one Lesser Scrog per Adventurer.
  • 2-3: Swimming from the foamy waters of Tomb Lake, a cadre of Crab Soldiers lusts after you treasures! Give them all your gold or fight one per Adventurer.
  • 4: A gruesome Lake Luker jumps out of the reeds and attacks! One slithering Naga follows in its wake for each Adventurer after the first.
  • 5-6: Is — or rather, was it — Hodenschnupper, the Weed Wizard or... something else? You must fight a Shambler as it shuffles through the reeds. Its preferred target is the Hermit Ascetic. In its wake follows its Skuttler pets, one per Adventurer after the first.
  • 7-11: The furious cultists are back! Draw one Fishmonger card per Adventurer. Fishmongers always summon more Fishmongers, who also have the Summon ability, and so on. The maximum of such Summons is three per encounter.
  • 12-15: Hodenschnupper wasn't dead and cooked up a nasty revenge! You must fight a Cauldron of Contagion whose tainted fumes are a vector of plagues, even as the toadish sorcerer flees, cackling. Add one Fishoid Thug to the fight for every two Adventurers.

After defeating this threat go to the Epilogue – Part Two.

Epilogue – Part Two

Ah, the comforting music of bloodflies disintegrating on the scrog-fat lights of home.

So concludes your journey into the Ghostgate Dungeon.

Back at Fishmonger Camp, you can make a Rest Action and - if your Town Level is positive - sell extraneous Loot and buy more. Patina the Swamp Witch - that senile hag you sent you on this slimy errand - will be true to her word, though you trust her little. She will buy the Puzzle Prison (her so-called childhood toy) for 15 gold and add her benediction to the lot (giving all Adventurers the Blessed status). You could also just sell it for 20 gold at a peddler in Fishmonger Camp, or keep it for later use.

Hopefully you found enough Loot in the dungeon to make it worth your time and trouble.

The Würstreich is still a wretched place, the strong still oppress the weak and countless monsters invade the world in all directions, but at least for today, your task is done.

Your adventure ends here, a rightfully victorious success.

  • Entry 14
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