Dungeon Degenerates: Lowlands Events
Dungeon Degenerates: Lowlands Events Rulebook
Table of Contents
Table of Contents
Monsters
Humpty
Monster · Weird
- ATT 3
- ARM 0
- HP 2
- XP VAL 2, GP 2 (lightning and money-bag values in the top left)
- Down-arrow and clover icon in the bottom left (unlabelled on the card)
Traits: ABUSE (STUNNED) · ANNOY
Hammered Herdsman
Monster · Human
- MRL (down-arrow icon, labelled MRL on the card)
- ATT 3
- ARM 0
- HP 5
- XP VAL 1, GP 1 (lightning and money-bag values in the top left)
Traits: DIMWIT · SUMMON
Encounters
Night Curse / Witch Fruit
Night Curse: Encounter · Environment · Wild. Witch Fruit: Encounter · Witch. Two encounter headers on one card face.
Night Curse
Dark dreams crowd your mind with visions of despair...
Each adventurer in this space must pass a MRL Test or become Suppressed.
Witch Fruit
Children of the Würstreich are warned off picking the fruit of certain trees, but the opportunity to fill your bellies is beyond tempting...
Each adventurer may make a MRL Test. Puritans & Militants must roll 3 dice & use the highest 2. If you pass, remove D3 Wounds. If you fail, become Poisoned. If you fail on doubles, also become Suppressed.
Night Hag / Faith Healer
Night Hag: Encounter · Human · Witch. Faith Healer: Encounter · Puritan. Two encounter headers on one card face.
Night Hag
As you recover your breath an old crone offers dubious aid. You must Ignore, Accept or Fight the Hag.
Ignore: The Hag curses you. Each adventurer must pass a MAG Test or become Demoralized.
Accept: In MAG order ({MAG Test} breaks ties), at least one adventurer (except Puritans) must allow the Hag to recover {MAG Test} Wounds. If you roll doubles, become Suppressed. If you roll 12, also become Blinded.
Stats: ATT 4 (targets all adventurers) · ARM 1 · HP 6 · XP VAL 3, GP 1 Traits: CURSE · RALLY · NECRO
Faith Healer
You pass a Pilgrim from the Holy Order, uttering prayers to the Saints...
Puritans & Militants may perform a Recover action as if it was the Map Action Phase & may give the Pilgrim 1 GP to make a MRL test. If they pass gain Luck. Scholar, Rogue & Wild adventurers must pass a MRL Test or become Demoralized.
Peddler / Hunting Party
Peddler: Encounter · Human · Merchant. Hunting Party: Encounter · Environment · Wild. Two encounter headers on one card face.
Peddler
You pass a Peddler scurrying along under the weight of his wares. You may Ignore him, Plunder his wares or Trade.
Plunder: Draw Loot cards as if you had Traded & distribute the Loot in Reverse MRL order. Each adventurer must fail a MRL Test or lose 1 Luck. Increase the Bounty Level if you are in a Law space.
Trade: In MRL order, all adventurers may perform a free Trade Action. Draw 6 Loot cards, discarding any that are not Items, Heavy Items or any worth over 9 GP, then Trade with any remaining Items.
Hunting Party
You hear distant horns, baying hounds & breaking branches as a magnificent stag leaps across your path.
You may Sabotage the hunt by discarding one of the following Loot Items: Blinding Powder, Caltrops, Chicken Feed, Flash Bomb, Perfume or Smoke Bomb. If you Sabotage the hunt, all adventurers gain 1 Luck & Wild adventurers become Blessed. If not, all Wild adventurers become Demoralized.
Strong Arm of the Law
Encounter · Law
In an attempt to quell the fears of a troubled populace, extra border patrols have been squeezed from the already stretched Imperial forces...
Place a Law counter at the following locations:
- North Bridge
- The Graveyard
- The road between East Bridge & Witch Hill
Shuffle this card back in with the top 8 cards of the Lowlands Encounter deck. If it is drawn again, remove the counters at the above locations & discard this card.
Supply Wagon
Encounter · Human · Merchant
RESOLVE IMMEDIATELY
A supply wagon laden with wheat & grain is going your way. You may Ignore, Approach or Fight the wagon.
Approach: The adventurer with the lowest MRL must make a MRL Test. If the party size is 2 or less, roll 3 dice & use any 2. If you pass, you conceal yourself in the wagon; do not draw monsters this turn & move immediately to any adjacent space (excluding Destroyed spaces). If you pass on doubles, all adventurers lose Fatigued. If you fail with doubles increase the Bounty Level by 1 & you must Fight!
Fight: Draw Law monsters this turn irrespective of the Bounty Level. If you win, gain 3D3 GP. Distribute GP in reverse MRL order, taking 1 GP in turn until everything is distributed (Rogues may take 2 GP in their turn).
Symbol / Encroaching Wilderness
Symbol: Encounter · Heretic. Encroaching Wilderness: Encounter · Environment · Wild. Two encounter headers on one card face.
Symbol
RESOLVE IMMEDIATELY
Heretics have scribed sigils onto trees, barns & stone walls. In the surrounding fields, tracks made through the grain form arcane symbols... Draw monsters from the Lowlands Monster deck this turn irrespective of the Bounty Level. Heretics gain +1 ATT.
Encroaching Wilderness
RESOLVE IMMEDIATELY
The forest grows at an unnatural rate, obliterating even the most well trodden path... Roll a D6 for each Explored counter in a Forest space. On 1-2, remove the counter. Each Wild or Hunter in the party may make a PER Test. If the party size is 2 or less, roll 3 dice & use any 2. If any adventurer passes, do not draw monsters this turn & if there is already an Epic Monster in this space, you may avoid it.
Undertaker
Encounter · Human
A slender figure looks on solemnly as you fight... If you win the fight, you may Ignore, Approach or Fight him.
Approach: The Undertaker pays 1 GP for each Human trophy you have (Humans destroyed this turn).
Fight: If the Undertaker successfully Skirmishes, raise the Bounty Level by 1. If the Undertaker is destroyed, reduce the Danger Level by 1 at both the Graveyard & Catacombs.
Stats: ATT 3 (STR icon) · HP 5 · XP VAL 2, GP 3 Traits: RALLY · [square icon] · SKIRMISH
White Rabbit / Split
White Rabbit: Encounter · Environment · Wild. Split: Encounter · Law. Two encounter headers on one card face.
White Rabbit
RESOLVE IMMEDIATELY
You spy an albino rabbit gamboling in a mushroom patch... You may Ignore this idyllic scene, Pick mushrooms or Hunt the rabbit.
Pick: Each adventurer who Picks a mushroom feels sick... & inspired! Become Exalted & Poisoned & remove Fatigued.
Hunt: Hunter or Wild adventurers may make an AGI Test. The adventurer who passes with highest {AGI Test} takes this card as an Item {AGI Test breaks ties}:
ROAST RABBIT 1 GP | ITEM | FOOD Discard this card to remove 1 Wounds from each adventurer in the party.
Split
RESOLVE IMMEDIATELY
You've seen them, but they haven't seen you...yet! If there is already an Epic Monster in this space, resolve this card before encountering the Epic Monster. Each adventurer may choose to become Fatigued, then make a PER Test. If you pass, you Escape the fight before it begins.
Wolf
Encounter · Environment · Wild
RESOLVE IMMEDIATELY
A ragged, beaten Wolf accompanies your foes, but might it turn on its current owners? Wild adventurers in PER order ({PER Test} breaks ties) may make a PER Test. If you are a Hunter roll 3 dice & use any 2. If all adventurers fail, the Wolf joins the fight. If you pass, take this card as an Ally. You may not trade or share this Ally.
WOLF | ALLY | WILD QUICK ACTION: Attach this card to a monster in your space. Roll D6-2 each combat round & deduct the targeted monster's XP VAL.
- Inflict that many Wounds on the monster.
- If the resultant number is negative, add that many Wounds to this card.
- Discard this card if it has 6+ Wounds on it. Remove D6 Wounds from the card whenever you Rest.
Stats: ATT 4 (CON icon) · HP 6 · XP VAL 2 Traits: FURY · PURSUE
A Vital Clue
Encounter
As you search through the bodies, you find a note that draws your attention - a clue that could aid you, perhaps...
If you won the fight & took any trophy that is not Filth, Ooze, Swarm, Vermin or Void, the adventurer with the highest MAG may draw cards from any Encounter, Loot or Monster (not Epic Loot or Epic Monster) decks up to their MAG value. You may then choose to discard any of the cards drawn & place the cards you chose not to discard at the top of their deck(s). If there are 16 cards or more left in the Lowlands Encounter deck, reshuffle this card into that deck.
Coaching Inn / Shelter from the Storm
Coaching Inn: Encounter · Human · Law. Shelter from the Storm: Encounter · Environment. Two encounter headers on one card face.
Coaching Inn
RESOLVE IMMEDIATELY
You see a Coaching Inn ahead. It's a risk, but maybe you need to Rest at the Inn or a Ride on the coach?
Rest or Ride: Pay 1 GP per adventurer. The adventurer in your party with the lowest MRL must make a MRL Test. Add 1 to the result for each Fishoid, Reptilian or Wild in the party & deduct 1 for each Puritan or Militant. If you succeed, do not draw monsters this turn & adventurers may either make a free Recover action or move to an adjacent location. If you pass with doubles, also gain 1 Luck. If you fail, Draw Law monsters this turn irrespective of the Bounty Level. If you fail with doubles, all monsters in this space also gain Ambush.
Ignore: You sadly walk on. Each non Wild adventurer must make a MRL Test. If you fail become Demoralized.
Shelter from the Storm
A storm breaks just as you find shelter.
Each Adventurer may make a MRL test. If you pass, recover {MRL test} Wounds. If you pass on doubles, gain 1 Luck.
Crows / Blood Roses
Crows: Encounter · Environment · Swarm. Blood Roses: Encounter · Environment · Wild. Two encounter headers on one card face.
Crows
RESOLVE IMMEDIATELY
Out of a black cloud, came a bird... A swarm of crows swoops! All monsters (other than Law monsters) in this space gain Annoy.
Blood Roses
RESOLVE IMMEDIATELY
The road is cracked with roots & choked by wickedly thorned vines. Blood red flowers nod as tendrils crack into life! Do not draw monsters this turn. If there is already an Epic Monster in this space, resolve this card before encountering the Epic Monster. You must Fight the monstrous plant!
Stats: ATT 4 (targets all adventurers) · ARM 1 · HP 10 · XP VAL 3 Traits: DRAIN · PAIN · PIERCE Footer: If you Escape become Detained.
Die Maskierten / Roustabout
Die Maskierten: Encounter · Human. Roustabout: Encounter · Human. Two encounter headers on one card face.
Die Maskierten
RESOLVE IMMEDIATELY
You realise these are no monsters, but locals dressed in outlandish costume as part of some obscure festival... They caper & frolic around you, whirling faster & faster... Do not draw monsters this turn. Performers & Rogues gain 1 Luck. If you have a Puritan or Militant in your party, the mood turns sour. You cannot perform Rest Actions in this space in the next Map Action Phase. If there is already an Epic Monster in this space, you may avoid it this turn.
Roustabout
RESOLVE IMMEDIATELY
"Pick on someone your own size!" A hulking field laborer sees what's about to go down & wants a piece. Add him to any fight against Law monsters. Otherwise, he sides with you! Attach this card to a monster (not ALL), which cannot target adventurers while this card is attached. At the start of each combat round, add Wounds equal to the monsters XP VAL. Discard this card if there are 6+ Wounds on it or at the end of the fight.
Stats: ATT 4 (STR icon) · HP 6 · XP VAL 1, GP 1 Traits: DIMWIT
Ghost Whipper
Encounter · Human · Puritan
Brandishing a long stick, the nattily dressed, though wild haired figure of a Ghost Whipper steps forward. You can Approach or Fight the Ghost Whipper.
Approach: The party leader may take this card as an Ally. You may Fight this Ally at any time.
GHOST WHIPPER | ALLY | PURITAN QUICK ACTION: Place this card on any monster in your space with Ghostly or Undead. Return this card when that monster is destroyed.
- At the start of each combat round roll D6-1 & deduct the target monster's XP VAL.
- Inflict that many Wounds on the monster.
- If the resultant number is negative, add that many Wounds to this card. Discard this card if it has 6+ Wounds on it.
- You may discard this card at the Graveyard to search the Loot deck & discard pile for the Ghost Ward.
- You may discard the Wailing Ghost Child Curse while the Ghost Whipper is your Ally.
Stats: ATT 2 (MAG icon) · ARM 2 · HP 6 · XP VAL 2, GP 2 Traits: PIERCE
Gutter Mouth / Burn the Witch
Gutter Mouth: Encounter · Human · Heretic. Burn the Witch: Encounter · Human · Puritan. Two encounter headers on one card face.
Gutter Mouth
As you pass a lone Gütter, she utters strange words in an outlawed tongue... Performer, Rogue & Wild adventurers may perform a Recover action as if it was the Map Action Phase & may give the Gütter 1 GP to make a MAG test. If they pass gain 1 Luck. Puritan & Militant adventurers must pass a MAG Test or become Demoralized.
Burn the Witch
RESOLVE IMMEDIATELY
A sorry group of peasants have tied a woman to a post & are about to light brushwood piled at her feet. You may Ignore her plight or Help her.
Help: The peasants run. Draw a Lowlands Monster card - if the card is a Witch add it to the fight & draw monsters from the Lowland Monster deck this turn irrespective of the Bounty level. If not, shuffle the Monster card back into its deck, do not draw Monsters this turn & the party leader gains 1 Luck.
Kurbis Carving Contest
Encounter · Human
An intergenerational group of Gütter are having a kurbis carving contest & invite you to join the macabre fun, turning squash into grinning reminders of death. Each adventurer may choose to Join the contest or Ignore the Gütters.
Join: Each adventurer must make a PER Test; roll an additional die & use any 2 if you are a Performer. After all adventurers participating have rolled their Test, make an additional Test for the Gütters with a PER of 8. The contestant with the highest {PER Test} wins the contest. If there is a tie, tied contestants must roll additional Tests until someone fails or rolls a higher {PER Test}. If you win, you are presented with a simple Gütter Charm against evil. Take this card as an Item.
GÜTTER CHARM | ITEM | JEWELRY QUICK ACTION: Place this card on a target monster with Undead or Heretic & make a MRL Test. If {MRL Test} is higher than the monsters XP VAL, discard this card & the monster card. Otherwise, return this card back into your hand.
One or more adventurers may become Detained to reduce the Danger Level in this space.
Little Grave / Old Lag
Little Grave: Encounter. Old Lag: Encounter · Law. Two encounter headers on one card face.
Little Grave
You spot an untended grave & are overwhelmed by a sense that some power lingers here long after death... If one or more adventurers tends to the grave they become Detained - reduce the Danger Level in this space.
Old Lag
RESOLVE IMMEDIATELY
A group of cudgel wielding thugs in uniform step out of the shadows. Is that a flash of recognition you see? Draw Law monsters this turn irrespective of the Bounty Level. Each adventurer must make a MRL Test. Rogues may roll 3 dice & use any 2. If any adventurer fails the test, you are Recognized. Otherwise, you must Bribe or fight as normal.
Recognized: The leader of the Lawmen is an old cellmate. Whether it is honor among thieves or fear you will reveal their shady past, they command the squad to ignore you & move on without a fight. You may choose to Escape without penalty.
Morbid Mist
Encounter · Undead
RESOLVE IMMEDIATELY
Legends tell of a lost patrol, forever stranded in a morbid mist...a mist like the one gathering now!
If there is already an Epic Monster in this space, resolve this card before encountering the Epic Monster. Draw Law monsters this turn even if you are not in a Law space.
- All monsters lose the classes Human, Law, Noble & Puritan but gain Undead & the Monster Abilities Fear, Drain & Necro.
- Each monster is worth +1 VAL.
- Each adventurer may choose to become Suppressed, then make a PER Test. If they pass they may Escape the fight before it begins.
If you win the fight reduce the Danger Level in your space by 2 (rather than 1).
Disturbing the Priest
Encounter · Puritan
RESOLVE IMMEDIATELY
A Grave Monk lies dying of his wounds. Delirious, he presses a ring into your hand & implores you to seek out the Village Elder in the Wetlands. The ring was intended as trade for a relic held by the Elder that the Holy Order desperately need. He dies before he can say any more. Draw monsters from the Lowlands Monster deck even if this fight was triggered in a Law space by comparing the Danger value with the Bounty Level. If you win the fight the party leader may take this card as an Item.
ARCANE RING 9 GP | ITEM | JEWELRY | RELIC QUICK ACTION: Make a MAG Test. If {MAG Test} is greater than target monster's XP VAL, attach this card to an Undead monster in your space. That monster becomes Dazed & Hexed. Return this card to your hand at the end of the fight, or at the end of the combat round if the attached monster is removed from the fight.
REQ | MAG 7
Secrets of the Dead
Encounter · Human · Scholar · Undead
A long-faced, scholarly man presses you to seek out a particular sepulchre, half sunken near Tower Island. There, he insists, lies a secret vital to stemming the rising tide of Doom... But you must act now! You may Ignore the young man or Accept his mission.
Ignore: Reshuffle Danger & Monster decks & increase the Danger Level at Tower Island.
Accept: The party leader takes this card as an Agenda. If you move to a space that is farther away from Tower Island than your current space, follow the Ignore action, then discard this card. After Resting at Tower Island, roll D6:
- 1-2: A pack of Fishoid Ghouls attack - you must Fight! You may roll D6 again if you are victorious.
- 3: Whatever was here is long since rotted away. Reshuffle the Danger & Monster decks & discard this card.
- 4: You find something, though not what you seek... Draw a Loot card. You may roll D6 again to keep searching.
- 5-6: He was right! Remove a blue or green Doom counter OR reduce the Danger Level in one Wetlands & one Lowlands Location of your choice, then discard this card.
Stats: ATT 4 (targets all adventurers) · HP = party size × 5 · XP VAL 2 Traits: DRAIN · SLIME Footnote: *Fishoid Ghouls' HP is party size times 5.
Blood Money
Encounter · Law
Faded wanted posters flap in the wind.
If you're up to the task, the party leader takes this card as an Agenda. If you win a Fight against any of the following Encounters, keep the Encounter card & cash in the bounty by following the instructions listed. Once a bounty has been collected, lower the Bounty Level, then shuffle this card back into the Lowlands Encounter deck & discard the Encounter card you have cashed in.
- Fake Healer: For Medical Malpractice. Collect 3 GP by resting at Fishmonger Camp.
- Magic Dealer: For Unlicenced Apothecarism. Collect 6 GP by resting at Pigskin Port.
- The Freeshooter: For Trades Description Violation. Collect 9 GP by resting at Gutfish Ford.
Notes on Transcription
- Card count. BGG describes this pack as 21 new cards. The card-face scans examined contain 23 card faces: five single full-size faces (Humpty, Hammered Herdsman, Disturbing the Priest, Secrets of the Dead, Blood Money) and two sheets of nine card faces each. Ten of the sheet faces carry two encounter headers each, shown above as "X / Y". This transcription includes every face that carries Lowlands-style content. Which two faces, if any, fall outside the 21-card pack could not be determined from the scans, and no card was dropped on that guess.
- Hammered Herdsman. Its membership in this pack is not verified. Its card face carries the Goblinko copyright mark and the same layout as Humpty, but no pack marker on the card itself.
- Dual headers. Where one card face carries two encounter headers, both are transcribed under one heading. Each card's own title, type line and text is kept as printed.
- Icons. Stat-line and header icons are rendered as words: XP VAL (lightning), GP (money bag), Luck (clover), Wounds (drop), HP (heart), ATT, ARM, MRL, MAG, PER, AGI, STR and CON (the arrow icons beside them). Where a card shows an icon with no printed label (the down-arrow and clover on Humpty, the square on the Undertaker, the plus-circle on Night Hag and the circled symbol on Blood Roses and Secrets of the Dead), it is marked as an icon, not guessed at.
- Red strike icons. Several encounter headers (for example Night Curse, Night Hag, Peddler, Symbol, White Rabbit, Crows, Gutter Mouth and Little Grave) show a red cross over the header icon. The scans do not print a rule for this mark, so it is not transcribed as a rule.
- Scan legibility. The sheet images were read at full resolution and the smallest cells (White Rabbit, Die Maskierten, Kurbis Carving Contest, Little Grave, Gutter Mouth) were re-read from crops. A few small-type words, such as the exact punctuation of the Peddler's Trade paragraph and the wording of the Coaching Inn's doubles clause, are transcribed as they read at scan resolution. A reader should compare them against a physical card before relying on the exact wording.