Dungeon Degenerates: Missions II and Brain Blisterer
Dungeon Degenerates: Missions II and Brain Blisterer Rulebook
Table of Contents
Table of Contents
Using the Missions
These missions can be played standalone, just like the missions in the original Mission book (henceforth referred to as Missions).
They can also be inserted into a Hand of Doom campaign to expand the campaign found in Missions, massively increasing the options available to your party as they progress through the campaign.
The Alternate Mission Path Appendix (page 37) is a combined list of missions from all three Missions books, Mean Streets, the Lore Books & other sources.
When you complete a mission, consult the Appendix to see what Mission Paths are available to you in addition to the paths shown in the Mission Path section of the Missions itself.
For example, when you complete Establish a Base, consulting the Appendix shows that if you finish the mission in Stone Circle, you may begin Plague of Scrogs from Missions II, as well as The Scroglin Crown as listed in the Mission Path.
New missions accessed this way will have details of how the missions are linked detailed at the start of the mission:
Each linked mission opens with a box. The example box printed on this page reads: Establish a Base: You've picked just about the worst time to set up in the Wetlands as the shifting seasons turn the Swamp into a squirming slime-scape!
If you are ever presented with the option to replay a mission, the only missions you can replay are Establish a Base & Death For Hire but only if your base is in a different Region or you are working for a different faction (you can copy the Appendix & mark off missions to make sure you don't repeat any).
Unless otherwise instructed, at the end of a mission remove any counters (including Epic Monsters) placed at Setup or as part of any mission specific rules (including any placed on an adventurer's character sheet) unless instructed by the mission.
Triumphs & Weaknesses
During the new missions in this book, you may gain a Triumph or Weakness - each book contains an insert detailing these, with a space to write the name of the adventurer who gains them (alternatively, you can cut these out & hand them out like other Triumph or Weakness cards).
Death Is Not The End
If the party is defeated, look at the bottom of the Appendix to see if there is a mission you can undertake to keep yourself in the game! For example, if you are defeated in the Highlands at a Location other than Bandit Camp & Watchtower, you may complete Army Life from Missions III.
Missions & Encounters
Certain missions require you to search for Encounter cards from the Encounter decks.
If you have more than 16 Encounter cards for a Region (additional Encounters are available in booster packs), this can affect the difficulty of a small handful of missions that require you to find specific Encounter cards in their Encounter decks.
Missions affected are:
- Visions at the Peak
- Death for Hire
When setting up to play these missions, you should take the Encounter cards that are listed as relevant to your mission then deal out enough additional Encounter cards for each Region so that you have no more than 16 Encounter cards to draw from in each Encounter deck.
For any other mission that does not require you to search for specific Encounter cards during the mission (that are not already in the Mission deck), you can include all cards in the deck without any impact on the mission's difficulty.
Bomber
Standalone: The Bounty Level is 2 & the party starts at Brüttelburg.
Loot & Pillage: You are approached by a shady looking individual who says that if you travel to a certain Location in Brüttelburg, your violent tendencies can be put to a higher purpose... Travel to Brüttelburg to start this mission.
Setup
Bomb deck (Loot): Blasting Charge, Flash Bomb, Gas Bomb, Shrapnel Bomb, Smoke Bomb.
Clue counters (the printed page gives this list with no lead-in line; each number is the counter's value, and each Clue counter is placed at the Location named):
- 1 the Windmill
- 2 Pigskin Port
- 3 North Bridge
- 4 the Watchtower
- 6 Brüttelburg
Each Clue counter represents a target Location where the WLA want you to make a noise.
Objective
Rest at Fishmonger Camp after letting off as many bombs as possible at Locations with a Clue counter.
Boom Towns
Whenever you Rest at a Location with a face up Clue counter, you may attempt to meet up with a WLA contact, who can provide you with another bomb. Choose one adventurer to make a PER Test. If {PER Test} is greater than the Bounty Level, draw a card randomly from the Bomb deck. If you are successful at obtaining a bomb, flip the Clue counter face down to show that you have obtained a bomb from this Location.
If you fail your Test in a Law space, or fail on doubles in any other space, the Law have caught up with your contact! Flip the Clue counter face down, but do not draw a bomb.
Exploded View
Whenever you Rest at a Location, if there is a Clue counter at the Location (face up or down), you may choose to set off a bomb. Choose one adventurer to make a PER Test. If you fail in a Law space, or fail on doubles in any other space, you are caught in the act! You must fight. Draw a monster from the Law Monster deck for each adventurer in the party.
If you are successful & {PER Test} is greater than the Bounty Level your bomb goes off as planned! Place any single bomb card in your possession near the party leader's character sheet & put the Clue counter from the Location on it (you can no longer use this Item). Keep these cards to track your trail of destruction.
Demolition Crew
To work out how effective your actions have been, multiply the Clue counter value by the Item's Demolition value (listed below) to calculate the Demolition points:
- Smoke Bomb: 1pt
- Flash Bomb: 2pts
- Gas Bomb: 3pts
- Shrapnel Bomb: 4pts
- Blasting Charge: 5pts
If you use the Blasting Charge & manage to Destroy the Location (as described on the Blasting Charge card), you will earn double points. Place a Destroyed counter on the Bomb card along with the Clue counter to indicate that the points are doubled.
For example, if you use the Blasting Charge at North Bridge, the card will be worth either 15 or 30 points (Clue 3 times 5pts equals 15 Demolition points doubled to 30 if North Bridge is Destroyed).
Rising Terror
With each bomb set off, you will keep adding to your Demolition points. Compare your current running total with the table below each time you set off a new bomb & immediately apply the effect based on your current Demolition points. If you cannot action the result, action the next lowest result you can complete.
| Demolition points | Effect |
|---|---|
| 01-05 | No effect. |
| 06-10 | Increase the Bounty Level. |
| 11-30 | Place a Law counter on North Bridge & the Watchtower if there is not currently a Law counter there. |
| 31-50 | Place a Law counter on the Windmill & Pigskin Port if there is not currently a Law counter there. |
| 51-65 | All Danger cards are treated as having the Law icon until the end of this mission. |
| 66+ | Increase the Danger Level at your Location. |
For example, your Demolition Points are at 52 & you set off a bomb that earns you another 6 points for a total of 58. You are already treating all Danger cards as having the Law icon, so you would look at 31-50. If there are already Law counters at the Windmill & Pigskin Port, look at 11-30, & if there are already Law counters at North Bridge & the Watchtower, you would increase the Bounty Level (06-10).
Reward
Compare your total Demolition points:
- 0-20: You have barely made an impact, & there is no reward for failure.
- 21-40: Each adventurer gains 1 Luck & 3 GP. Reduce the Town Level at Brüttelburg.
- 41-60: As 21-40 & reduce the Town Level at the Holy Order.
- 61+: As 41-60 & reduce the Town Level at Hunt Lodge. The party leader gains the Agitator Triumph.
Mission Path
Again, compare your Demolition points:
- 0-20: In shame, you slink off to Establish a Base (Missions, pg.5) outside the Lowlands.
- 21-40: The Revolution won't fund itself! You must Make a Scratch (Missions, pg.12)
- 41-60: Granatwerferr tells you to travel to Gutfish Ford to chase rumors of an old friend turned Just Another Rat (pg.4).
- 61+: Granatwerferr tells you to travel to Last Chance to gather the info & equipment you need to Stab the Judge (pg.6).
Just Another Rat
Standalone: The Bounty Level is 2 & the party starts at Gutfish Ford.
On The Run: You have escaped the forces who imprisoned you, but word reaches you about an old cellmate of yours who also roams free after selling you out...
Setup
Feral Scratcher (Lowlands Monster) (lock icon: Mission deck)
Footpad (Loot) (lock icon: Mission deck)
Clue 6 Watchtower: Travelling via the Watchtower risks tipping off Olaf, but it is the fastest route...
Randomise the remaining Clue counters & place them at the following Locations:
- Bandit Camp
- Goblin Fortress
- Last Chance
- Witch Hill
- Pigskin Port
Objective
Rest at Last Chance with the Footpad as an Ally.
You may abandon this mission at any time without reward - See Mission Path.
Best of Enemies
You will need to get to Pigskin Port before Olaf gets wind of your approach!
When you enter a Location with a Clue counter, you must immediately take it (without revealing its value if it is face down). If you Rest at or enter a Location that does not have a Clue counter on it, roll 1D3-1 & place that many Wound counters on the party leader's character sheet.
If you are at Pigskin Port at the start of the Encounter Phase, reveal & count up the value of all the Clue counters you have collected & then:
- Add the number of Wound counters on your party leader's character sheet, then:
- add your party size to that number, then:
- one adventurer may make a PER Test & deduct {PER Test}.
- Compare the final value to the chart below & take the following action (rather than resolving any fight or Encounter from the Danger card):
Olaf's profile is shown below:
OLAF FAULESBLUT (HUMAN BANDIT): ATT 4 (down-arrow icon, labelled STR) · HP 4 (heart icon) · XP VAL 2, GP 3 (lightning and money-bag values) · COMMAND (Scratcher)
| Final value | Result |
|---|---|
| 10 or less | You get the drop on Olaf! Fight Olaf by himself - He gains Dimwit. |
| 11-13 | You find Olaf but he is prepared! Olaf gains Ambush & is protected by a coterie of Scratchers - add the Feral Scratcher to the fight & multiply its HP by Party Size (so for a party of 3 adventurers, the Scratcher has HP 9). If you have Scratch or a Bag of Scratch, you may distract the Scratchers by discarding the card. The Scratchers will not target you for this round (Scratch) or fight (Bag of Scratch) & you can face Olaf by himself. |
| 14-16 | Olaf has run for it & left a nasty surprise for the party! Draw a Law Monster card for each adventurer in the party & fight! If you are victorious, you discover Olaf has already made it to the Watchtower. You must race after Faulesblut, or you will lose him forever! If it is not already there, place Clue 6 at the Watchtower. At the start of each Map Action Phase, move Clue 6 one space closer to Brüttelburg (moving via the Witchwood). If Clue 6 reaches Brüttelburg, Olaf loses himself in the vast crumbling metropolis. You have failed the mission - see Mission Path. Fight Olaf if you are in the same space as Clue 6 at the start of an Encounter Phase (along with any monsters drawn by the Danger card). |
| 17+ | Olaf is long gone & by now will be hiding behind his new Law buddies in Brüttelburg. You have failed the mission - see Mission Path. |
Drag Race
If you Subdue (not destroy) Faulesblut, the party leader takes the Footpad card from the Mission deck as an Ally.
To Subdue a monster, you must deliver the damage that destroys it with an Unarmed Strike.
You cannot River Travel or Force March during this mission while you have the Footpad as an Ally.
You must drag him to Last Chance to face the retribution of his peers but as a valuable squealer, the Law is out in force to stop that from happening!
While you have the Footpad card, treat all spaces that are not Metaphysical or Perilous as Law spaces.
If you are forced to Escape from a fight, then you lose Faulesblut - discard the Footpad card & you fail the mission - see Mission Path.
Reward
If you succeed in the mission, reduce the Bounty Level & the Danger Level at Bandit Camp by 1. Each adventurer gains 3 GP & 1 Luck.
Mission Path
If you returned Olaf to the Black Bats:
The miserable rat pleads for his life - his connections with the Brüttelburg Authorities mean he has knowledge of the inner working of the Courts. He claims he can gain access to the offices of Judge Altermann, the autocrat who threw you into the Brüttelburg dungeons in the first place! You may feel the need to spare Olaf, but Stab the Judge (pg.6)!
If you fail the mission (or just want to stop the senseless cycle of score settling):
You instead attempt to Establish a Base far away from the clutches of the Law (Missions, pg.5).
Stab the Judge
Standalone: You're no angel but were thrown in the dungeons of Brüttelburg for crimes you didn't commit! After miserably serving your time you are hired by Hans Fledermausgesich, leader of the Black Bats gang to get revenge on the judge. The Bounty Level is 2 & the party starts at Last Chance.
Setup
Arquebus (Loot - Freaks & Psychos - see Tooled Up below) (lock icon: Mission deck)
Footpad (Loot) (lock icon: Mission deck). You might be able to take the Footpad as an Ally. He knows a secret way to sneak into the Inner Sanctum of the Brüttelburg Courts.
Assassin's Supply deck (Loot): Clever Disguise, Official Papers, Stage Coach Ticket, Silver Dagger
Clue 6 Last Chance: The leader of the Black Bats gang Hans Fledermausgesich shares your desire to see the Judge's demise. Fledermausgesich gives you something to help your mission succeed.
If you have come to this Mission from Just Another Rat, discard Clue 6 & the party leader keeps the Footpad card. Otherwise, the party leader may discard Clue 6 to shuffle the Assassin's Supply deck & take one card at random.
Clue counters at the following Locations (the printed page gives each with a note and no separate lead-in line):
- Clue 1 Brüttelburg: The judge operates in the Courts & is constantly surrounded by guards.
- Clue 2 Hunt Lodge: Infiltrate the Lodge to obtain the means to take out the Judge without having to get that close!
- Clue 3 Bandit Camp: You can get all kinds of things on the Schwarzmarkt (black market) to prepare you for your task.
Objective
Rest at any settlement outside the Lowlands with Clue 1.
You may abandon this mission at any time without reward - See Mission Path.
Tooled Up
Before travelling to Brüttelburg, you may choose to travel to the Bandit Camp to stock up on items that will help you get in & out without capture.
You may Trade at Bandit Camp during the Map Action Phase by removing Clue 3 to buy any Item from the Assassin's Supply deck. If you do, make a MRL Test for each Item you purchase. If you fail any Test, increase the Bounty Level.
If he is not already with you, you may also ask about for the Footpad, who can help you get into the Courts.
When you Rest one adventurer may make a MRL Test - if you fail, take the Footpad card as an Ally. If you pass, discard the Footpad & increase the Bounty Level.
If you go to Hunt Lodge one adventurer may attempt to gain access to their hunting firearms - the perfect weapon to kill the feeble old fool from the safest possible distance.
When you Rest at Hunt Lodge, remove Clue 2 to make a MRL Test.
- If you are a Puritan or Militant, you may roll an extra die & use any 2.
- If you are not Human or are Wild, roll an extra die & add that to your result (if you are also a Puritan or Militant, action each step separately).
If you pass, you are able to procure the Arquebus from the Mission deck! If you do not have the Arquebus card, its profile is below (note it is a Heavy Item):
ARQUEBUS 12 GP | Heavy-type icon | ITEM | 2H | USES SHOT ATTACK: STR (MELEE) ATTACK: PER (RANGE) This Attack ignores 2 points of ARM & when you use this Attack, add a shot counter to this card. You cannot use this item's Range Attack while there is a shot counter on it. Remove shot counters from it at the end of a fight. COMBAT ACTION: Remove a shot counter from this card. REQ | AGI 7 (Range) or STR 7 (Melee)
If you fail, discard the Arquebus & increase the Bounty Level.
The Perfect Crime
If you are at Clue 1 at the start of the Encounter Phase, rather than resolving any fight or Encounter from the Danger card, you may attempt to stab the Judge!
The court guards will spot any large weapon so any attempt to kill the Judge up close & personal will need you to sneak a concealed weapon into the Courts or take the risky action of trying to wring the Judges scrawny neck with an Unarmed Strike (or magic should you have the Skills).
You can keep the Sacrificial Dagger, Silver Dagger, Skinning Knife, Throwing Knives, Duelling Dagger, Stiletto, Concealed Knife or any other Knife or Dagger face up.
However, all adventurers must stash any other arms away. Turn any Gauntlet, 1H or LH items other than those noted above face down. You may not use them until the beginning of the next Game Turn, at which point you may turn them face up & use them as normal.
Not all adventurers need to take part in the assassination. Choose who will attempt to take down Altermann (the Assassins) & who will attempt to create a distraction (the Decoys). Decoys will not be able to help in the fight but can help the Assassins get close enough to do the job.
An adventurer with the Arquebus may act as a Sniper instead.
Deft Decoys
Before the Assassins make their tests to get close to the Judge, each Decoy may make an AGI Test (to lead the guards on a wild goose chase) or a MRL Test (to distract them in conversation).
Puritans may roll 3 dice for their MRL Test & use any 2. Rogues may roll 3 dice for their AGI Test & use any 2. If you fail either test on doubles, you must fight! Draw a card from the Law deck & the Decoy must fight this enemy without support from any other adventurer.
For each pass by a Decoy, one Assassin may roll an extra die during their Test & use any 2.
Deadly Assassins
If you have the Footpad ally, roll 2D6 - on doubles, the treacherous rat raises the alarm! Go to Abort! Abort! below.
If the result is equal to or lower than the lowest Assassin's MRL, he successfully blags your way into the Inner Chambers!
Otherwise, to sneak into stabbing (or throttling!) distance, each Assassin must pass a PER Test or a MRL Test. Puritan Assassins attempting a MRL Test may roll an extra dice & use any 2.
If any Assassin fails, the alarm goes up & the Judge will be spirited away before you strike - see Abort! Abort! below.
If all Assassins pass their Test you can attack the Judge!
Infamy, Infamy!
There is no going back now! Increase the Bounty Level by 1. Place Law counters on East Bridge & North Bridge. Until you Rest outside the Lowlands, treat all Danger cards as having the Law icon.
The Judge has the following profile:
JUDGE ALTERMANN (HUMAN, LAW, PURITAN): ATT 2 · HP 5 (heart icon) · XP VAL 2, GP 2 (lightning and money-bag values) · COMMAND (LAW)
You may only target the Judge if you are not targeted by another enemy.
The Sniper may make a single attack using the Arquebus at the start of the first combat round after which they are no longer considered involved in the fight (treat them as if they had Escaped - they cannot re-enter the fight).
The Assassins then carry out an attack on the Judge in PER order. Whether you destroy the Judge or not, you may Escape without penalty before the guards turn up in the second round of combat. If you choose to stay, draw a card from the Law deck for each Assassin at the start of each subsequent combat round. If you destroy the Judge, take Clue 1. If not discard it.
Abort! Abort!
Draw a card from the Law deck for each Assassin & start a fight - they cannot target the Judge. However, the Sniper may make one shot on the Judge, before he is escorted to safety - see Infamy, Infamy!
If the Sniper destroys the Judge, take Clue 1. If not discard it & the mission fails - see Mission Path.
Reward
Vengeance is reward in itself, but if you succeeded in destroying the Judge, each adventurer also gains 1 Luck. The adventurer who dealt the killing blow gains the Friends in Low Places Triumph & the Public Enemy Weakness. Reduce the Town Level at Brüttelburg.
Mission Path
Whether you succeed or fail this mission You need to make a life for yourself. You could Establish a Base (Missions, pg.5) or seek further retribution & go Screaming For Vengeance (Missions, pg10).
Otherwise, take another mission depending on your Location:
- Badlands: You have headed as far as you possibly can from the Law, though you'll have to settle somewhere less inhospitable. Perhaps you can establish yourself as top dogs at Last Chance? You'll have to first tangle with your former allies the Black Bats (pg.13).
- Highlands: You have attracted the interest of the Secret Brotherhood of Imperial Conspirators, who offer you further work - if you wish to take them up on this offer, continue on to Death for Hire (Missions, pg.6).
- Fishmonger Camp: Travel to Tower Island where the Meister is looking to recruit those up for Dirty Deeds (pg.28).
- Gutfish Ford: Alchemists always need supplies - start a criminal career by continuing to Crystal Logic (Missions III, pg.6).
- Stone Circle: Impress the Gütters by making a contribution to The Wicker Man (Missions III, pg.2).
City Baby Attacked By Rats
Standalone: The Bounty Level is 2 & the party starts at Brüttelburg.
Establish a Base / Quest For Sausage: Now you have your feet under the table at Pigskin Port, you look to make yourself useful to the right people...
Setup
Sewer deck (Monster decks):
- Corpse Feeder, Megarat, Rat Skink (Lowlands Monster deck)
- Skrocust Swarm (Badlands Monster deck)
- Skull Spider, Skuttler (Wetlands Monster deck)
Shuffle all the Danger cards together, excluding the three Mean Streets Breakout cards.
Objective
Rest at Pigskin Port after killing off as many rats as possible in the sewers.
Sewer Side
Your mission takes you into the sewers beneath Pigskin Port!
Rather than travel on the map, you must descend into the sewers & kill as many rats as possible, but you must beware - venture too deep & you find yourself unable to ever find a route back to the surface!
When you enter the sewers, your party's Bold/Cautious counter is set to Bold (fist icon). This indicates you are travelling deeper into the maze-like sewers. When you have delved as far as you feel safe, before drawing a Danger card, flip the counter to Cautious (crouching icon) & you will begin your ascent from the disgusting depths of the drainage dystopia.
The normal Game Turn sequence is suspended while in the Sewers. You cannot Rest, so must be careful not to delve too deep...
Cramp It Up
Because the tunnels of the sewers are so restrictive, you must set a party order - one adventurer must be at the front of the party, followed by each other party member in any order you choose. You may change order before drawing a card from the Danger deck (note the party leader remains the adventurer with the highest MRL but does not need to be at the front).
To remind yourself what order your party are in at any time, use the character standees, with the adventurer at the front to the left & the adventurer at the back to the right.
Drain In Blood
To explore the sewers, draw cards from the Danger deck one at a time. Do not action the card as you normally would in the Danger Phase - instead, action each card as described below:
No Region (orange/pink): Depth
The sewers drop ever lower below street level - beware you don't delve too far!
If you are in Bold (fist icon) stance: Place the Depth card next to your party leader. While you have a Depth card, the party cannot leave the sewers!
If you are in Cautious (crouching icon) stance, discard a single Depth card next to the party leader & the Depth card just drawn.
For each Depth card next to your party leader, add 1 to the value of any other Danger card your party draws (note however that any Rat Trophies taken only have the value shown on the Danger card when claiming your Reward).
When you remove the final Depth card from your party leader, you have emerged from the sewers. Stop drawing further cards & see Mission Path. Be aware there are 7 Depth cards in the deck, so if you have 4 or more Depth cards there will not be enough left in the Danger deck to make your way back out before the deck runs out. If you have all 7, you have ventured too far and are lost forever!
If you run out of cards in the Danger deck & still have a Depth card next to your party leader, then you cannot leave the sewers. Each adventurer takes Piercing damage equal to 12 minus their CON, then reshuffle the discarded Danger cards.
Lowlands (blue): Labyrinth
The tunnels are a maddening maze, where even the most mindful may misstep...
The adventurer at the front of the party must make a PER Test.
If the PER Test fails, discard the next Danger card without looking at it.
If {PER Test} is passed but is lower than the Labyrinth card value, look at the next card in the Danger deck then discard it without actioning it.
If {PER Test} is passed & equal to or higher than the Labyrinth card value, you may choose to discard the next Danger card with no action or action it.
Highlands (yellow): Rats
As you slowly edge through the claustrophobic tunnels, you see eyes shining in the darkness - a torrent of rodents swarm towards you!
The Rats have the following Classes: Vermin & Swarm.
You may (in party order) attack the rats!
- The adventurer at the front of the party must choose a stance, then make an Attack or Combat Action following normal rules for combat.
- Roll your power die or dice, but do not roll for Defence - the tunnels are too confined for you to be able to dodge this deluge of fur & fang!
- If you are in Assault stance, you may use the Power die for damage using normal rules. If you are in Guard stance, you may use the Power die to reduce any Wounds inflicted on the adventurer.
- If your Attack deals damage equal to or higher than the Rats card value, (adding any Wounds already on the card) you have destroyed the swarm!
- The adventurer who destroyed the rats gain 1 XP & takes the card as a Rat Trophy.
- If your attack does less damage than the Rats card value, you take damage equal to the difference between the Rats card value & the damage you inflicted.
- If the rats are not destroyed, place Wounds equal to the damage you inflicted on the Rats card. The rats move on & attack the next adventurer in party order. They must attack the rats following the steps above.
- Continue until the rats are destroyed or all adventurers have attacked & failed (at which point discard the Rat card).
Badlands (red): Monster
Worse than rats dwell in the dank depths of these dark drains & you've just disturbed one such denizen!
Depending on the value of the card, draw the following monster from the Sewer deck:
- 1 - Rat Skink
- 2 - Skrocust Swarm
- 3 - Skuttler
- 4 - Megarat
- 5 - Corpse Feeder
- 6+ - Skull Spider
Rather than following the normal rules for targeting, the adventurer at the front of the party (left) will be targeted by the monster & only that adventurer is able to target the monster, with the following exceptions:
- If the monster has Ambush, it targets the adventurer at the back of the party (right) instead.
- A monster that targets ALL will target (& can be targeted by) all adventurers in the party.
- An adventurer with a Reach weapon may attack a monster if they are adjacent to the targeted adventurer, but if they miss, inflict Wounds equal to their lowest die to the adventurer you have reached past!
- An adventurer with a Range weapon may attack the monster wherever they are in the party order, but if they miss, inflict Wounds equal to their lowest die to each adventurer they aimed past!
Wetlands (green): Sewage
The sewer is a noxious place where foul fumes, fetid fluids, florid fungus & filthy feculence are hazard enough!
Each adventurer must make a CON Test. {CON Test} must be equal or higher than the Sewage card value or you fail.
If you fail, compare your lowest single die with the following table & take that Status Condition:
| Lowest die | Status Condition |
|---|---|
| 1 | Suppressed |
| 2 | Blinded |
| 3 | Demoralized |
| 4 | Weakened |
| 5 | Slimed |
| 6 | Poisoned |
If you already have the listed status condition, instead take Wounds equal to the difference between {CON Test} & the Sewage card value.
Reward
Each adventurer gains GP equal to the value of the Rat cards they collected.
If the party has collected 18 or more rats in total, reduce the Danger Level at Pigskin Port & the adventurer with the highest score of Rat Trophies (roll off ties) gains the Pest Controller Triumph.
Mission Path
If you collected 18 or more rats:
You have impressed the Noble family such that they recommend you for another urgent task. Proceed to Give Me Fire (pg.25).
If you do not already have a Base:
You realise that you need a safe place to call home, so Establish a Base (Missions, pg.5).
Otherwise:
You may attempt to set up a Caravan Through the Badlands (Missions, pg.10) or take on an urgent mission to save Pigskin Port from disaster - Just Another Perfect Day (pg.14) in the Highlands!
The Black Bats
Standalone: The Bounty Level is 2 & the party starts at Last Chance.
Dagger & Sword / Loot & Pillage: Rather than set up in a Settlement, having your hide out at the remote Last Chance will make tracking you down that much harder & starting a criminal career that much easier...
Setup
Place Clue counters face down in the following spaces:
- East Bridge
- Path between East Bridge & Brüttelburg
- Path between East Bridge & Crossroads
- Slaver's Pass
- Path between Bandit Camp & Last Chance
- Path between Bandit Camp & Pigskin Port
Objective
End the Game Turn in Last Chance with one or more Clue or Epic Monster counters.
You may abandon this mission at any time without reward - See Mission Path.
Bad Reputation
Whenever you enter a space with a Clue counter, you may search for Black Bats associates & strike them down!
When Resting, one adventurer may make a PER Test. If {PER Test} is equal to or higher than the Clue counter value, draw {PER Test} cards from the Law Monster deck (if in a Law space) or the Highlands Monster deck.
Keep all Bandits or Law Monsters drawn with an XP VAL of 2 or higher (lightning icon) but discard the rest. Add these monsters to any fight in the Encounter Phase. If no fight is triggered, fight the monsters drawn only.
If you destroy one or more of these monsters, take the Clue counter. If you destroy an Epic Monster, also keep the Epic Monster counter.
Intimidation
To intimidate the Black Bats gang into leaving the Saloon, Rest at Last Chance. One adventurer must make a MRL Test.
If you fail & your lowest single die is lower than the number of Clue & Epic Monster counters the party has, the Black Bats have successfully been intimidated & find another bar to frequent. If not, the Black Bats laugh in your face & you fail the mission - see Mission Path.
Reward
If you succeed, Place a Base counter at Last Chance & reduce the Danger Level at Bandit Camp, Last Chance & Pigskin Port. The party leader gains the Bolthole Triumph.
Mission Path
If you Succeeded:
With a base well away from the prying eyes of the Law, you can consolidate your position - either Take a Powder (Missions III, pg.4) or Make a Scratch (Missions, pg.12).
If you failed:
You need to find a home somewhere, so Establish a Base (Missions, pg.5).
Another Perfect Day
Standalone: The Bounty Level is 2 & the party starts at Pigskin Port.
Krima believes that the Nacht Drek are trying to drown the city in its own waste. Travel to the Tunnel of Terror & stop the Nacht Drek by any means. (The rest of the introduction is story text and is not transcribed.)
Setup
Fish Thing (Highlands Monster) (lock icon: Mission deck)
Stilt Drek (Highlands Monster) (lock icon: Mission deck)
Nacht Drek Knight (Highlands Monster) (lock icon: Mission deck)
Nacht Drek Raider (Highlands Monster) (lock icon: Mission deck)
Nacht Drek Slicer (Highlands Monster) (lock icon: Mission deck)
Blasting Charge (Loot) (lock icon: Mission deck)
Gutter Milk (Loot) (lock icon: Mission deck)
The party leader takes the Blasting Charge & Gutter Milk.
Clue 1 Tunnel of Terror: The Tunnel of Terror is a Metaphysical space, so you will need a Status Condition to enter it. Krima gives you the Gutter Milk as a possible means, but advises you might do well at the Bandit Camp for more reliable methods.
Clue 6 Bandit Camp: Krima gives you details of an 'Herbalist' contact at Bandit Camp who might be able to sort you out.
Plunging Damp
During the Danger Phase, whenever you draw a Highlands Danger Card, if the Danger Value is lower than the Town (not Danger) Level at Pigskin Port, reduce the Town Level at Pigskin Port rather than the listed Location. If the card has more than one Danger Value, use the lowest one.
If the card is a Highlands Outbreak, action it as usual, but place the Plague counter at Pigskin Port (do not roll). Additionally, you cannot River Travel until you complete this mission.
Objective
Rest at Pigskin Port with or without a Clue counter at the Tunnel of Terror.
You may abandon this mission at any time without reward - See Mission Path.
When you successfully Explore at Bandit Camp, see The Pusherman below.
When you end the Map Action Phase at the Tunnel of Terror, see Dammed If You Don't below.
The Pusherman
If Bandit Camp is Explored (gear icon), one adventurer may make a PER Test. If you pass, flip Clue 6 face down.
While Clue 6 is face down at Bandit Camp, you may search the Loot deck & discards for Goon Grass, Marsh Moss & Witch Weed & you may purchase that Item for twice its normal cost - The Herbalist has upped his prices on the principle of never letting a good crisis go to waste!
Dammed If You Don't
(The italic story text at the start of this section is not transcribed.)
At the start of the Encounter Phase, rather than resolving any fight or Encounter from the Danger card, follow the steps below instead:
In Filtration
You must first attempt to sneak past the Nacht Drek guards. Every adventurer in the party who wishes to approach the dam must make a PER Test. Note that not all adventurers need to attempt to attack the dam, but if they do not make a PER Test, they will take no further part in the round including any fights. Just make sure that the Blasting Charge is with an adventurer who approaches the dam!
If any adventurer fails their PER Test, all adventurers who made a PER Test (whether they passed or failed) must fight the Nacht Drek that guard the dam. Draw the Nacht Drek Knight, Nacht Drek Raider & Nacht Drek Slicer from the Mission deck & fight them.
An adventurer with Levitate may automatically avoid a fight, but will alert the Nacht Drek to their presence & any other adventurers approaching the dam will have to fight, even if they pass their PER Test!
If all adventurers pass the PER Test or they are victorious, see Dam Busters below.
Dam Busters
(The italic story text at the start of this section is not transcribed.)
Otherwise, you may use arcane abilities to accomplish your aim! If an adventurer has Levitate & either Decay mastery or Shockwave mastery, they may attempt to take out the dam using their magical powers! However this may not be as a swift process as using the Blasting Charge & will attract the attention of more Drek.
The adventurer with Levitate & Decay/Shockwave mastery must make a MAG Test. Place {MAG Test} Wound counters on the Tunnel of Terror. If 6 or more Wounds are placed, the dam is destroyed. Remove the Wounds & Clue 1 at the Tunnel of Terror & the adventurer may return to the fight (or the party if the fight is over).
The rest of the party must fight the Fish Thing & Stilt Drek.
If an adventurer Levitates, then Nacht Drek reinforcements are alerted by the sight of a flying weirdo & rush to join the fight! Shuffle the Nacht Drek Knight, Nacht Drek Raider & Nacht Drek Slicer & add one at random to the fight at the end of each combat round.
You must Subdue either the Fish Thing or Stilt Drek if you wish to use them as a delivery method for the Blasting Charge! To Subdue a monster, you must deliver the Wounds that destroy the monster with an Unarmed Strike.
Destination Detonation
If you are Victorious & cannot destroy the dam using Levitate & Decay/Shockwave, you still have two options for destroying the dam:
Fish Fingers
If you have Subdued either the Fish Thing or Stilt Drek, you can strap the Blasting Charge to the dazed creature & force it out onto the lake. Roll D6 - Before rolling, you can spend Luck to add 1 to the result for each Luck spent.
On a roll of 4 or more, the Blasting Charge will be set off & you may remove Clue 1 from the Tunnel of Terror. On a result of 3 or less, the monster swims off into the sunset with the Blasting Charge & you fail the mission - see Mission Path.
Things Are Going Swimmingly
If you did not Subdue either monster or don't wish to risk sending a monster to do an adventurers job, you must either give up on the mission or make the dangerous decision to swim out & plant the Charge yourself!
One adventurer must volunteer for this desperate act, which you must undertake immediately. You cannot Rest before doing this as more Nacht Drek have been alerted to your presence & are starting to move towards your position!
The adventurer must swim out & set the Blasting Charge at the centre of the dam. They must then make a swim for it before it detonates! Discard the Blasting Charge, then remove Clue 1.
The swimming adventurer must then make an AGI & STR Test & total both results. Fishoids can roll 3 & use any 2 for each Test. Then roll 2D6 & deduct the total of your Tests. This is the amount of Piercing damage you take.
If you are Defeated, you die, as your limp body is swept along in the raging waters & dashed against the rocky bed of the Stinkenblut! Your sacrifice will be remembered, for a week or two... maybe.
It will take a while for River Port Travel to return to the Tunnel of Terror, so you must Foot Travel/Force March back to Pigskin Port.
Reward
If you succeeded in removing Clue 1, each adventurer gains 1 Luck & 4 GP. Increase the Town Level at Pigskin Port & remove a yellow Doom counter (Doom cards remain in play). The adventurer with the highest MAG gains the Bringer of Sanity Triumph.
Mission Path
If you succeeded in the mission:
The Meister asks if you could investigate strange goings on at the Windmill - proceed to Give Me Fire (pg.25).
If there are two or more Doom counters on the Doom Track:
You may feel ready to Start a War (Missions, pg.14) against the Würstreich. If there is a Red Doom counter on the Doom Track, you may instead make War on Goblins (Missions, pg.15).
If you failed this mission:
Others have succeeded where you did not but at a cost. Reduce the Town Level at Gutfish Ford, North Bridge, Pigskin Port & the Watchtower - River Travel is available now, but no thanks to you!
You will need to start over - if you have a Highlands Base, remove it & try to start over. Establish a Base (Missions, pg.5) outside the Highlands.
Alternatively, you might want to try & ingratiate yourself elsewise by creating a Caravan through the Badlands (Missions, pg.10).
Plague of Scrogs
Standalone: The Bounty Level is 2 & the party starts at Stone Circle.
Establish a Base: You've picked just about the worst time to set up in the Wetlands as the shifting seasons turn the Swamp into a squirming slime-scape!
(The italic story text at the start of this mission is not transcribed.)
Setup
Scrog deck (Wetlands Monsters): Bullscrog Croaker, Bullscrog Patriarch, Lesser Scrog, Scrogling Swarm, Shelled Scrogverm, Skuttler
Randomise the Clue counters & place them face down on each path in the Rotting Swamp, (excluding the path adjacent to Stone Circle that leads from the Borderlands).
Reveal the Clue values & place the following number of Wound counters on the space:
- Clue 1, 2 or 3: 1 Wound counter
- Clue 4 or 5: 2 Wound counters
- Clue 6: 3 Wounds counters (use the flipside of the counter to represent 3 Wounds).
The Wound counters represent the proliferation of Scrogs in that part of the Rotting Swamps. While Scrogs slither across all parts of the Wetlands, the root cause of this annual abundance of Scrogs are the Scrog breeding sites that are to be found in only the boggiest part of the Rotting Swamps. The more Wound counters, the more Scrogs! These counters will multiply if left unchecked - see Scrog Surge below.
Objective
End a Game Turn after Resting at the Black Tree with the following number of Wound counters on the party's character sheets, based on party size:
- 1 adventurer: 7
- 2 adventurers: 11
- 3 adventurers: 13
- 4 adventurers: 15
You may abandon this mission at any time without reward - add a green Doom counter to the Doom Track (but do not move the Hand of Doom or draw a Doom card) then see Mission Path.
Scrog Fest Issues
Any space with a Wound counter has the following properties:
- You cannot Force March past the space even if it is Explored (gear icon) unless you are a Fishoid or have the Scrog of Burden.
- In any turn where you make an Exterminate action (see Scrog Slaughter below) & there is a fight in the Encounter Phase, draw from the Scrog deck. After the fight, return the Scrog deck monsters to the Scrog deck & reshuffle it.
- Fishoid monsters in the space gain +1 to their ATT.
Scrog Surge
When you draw a Wetlands Danger card during the Danger Phase, add a Wound counter to the space with the Clue counter that has the same value as the Danger card. If there are two values on the Danger card, use the highest value.
If this would add a fifth Wound to the path, instead place a Wound counter on each adjacent path that does not already have 4 Wound counters (ignoring Locations between paths) & increase the Danger Level at Rotting Swamp.
For example, should you already have 4 Wound counters on the path between Dusk Falls & the Black Tree rather than place a fourth Wound counter there, instead add a Wound to the two paths from the Black Tree that lead to Hunt Lodge & Stone Circle. [Editor's note: the printed example says "a fourth Wound counter" where the rule above it concerns a fifth Wound; the text is transcribed as printed.]
Scrog Slaughter
The party gains a Rest action - Exterminate. You must seek out Scrog brood mothers & slay them, but the more Scrogs that inhabit an area, the harder they will be to locate.
Each adventurer must make a PER Test. Adventurers with the Skill Exterminator, Fieldcraft or Track may roll an additional die for each Skill & use any 2.
If the highest {PER Test} is equal to or greater than the value of Wound counters on the space, you may remove Wound counters from the space based on the following chart - Deduct the number of Wound counters on the space from the highest {PER Test} result:
| {PER Test} - Wounds | REMOVE Wounds |
|---|---|
| 0 | 1 |
| 1 | 2 |
| 2 | 3 |
| 3+ | 4 |
For example, if there are 3 Wound counters on the path between Dusk Falls & the Black Tree & the highest {PER Test} result is 4, remove 2 Wound counters.
For each adventurer that fails their PER Test, each adventurer in the party suffers 1 damage.
Scrog Saturation
If 3 or more spaces have 4 Wound counters on them before you make the sacrifice, you have failed the mission without reward - see Mission Path.
Scrog Sacrifice
When you Rest at the Black Tree with the appropriate number of Wound counters on the adventurers' character sheets, you make your offering.
If there is a fight in the Encounter Phase, while you are making this sacrifice, draw from the Scrog deck.
Reward
If you succeed, each adventurer gains 1 Luck & 2 GP. Remove a green Doom counter from the Doom Track (Doom cards remain in play). The adventurer with the highest PER gains the Pest Controller Triumph.
Mission Path
If you fail the mission:
Travel to Hunt Lodge where you hear there is way to Make a Scratch (Missions, pg.12).
If there are three or more Doom counters on the Doom Track:
the Circle of Warlocks task you with dealing with the rising menace of The Scroglin Crown (Missions, pg.19).
Otherwise:
Your travels have given you the idea of offering your new found knowledge of the Wetlands to the highest bidder - travel to Hunt Lodge to offer Holidays in the Sun (pg.20).
Holidays in the Sun
Standalone: The Bounty Level is 2 & the party starts at Hunt Lodge.
(The italic story text and the black flavour box at the start of this mission are not transcribed.)
See Grosse Touren below to determine the setup, objective & reward of your tour.
Grosse Touren
Roll a green die, then consult the Grosse Touren Table to find out what trip you'll be making.
| Green die | Trip |
|---|---|
| 1-2 | Raise a sinking house near the Sunken Village. |
| 3-4 | Watch a solar eclipse from the tower on Tower Island. |
| 5-6 | Show a bunch of tourists the monster of Tomb Lake - the famed Seeungeheuer! |
Raise a Sinking House (Grosse Touren 1-2)
(The italic character introduction for this trip, Albina Niec, the matriarch of the Bog Gütter town of Smierdzacy Dol, is story text and is not transcribed.)
Setup
Randomly place a Clue counter face down at the following Locations:
- Gutfish Ford
- Stone Circle
- Each path adjacent to Sunken Village
Remove the Rotting Swamps card from the Danger deck & place the card next to Sunken Village, then reshuffle all of the Danger cards.
Objective
Rest at Sunken Village with at least two Clue counters on Sunken Village.
Gütter Herding
When you enter a space with a face down Clue counter, reveal it immediately.
At the end of the Map Action Phase, you may then attempt to herd a single Clue counter in your space one space closer to Sunken Village - either:
- Each adventurer in the space may make a MRL or STR Test to convince (or intimidate!) the Gütters into helping. If at least one attribute Test result is equal to or greater than the Clue counter value, you succeed in convincing the lazy Gütters to move. However, if any adventurer fails on doubles, discard the Clue counter.
- Spend GP equal to the Clue counter's value, to employ the Gütters. You may spend GP after making a Test in this Phase, but must pay double the Clue counter's value.
Sinking Feeling
Whenever you draw a Danger card with a Wetlands Location, (or the Wetlands Outbreak card if you have the Mean Streets expansion) do not discard it after actioning it. Instead, place the card next to Sunken Village.
This represents the slow sinking of the common house. You will need to gather Gütter folk that are at least equal in strength to this slow descent.
Moving House
Once you feel you have enough Gütter muscle to be able to lift the house, Rest at Sunken Village - you must have a minimum of two Clue counters before you can attempt to lift the house.
Draw a card from the Danger deck for each Clue counter you discarded or remains on the Borderlands. Add any of these cards with a Wetlands Location to any cards already placed next to Sunken Village & discard the rest.
If the total of Danger card values at Sunken Village is lower than the total of Clue counters at Sunken Village, the Gütter folk strength wins out & the Mission is a success (if the Danger card has two values, use the highest value).
If the values are equal, you may attempt a last bid attempt to recruit more Gutters & try again once you have added at least 1 more Clue counter to Sunken Village.
Otherwise, this mission is failed - see Mission Path.
Reward
Each adventurer gains 1 Luck & the party leader may take the Local Hero Triumph card.
Reduce the Danger Level at Sunken Village by 2 to a minimum of 1 & remove a green Doom counter from the Doom Track (Doom cards remain in play).
Watch a Solar Eclipse (Grosse Touren 3-4)
(The italic story text for this trip is not transcribed.)
Setup
Tower Island (headed by the Law icon, so a Law counter is placed there; the Meister of the Tower is well aware that Warlocks & other deviants will be irresistibly attracted to the Tower at this time, so the Law have been called in!)
Clue 6 Stone Circle (the Warlocks need escorting to the Tower. Travel to Stone Circle to pick up the Warlocks & take them to Tower Island.)
Randomly place a Clue counter face up at the following Locations:
- The Watchtower
- Hunt Lodge
- Brüttelburg
- East Bridge
As well as the guards at Tower Island, other patrols will be heading for back up, so you will need to keep your wits about you!
Objective
End a Game Turn with all of the following statements being true:
- Clue 6 is at Tower Island
- No Law counters at Tower Island
- The party leader has 7 Danger cards (see Timing is Everything below).
Law in Disorder
At the start of the Danger Phase, move any Law counters a single space towards Tower Island by the shortest route, moving towards East Bridge then moving by River Travel to Tower Island.
Once a Law counter reaches Tower Island, it will not move again & can only be removed by the adventurers.
Timing Is Everything
During the Danger Phase, compare the Danger value on the card with the Clue counter values (excluding Clue 6). If the Danger value equals a Clue counter value, remove that Clue counter & place a Law counter at that Location. If the Danger card has two values, action both values, potentially placing two Law counters.
Do not discard the Danger card drawn. Instead, the party leader takes the card (do not reshuffle these cards). If you should ever have 8 Danger cards, the mission has failed - see Mission Path below.
During the Encounter Phase, when you are in space with a Law counter, ignore the Danger card value for the purposes of triggering a fight. Instead, you will always fight against the Law. For every Law counter in the space after the first, draw an additional Law Monster into the fight.
If Clue 6 is in your space, all Law Monsters gain Horde (Law). If you are victorious in a fight against Law, discard a single Law counter from your space.
At the end of each Encounter Phase, move Clue 6 one space closer to Tower Island as the Warlocks make their way towards the Tower, unless there is a Law counter on their current space, in which case the Clue counter does not move.
Reward
All adventurers gain 1 Luck, 2 GP & the adventurer with the highest MAG ({MAG Test} breaks ties) gains the Warlock's Aid Triumph.
Show the Seeungeheuer (Grosse Touren 5-6)
Show a bunch of tourists the monster of Tomb Lake - the famed Seeungeheuer! (The italic story text for this trip is not transcribed.)
Setup
Place 6 Wound counters on the party leader's character sheet - these represent the 6 tourists that you will take on tour.
Randomly place a Clue counter face down at the following Locations:
- Dusk Falls
- Fishmonger Camp
- Tower Island
- Ghostgate
Tomb Lake: Place a Clue counter in the middle of the Lake. This Clue counter represents an additional Location in the centre of Tomb Lake that you can travel to - it counts as a Lake Port & Perilous Location (place a Perilous counter on the Clue counter) & shares its Danger Level with Tomb Lake.
Reveal the remaining Clue counter & place it by the party leader. This Clue counter represents your ability to fake a monster out of wood, canvas & scrogspit!
Objective
Rest at Hunt Lodge with either two Clue counters or a Perilous counter & at least 1 Wound counter on your party leader's character sheet.
When you enter a Location with a Clue counter, reveal the value. When you draw a Danger card in the Danger Phase, if the Danger card value matches the Clue counter value, you have caught sight of the great beast - place the Clue counter on the party leader's character sheet. You may employ Hunt & Stealth to increase or reduce the Danger card value. If the Danger card has two values, use the one that is relevant to your space.
Otherwise, discard the Clue counter, (unless it is the counter in Tomb Lake which remains in place until otherwise instructed).
If the Danger value does not match the Clue counter revealed, but does match the one you revealed during Setup, you may try to fake the monster sighting!
The Tourists have a PER of 8. Roll a PER Test for the Tourists & choose one adventurer to make a PER Test.
If the Tourist's {PER Test} is greater than the adventurer's {PER Test} they see through your fakery. Increase the Danger Level at Tomb Lake & the mission fails - see Mission Path. If the adventurers {PER Test} is greater, place the Clue counter on the party leader's character sheet.
If {PER Tests} are equal, reroll both Tests.
Close Encounters
Whenever you fight, you must protect the Tourists! Any monster that targets the lowest AGI, CON, MAG or STR will instead target the Tourists (they are also targeted by monsters that target All).
The Tourists have an AGI of 8. If they are targeted, they cannot attack but will defend in Guard stance after all other adventurers have taken their turn.
Roll two green dice & the power die as normal. If any damage is inflicted, a Tourist is taken by the Wetlands horrors! Remove a single Wound counter only from the party leader's character sheet.
If all Wound counters are removed, the mission has failed - Increase the Danger Level at Tomb Lake & see Mission Path.
If a fight is triggered by the Danger card at the Tomb Lake Clue counter Location, discard any monsters that are not Fishoids & fight the remaining monsters. If you discard all monsters, then you have Encountered the Tomb Lake monster a little too close up!
SEEUNGEHEUER (FISHOID, REPTILIAN): ATT 6 · targets ALL (ring icon) · ARM 1 · HP 16 (heart icon) · XP VAL 4, GP 4 (lightning and money-bag values) · AMBUSH, ANNOY
As you are on a rickety boat far from shore, escape is a little more difficult - You will need to out-row the monster!
All adventurers must make a Combat Action to make a STR Test to Escape. If more adventurers pass than fail, the party Escapes en masse. If the party Escapes after fighting the Seeungeheuer, place the Perilous counter on the party leader's character sheet.
If you destroy the Seeungeheuer, you have ruined the locals' main source of income! Increase the Danger Level at Fishmonger Camp. The mission has failed without reward - see Mission Path.
Reward
If you succeed, each adventurer gains 1 Luck & 3 GP.
A rush of tourists from the Lowlands brings prosperity to the area! Reduce the Danger Level at Tomb Lake & Tower Island. If Fishmonger Camp has a Danger Level, replace the Danger Level with a Town Level of 1, or increase the Town Level by 1 if it already has a Town Level.
Mission Path
If you failed your mission, remove any Wetlands Base. The party leader gains the Fisherman's Foe Weakness.
Having soured your position in the Wetlands, travel to Hunt Lodge where you can start over & Make a Scratch (Missions, pg.12) or travel to the Holy Order to collect for a Death Church (Missions III pg.15).
If your mission was a success & there are three or more Doom counters on the Doom Track:
You are approached by the Elders to retrieve The Scroglin Crown (Missions, pg.19).
If there are less than 3 Doom counters:
Continue to consolidate your influence by travelling to Tower Island to carry out some Dirty Deeds (pg.28) or travelling to Fishmonger Camp to pick some Bad Brains! (pg.30). You could otherwise attempt to benefit by applying Crystal Logic to your situation (Missions III, pg.6).
Give Me Fire
Standalone: The Bounty Level is 2 & the party starts at Pigskin Port.
Cleanse Blight/Caravan through the Badlands: You've saved the Highlands from disaster once, but there's always another one around the corner! You are hired to investigate a heinous crime against the Highlands historical heritage.
(The italic story text and the black flavour box at the start of this mission are not transcribed.)
Setup
Minion deck (Lowlands Monsters): Black Wizard, Cultist, Grave Robber, Gifted Cultist, Leather Dwarf, Pumpkinhead, Sex Dwarf, Vampyr Thrall. By tracking down the Arsonist's minions, you will reveal clues as to the true identity of the twisted instigator.
Snout Beast (Law Monster - City Scum booster pack) (lock icon: Mission deck)
Randomise Clues 1, 2 & 3, then discard one of these three Clues without revealing it. Then, without revealing the remaining two Clues, shuffle them in with face down Clues 4, 5 & 6. Form these five Clues into a face down Clue Stack at the Windmill. This Stack represents the trail of clues you must follow to identify the Arsonist.
While your party begins at Pigskin Port, you must travel to the Windmill before you discover more about your objective.
When you Rest at the Windmill, read the following:
Old Man Johan fills you in. "They come at night, best you hide out nearby & wait for him to strike... it's plain to me it's that bird bothering pest, Marius Vogelwart! Always hanging around the Windmill- "Looking At birds" he says, "but I wasn't born yesterday". On that last point at least, you can all agree.
As you set up that night to see who is setting the building alight you see a group of cloaked figures approach the building with torches!
By the time you reach the Windmill the arsonists have split, leaving you to put out the fire. You try to find Brandewache, but he is nowhere to be found! His loyal Snout Beast runs up to you. It seems to have the scent & is eager to lead you after the perpetrators!
The Game's Afoot
Take the Snout Beast card as an Ally. If you lose the Snout Beast before revealing all Clue counters, discard any that are left & the mission is failed - see Mission Path. If you don't have the Snout Beast, take a Law Monster card & place it face down next to the party leader to remind you of your canine companion. While the Snout Beast is your Ally, you are immune to Ambush in Outside spaces.
Draw a Danger card without resolving the card & move the stack of Clue counters one space closer to the Location listed on the Danger card by the shortest route, excluding River Travel. If there are multiple shortest routes, move into the space without a Clue counter. If there is more than one route without a Clue counter, the party leader decides which route the stack is moved along. If no Location is listed or the Location the Stack is at is listed, draw another card.
Objective
Destroy the Arsonist. You must first identify then track him to his secret lair.
You may abandon this mission at any time without reward - See Mission Path.
Mobile Mystery
You will need to track the Arsonist's minions & reveal Clues until you can work out the truth!
While there is still a Stack of two or more Clue counters, when you draw a Danger card in the Danger Phase, take the following steps:
- If there is no Clue counter in the space (other than those in the Stack) take the top Clue counter from the Stack without revealing it & place it in the Stack's current space.
- Move the Clue Stack following The Game's Afoot section rules (draw another Danger card if the one drawn does not move the Stack).
Stacked & Tracked
At the start of the Encounter Phase, if you are in a space with a face down Clue counter that is not part of the Stack, draw one monster from the Minion deck. Add the monster to any fight triggered by the Danger card. If no fight occurs, fight the Minion by itself. Place the Clue counter face down on its card.
When you destroy the Minion, reveal the Clue counter & place it with the party leader. This represents evidence you gain from tracking down one of the Arsonists cohorts - none of them know the true identity of their leader, but each has a vital piece of information. If the Minion successfully Skirmishes, shuffle the Clue counter back into the Clue Stack.
When you secure a Clue counter valued 1, 2 or 3, you have found an Item that gives you some clue as to who is responsible:
- Clue 1: Windmill Skeleton Key - The Arsonist had a key to the Windmill - Rumpf would have such a key, as would Old Johan...
- Clue 2: A Book on Birds of the Foothills - Vogelwart would obviously own such a book, but part of Rumpf's remit as custodian of the Windmill is to preserve the wildlife in the area....
- Clue 3: Spyglass - Part of Old Man Johan's role is to act as look out from atop the Windmill, but a keen birdwatcher like Vogelwart would also use such a Spyglass...
Once you have two of Clues 1, 2 or 3, you will be able to deduce who the culprit is. Whoever is incriminated by both items must be the perpetrator!
Knowing who is responsible is only half the task - you must work out where they have gone to ground & chase them down! Fancy boots, pockets full of straw, the rank smell of decaying fish - all give you hints!
When you secure any Clue counter valued 4, 5 or 6, toss the Clue counter like a coin & note if it lands face up (number 4, 5 or 6) or face down (Clue symbol) - you can place the counter showing the face you tossed in the relevant space opposite.
Once you have all three Clues, you can determine from the table which Location the Arsonist can be found.
For example, if Clue 4 is face down (Outside) & Clues 5 & 6 face up (a Port & a Settlement) then the Arsonist must be hiding out at Gutfish Ford.
Location table (the printed table has one column for each of Clues 4, 5 and 6, and one row for each Location. Each cell shows an icon. The table's icons are transcribed by name: building icon, sun-circle icon (Outside), anchor icon (Port), flag icon, and an X where the printed cell is crossed out. The printed page gives no separate legend for these icons):
| Location | Clue 4 | Clue 5 | Clue 6 |
|---|---|---|---|
| The Watchtower | building icon | anchor icon (Port) | flag icon |
| Tower Island | building icon | anchor icon (Port) | X |
| Brüttelburg | building icon | X | flag icon |
| The Windmill | building icon | X | X |
| Gutfish Ford | sun-circle icon (Outside) | anchor icon (Port) | flag icon |
| East Bridge | sun-circle icon (Outside) | anchor icon (Port) | X |
Run to Ground
Successfully Explore at the identified Location to find the Arsonist & bring them to justice. Add the following monster to any fight in the Encounter Phase, or fight the Arsonist alone if no fight is triggered by the Danger card.
Clues 2 & 3: Vogelwart - Vogelwart reveals that he wanted to burn down the Windmill as it is a "blasphemous bird killing contraption".
MARIUS VOGELWART (HUMAN, NOBLE): ATT 3 (down-arrow icon, labelled PER) · HP 6 (heart icon) · XP VAL 1, GP 3 (lightning and money-bag values) · AMBUSH (Outside icon)
Across the Würstreich, bird watching becomes an offense punishable by Inquisitorial Immolation. Anyone who likes birds that much is clearly in league with Lord Scrott! After destroying Vogelwart, increase the Danger Level at the Foothills.
Clues 1 & 2: Rumpf - Of all the people who would attack the Windmill, Rumpf would seem to be the last you'd suspect. Thankfully he monologues when confronted! "You fools! I knew that the Windmill is protected from fire by High Alchemy, but each 'assault' riled up anti-outsider sentiment & boosted donations from gullible preservationists no end! Talking of which, if you would be so kind as to keep quiet about all this, I could make it worth your while...."
If the party agree to keep Rumpf's secret, increase the Danger Level at Fishmonger Camp, Gutfish Ford & the Goblin Fortress. Each adventurer gains 8 GP & the party leader takes the Local Hero Triumph card but the mission has failed.
Otherwise, you must attack Rumpf:
GEOFF RUMPF (HUMAN, LAW, NOBLE): ATT 4 (down-arrow icon, labelled CON) · HP 7 (heart icon) · XP VAL 2, GP 3 (lightning and money-bag values) · RALLY (LAW), SUMMON (LAW)
Clues 1 & 3: Brandewache - He explains that his family has been custodians of the Windmill for generations... & they are sick of it! Brandewache's loyal Snout Beast sides with its master!
Add the Snout Beast to the fight.
JOHAN BRANDEWACHE (HUMAN, MILITANT): ATT 5 (up-arrow icon, labelled STR) · HP 5 (heart icon) · XP VAL 1, GP 1 (lightning and money-bag values) · COMMAND (LAW)
SNOUT BEAST (HUMAN, LAW, PURITAN): ATT 4 (up-arrow icon, labelled MAG) · HP 4 (heart icon) · XP VAL 1 (lightning value) · PURSUE
Reward
If you succeed, each adventurer gains 1 Luck & 3 GP. Reduce the Danger Level at the Windmill & Pigskin Port. The party leader gains the Mystery Crew Triumph.
Mission Path
If you unmasked the Arsonist:
Your mystery solving skills are in demand! Travel to the Watchtower to fight the Daemon threat by finding A Light in the Black (pg.34) or to Brüttelburg to investigate seismic strife in Shake It (Missions III, pg.24).
If you failed to solve the mystery:
If you are going to impress the people of the Highlands, you could make War on Goblins (Missions, pg.15) or attempt to Unify the Highlands (Missions, pg.16).
Dirty Deeds
Standalone: The Bounty Level is 2 & the party starts at Tower Island.
Death For Hire: The Imperial conspirators have sent you to destabilise the Wetlands - to succeed, you must work to further Meister Zähesfleisch's schemes.
(The italic story text and the black flavour box at the start of this mission are not transcribed.)
You must convince the rivals of Zähesfleisch that he is an immediate threat to them or eliminate them as per the Meister's orders!
Setup
Imperial Paladin (Law) (lock icon: Mission deck): Regionalleiter Johan Beck
Imperial Huntsman (Law) (lock icon: Mission deck): Bürgermeister Karl Zungenbeisse of Hunt Lodge
Leather Templar (Law) (lock icon: Mission deck): Police Chief Schweinchen Wackelig
Each Clue counter represents one of the players in this bitter power struggle.
- Clue 1 Hunt Lodge: Agnes Zungenbeisse.
- Clue 2 Witch Hill: Karl Zungenbeisse.
- Clue 4 Dusk Falls: Bürgermeister Fischiges.
- Clue 5 Gutfish Ford: Regionalleiter Johan Beck.
- Clue 3 Tower Island: Police Chief Wackelig. Place a Wound counter on this Clue counter to show his blind loyalty to his crazed Meister.
- Clue 6 Tower Island: Meister Zähesfleisch. Place a GP counter on this Clue counter to show you may not attack the Meister directly - his paranoia leaves him too well guarded at all times.
Objective
Rest in Tower Island with either of the following conditions being true:
- There are Clue counters on your character sheets with a total value equal to or higher than the value of Clue counters at Tower Island. You have Recruited enough of Zähesfleisch's rivals to bring him down!
- Discard all Clue counters without a Wound or GP counter on it. You have eliminated Zähesfleisch's rivals, allowing him total control of the Wetlands!
Power Trips
Regionalleiter Beck is on a tour of the Wetlands. Initial reports tell you he is at Gutfish Ford, but he may have moved on by the time you get there!
Whenever you draw a Danger card in the Danger Phase that identifies a Wetlands Location, after actioning the card as normal, place Clue 5 at that Location & roll a D6. If the result is lower than the Danger Level at that Location, reduce the Danger Level at that Location by 1.
Karl Zungenbeisse is renowned for his love of hunting! He is rarely at Hunt Lodge.
Whenever you draw a Lowlands (blue) Danger card in the Danger Phase, move Clue 2 two spaces towards the listed Location depending on the Danger value of the card (use the highest where there are two values):
- 1-2 Gutfish Ford (via Hag's Fork (1) or East Bridge (2) if at Hunt Lodge)
- 3-4 Hunt Lodge (via Hag's Fork (3) or East Bridge (4) if at Witch Hill)
- 5-6 East Bridge (If Clue 2 is already at the listed Location, move it two spaces towards Witch Hill)
How to Make Friends...
To Recruit a Rival, Rest in a space with a Clue counter that does not have a Wound or GP counter on it. If there are two or more Clue counters on a Location, you must attempt to Recruit the highest value Clue counter.
The adventurer with the lowest MRL in the party must make a MRL Test - add the total of GP counters on the party's character sheets to your result. If you do not have a GP counter on the adventurer's character sheet, you may substitute one die value with the value of one of the Clue counters on your character sheet.
If you pass & {MRL Test} is equal to or greater than the Clue counter's value, you have convinced the Rival of the Meister's threat! Take the Clue counter & place it on your character sheet & remove a single GP counter from your character sheet.
If you fail & your lowest die is lower than the Clue counter's value, you must fight the Rival for at least one combat round - see ...& Eliminate People below.
You may at any time place a Clue counter from your character sheet back on its original Location (see Setup).
...& Eliminate People
To Eliminate a Rival, in the Encounter Phase you must be in a space with one or more Clue counters that do not have a GP counter on it. Rather than resolving an Encounter or fight from the Danger card, instead place a GP counter on the party leader's character sheet. Draw Law Monsters irrespective of the Danger or Bounty Level or the Danger value of the card, then add the card(s) listed to the fight, depending on the Clue(s) in your space:
- Clue 2: Imperial Huntsman
- Clue 3: Leather Templar
- Clue 5: Imperial Paladin
If you are victorious, discard the Clue counter & increase the Danger Level in your space, then place a GP counter on the party leader's character sheet.
Reward
Each adventurer gains 1 Luck & GP equal to the value of Clues Recruited or Eliminated (share these as equitably as possible amongst all adventurers).
If you defeated Zähesfleisch, remove a green Doom counter from the Doom Track (Doom cards remain in play).
If you did not defeat him, place a green Doom counter on the Doom Track. (but do not move the Hand of Doom or draw a Doom card)
Mission Path
If you destroyed Zähesfleisch's rivals:
The Würstreich reels at this upset to the balance of power - no better time to Start a War (Missions, pg.14). If you were working for the Necro Coven, become the Bringer of Doom (Missions, pg.20).
If you double-crossed Zähesfleisch:
The Wetlands authorities entreat you to help deal with a rising menace stalking Tomb Lake - travel to Fishmonger Camp to pick Bad Brains! (pg.30).
Bad Brains!
Standalone: The Bounty Level is 2 & the party starts at Fishmonger Camp.
(The italic story text and the black flavour box at the start of this mission are not transcribed.)
Setup
Brain Blisterer (Wetlands Monster) (lock icon: Mission deck). The Brain Blisterer has monster abilities described in the Mean Streets expansion, but listed below:
- Flash (All): Each adventurer in the monster's space must make a PER Test. Each adventurer who fails becomes Blinded until the end of the fight.
- Abuse (Blinded): When this monster attacks a target with Blinded, it has +1 ATT.
In addition to the abilities on the card, the Brain Blisterer also has the monster ability Drain 2. Place a Perilous counter on its card to remind you of this extra danger!
The Brain Blisterer also gains the ability Skirmish in certain circumstances - see Twisted Blisterer & Brain Drain below.
Due to this additional nastiness the Brain Blisterer is worth 4 XP & counts as an Epic Monster for the purposes of gaining XP & Loot (see The Rules pg.28).
Randomise the Clue counters & place them face down at the following spaces:
- The Catacombs
- The road between Fishmonger Camp & the Graveyard
- Ghostgate
- Tower Island
- Dusk Falls
- The Black Tree
Objective
Rest at Fishmonger Camp with the Brain Blisterer trophy.
You may abandon the mission at any time without reward. Add a green Doom counter to the Doom Track (but do not move the Hand of Doom or draw a Doom card) then see Mission Path.
Any Storm in a Port
(Italic: Fear & opportunism grips the Lake Port boatmen in equal measure!)
Until the Brain Blisterer is defeated, to travel by Lake Port Travel each adventurer must first make a MRL Test. If you pass, you cannot Lake Port Travel this turn unless you pay GP equal to your lowest die. If you fail, you must pay GP equal to your highest die. Place a GP counter on the Lake to remind you of this imposition (remove the GP counter if the Brain Blisterer is destroyed).
Twisted Blisterer
Whenever you successfully Explore a space with a Clue counter, reveal the value of the Clue counter.
During the Danger Phase, compare the Clue counter's value with the Danger card's value for your space. If the values match, then a fight is triggered in the Encounter Phase, irrespective of the Danger value in the space & the Brain Blisterer is added to the fight.
If during the fight the Brain Blisterer is Wounded, it immediately gains Skirmish. At the end of the combat round, rather than shuffling it back into the deck return it to the Mission deck (do not remove the Perilous counter).
Brain Drain
If you have revealed Clue counters with a total value of 15 or more, then one adventurer must immediately make a MAG or PER Test (or after fighting the Brain Blisterer if a fight is triggered).
If you fail & there are no more Clue counters left to reveal, you have failed the mission & the Meister becomes the fiend's latest victim! - see Mission Path.
If you succeed, read the following:
You find the fiend's lair! From a quick rummage around its dire den, you discover that the creature has learned of your hate campaign against it & sought out the cause of its persecution - Komischergeruch!
Place the revealed Clue counter at Fishmonger Camp.
You must rush to warn the Meister before the Fishy Felon falls upon Fishmonger Camp! At the start of each Map Action Phase, place a Wound counter on the party leader's character sheet.
When you start your Encounter Phase in Fishmonger Camp, rather than resolving any fight or Encounter from the Danger card, roll 2D6.
If both dice results are lower than the number of Wound counters on the party leader's character sheet:
It is too late! The Brain Blisterer has struck & long since escaped. You have failed this mission - see Mission Path.
If both dice results are higher:
You have arrived in time. The Meister is quickly spirited away & the adventurers stake out his chambers. When the Brain Blisterer turns up, you are waiting - You must fight, the Brain Blisterer, which is Dazed & cannot Skirmish.
Otherwise:
You arrive just in time! An unmanly scream echoes from the Meister's sleeping chamber & you rush in to find the Brain Blisterer poised to strike! You must fight the Brain Blisterer. The Brain Blisterer will not attempt to Skirmish if Wounded during this fight, but gains Skirmish if the Meister is killed (see below). If it successfully Skirmishes, the mission is failed - see Mission Path.
For every combat round where the Brain Blisterer is not Wounded, place a Wound counter on Fishmonger Camp to show that the Brain Blisterer has struck the Meister. If there are 3 Wound counters on Fishmonger Camp, the Brain Blisterer gets his vengeance on the Meister.
Reward
If the Brain Blisterer is destroyed remove a green Doom counter from the Doom Track (Doom cards remain in play).
If the Meister survives, each adventurer gains an additional 3 GP & 1 Luck. The party leader gains the Fisherman's Friend Triumph.
Mission Path
If the Meister survives:
Your influence amongst the local Nobles grows. You are offered more work - travel to Hunt Lodge where The Freaks Come Out at Night (pg.32).
If the Meister is killed:
Danger is everywhere! Time to move Against the Hand of Doom (Missions, pg.20).
The Freaks Come Out at Night
Standalone: The Bounty Level is 2 & the party starts at Hunt Lodge.
(The italic story text and the black flavour box at the start of this mission are not transcribed.)
Setup
Man-at-Arms (Law) (lock icon: Mission deck). Lady Sauberundschön's retinue consists of 3 heavily armoured men-at-arms, who will accompany you across the swamps to ensure there is no funny business. Place 12 Wound counters on the card to represent their total HP - when they take Wounds remove Wound counters rather than add them. Place a GP counter on the card to represent Sauberundschön. Place this card next to the Party leader.
Clue 1 Stone Circle: Rest at Stone Circle so that the Lady & Gütter Elders can lay their schemes.
Randomise the remaining Clue counters & place on the paths between:
- Hunt Lodge & Black Tree
- Black Tree & Stone Circle
- Hunt Lodge & Hag's Fork
- Hag's Fork & Sunken Village
- Hag's Fork & Stone Circle
High Inquisitor (skull icon) at Brüttelburg.
The High Inquisitor has been warned of mischief & is on their way to investigate!
Move the High Inquisitor towards the party with the GP counter. If a fight with the High Inquisitor is triggered, you must draw monsters from the Law Monster deck following Epic Monster rules (The Rules pg.17) irrespective of the Danger or Bounty Level or the Danger value of the card.
Saved Scratcher (Law) (lock icon: Mission deck). The High Inquisitor is accompanied at all times by the Saved Scratcher. Attach the Saved Scratcher card to the High Inquisitor card. Add the Saved Scratcher to any fight with the High Inquisitor.
Objective
Rest at Hunt Lodge with Clue 1 & the GP counter.
You may abandon this mission at any time without reward - See Mission Path.
Hunted
Rivals have caught wind of the meeting & while they suspect her, need to catch the Lady red-handed to have evidence to present to the Inquisition. They are scouring the Rotting Swamp to find her!
You may only travel at night to minimise the chance of being caught. The only problem with this is that the night is full of horrors & the Lady's retinue will be relentlessly picked off as you travel through the Rotting Swamps. While you have the GP counter, you must travel using Stealth.
If a Law Monster ever Skirmishes or the party Escapes a fight with Law Monsters, the mission fails without reward - see Mission Path.
At the start of the Map Action Phase, before moving, one adventurer may reveal a single Clue counter in an adjacent space if they pass a PER Test. If Clue 6 is revealed in this way, the space has been road blocked by a rival House's thugs & cannot be traveled through. Remove the Clue counter & place a Destroyed counter on the space.
If you moved into this space before revealing Clue 6, a fight is triggered in the Encounter Phase, irrespective of the Danger or Bounty Level or the Danger value of the card & you must draw from the Law Monster deck.
For any other Clue counter space you enter, inflict that value in damage to the Man-at-Arms card (for example, if you enter the space with Clue 4, remove 2 Wounds from the Man-at-Arms card after applying their ARM).
Meeting of Minds
If you Rest at Stone Circle, place Clue 1 under the GP counter. Randomise & place all five Clue counters again as you did during Setup (including any space with a Destroyed counter on it).
Green Hell
Whenever you have to fight, the first card drawn will not follow normal targeting rules, but will attack the Man-at-Arms or (if the Man-at-Arms has been destroyed) any adventurer with the GP counter. It will continue to target them until destroyed.
- To resolve the fight, roll D6 for the Man-at-Arms & add their ATT (note if one or more adventurers in the party is a Militant, add +1 to their ATT).
- Then roll a D6 for the monster & add their ATT, applying Berserk, Dimwit, & Fury abilities.
- Do damage to the monster with the lowest result equal to the winning monster's ATT minus the losing monster's ARM, applying Drain, Explode, Pierce, Regenerate & Retaliate.
- Monsters with Acidic, Pain, & Venom inflict 1 extra damage per ability & monsters with Annoy or Evade take 1 less damage per ability. In ties both monsters take damage. Repeat until the monster is destroyed or the Man-At-Arms is destroyed (all Wound counters are removed from the card).
If the Man-at-Arms is destroyed, one adventurer must take the GP counter & place it on their character sheet. While an adventurer has the GP counter on their character sheet, all monsters targeting them gain Annoy, as you must guard the Lady from the monsters targeting you.
As a Quick Action, you may move the GP counter to another adventurer, at which point monsters lose Annoy.
Reward
If you succeed, each adventurer gains 1 Luck & 3 GP. Increase the Town Level at Stone Circle & Hunt Lodge.
Mission Path
If your mission was a success & there are three or more Doom counters on the Doom Track:
You must now take a stand to save the Borderlands by moving Against the Hand of Doom (Missions, pg.20).
If there are less than 3 Doom counters:
You are approached by the Elders to retrieve The Scroglin Crown (Missions, pg.19).
If you failed the mission:
It becomes clear the only way to change the status quo in this rotten Regime is to Start a War (Missions, pg.14).
A Light in the Black
Standalone: The Bounty Level is 2 & the party starts at the Watchtower.
(The italic story text and the black flavour box at the start of this mission are not transcribed.)
Setup
Morbad Wizard (Badlands Monster) (lock icon: Mission deck)
Daemonic Voivod (Epic Monster) (lock icon: Mission deck)
Elixir of Life (lock icon: Mission deck): The Party leader is given the Elixir to aid your adventure.
Weird Wound deck (Badlands Encounters): Acid Rain/Store Room, Blood Ritual, Captive, Dice Goblin, Hanged Man, Human Sacrifice, Madman, Punishing Heat/Unholy Shrine, Circling Krultures/Buzzing Gobflies, Devil's Bargain, Famine/Feast, Hobgoblin Wegschleifer/Trophy Room
Clue counters:
- Clue 6 at The Watchtower
- Clue 1 at Hidden Halls
Place the Hidden Halls map overlay next to Skull Bridge as shown below. This represents a new Location - the Weird Wound that lies beneath Skull Bridge.
(The printed map overlay shows the Blasted Heath (4), Hidden Halls and Skull Bridge (4) on the map.)
It is adjacent to Skull Bridge & shares its Danger Level (if the Danger Level in your space changes due to an Encounter, change the Danger Level at Skull Bridge). You can only move to the Hidden Halls if Skull Bridge has been Explored (gear icon).
Objective
Rest at the Watchtower with Clue 1 (the Weisses Licht).
You may abandon the mission before gaining the Weisses Licht without reward. Add a red Doom counter to the Doom Track (move the Hand of Doom & draw a Doom card - see the Rules pg.29) then see Mission Path.
A Deep Wound
You must Rest at the Hidden Halls to enter the Weird Wound where the Weisses Licht is interred, but you may not make any Improve or Recover actions - you will need to descend into its depths & get out quickly before you are overwhelmed.
(The italic story text in this section is not transcribed.)
Delving Degenerates
When you Rest at the Hidden Halls, set up an area of 9 cards as shown, with the Morbad Wizard in the Bottom Right space, then place Clue 1 on his card.
Reshuffle the Badlands Monster deck after removing any XP 3+ VAL (lightning icon) monsters. Place two monster cards in the top left, top right, bottom left & centre spaces. Then shuffle the Weird Wound Encounter deck & place two Encounter cards in each of the remaining four spaces.
(The printed diagram shows a 3 by 3 grid of cards: Badlands Monster in the top left, top right, centre and bottom left; Badlands Encounter in the top middle, middle left, middle right and bottom middle; and the Morbad Wizard card in the bottom right. A START arrow marks the top left card, and arrows show the route through the grid.)
During this Encounter Phase, do not fight or draw an Encounter based on the Danger card Icon key. Instead, you must delve into the Weird Wound, making your way to the Morbad Wizard's Chamber at the bottom right of the 9 spaces. The Encounter Phase only ends when you leave the Weird Wound, either by claiming Clue 1 or abandoning your delve (do this only after resolving a card).
Mazes & Monsters
Start your exploration by revealing the top left card & place your adventurer standees on that card. After resolving the card, place a new card in your space face down, then proceed to another space that is orthogonally adjacent to the card you have just resolved so long as there is a card in that space.
Before doing so, every adventurer may make a PER Test. If all pass, you may reveal an adjacent card before choosing which path to take.
Monster card space: Draw the top card only. You may try to sneak past the monster unless it has Ambush or Pursue. If all adventurers pass a PER Test, discard the monster without fighting.
If anyone fails, you must fight the card drawn. If you Escape, you must retreat to a space above or to the left of your current space. Draw any Rally or Summon monsters from the remaining Badlands deck (not the space itself).
If a monster successfully Skirmishes, place that monster next to the Morbad Wizard card with any Wounds already taken still on the card. If you are Victorious, do not reduce the Danger Level.
The fight has heightened the risk even further - place an extra monster card on the Morbad Wizard's card.
Encounter card space: Draw the top card only. Resolve the Inside (building icon) section of an Encounter card that has two parts.
If the Encounter card is "Resolve Immediately", draw monsters from the Badlands Monster deck equal to party size & fight (apply the Encounter rules).
If you place a Voidgate in your space, place the Voidgate on the Hidden Halls. Any effects remain in play until you exit the Halls, but do not effect Skull Bridge.
If you are asked to place an Explored counter in an adjacent space, reveal adjacent face down card(s).
The Wizard's Chamber
(The italic flavour text at the start of this section is not transcribed.)
If the party becomes Detained, place the party back at the top left space - you must take an alternative path to the Wizard if one remains.
At the start of the fight, all adventurers must pass a MAG or MRL Test. If you fail this test you are Stunned until the end of the fight. As a Combat Action, an adventurer (including Stunned adventurers) who passes a MAG or MRL Test may remove the Stunned status from themselves or another adventurer.
You must fight all monster cards in this space. The Morbad Wizard has the following additional monster ability:
Sap: When you receive 1 or more Wounds from this monster, you must make a CON Test. If you fail, you become Fatigued.
If you are victorious you may take the Weisses Licht (the party leader takes Clue 1) & place your party on Skull Bridge - the Light keeps you safe as you escape the depths! Place the Daemonic Voivod Epic Monster counter on the Hell Pit - see Raise Hell below.
While you have Clue 1, all Daemons in your space lose Ambush & Fear but gain Onslaught. If the monster already has Onslaught, it gains Onslaught 2.
Raise Hell
(The italic flavour text at the start of this section is not transcribed.)
The Daemonic Voivod Epic Monster will move towards the party with Clue 1 following normal rules for Epic Monster movement (see The Rules pg.23).
In addition, whenever you Rest, one or more adventurers must choose to remain on Lookout. Any adventurer on Lookout cannot make a Recover action as they normally would. Having decided who (if anyone) will remain on Lookout, draw a card from the Badlands Monster deck. If the card is not a Daemon or Orc, discard it.
However, if you have drawn a Daemon or Orc, you have been discovered by one of the Hell Pit's scouts - all adventurers on Lookout must fight the monster! If the monster has Rally or Summon & the monster drawn when actioning the ability is also a Daemon or Orc, add it to the fight, but otherwise discard it. All monsters in the fight gain Skirmish. If one or more monsters successfully Skirmishes, move the Daemonic Voivod one space closer to the party.
If no adventurers are on Lookout, the monster makes off with the Weisses Licht unopposed & the mission fails!
Reward
If you succeed, reduce the Danger Level at the Watchtower & the Hell Pit. Remove a red Doom counter from the Doom Track (Doom cards remain in play). The party leader gains the A Light in the Black Triumph & the The Hell Pit Remembers Weakness.
If you fail, increase the Danger Level at the Hell Pit & Skull Bridge up to a maximum of 6.
Mission Path
If you are successful in the mission:
You have made a name for yourself in the Highlands. You may attempt to Unify the Highlands (Missions, pg.16) or take the fight to the Evil that threatens the Borderlands & Hunt the Witch Cult (Missions, pg.18).
If you fail the mission:
You realise that if you are going to prove your worth it is time to move Against the Hand of Doom (Missions, pg.20).
Brain Blisterer
Monster card, as printed on the face of the card (Goblinko, bundled with the Missions II booklet). The card's mission rules are in Bad Brains! above.
BRAIN BLISTERER (FISHOID, WITCH): ATT 4 (down-arrow icon, labelled MAG) · ARM 0 · HP 7 (heart icon) · XP VAL 3, GP 3 (lightning and money-bag values) · Traits: CURSE · FLASH (ALL) · COMMAND (FISHOID) · PAIN · ABUSE (BLINDED)
- Curse
- Flash (All): see Bad Brains! above.
- Command (Fishoid)
- Pain
- Abuse (Blinded): When this monster attacks a target with Blinded, it has +1 ATT.
Alternate Mission Paths
This appendix is printed as a flow chart on page 37 of the booklet. It is transcribed below block by block, in reading order, using only the headings printed on the chart. Headings are shown in bold, and an asterisk after a heading is printed as in the original. The chart's links are shown by the indented lists under each heading. "M-II" means Missions II, "M-III" means Missions III, "MS" means Mean Streets, "B&B" means Badlands & Beyond, "TL&W" means Tomb Lake & the Wetlands, "P#" means PORK (issue number) and "DW#" means DIE WURST (issue number).
Starting
- The Deadly Smell of Disease (MS)
- Cosmic Hearse (M-III)
Dagger & Sword (B&B)
- Destroy the Daemon: The Black Bats (M-II)
Serve the Scroglin King (TL&W)*
- The Wicker Man (M-III)
On the Run
- Pigskin Port: Quest for Sausage (P#24) or Just Another Rat (M-II) or Into the Unknown (B&B)
- Gutfish Ford (without Soothsayer's Head): River of Filth (MS)
- Stone Circle: The Wicker Man (M-III)
Loot & Pillage
- Badlands: The Black Bats (M-II)
- Highlands: Take a Powder (M-III)
- Lowlands: Bomber (M-II)
Establish a Base*
- Badlands: Bandit Camp: Take a Powder (M-III)
- Highlands: The Fishmonger Camp: Death Church (M-III)
- Wetlands: Gutfish Ford: Crystal Logic (M-III); Pigskin Port: City Baby Attacked by Rats (M-II) or Into the Unknown (B&B); Stone Circle: Plague of Scrogs (M-II); The Watchtower: Phantom Lord (M-III)
Death for Hire*
- Imperial Conspirators: Dirty Deeds (M-II)
- Necro Coven: The Hell Pit Wos a Gasser (M-III)
- River Rats: Take a Powder (M-III)
- Pigskin Port: Into the Unknown (B&B)
Curse of the Dread Saint
- Inquisition: Cosmic Hearse (M-III)
Escape from Brüttelburg
- Death Church (M-III) (on a D6 result of 8+)
Caravan Through the Badlands
- Give Me Fire (M-II) or Revelation (M-III) or Pigskin Port: Into the Unknown (B&B)
Make a Scratch
- Crystal Logic (M-III)
Cleanse the Blight
- Give Me Fire (M-II) or Cosmic Hearse (M-III)
Start a War, War on Goblins, Unify the Highlands
Quest for Sausage (P#24)
- City Baby Attacked By Rats (M-II) or Establish a Base (Missions)
Missions listed in the chart's large mission block (in printed order)
- Bomber, Just Another Rat, Stab the Judge, City Baby Attacked by Rats, The Black Bats, Another Perfect Day, Plague of Scrogs, Holidays in the Sun, Give Me Fire, Dirty Deeds, Bad Brains!, The Freaks Come Out at Night, A Light in the Black
Missions listed in the second large mission block (in printed order)
- The Wicker Man, Take a Powder, Crystal Logic, Army Life, Phantom Lord, Death Church, Cosmic Hearse, Revelation, Isn't It Nice?, Shake It, The Hell Pit Wos a Gasser, I'm a Mess, I Want Candy
Defeated
- Badlands, Bandit Camp or Watchtower: Beat Them Bloody (B&B)
- Highlands (x Bandit Camp x Watchtower): Army Life (M-III)
Defeated (right-hand column)
- Lowlands (Not Law): No Rest From the Wicked (DW#9)
- Wetlands: Serve the Scroglin King (TL&W)
Transcription note: the chart does not state which path leads into each of the two large mission blocks; the blocks are listed here in the order they are printed, and the chart's arrows were not transcribed.