Dungeon Degenerates: Wetlands Interludes
Dungeon Degenerates: Wetlands Interludes Rulebook
Table of Contents
Table of Contents
- Wetlands Encounter Cards
- Transcription Notes
Wetlands Encounter Cards
Hideout
Encounter · Bandit
Resolve Immediately: You cautiously enter a rickety shack, realising it is a hideout for bandits on the run from the Highlands. Draw monsters from the Highlands Monster deck instead of the Wetlands deck this turn. Discard any that are not Bandits. If you outnumber the Bandits, they bribe you with GP equal to the GP value shown on their cards. If you accept, shuffle the monsters back into the Highlands deck. If there are no Bandits, the shack is empty & you may Ransack it. Otherwise you must Fight & destroy the Bandits before you can Ransack the shack.
Ransack: Draw D3+1 Loot cards & find D6 GP. Distribute Loot & GP in PER order (highest to lowest), taking 1 Loot or 1 GP in turn (Rogues may take 2 GP) until all Loot & GP has been taken.
Strangers
Encounter · Fishoid
The locals' piscine appearance unsettles you - Outsiders are not welcome here...
In the next Map Action Phase, any Recovery Test made in this space automatically fails.
Mating Ground
Encounter · Fishoid
Resolve Immediately: Massive male Bullscrogs have taken over this stretch of land to make the next generation of Bullscrogs. They are very territorial. Do not draw monsters this turn. If there is already an Epic Monster in this space, resolve this card before encountering the Epic Monster. You can attempt to Sneak past the Bullscrogs or Fight them.
Sneak: Each adventurer must make an AGI or PER Test. If any adventurer fails, you must Fight!
Fight: You must wade through the Bullscrogs! Search the Wetlands Monster deck & discard pile for the Bullscrog Croaker. The Bullscrog Croaker targets ALL (do not follow normal targeting) & its HP is equal to party size times 10. Follow Epic Monster rules for Loot & XP.
Grate in Ground
Encounter
A glint from a drain suggests hidden loot?
One adventurer may reach into the grate. Draw a Loot card. Discard if it is not an Item or a Disease or if it is Heavy. If you discard the card, take D3-1 Wounds.
Pilgrims Progress
Encounter · Human · Puritan
Resolve Immediately: A Pilgrim from the Lowlands is being set upon by monsters. He screams for your aid. All monsters in this space lose Ambush, but draw an extra monster card. You may Help or Ignore the Pilgrim.
Help: At the start of each combat round, if there are more monsters in the fight than adventurers, attach the Pilgrim to any monster. This monster will not target an adventurer this turn. Instead roll D6 & if the result is equal to or less than the monster's ATT, place a Wound counter on this card. If there are 3 Wounds on this card discard it. If the Pilgrim survives the fight (this card is not discarded), the party leader gains 1 Luck & decrease the Danger level at the Holy Order.
Ignore: The party may Escape without penalty before the fight begins. If so, increase the Danger Level in your space as normal as well as at the Holy Order.
Quagmire
Encounter · Environment
The soft boggy ground sucks at your feet, slowing your progress & sapping your endurance. Each adventurer that is not Fishoid must make a CON Test. If you fail, become Fatigued. If you fail on doubles, become Detained.
Dry Spell
Encounter · Witch
A crinkled crone offers to conduct a rite that will keep the weather mild... You may Ignore or Approach her.
Approach: If each adventurer spends 1 GP or discards 1 Loot, roll D6. Add 1 for every Hunter, Fishoid & Wild in the party. Deduct 1 for every Merchant, Performer & Scholar. On a result of 4+ the party leader takes this card as a Service.
You may discard this card to ignore any Wetlands Environment Encounter card.
Serpents
Encounter · Swarm · Reptilian
Printed on the card face: a red X is drawn over the card's icon. See Transcription Notes.
Resolve Immediately: The ground shifts & slithers with the glistening coils of Serpents! Do not draw monsters this turn. If you are in Cautious stance, you may pick your way through the snakes & discard this card. If you are in Bold stance, each adventurer must make an AGI Test. If you fail, take Wounds equal to the lowest single die & become Poisoned. If you fail on doubles, then you must Fight!
Monster stats (as printed): ATT 4 · targets ALL · HP [party-size icon] x 4* · VAL 2 XP · Pursue · Venom. * Serpents' HP is party size times 4.
Presents
Encounter · Human
"Thank you kind sirs...& madams... & err.... things...."
Once the fight is over, a rag tag group of Gütters gather, giving gifts to show their gratitude. Each adventurer may make a MRL Test. If you pass, draw a Loot card (discard & redraw if not an Item). If you fail gain 1 GP.
Spore Fields
Encounter · Environment
Resolve Immediately: In the distance you can see a haze rising from the dank morass of the Wetlands - the seasonal mass sporing has begun!
- Place a Fungus counter in your space.
- All spaces with a Fungus counter in this Region are treated as Perilous until the start of the next Danger Phase.
- Any Fungus monsters gain Regenerate.
Feeding Pit
Encounter · Environment · Fishoid
Resolve Immediately: A Wetlands feeding pit attracts all kinds of creatures that will ignore you if you ignore them. Any monsters with both Filth & Fishoid will not target adventurers unless attacked. If attacked these monsters gain Berzerk & Fury.
The Moan
Encounter · Undead · Witch
Resolve Immediately: A haunting wail rises above the wind, chilling you to the marrow... If there is already an Epic Monster in this space, resolve this card before encountering the Epic Monster. Do not draw monsters this turn. You may attempt to Flee before the sound sears into your skull or Fight the source of this sonic attack & silence it.
Flee: Each adventurer must pass a MRL Test or become Demoralized. If all adventurers become Demoralized, you must Fight the Banshee.
Fight: One adventurer must make a PER Test. If you fail, all adventurers become Demoralized. If you win the fight, reduce the Danger Level at Rotting Swamp in addition to your space (If you are in Rotting Swamp reduce twice).
Monster stats (as printed): ATT 4 · [defence icon] · targets ALL · ARM 1 · HP 7 · VAL 3 XP and 1D6 GP · Pursue · Fear. If fail Fear MRL Test, Stunned until End of Fight.
Cries in the Night
Encounter · Environment
A distant wail augurs ill...
Each adventurer must pass a MRL Test or become Demoralized.
The Swarming
Encounter · Environment
Conditions in the swamp are just right & the sky is darkened by the annual swarming of a multitude of flying bugs of all kinds.
Inside [house icon]: You may wait it out in the knowledge that this will thankfully pass in a day or so. Any adventurer may become Detained. If you choose not to wait it out, you must push on - action the Outside section below.
Outside [sun icon]: You grit your teeth, mask your face & push on through the buzzing barrage of bugs. Take this card as a Curse.
At the start of the next Map Action Phase, if you are in a Wetlands Outside [sun icon] space, each adventurer must make CON Test. If you fail, take D3 Wounds & if you fail on doubles become Infected. In addition, all adventurers become Blinded until the end of the next Encounter Phase. Discard this card at the end of the next Encounter Phase.
Village Elder
Encounter · Human · Wizard
An old man stares intently at you with piercing blue eyes... If you have the Arcane Ring Item follow the Arcane Ring instructions. Otherwise, you may Ignore, Approach or Fight.
Approach: The old man is clearly a figure of much power. If you have an Inability Weakness you may make a CON Test & if you pass, pay GP or XP equal to {CON Test} to discard the Weakness. Roll D6: on a roll of 3 or less shuffle this card back into the Wetlands Encounter deck.
Fight: If you win the fight & Stone Circle has a Town Level, reduce it. Puritans may make a MAG Test. If any pass, you recognise the Relic he holds! Take this card as an Item.
Arcane Ring: He recognises the Ring & will trade a Relic for it. If you accept, discard the Arcane Ring & take this card as an Item. You may also Approach him. However, if you do not trade, you must Fight (if you are victorious any adventurer may take this card as an Item without making a MAG Test).
HOLY KNEE BONE 16 GP | ITEM | RELIC
Rest in The Holy Order & discard this card to remove a Doom counter from the Doom Track.
Monster stats (as printed): ATT 4 · [STR icon] · HP 10 · VAL 2 XP and 2 GP · Rally · Wither.
Black Mud
Encounter · Environment
Resolve Immediately: Relentless rain leaves vast expanses of sodden & treacherous ground. An Enterprising Bog Gütter offers to guide you... You may Wait it out, Accept their offer or Press On.
Wait: Do not draw monsters this turn. The party becomes Detained. If there is an Epic Monster in this space you must still fight it.
Accept: Pay 1 GP per adventurer & roll D6: Add 1 for every Hunter, Fishoid & Wild in the party. Deduct 1 for every Merchant, Performer & Scholar. On a result of 3 or less, you are led into a trap! All monsters on this space gain Ambush. On a result of 4 or more, the Gütter is true to his word. Do not draw monsters this turn. You may move the party to an adjacent space. All adventurers lose Fatigued.
Press On: Wild or Fishoid adventurers must make a PER Test. If they all fail (or the party has no Wild or Fishoids) each adventurer must pass an AGI Test or become Slimed. When drawing monsters, discard any that are not Fishoids, then redraw another card for each one discarded. Again discard any that are not Fishoids on this second draw, then fight any Fishoids drawn.
Boldly Going
Encounter
Your party was observed from a safe distance by curious locals & news of your exploits spreads.
Party Victorious: Word of your victory over the menaces that plague this region heartens those who hear of it. Reduce the Danger Level of the nearest Settlement (party leader's choice in ties).
Monsters Victorious: Tales of your flight adds to the general despair of the local populace. Increase the Danger Level of the nearest Settlement (party leader's choice in ties).
Once Bitten
Encounter
Resolve Immediately: Your caution pays off, as you spy your enemies coming before they spot you... Adventurers may escape without penalty before the fight. If you do fight, your party is immune to Ambush this turn. Roll D3 - all monsters with XP VAL equal to the result are Dazed & Hexed for the first combat round.
Can't Stop the Flood
Encounter · Environment
Printed on the card face: a red X is drawn over the card's icon. See Transcription Notes.
The dismal downpour makes it impossible to properly rest when exposed to the elements. During the next Map Action Phase, the only Rest action you may make in an Outside space is Recover, but you can only remove {MRL Test} Wounds (skills such as Fieldcraft cannot be used) & do not remove negative status conditions.
The Fungal Dead
Encounter · Fungus · Witch
Resolve Immediately: The monsters facing you are covered in furry mold and oozing fungi. They shamble purposefully towards you slowly, led by a vaguely human shape more fungus than man - a Fungimancer! All monsters in this space lose Ambush, Evade & Pursue but gain Endless.
Monster stats (as printed): ATT 3 · [CON icon] · ARM 2 · HP 6 · VAL 3 XP and 1 GP · Explode · Infect.
Cartographer
Encounter · Human
Printed on the card face: a red X is drawn over the card's icon. See Transcription Notes.
A Cartographer from one of the Noble Hauses recognises you as fellow travelers to this Region. You may Ignore or Approach him.
Approach: The party may spend 4 GP to place an Explored counter on your current space or any single adjacent unexplored space.
The Offering
Encounter · Fishoid
"That wasn't there last time we were here...". A vaguely humanoid shape has been crudely formed out of mud, at its 'feet' an offering...
Draw an Item Loot card. One adventurer in reverse MRL order may take the Item. If so, you must make a MRL Test. If {MRL Test} is greater than the Items GP value take this card as a Curse & attach it to the Item drawn. If you discard the attached Item, discard this card as well.
While you have this card, Fishoids targeting you gain +1 ATT.
Disinterred Vault
Encounter · Ooze
Resolve Immediately: Some recent seismic event has shaken the marsh, raising a long sunken Vault from the depths... Draw monsters then decide if you wish to Shelter in the Tomb or Fight the monsters drawn only (not this card).
Shelter: All adventurers must pass a PER Test. If all adventurers pass, shuffle the monsters back into the Wetlands Monster deck & you may Explore. If there is an Epic Monster in this space, you may avoid it this turn. If you fail, you must Fight & cannot Escape.
Fight: Fight the monsters drawn only (not this card). If you are victorious you may Explore the Tomb.
Explore: Roll D6 & add party size. If the result is 6 or more, you must Fight the Formless Spawn that guards the Tomb! If you are victorious (or did not have to fight) roll D6 & add 1 for each Rogue, Scholar, Warlock or Wizard in the party. On a roll of 4 or more draw an Epic Loot card.
Monster stats (as printed): ATT 4 · targets ALL · HP 7 · VAL 2 [heart icon] and 2 XP · Drain · Pierce · Slime.
Divination
Encounter · Human · Warlock
As you catch your breath, a wizened figure approaches. The aura of power they exude marks them as a member of the Circle of Warlocks. What can they scry to aid you & what will the knowledge take from you? You may Ignore or Approach the Warlock.
Approach: The adventurer with the highest XP may draw up to 6 cards from the Loot or any Encounter or Monster decks. You may then choose to discard any of the cards drawn & place the cards you chose not to discard at the top of their deck(s). That adventurer must then make an MRL Test.
- If they fail, lose XP equal to the highest die.
- If their XP falls to 0, become Suppressed.
If there are 16 cards or more left in the Wetlands Encounter deck, reshuffle this card into that deck.
Fen of Iniquity
Encounter · Environment
Printed on the card face: a red X is drawn over the card's icon. See Transcription Notes.
Resolve Immediately: The wet ground beneath you sucks at your feet, making it hard to make progress. All adventurers (excluding Fishoids) become Fatigued & have -1 AGI for Defense & AGI Melee Attacks this turn.
Den of Iniquity
Encounter · Bandit
Resolve Immediately: You have found a drinking den where you may seek refuge from the dangers of the Wetlands. If you choose, do not draw monsters or encounter an Epic Monster this turn unless instructed. Instead, you may purchase any Food or Herb Items from the Loot discard pile. Each adventurer may spend 1 GP to remove Demoralized & Fatigued. For each Militant or Puritan in the party draw a card from the Highlands Monster deck (draw twice if an adventurer is both). Discard any that are not Bandits, but fight any remaining monsters.
Fish out of Water
Encounter · Fishoid
Resolve Immediately: In a cruel mockery of the natural order of things, your fishy foes wield barbed nets...
- All Fishoids that are not Swarm or Vermin in this space gain the monster ability Entangle (see below).
- If there are no Fishoids (without Swarm or Vermin) drawn, shuffle this card back into the Wetlands Encounter deck.
Entangle: Each time you would receive Wounds from this monster, instead place a Perilous counter on your character sheet. For every Perilous counter, reduce your AGI & STR by 1. An adventurer with 3 or more Perilous counters at the start of a combat round is Entangled & cannot target a monster or be targeted. As a Combat Action, an adventurer (including Entangled adventurers) who passes an AGI or STR Test may remove a Perilous counter from themselves or another adventurer. Entangled adventurers are treated as Defeated if monsters are victorious. If the party is victorious remove all Perilous counters.
Growers of Mushroom
Encounter · Human · Fungus
Having wandered from the path, you happen upon a pair of Bog Gütters, who react with a startled cry!
Place a Fungus counter in this space. If there is already a Fungus counter in this space, instead place a Fungus counter on every adjacent Wetlands space without a Fungus counter. Roll D6: Add 1 for every Performer, Rogue or Warlock in the party. Deduct 1 for every Militant or Puritan. on a result of 3 or less, you must Fight! Otherwise, you may Ignore, Approach or Fight them.
Approach: If there is a Militant or Puritan in the party, the Growers scuttle off - discard this card. Otherwise, you may purchase Fungus Items from the Loot discard pile & they teach you a little about the local fungi. All adventurers may make a MAG Test. The adventurer who passes with the highest {MAG Test} ({MAG Test} breaks ties) takes this card as a Deed:
Deed: If there is a Fungus counter in the space, pass a MAG Test to take a single Fungus Item from the Loot discard pile.
Monster stats (as printed): ATT 3 · [STR icon] · HP 6 · VAL 1 XP and 1 GP · Dimwit · Skirmish.
Leeches
Encounter · Environment · Vermin
Resolve Immediately: Drawn by the carnage, vicious, blood black leeches make the most of the slaughter... At the start of each combat round, every adventurer & monster (that is not Construct, Daemon, Fungus, Ooze, Undead or Weird) takes 1 Piercing damage. Monsters killed by Leeches are not taken as trophies.
Fake Healer
Encounter · Human
"Take this and you'll be fine..."
A dubious looking Healer has set up stall, plying equally dubious wares. You may Ignore, Approach or Fight him.
Approach: Each adventurer may discard up to 6 GP. Roll D6 & if the result is lower than the GP spent, heal Wounds equal to the die roll. Otherwise, take Wounds equal to the die roll. Then roll D6: On 3 or less, shuffle this card back into the Wetlands Encounter deck.
Monster stats (as printed): ATT 3 · [CON icon] · HP 6 · VAL 2 XP and 3 GP · Rally · Acidic · Skirmish.
Hallucinations
Encounter · Fungus · Illusion
Printed on the card face: a red X is drawn over the card's icon. See Transcription Notes.
Resolve Immediately: Shapes melt & blend in vivid, acrid hues... Place a Fungus counter in your space. Adventurers must make either a MAG or MRL Test. If you pass, become Invigorated. If you fail, become Stunned until the End of the Fight. After you resolve this Encounter, shuffle the card back into the Wetlands Encounter deck.
Fungus Bomb
Encounter · Fungus · Illusion
Resolve Immediately: "If I'm careful, we could use this...". You have stumbled upon a powerful hallucinogenic fungus. One adventurer may make a MAG Test. If you fail complete the Hallucinations section of this card. If you pass, take this card as an Item.
FUNGUS BOMB 6 GP | ITEM | FUNGUS
QUICK ACTION: Discard this card & target monster (not Construct, Fungus, Ooze or Undead) becomes Dazed. Place a Fungus counter in your space.
Horned Is the Hunter
Encounter · Environment
You happen upon an imposing horned figure - a druid from the Stone Circles? She is deep in ceremony, throwing gold artifacts into the murky bog - offerings to her dark Gods. You may Ignore, Approach or Fight them.
Approach: Puritans may not Approach. Adventurers may join the Horned Hunter in her ritual & exchange {MAG Test} GP for XP. Wild adventurers may roll 3 dice & use any 2). Roll D6: On a 3 or less, shuffle this card back into the Encounter deck.
Monster stats (as printed): ATT 4 · [STR icon] · HP 8 · VAL 2 XP and 4 GP · Rally · Necro · Regenerate.
Market
Encounter · Merchant
A market has set up here, offering a bounty of goods...
In MRL order, all adventurers may perform a free Trade Action, treating the space as if it has a Town Level of 3 (4 if the space is Explored).
Transcription Notes
- Card count: 21 card faces are transcribed: 9 on sheet 454B (Hideout, Mating Ground, Pilgrims Progress, Quagmire, Serpents, Spore Fields, The Moan, The Swarming, Village Elder), 9 on sheet FC3E (Black Mud, Boldly Going, Can't Stop the Flood, Cartographer, Disinterred Vault, Divination, Fen of Iniquity, Fish out of Water, Growers of Mushroom), and 3 single cards (Leeches, Hallucinations, Horned Is the Hunter). Each sub-panel printed on a face (Strangers, Grate in Ground, Dry Spell, Presents, Feeding Pit, Cries in the Night, Once Bitten, The Fungal Dead, The Offering, Den of Iniquity, Fake Healer, Fungus Bomb, Market) is given as its own heading under the parent card.
- Red X marks: five faces (Serpents, Cartographer, Can't Stop the Flood, Fen of Iniquity, Hallucinations) carry a red X drawn over the card's icon. The card faces do not print what the mark means, so it is not transcribed as a rule.
- Stat blocks: the monster stat lines use icons for attack target, defence, armour, HP, XP value, GP value and the Strength, Constitution and Luck symbols. Where an icon has no word, it is shown in brackets by its position. The meanings of these icons are as defined in the Hand of Doom rulebook.
- Printed punctuation: "Wild adventurers may roll 3 dice & use any 2)" on Horned Is the Hunter has no opening parenthesis on the card face. It is transcribed as printed. "Each adventurer must make CON Test" on The Swarming is also printed without "a".
- Braces: test names printed in braces ({MRL Test}, {CON Test}, {MAG Test}) are transcribed as printed, since the card uses them to mark a test result used as a value.
- Not included: the Hand of Doom base-game rules, and the Malingerers entry in the mod, which has no card face of its own.