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Dungeon Degenerates: Guide To The Würstreich – The Badlands & Beyond thumbnail

Dungeon Degenerates: Guide To The Würstreich – The Badlands & Beyond

Expansion for Dungeon Degenerates: Hand of Doom

Dungeon Degenerates: Guide To The Würstreich – The Badlands & Beyond Rulebook

Table of Contents

Table of Contents

  • Serve the Scroglin King
    • Setup
    • Servants of the King
    • Objective
      • Purple Die Table
      • Green Die Table
    • Betraying the King
    • Reward
    • Mission Path
  • Blow Them to Bits
    • Setup
    • Objective
    • Servants of the King
    • Betraying the King
    • Armed to the Teeth
    • Moving the King's Rivals
    • Crashing the Party
    • Reward
    • Mission Path
  • A Gift for the Queen
    • Setup
    • Objective
    • Servants of the King
    • Buying a Gift
    • The Swarm
    • The Queen's Nemesis
    • Bestowing the Gift
    • Reward
    • Mission Path
  • Rise of the Megaverm
    • Setup
    • Objective
    • Servants of the King
    • Summoning the Verm
    • Collecting Meat
    • Luring the Verm
    • The Würstreich's Finest
    • The Megaverm Cometh

Serve the Scroglin King

Hauled in for crimes against the Würstreich, your captors have sold you off for quick coin as slaves to the Scoglin King who rules over Tower Island. Soon after being delivered by boat into the slimy clutches of your new masters' scroglin soldiers, you are summoned before the king himself.

As you stand before the wart lord & his scroglin bodyguards in his opulent throne room, the magical crown atop his bulbous head glows with power & bludgeons your mind, forcing you to your knees. Croaking commands enforced by the compelling mystical force of the Crown of Cruelty, the king orders you to impress him with a show!

The party must impress the king through clever tricks or acts of physical prowess. Each adventurer may attempt a Test using AGI, MAG, or STR. If you are a Performer, you may roll an additional die & use any 2.

If half or more adventurers fail their Test, or if any refuse to attempt it, the scroglins force you to prove yourselves in a fight to the death in one of their fighting pits on the island. Draw 1 Wetlands Monster for each adventurer in the party & you must fight them (monsters & adventurers cannot escape this fight). If you are victorious, the king offers you a chance to serve him & declare your fealty.

If more adventurers pass than fail their Test to impress the king, or if you destroy the monsters in the fighting pit, he recognizes your value & offers you employment & the opportunity to earn riches in his service if you will declare your fealty to him. If you accept, you are sent on your first errand immediately; proceed to Setup.

If you refuse to pledge your service to the Scroglin King, you must fight him & his bodyguards! Take the Scroglin King (Epic Monster), Crab Soldier, Scroglin Sentry & Scroglin Soldier (Wetlands Monsters) from their decks & you must fight them (though the overconfident scoglins have foolishly allowed you to keep your items & weapons)! If you win, the adventurer who destroyed the king may take the Crown of Cruelty (Epic Loot), but does not draw a random Epic Loot card (do not roll for Looting). You may then escape your captors & Establish a Base (Missions pg.5) in the Badlands or Highlands.

Setup

The Bounty Level is 2 & place the party at Tower Island.

  • Crown of Cruelty (Epic Loot)
  • Scroglin King at Tower Island

Servants of the King

You do not have to fight the Scroglin King or any monsters while you are in his space; the Danger Level in his space is counted as 0 when checking to see if you have been attacked during the Danger Phase.

Never increase the Danger Level in the Scroglin King's space (for any reason).

Objective

Roll D6 on each of the tables below to determine your first errands for the king. Roll 1 green die & 1 purple die on the corresponding table to determine your objectives, you must complete one or both errands (in any order), then Rest in the Scroglin King's space to complete this mission.

Purple Die Table

1-3: Crush the Rebels

Fishoid Warlock (Wetlands Monster)

Retrieve the Bullscrog Patriarch from the Wetlands Monster discards & shuffle it in with the top 8 cards of the Wetlands Monster deck (or top 4 cards if you are playing this mission solo).

Place Clue 1 at Fishmonger Camp. When you Rest in Bold stance there, take the Fishoid Warlock from the Mission deck & fight it in addition to any monsters in your space during the Encounter Phase. Destroy the Bullscrog Patriarch or Fishoid Warlock (or preferably both) to complete this errand.

4-6: Hunter Hunted

Shuffle together Clues 1 through 3 & place them randomly facedown on each of the following Locations:

  • Clue: Dusk Falls
  • Clue: Fishmonger Camp
  • Clue: Ghostgate
  • Scrog Spiker (Wetlands Encounter)
  • Hunting Net (Loot)

You may purchase the Hunting Net from the Mission deck when you Trade (with an Encounter or in any Town), or when you Rest in Bold stance at Fishmonger Camp.

When you pass an Explore Test in a space with a facedown Clue counter, flip that counter & compare its value to your highest single die. If your highest die is equal to or greater than the Clue value, take the Scrog Spiker from the Mission deck & resolve it during the Encounter Phase (do not draw a random Encounter this turn), then remove the Clue counter whether you found the Scrog Spiker or not.

Destroy the Scrog Spiker while your party has the Hunting Net & return him to Tower Island along with the Hunting Net to complete this errand (then discard them).

Green Die Table

1-3: Offerings for the Swamp Spirits

  • Clue 5: the Black Tree
  • Clue 6: the Catacombs
  • Albino Scrog (Wetlands Encounter)
  • Lost in the Fog/Hideous Idol (Wetlands Encounter)

When you pass an Explore Test at Clue 5, take Lost in the Fog/Hideous Idol from the Mission deck & resolve the Hideous Idol portion during the Encounter Phase (do not draw a random Encounter).

When you pass an Explore Test at Clue 6, take the Albino Scrog from the Mission deck & resolve it during the Encounter Phase (do not draw a random Encounter).

Discard a Food, Herb or Relic in offering to the Hideous Idol, or Approach the Albino Scrog & discard a Food in offering to complete this objective (the party does not need to include a Warlock or Wild to do this). The party may perform either or both tasks to complete this errand.

4-6: Escort the Young

  • Clue 6: Sunken Village
  • Scrogling Swarm (Wetlands Monster)
  • Bog Skrag (Wetlands Monster)
  • Harpy (Wetlands Monster)
  • Naga (Wetlands Monster)
  • Oozing Skull (Wetlands Monster)

The adventurer with the highest MAG must take the Scrogling Swarm as an Ally & place it near their character sheet. This adventurer must escort the Scrogling Swarm to Clue 6 (Sunken Village) & Rest to complete this objective (set the Scrogling Swarm aside at this point to keep track of how many Scroglings made it, then discard them after collecting your reward).

Place the remaining monsters listed above (Bog Skrag, Harpy, Naga & Oozing Skull) in a separate deck; the 'Predator deck'. When you are attacked in the Wetlands while accompanied by the Scrogling Swarm, draw the first monster from the Predator deck & the rest from the appropriate Monster deck as normal. These predators will attempt to devour the scroglings; during the fight they will not attack the adventurers directly. Instead, at the end of the first combat round, the predator inflicts Wounds on the Scrogling Swarm equal to the predator's current ATT value & then escapes (shuffle it back into the Predator deck).

When you destroy a predator, shuffle it back into the predator deck. When you deliver the Scrogling Swarm to the Sunken Village, discard the Predator deck. If the Scrogling Swarm is destroyed, you fail to complete this errand.

Betraying the King

Having pledged fealty to the Scroglin King, you can choose to ignore his errands upon your release & instead attempt to Establish a Base (Missions pg.5). If you do, leave the Scroglin King at Tower Island & keep the Crown of Cruelty under his card to indicate that he is wearing it. Having abandoned your mission, the rules described under 'Servants of the King' (above) no longer apply.

Reward

Each adventurer gains 1 Luck. Further rewards are based on your specific accomplishments, as follows. If the party is awarded an Item that an adventurer already possesses, the adventurer who would have recieved [sic] that Item gains GP equal to half that Item's cost instead.

Destroyed the Fishoid Warlock

The adventurer in the party with the highest MAG may take an Elixir of Life from the Loot deck or discards (roll off ties). Each other adventurer gains D3+2 GP.

Destroyed the Bullscrog Patriarch

The adventurer in the party with the highest STR may take a Spiked Gauntlet & Warpaint from the Loot deck or discards (roll off ties). Each other adventurer gains D3+2 GP.

Captured the Scrog Spiker

The adventurer in the party with the highest combined AGI & PER may take a Hunting Net & Ratspike from the Loot deck or discards (roll off ties, reclaim the Hunting Net when you deliver the Scrog Spiker). Each other adventurer gains D3+1 GP.

Gave an offering to the Albino Scrog

The adventurer in the party with the highest MAG may take Marsh Moss & a Wizard Pipe from the Loot deck or discards, then reduce the Danger Level at Tomb Lake.

Gave an offering to the Hideous Idol

The adventurer in the party with the highest combined MAG & PER may take a Mysterious Map from the Loot deck or discards (roll off ties). Each Warlock or Wild in the party becomes Blessed, then reduce the Danger Level in the Rotting Swamp.

Delivered the Scrogling Swarm

Each adventurer gains [sic: "gains gains"] GP equal to the Scrogling Swarm's remaining HP. If the Scrogling Swarm has 0 Wounds, the adventurer in the party with the highest combined CON & MRL may take a Spiked Shield from the Loot deck or discards (roll off ties).

Mission Path

If you only completed an errand from the purple die table, the king sends you next to track down an alliance of his rivals & Blow Them to Bits.

If you only completed an errand from the green die table, the king sends you North to deliver A Gift for the Queen. If you completed errands from both tables, you may choose either mission.

Blow Them to Bits

Word arrives from the Scroglin King's spies in the North that his rivals are meeting in the ruined town of Last Chance to plot a dangerous alliance. The wart lord commands you to travel there & show these schemers the might of the new Scroglin Kingdom by blowing them to smithereens!

Setup

If you are playing Blow Them to Bits as a standalone game, the Bounty Level is 2 & place the party at Tower Island.

  • Clue 1 Last Chance: a desolate ruin in the Wasteland where your targets plan to meet.
  • Clue 5 Crystal Crater: representing the Goblin Emissary who speaks for the daemonic rulers of the Badlands.
  • Clue 6 The Sunken Village: representing the Dark Wanderer, an agent of some unknown & sinister power working from the shadows.
  • Bandit King at Slaver's Pass
  • Dark Wanderer (Badlands Encounter)
  • Goblin Emissary (Badlands Encounter)
  • Caltrops (Loot)
  • Flash Bomb (Loot)
  • Gas Bomb (Loot)
  • Shrapnel Bomb (Loot)
  • Stage Coach Ticket (Loot)
  • Crown of Cruelty (Epic Loot)
  • Scroglin King at Tower Island

Objective

The party must Rest in the Scroglin King's space (Tower Island) after destroying the Bandit King & Goblin Emissary. You do not have to destroy the Dark Wanderer to complete this mission.

Servants of the King

You do not have to fight the Scroglin King or any monsters while you are in his space; the Danger Level in his space is counted as 0 when checking to see if you have been attacked during the Danger Phase.

Never increase the Danger Level in the Scroglin King's space (for any reason).

Betraying the King

Having pledged fealty to the Scroglin King, you can choose to ignore his errand & instead attempt to Establish a Base (Missions pg. 5). If you do, leave the Scroglin King at Tower Island & keep the Crown of Cruelty under his card to indicate that he is wearing it. Having abandoned your mission, the rules described under 'Servants of the King' (above) no longer apply.

If you encounter the Dark Wanderer during this mission, you may choose to Approach it rather than fight. If you roll 2 or more, the Dark Wanderer offers you a devilish deal; an opportunity to abandon the king's service & wield true power. If you accept the Dark Wanderer's sinister mission, the adventurer in its space with the highest MAG (roll off ties) may take The Black Sword from the Epic Loot deck or discards. Then, add 1 red Doom counter to the Doom Track & proceed to Tear Open the Gates (included in the Badlands & Beyond book), or Establish a Base (Missions pg.5).

Armed to the Teeth

The king's agents have many contacts across the Borderlands who are secretly loyal to the wart lord & ready to equip you for your task.

When you Trade in a Town, you may purchase any of the Loot cards from the Mission deck (Caltrops, Flash Bomb, Gas Bomb, Shrapnel Bomb & Stage Coach Ticket).

Moving the King's Rivals

During this mission, the Scroglin King's rivals (Bandit King, Dark Wanderer & Goblin Emissary) will move towards Last Chance until all 3 have reached it. The Bandit King uses the standard rules for moving Epic Monsters (see the Rules pg. 23), while the Dark Wanderer & Goblin Emissary use special movement rules as follows.

When the first party draws a Danger card during the Danger Phase & the card shows an odd Danger value, move Clue 5 (the Goblin Emissary) towards Last Chance. If it shows an even Danger value, move Clue 6 (the Dark Wanderer) towards Last Chance instead.

If it shows both, move both Clues 5 & 6. If the Danger card shows 2 even or 2 odd values, move the corresponding counter twice.

Once all remaining targets have gathered at Last Chance, they will stay there to conduct their meeting until the Danger deck is reshuffled. Once the Danger deck is reshuffled, the meeting is complete; increase the Danger Level in the Wasteland & Foothills, then the targets will return to their starting positions via the same movement method starting on the following turn.

If 2 of the targets are destroyed before the meeting takes place, the remaining target will move towards its starting position immediately after reaching Last Chance (they soon realize that the meeting has been cancelled).

Crashing the Party

If you are in a space with Clues 5 or 6 during the Encounter Phase, take the corresponding Encounter card from the Mission deck & you must fight it in addition to any other monsters in your space (do not draw a random Encounter). If you are in a space with both Clues 5 & 6, you must fight both together.

If you destroy the Goblin Emissary, remove Clue 5 from the board.

If you destroy the Dark Wanderer, remove Clue 6 from the board & you may search the Loot deck & discards for a Mystic Geode & take it while looting (in addition, you may roll for loot normally). However, if the Dark Wanderer escapes (due to Skirmish), place it in the Badlands Encounter deck discards & remove Clue 6 from the board.

Reward

Each adventurer gains 1 Luck, then reduce the Danger Level at the Bandit Camp & Goblin Fortress. If the Goblin Blitzkrieg or Rampant Violence Doom cards are in play, discard them. If you destroyed the Dark Wanderer, also reduce the Danger Level at the Burning Lakes.

Mission Path

You have not yet brought A Gift for the Queen & you must do so at once to please your king!

A Gift for the Queen

Having proved yourself as a valuable & loyal subject of the Scroglin King, your liege asks you to carry out a mission of utmost importance. You must bring a worthy gift to the Vermin Queen to express the king's adoration for her majesty & to cement an alliance between their domains.

Setup

If you are playing A Gift for the Queen as a standalone game, the Bounty Level is 3 & place the party at Tower Island.

  • Clue 6 Witch Hill: where the queen's children keep watch over the Hexenwald.
  • Clue Holy Order: where the plaguefinders conduct research on the bodies of the dead.
  • Clue Hunt Lodge: where the plaguefinders conduct research on the flora & fauna of the Witchwood & Rotting Swamp.
  • Prevailing Gloom/Children of the Vermin Queen (Lowlands Encounter): vermin spies who may lead you to the queen's lair.
  • Ghost Ward (Loot): a gift to suit the queen's witchy tastes.
  • Plaguefinder General (Epic Monster): the queen's nemesis; a leather-clad terror.
  • Queen of the Rats (Epic Monster): the Vermin Queen herself.
  • Crown of Cruelty (Epic Loot)
  • Scroglin King at Tower Island

Objective

When you move into the Queen of the Rats' space, you may offer her a Crystal, Jewelry, or Relic (discard it).

Once you have delivered a proper gift to the queen, you must Rest in the Scroglin King's space (Tower Island) to complete the mission.

Servants of the King

You do not have to fight the Scroglin King or any monsters while you are in his space; the Danger Level in his space is counted as 0 when checking to see if you have been attacked during the Danger Phase.

Likewise, you do not have to fight the Queen of the Rats; while you are in her space, count the Danger Level there as 0 when checking to see if you have been attacked during the Danger Phase.

Never increase the Danger Level in the Scroglin King or Queen of the Rats' spaces (for any reason).

Buying a Gift

When you Trade with any Encounter or as a Rest Action in a Town, you may also purchase the Ghost Ward from the Mission deck.

The Swarm

When you Rest at Clue 6 (Witch Hill), take the Prevailing Gloom/Children of the Vermin Queen card from the Mission deck & resolve the lower portion during the Encounter Phase (do not draw a random Encounter). If you Feed the queen's children, roll D6 & place the Queen of the Rats counter at 1-3: Windmill or 4-6: Bandit Camp.

The Queen's Nemesis

While the Queen of the Rats is on the board, if the first party draws a Danger card corresponding to a space with a facedown Clue counter (Holy Order or Hunt Lodge), place the Plaguefinder General counter in that space unless he is already on the board.

The Plaguefinder General will move towards the Queen of the Rats starting on the turn after he is placed. If the Plaguefinder General enters the queen's space, remove both counters & the mission is failed! The mission ends immediately, as does the party's service to the Scroglin King. Having failed the king, he will surely kill you next time he sees you & so you must Establish a Base (Missions, pg.5) outside his domain.

Bestowing the Gift

When you move into the Queen of the Rats' space, you may give her (discard) a Crystal, Jewelry, or Relic as a gift.

Having bestowed a worthy gift, you may attempt to impress her & earn a gift in return. Each adventurer in the queen's space may attempt an AGI or MAG Test & if you are a Performer, roll 3 dice & use any 2. If more adventurers pass than fail, the queen is pleased; reduce the Danger Level in her space & each adventurer who passed their Test becomes Exalted.

Whether or not you gave a pleasing performance, the queen asks you to return to your king & extend her gratitude.

Remove the Queen of the Rats counter from the board. However, if the Plaguefinder General is still on the board, he remains & will now move toward the Scroglin King. If the Plaguefinder General destroys the Scroglin King (by moving into his space), the mission is failed & you must Establish a Base (Missions pg.5) somewhere new!

Reward

Each adventurer gains 1 Luck. Then, remove 1 Yellow & 1 Green counter from the Doom Track.

Mission Path

With the support of the queen secured, the time has come for the Doom of Brüttelburg & the Rise of the Megaverm (pg.25)!

Rise of the Megaverm

With the power of the Crown of Cruelty, the king means to call forth a mighty leviathan from the caverns below Dusk Falls where the voracious swamp verms grow to gargantuan proportions. Your task is to lure this horrific warbeast to the gates of Brüttelburg where it will strike terror into the hearts of your king's Imperial enemies!

Setup

If you are playing Rise of the Megaverm as a standalone game, the Bounty Level is 3 & place the party at Tower Island.

  • Clue 1 Dusk Falls: lair of megaverms.
  • Clue Brüttelburg: where the plaguefinders study & train.
  • Clue Holy Order: where plaguefinders dissect the bodies of the dead.
  • Clue Witch Hill: where the plaguefinders hunt for unclean heretics.
  • Plaguefinder General (Epic Monster): a stalwart defender of the Würstreich, he employs specialized gas weapons that can fell even the largest of verms with ease.
  • Mystery Meat (Loot): a stinking pile of rotting meat used to lure the verm.
  • Crown of Cruelty (Epic Loot)
  • Scroglin King at Tower Island
  • Remove Vortex of the Deep (Doom) to the game box

Objective

If the Megaverm is in Brüttelburg at the end of a game turn, see 'The Megaverm Cometh' (pg.28) to determine the outcome of its assault on the fortress city.

Servants of the King

You do not have to fight the Scroglin King or any monsters while you are in his space; the Danger Level in his space is counted as 0 when checking to see if you have been attacked during the Danger Phase. Note that if you are in the Megaverm's space, you must fight it unless the Scroglin King is also there.

Never increase the Danger Level in the Scroglin King's space (for any reason).

Summoning the Verm

First, the Scroglin King calls upon you to join in the summoning ritual with which the mighty Megaverm will be brought forth from the depths. The Crown of Cruelty glows dimly atop the king's slimy, bulbous head & his servants chant spells in their gutteral [sic] croaking Scroglin tongue as he intones the words of conjuration.

Each adventurer may attempt to help with the ritual by making a MAG Test (all adventurers must choose whether to particpate [sic] before any rolls are made). If more adventurers pass this Test than fail, the ritual is a success & a jagged-toothed monstrosity erupts from the depths; place the Megaverm counter at Dusk Falls.

Otherwise, the ritual is only partially effective; the great verms have been awakened from their slumber, but you must still entice one out of its nest through more traditional methods.

Collecting Meat

The scroglins outfit you with a covered wagon & send you on your way to lure the Megaverm with stinking piles of raw meat!

The party leader (highest MRL) or another party member must take the Mystery Meat card from the Mission deck to represent the party's supply of flesh with which to lure the verm. It cannot be used unless there are 1 or more Wounds on it. When you use it, remove a Wound from it instead of discarding it. You cannot hold more than 6 Wounds on it at a time.

When you win a fight, you may place a Wound on the Mystery Meat card for each Brute, Filth, Goblin, or Human your party destroyed (up to 6).

Luring the Verm

At the end of any Map Action Phase, you may remove a Wound counter from your Mystery Meat card & place that counter in your space.

While the Megaverm is on the board, it will move towards the nearest space with a Wound counter (though the Megaverm will not move on the turn in which it was placed on the board). If multiple counters are equidistant, randomize between them (roll a die).

If the Megaverm moves into a space with a Wound counter, remove all Wound counters from that space & place an equivalent number of Perilous counters on the Megaverm's card. If the Megaverm is destroyed, remove these counters.

If the Megaverm is not on the board at the start of a Danger Phase, place it at Clue 1 (Dusk Falls) if there is a Wound counter there (then remove that counter).

The Würstreich's Finest

While the Megaverm is on the board, if the first party draws a Danger card corresponding to a space with a facedown Clue counter (Brüttelburg, Holy Order, or Witch Hill), place the Plaguefinder General counter in that space unless he is already on the board (even if he has been destroyed during this mission, as another can be quickly promoted to the vacant rank).

Starting on the following turn, the Plaguefinder General will move towards the Megaverm (though if the Megaverm is moving, move it first). If there is no Megaverm on the board, the Plaguefinder General will instead move towards the Scroglin King.

If the Plaguefinder General destroys the Megaverm (by moving into its space), another can be summoned (see Luring the Verm, above), but if he destroys the Scroglin King (by moving into his space), the mission is failed & you must Establish a Base (Missions pg. 5) somewhere new!

If the Plaguefinder General is on the board at the start of the mission (remaining from A Gift for the Queen), he will move according to the rules above starting on the first turn.

The Megaverm Cometh

When the Megaverm moves into Brüttelburg, roll D6 & add the number of Perilous counters on the Megaverm's card.

If your total is lower than the Town Level in Brüttelburg:

The great verm is destroyed before it reaches the city gates; falling under the bombardment of the Imperial Battery & scathing beams of lightning projected from the alchemical furnace towers of the Obenstadt. Reduce the Town Level at Brüttelburg as normal (see Moving Epic Monsters, Rules pg.23), then remove the Megaverm from the board; you must call up another to finish the job!

If your total is equal to or greater than the Town Level in Brüttelburg:

The forces of the Würstreich scatter & flee before the Megaverm's devastating onslaught. Burrowing beneath the fields, its gargantuan bulk smashes through old tunnels below the city, gouging a portal through which prisoners flood into the Unterstadt from the dungeon cells below, rioting & attacking the city's unprepared Schläger; overwhelming them & looting freely. In a panic, the Brüttelmeisters order the High Alchemists to release gouts of acid & beams of scorching heat from the tower furnaces of the Obenstadt, scorching the rampaging verm & the burning hovels of the Unterstadt in the process.

By the time the great verm finally falls to the alchemists' barrage, the Unterstadt has been reduced to a smoking ruin & countless acid-scoured half-liquified civilians are washed out of the old sewage tunnels surrounding the city.

The Empire still stands, but the damage caused to the Imperial fortress city will take months to repair. The king's message is clear & his might unquestionable. The Noble Houses of the Würstreich consent to pay heavy tribute to your master; the King of the Deep. The Scroglin Kingdom where you now hold high station flourishes & expands under his rule. You are victorious!