RulesPal
Chat
Rulebook
Dungeon Degenerates: Missions III and Fleshy Mess thumbnail

Dungeon Degenerates: Missions III and Fleshy Mess

Expansion for Dungeon Degenerates: Hand of Doom

Dungeon Degenerates: Missions III and Fleshy Mess Rulebook

Table of Contents

Table of Contents

  • Using the Missions
  • The Wicker Man
    • Setup
    • Objective
    • Taking The Law
    • None Left Behind!
    • Who Hunts the Huntsmen?
    • Flame On
    • Reward
    • Mission Path
  • Take a Powder
    • Setup
    • Objective
    • Party Drugs
    • Pure Stuff
    • Pincer Movement
    • Reward
    • Mission Path
  • Crystal Logic
    • Setup
    • Objective
    • Crystal Maze
    • Crystal Tips
    • Border Lines
    • Reward
    • Mission Path
  • Army Life
    • Setup
    • Objective
    • Map Action Phase
    • Deserting
    • Danger Phase
    • Encounter Phase
    • Combat
    • Chaperones
    • Mutiny
    • Fighting Fortress
    • Reward
    • Mission Path
  • Phantom Lord
    • Setup
    • Objective
    • Spin, Spin, Spin
    • Reap the Whirlwind
    • Snicker Snack!
    • Let's Get Metaphysical
    • Reward
    • Mission Path
  • Death Church
    • Setup
    • Objective
    • Corpse Collecting
    • Reward
    • Mission Path
  • Cosmic Hearse
    • Setup
    • Objective
    • Traversing the Void
    • Long May You Run
    • See You Later Navigator
    • Eerie Inhabitants
    • Void Dwellers
    • Reward
    • Mission Path
  • Revelation
    • Setup
    • Objective
    • Flyer Multiplier
    • Pamphlet Flambé
    • Reward
    • Mission Path
    • Spread the Word
  • Isn't It Nice?
    • Setup
    • Objective
    • Sugar...
    • And...
    • ...Spice!
    • Reward
    • Mission Path
  • Shake It
    • Setup
    • Objective
    • Preparations
    • Escalations
    • Reverberations
    • Devastations
    • Crennelations
    • Prostrations
    • Reward
    • Mission Path
  • The Hell Pit Wos a Gasser
    • Setup
    • Objective
    • Gas Gatherer
    • Are We the Baddies?
    • A Word of Advice
    • Reward
    • Mission Path
  • I'm a Mess
    • Setup
    • Objective
    • Sleuth & Claw
      • Brüttelburg
    • Travel Broadens the Mind
      • The Crossroads
      • The Holy Order
      • Hunt Lodge
      • The Graveyard
      • Witch Hill
      • Pigskin Port
    • Prince Harming
  • I Want Candy
    • Setup
    • Objective
    • Money Can't Buy Class
    • Choc Heist
    • Choc Doctrine
    • Sugar Rush
    • Sweet Stalkers
    • Dandy in Distress
    • Reward
    • Mission Path
  • Alternate Mission Paths
  • Fleshy Mess

Using the Missions

These missions can be played stand-alone, 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 Fishmonger Camp, you may begin Death Church from Missions III, as well as Hunt the Witch Cult 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:

Establish a Base: You soon discover that Fishmonger Camp is tolerated by the powers that be as a source of plausibly deniable labor. Travel to the Holy Order for a job that is unquestionably off the books...!

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.

The Wicker Man

Standalone: The Bounty Level is 2 & the party starts at Stone Circle.

On the Run: The Gütter Elders need outsiders to undertake a secret assignment for them.

Serve the Scroglin King: You may ignore the errands set by the Scroglin King by following the Betraying the King section. You must now ingratiate yourself into Gütter society.

The Gütter farmer representative Jagoda Pilch, an older woman, bent, with wiry, white hair & a pet talking crow meets you near Stone Circle to talk business. She wants you to kidnap a Würst Lawman for the sacrifice. You must not alert the other lawmen & deliver the subdued sacrifice to the Gütters where they will offer him up to the land.

Setup

Randomize the Clue counters & place them on each path between:

  • Hunt Lodge & East Bridge
  • East Bridge & Witch Hill
  • Witch Hill & Hag's Fork
  • Hag's Fork & Hunt Lodge
  • Gutfish Ford & Witch Hill

As well as Witch Hill.

These Clues represent how difficult a particular path is to avoid detection by the Law once they put out their dragnet. Note that these Clues may move should you source your sacrifice from Hunt Lodge – see Who Hunts the Huntsmen? below.

Objective

Rest at Stone Circle with a Captive – see Taking The Law below.

You may abandon this mission at any time without reward – See Mission Path.

Taking The Law

To obtain a Captive, you must Subdue a Human Law Monster by destroying it with an Unarmed Strike. Gain XP, GP & Loot. Do not discard the card. Instead, keep it as a Captive. The Captive can be exchanged between adventurers.

While you have a Captive, you may not Force March or River Travel & all Danger cards are treated as Law cards.

All Law Monsters gain +1 ATT against an adventurer with a Captive. You may only have one Captive per party.

After a fight where you take a Captive, place a Wound counter next to the Bounty Level. Treat the Bounty Level as one higher for each Wound counter.

You may discard a Captive at any time to gain a higher value Captive (see Reward), to avoid the law or to abandon the mission (see Mission Path). There are two ways to discard a Captive. At the start of the Map Action Phase either:

  • let the Captive go: increase the Bounty Level & remove a Wound counter from next to the Bounty Level
  • "dispose" of the Captive: each adventurer must make a MRL Test. If you pass, become Demoralized.

None Left Behind!

When you successfully Explore at a space with a face down Clue counter, reveal the Clue counter automatically, as you scout how easily blockaded the route is.

If you enter a space with a face down Clue counter when you have a Captive, immediately reveal the Clue counter & place a Law counter on the space.

If the Clue value in a space is higher than the Bounty Level (plus Wound counters) treat the Bounty Level as equal to the Clue value instead.

Who Hunts the Huntsmen?

If you take your Captive from Hunt Lodge, then you will become the hunted!

The Hunt Lodge throws up its own dragnet. Remove all the Clue counters in the Witchwood (including revealed counters) & place them randomly face down on each path between:

  • Hunt Lodge & Hag's Fork
  • Hunt Lodge & Black Tree
  • Hunt Lodge & East Bridge

As well as:

  • Hag's Fork
  • Black Tree
  • East Bridge

Action the counters as described in the None Left Behind! section above.

Flame On

If you are successful in reaching Stone Circle with a Captive, you can now mingle with the gathered locals as you watch the flames get higher & higher. Take the following cards from the Wetlands Encounter deck. The party may choose to Approach any of these Encounters.

You will get a bonus based on how important the Captive was. If you brought back more than one Captive, only use the highest single XP VAL when actioning both these cards & the Reward section.

  • Curse Eater: add the Captive's XP VAL to the total cost of cards you give the Curse Eater.
  • Swamp Hag: add the Captive's XP VAL to the D6 result. If the result is over 6, reduce the GP cost of the Epic Loot Item by 3 for each point over 6 (to a minimum of 1 GP).
  • Village Elder: deduct the Captive's XP VAL from your lowest single die (to a minimum of 0). If you have the Arcane Ring, you may action that section.
  • Weed Wizard: add the Captive's XP VAL to the D6 result. If the result is over 6, you may action both 5-6 & 1-2 results.

After you have completed all Encounters, reshuffle them back into the Wetlands Encounter deck.

Reward

If you succeed, increase the Town Level at the following Locations, based on the Captive's XP VAL (Apply this cumulatively).

  • Stone Circle: 1 XP VAL
  • Sunken Village: 2 XP VAL
  • The Black Tree: 3+ XP VAL

Remove a green Doom counter from the Doom Track, (Doom cards remain in play) then each adventurer gains 1 Luck & XP equal to the XP VAL of the Captive. The adventurer with the lowest MRL (roll off ties) gains the Defiant Triumph.

Mission Path

If you succeed: You gain a small measure of trust amongst the Gütters – this seems as good a place as any to Establish a Base (Missions, pg.5).

If you failed or abandoned the mission: Travel to Hunt Lodge where you hear there is way to Make a Scratch (Missions, pg.12).

Take a Powder

Standalone: The Bounty Level is 2 & the party starts at Pigskin Port. An imprisoned friend Heidi Menschenmörder has her ear to the streets. She has heard of a big score available in the Bandit Camp.

Establish a Base / Loot & Pillage: As newcomers to the Highlands, a once in a lifetime opportunity presents itself...

Death For Hire: The River Rats are impressed with your ruthlessness! They have a job that desperately needs completing to unblock the supply chain...

The supplies of Scratch have dried up in the Würstreich. Unfortunately, a core ingredient is being hoarded & heavily guarded by the Blue Thumb bandits, whose leaders are tired of their ranks getting addicted to the stuff.

You must steal Void Powder from the bandits & deliver it to your Scratch manufacturing contacts in Brüttelburg, Pigskin Port & the Last Chance where they will make it into Scratch. Neither the Blue Thumbs nor the Law will stand idly by...

Setup

Bandit King (Epic Monster) If you have the Ubergrinder Epic Monster (Mean Streets), choose either the Bandit King or Ubergrinder at random.

High Inquisitor (Epic Monster)

Void Powder (Epic Loot)

Bandit deck (Highlands Monsters): Draw all Bandit monsters with XP VAL 2 or less. Shuffle these cards & draw 8 without revealing them to form the Bandit deck. Shuffle the remaining cards back into the Highlands Monster deck.

Clue counters: 1 Brüttelburg, 2 Last Chance, 3 Pigskin Port.

Objective

Remove all Clue counters from the Borderlands.

Party Drugs

When you Rest at the Bandit Camp, you may attempt to Infiltrate the camp & liberate the Void Powder. Not all adventurers need to take part in the Action – decide how many of your party are going to try to steal the Void Powder before you begin your attempt.

To Infiltrate, follow the steps below: Shuffle the Bandit deck. Draw 4 cards from this deck & place them face down in front of you, then reveal the top card.

You must attempt to sneak past each Bandit as you reveal it. If all Infiltrating adventurers pass a PER Test, discard the revealed card, then reveal the next card. If an adventurer fails the Test, you must Trick the Bandit, Bribe or Fight them!

Trick: If the Bandit has Dimwit, all adventurers can try to bully their way past. If all adventurers fail a MRL Test, discard the card – Puritans must roll 3 die & use the 2 lowest results. Otherwise you may Bribe or Fight them:

Bribe: Each adventurer must discard GP equal to the Bandit's XP VAL. If you cannot pay, you must Fight!

Fight: Reveal all remaining Bandit deck cards & the adventurers must fight them! Place a Perilous counter on your character sheet(s) – you've just made this personal! Bandits gain +1 ATT against any adventurer with a Perilous counter.

Adventurers can choose to Surrender at any time before they are Defeated. The fight ends, you have failed & must be rescued by any remaining comrades.

Adventurers who have not yet Infiltrated may attempt to Infiltrate, rescue any Surrendered adventurers & grab the Powder! Reshuffle the Bandit deck & repeat the above steps.

Pure Stuff

If you manage to sneak past all four Bandits, (or win the fight) reshuffle the Bandit deck, then take the Void Powder card & place 3 Metaphysical counters on it. Any adventurers that Surrendered during previous attempts are also rescued & rejoin the party. You can split the party & give each party one or more Metaphysical counters to show their share of Powder.

You must now travel to each space with a Clue counter & Rest at that Location. Discard a Metaphysical counter to discard the Clue counter in that space. Increase the Danger Level at the Location & gain 10 GP each time you discard a Clue counter (once you have discarded all 3 Metaphysical counters discard the Void Powder card).

You may discard all Metaphysical counters at any time to fail the mission without reward – see Mission Path (you must still Rest at Brüttelburg, Pigskin Port or Last Chance to complete the mission).

The Bandits will not take this theft lying down – see Pincer Movement below.

Pincer Movement

The Blue Thumbs have sent word of the heist to their corrupt allies in the Inquisition. Not only will you be pursued by Bandits, but the Law is on your trail!

Place the Bandit King Epic Monster counter at Slaver's Pass.

Place the High Inquisitor Epic Monster counter at Brüttelburg.

Both Epic Monsters move towards the closest party with a Metaphysical counter. If you draw a Highlands (yellow) Danger card in the Danger Phase, move the Bandit King an additional space.

If you draw a Lowlands (blue) Danger card in the Danger Phase, move the High Inquisitor an additional space. When you are in a space with an Epic Monster, draw monsters equal to party size irrespective of the Bounty, Danger / Town Level or the Danger value. If you are in a space with the Bandit King draw cards from the Bandit deck rather than the Region Monster deck.

If both Epic Monsters are in the same space, they do not destroy each other. If you are in a space with both Epic Monsters, draw cards from both the Law deck & the Bandit deck equal to the party size minus 2 irrespective of the Bounty, Danger or Town Level or the Danger card value. For example, a party of 4 adventurers draws 2 cards from the Bandit deck & 2 cards from the Law deck.

This means it is imperative you don't get caught by both Epic Monsters at once!

Reward

If you succeed in the mission, each adventurer gains 1 Luck, then reduce the Danger Level at Bandit Camp. If no adventurer already has it, the Merchant with the lowest MRL takes the Triumph card Scratch Dealer. If no adventurer already has it, the adventurer with the lowest MRL (roll off ties) gains the Friends in Low Places Triumph.

Mission Path

If you finish the mission in Brüttelburg: Your standing in the Criminal underworld grows, but so does you list [sic] of enemies! Find another line of vice by proceeding to Isn't it Nice (pg.22) or I Want Candy (pg.34)

If you finish your mission in Pigskin Port: News of a nearby crisis reaches the Port. Travel to the Watchtower to confront a Phantom Lord (pg.12).

If you finish your mission at Last Chance: You can get deeper into the Alchemy game by travelling to Gutfish Ford to figure out some Crystal Logic (pg. 6).

Crystal Logic

Standalone: The Bounty Level is 2 & the party starts at Gutfish Ford.

Establish a Base: Gutfish Ford's proximity to the Crystal Craters brings opportunity to those willing to get their hands dirty...

Make a Scratch: You reject the apothecary's invitation to join him in revolution – there's honest coin to be made in the Scratch business & your trip to the Crystal Craters has given you an idea of how to expand your empire...

Certain crystals in the Badlands are key ingredients in the potions of the Würstreich's alchemists & in the manufacturing of Scratch. These crystals are sometimes ground up, or used whole. The crystals are only found in the most dangerous parts of the Badlands, as if they are being guarded by the land itself.

Setup

Randomise the Clue counters & place them face down in a stack at Crystal Craters. This is the Crystal Stack & represents the many outcrops & where crystal deposits might be found by the perceptive & persevering adventurer.

Objective

Deliver Clue counters to Gutfish Ford with the following total value based on the total number of adventurers:

  • 1 adventurer: 7 points or more
  • 2 adventurers: 9 points or more
  • 3 adventurers: 12 points or more
  • 4 adventurers: 15 points or more

You may abandon this mission at any time without reward – See Mission Path.

Crystal Maze

When you Rest at Crystal Craters while there are Clue counters there, you gain two new Rest actions: Locate & Extract.

Obtaining the crystals will require you to complete both actions – first you must Locate the crystal deposits & then you must Extract them. The party can split their efforts, but each adventurer may only take part in either the single Locate action for that Map Action Phase or make an attempt to Extract any single face up Clue counter.

Locate: Reveal the top face down Clue counter from the Crystal Stack. Each adventurer in the space may choose to make a PER Test (Tests must be made simultaneously). Scholars, Warlocks & Wilds may roll 3 & use any 2.

If you have the Spyglass you may reroll a single die. An adventurer who chooses to take part in this action may not take the Extract action in the same Map Action Phase.

If more adventurers pass than fail & the highest PER Test result is greater than or equal to the Clue value, you have successfully located a seam of crystal suitable for your purposes. Leave the Clue counter face up next to the Crystal Stack.

If not, reshuffle the Clue counter back in with the rest of the face down Clue counters in the Crystal Stack.

Extract: Having located a seam, one adventurer who is not Fatigued & has not taken part in a Locate action must pass a STR Test to crack the crystals from the rock. If you have the Grave Shovel, roll 3 dice & use any 2.

If you pass, take any face up Clue counter & place it face up on your character sheet – The Clue counter counts as a Heavy Crystal Item.

On doubles, (whether you pass or fail the Test) become Fatigued. If you fail on a roll of 12, the crystals prove to be the wrong type & are next to useless – discard the Clue counter.

If you fail the STR Test, become Weakened & leave the Clue counter face up at Crystal Craters.

You may attempt to Extract the crystal in the next Map Action Phase, or another adventurer who hasn't taken part in a Locate action this turn may attempt to Extract the crystal.

Adventurers may choose to join in the search for another seam by making a Locate action on a face down Clue counter, or attempt to dig out any discovered seam by making a STR Test on any revealed Clue counter. In this way, a single seam can be located each Map Action Phase, but multiple crystals can be Extracted.

Crystal Tips

Excavating the crystal is just the first step in the process. The raw material needs refining by an expert Wizard – luckily, Stinkend Piet has given you a contact at the Sunken Village who can store & refine crystals you bring there.

Adventurers must transport the Clue counters to Sunken Village & leave them with the Wizard. If you end your Map Action Phase in Sunken Village you may place any Clue counters you have face up in the space.

While there is a face up Clue counter at Sunken Village, when you draw a Danger card in the Danger Phase, place it near Sunken Village.

Discard Danger cards from Sunken Village with a total Danger value that is greater than the value of any single Clue counter at Sunken Village to flip the Clue counter face down to show the crystals have been refined & are ready to take to Stinkend Pete [sic] at Gutfish Ford. Use the lowest value if the Danger card has more than one value.

Border Lines

If you end your Map Action Phase in Sunken Village, you may take any face down Clue counters from Sunken Village as a Heavy Crystal Item.

If you end your Map Action Phase in Gutfish Ford you may place any face down Clue counters you have face down in the space.

Reward

The party gains GP equal to the total of Clue counters placed at Gutfish Ford & each adventurer gains 1 Luck. Remove a red Doom counter from the Doom Track. (Doom cards remain in play). The adventurer with the lowest MRL (roll off ties) gains the Low Alchemy Triumph.

Mission Path

If you succeed the mission: Having made a name for yourself in the criminal underworld, you might think about branching out into a different line of vice – travel to Brüttelburg in order to commence Isn't it Nice? (pg.22).

Elsewise, if you wish to stay in the Alchemical trade, travel to Hag's Fork in order to commence Hell Pit Wos a Gasser (pg. 28).

If you fail the mission: Failure breeds discontent! You resolve to Start a War (Missions, pg.14).

Army Life

Standalone: The Bounty Level is 2 & the party starts at the Windmill. You were stumbling back to the Bloody Stump Inn at Pigskin Port after a night of heavy drinking around the town when you felt a sharp thump on the back of your head & the lights went out! You awake to find yourself sore, bruised & in camp at The Windmill.

I'm a Mess: You reach the Windmill & quickly locate the frightened Prince. He has regretted his decision since he made it, but was too scared to reveal his true identity. He readily agrees to follow you if you can get him out of this fix!

Highlands Defeat: lose all GP, Food, Herb & Jewelry Items. If you were completing one of the following missions, add a Doom counter of the colour noted to the Doom Track (but do not move the Hand of Doom or draw a Doom card):

  • Visions at the Peak (Yellow)
  • Curse of the Dread Saint (Blue)
  • Caravan Through the Badlands (Red)
  • War on Goblins (Red)
  • Hunt the Witch Cult (Blue)

You've been conscripted into the army on a mission to soak up the seemingly endless hordes of Goblins spewing from the Goblin Fortress.

The "Heiss Hunde" is the Würstreich standing army, an enormous, rag tag assemblage of the lowest the Würstreich can offer. As long as you can march & swing a sword, you're fair game. The army is traveling to Goblin Fortress to fight & reclaim the old city. You can march with the army from the Windmill & fight the Goblins or you can slip away in the night & desert these sad sacks!

Setup

Man-At-Arms (Law) – If you are playing this mission after completing I'm a Mess, the Man-At-Arms Law Monster card represents the errant Prince. Place the card by the party leader.

Imperial Paladin (Law) – The Imperial Paladin leads your squad. Place this card near to the party leader.

Goblin deck (Badlands Monsters): Take all monsters in the Badlands Monster deck & discard pile with the class Goblin & shuffle them. If the Goblin deck ever runs out, reshuffle all discarded Goblin Monster cards to create a new Goblin deck.

Chaperone deck (Law): Bounty Hunter, Frothing Zealot, Jailor, Leather Templar, Plague Conscript, Watchman, Convict Conscript (City Scum).

Each adventurer takes a card randomly from the Chaperone deck & places it next to their character sheet to represent the rest of the squad the adventurers find themselves in. If the Prince is with you, draw an additional card & attach it to the Man-At-Arms card. Shuffle any remaining cards back into the Law deck.

The squad member you draw acts as a personal Chaperone, keeping a beady eye on you in case you consider bolting.

Clue counters: 1 Pigskin Port, 2 Watchtower, 3 Last Chance, 6 Goblin Fortress.

Objective

The mission ends:

  • When the adventurers Rest in a Settlement outside of the Badlands without a Clue counter on Goblin Fortress or;
  • If the adventurers Rest at Stone Circle (or at Brüttelburg if the adventurers have the Prince) without the Imperial Paladin or any Chaperones attached to the party.

In order to meet one of these objectives, the party have three options to consider:

  1. Attack the Imperial Paladin & the rest of the squad chaperoning you.
  2. Attempt to Desert from the army during the march to Goblin Fortress.
  3. Hope that with the strength of this ragtag force behind you, you will be up to the job of liberating Goblin Fortress from Goblin rule.

You could always follow orders for now, biding your time in the hope that the dangers on the way will eliminate, or at least weaken, your new 'friends'.

Play continues as normal with the following additional rules:

Map Action Phase

When you start a Map Action Phase in a space with a Clue counter (excluding Clue 6), remove the Clue counter.

The party must follow the route laid out by the Clue counters. You must move towards the space with the lowest value Clue counter by the shortest path.

The army must Force March in Bold stance unless an adventurer is Fatigued or has Wounds equal or greater than their CON, in which case the party will Rest in Cautious stance.

Deserting

You may attempt to Desert at the end of the Map Action Phase. Each adventurer with a Chaperone must make a PER Test. If the party has the Prince to worry about, he is an extra millstone around your neck! He has a PER of 7 & must pass his own PER Test.

If any single adventurer fails (including the Prince), then all adventurers fail & each adventurer takes D3 damage (roll separately for each adventurer) & the Prince takes 1 Wound (place a Wound counter on the Man-At-Arms card).

If all adventurers (including the Prince) pass the party successfully Deserts. Increase the Bounty Level by 1 & the party leader gains the Deserter Weakness.

Place the Imperial Paladin & any surviving Chaperones to one side (remove any Wound counters on these cards). Remove all Clue counters & head to Stone Circle (or Brüttelburg if you have the Prince) to complete the mission.

Whenever you Rest, draw a card from the Law deck. If the monster has Pursue, Rally or Summon, you have been tracked down! Fight the Imperial Paladin & Chaperones as well as the card drawn. Otherwise, discard the card drawn.

Danger Phase

If there is a Clue counter in a Badlands space, add the Clue value to the Danger Level when comparing the Danger Level.

Encounter Phase

When you draw Monster cards at Goblin Fortress or an adjacent space that contains a Clue counter, draw cards from the Goblin deck & do not draw an Encounter card even if one is indicated.

Any time you are required to draw monster cards in the Encounter Phase, draw an extra monster card if the Imperial Paladin is with you & an extra monster card if the Prince is with you. At the start of a fight, if the Prince is with you, determine which monster will target him! The first Monster card you draw will ignore its normal targeting & target the Prince (& his Chaperone) instead.

The Imperial Paladin will not take part in the fight unless the number of monsters exceeds the party size at the start of the combat round, at which point he will target the highest XP VAL monster with the highest HP (party leader decides in ties). Check this at the start of each combat round.

Monsters that target ALL still target the Prince & the Imperial Paladin.

Combat

At the start of each combat round (before resolving any other combat actions) roll D6 for the Imperial Paladin & D6 for the targeted monster & add their respective ATT, applying Berserk, Command, Dimwit, Horde & Fury.

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 Evade take 1 less damage. In ties both monsters take damage.

If the Prince is with you, repeat the process, using the Law Monster that is chaperoning the Prince fighting against the monster targeting the Prince (he is useless in a fight, so his Chaperone has to step forward!). If the Chaperone is destroyed, the Prince must defend himself! Use the Man-At-Arms card instead. If the Man-At-Arms is destroyed, the Prince is dead!

Chaperones

When resolving combat, each adventurer will have the "support" of the Chaperone attached to them. Unfortunately, the Chaperones hang back & let the adventurers take the brunt of the onslaught. If you take damage, assign 1 Wound to the Chaperone but you take the rest of any damage inflicted.

Mutiny

At the start of any Encounter Phase where the party is safe, you may choose to fight the Imperial Paladin & your Chaperones. If you win the fight, increase the Bounty Level by 2 (to a maximum of 6) & the party leader gains the Deserter Weakness.

Fighting Fortress

Reaching Goblin Fortress, you realize that the Goblins are far too numerous to take on in open warfare!

When you move to Goblin Fortress, take all Clue counters (excluding Clue 6) & randomly place one face up on each path adjacent to Goblin Fortress. You may remove Clue 6 only if you are victorious in a fight at Goblin Fortress.

Reward

Each adventurer gains 1 Luck & if the party leader does not have the Deserter Weakness, remove a red Doom counter from the Doom Track (Doom cards remain in play).

If the Prince survives, reduce the Bounty Level by 2 (to a minimum of 1) & each adventurer gains 5 GP. The party leader may discard the Deserter Weakness & gain the Reformed Character Triumph.

Mission Path

If you delivered the Prince to his home in Brüttelburg, read the Mission Path for I'm a Mess (pg.30).

If you came to this mission after being defeated & do not have a Base, you may attempt to Establish a Base (Missions, pg.5). Otherwise, check the mission you were defeated during & if possible follow the mission path as if it was failed.

If there is no option given for a failed mission, you may restart that mission with the exception of Spread the Blight, in which case proceed to Screaming for Vengeance (Missions, pg.10).

If you successfully Deserted: You've had enough! Start a War (Missions, pg.14) to smash the Würstreich for good.

If you removed the Clue counter from Goblin Fortress: You realise a full frontal assault is doomed to failure & you will need to undertake a very different War on Goblins (Missions, pg.15).

Phantom Lord

Standalone: The Bounty Level is 2 & the party starts at the Watchtower.

Establish a Base: You soon discover that the base you have found for yourselves has its own problems. Perhaps resolving them will help ensconce you into the local scene.

The Nacht Dreck are doing chaotic nightly parades called "Aufruhr" around the Watchtower. When it is dark out, they gather in huge numbers, enough to fill the streets, with floats, banners, all sorts of parade finery & run through the streets as a mob, attacking any unfortunate souls who happen to be out but really trying to get them to join in. The Meister of the Watchtower Bleich Gespenstisch, a tall, pale blonde woman who moves around like a stalk of wheat in the wind has hired you to stop the parades.

Setup

Mold Melter (Loot) Whenever you use this Item, return it to the Mission deck.

Jabberwock (Epic Monster – Die Würst issues 5-7 – see Snicker Snack! below.)

Weird deck: All Highland monsters with XP VAL 2 or less with the class Weird, but not Void. Should the Weird deck run out, reshuffle the discarded cards to reform the Weird deck.

Randomise the Clue counters & place them face down as shown in the diagram to form two circles (an Inner & Outer Circle) in three distinct directions (spokes) matching the three routes in & out of the Watchtower.

[Diagram: the Watchtower with three spokes. Each spoke has an Inner Circle counter nearest the Watchtower and an Outer Circle counter beyond it. The booklet's diagrams are not reproduced here.]

The Clue counters represent hordes of Weirds encircling the Watchtower. They all count as being in the Watchtower space. The Clue counters will rotate between the three spokes as the Weirds whirl around the tower in their frenzy!

The Inner Circle is made up of the three Clue counters closest to the Watchtower Danger/Town counter.

The Outer Circle is made up of the three Clue counters furthest from the Danger/Town counter.

Each of the three Inner Circle Clue counters is treated as being adjacent to the Watchtower Danger/Town counter. They also count as being adjacent to the corresponding Outer Circle Clue counter on the same spoke.

Outer Circle Clue counters only count as being adjacent to the Inner Circle Clue counter on the same spoke.

Once placed, turn all Clue counters face up to reveal their values.

Objective

Remove all Clue counters.

If you wish to abandon the Watchtower as a lost cause, you can choose to leave the Watchtower space by travelling to any other space. However, if you do so, you fail the mission – increase the Danger Level & remove the Base counter from the Watchtower, then see Mission Path.

Spin, Spin, Spin

Play continues as normal with the following additional rules:

Map Action Phase: At the start of each Map Action Phase roll D6 to determine the direction of the whirling Weirds!

  • 1-2: move all Clues in the Inner Circle Clockwise
  • 3-4: move all Clues in the Outer Circle Counter-Clockwise
  • 5: Swap Clues – see below
  • 6: Add a Clue – see below

For example, on a roll of 2, move each Clue counter in the Inner Circle Clockwise to the next spoke. In this example, Clue 4 would move to where Clue 3 is, with Clue 3 moving to Clue 2's position & Clue 2 moving to where Clue 4 is. Clues 6, 5 & 1 remain where they are. [Diagram of this example not reproduced.]

If an Outer Circle Clue counter moves into a spoke without an Inner Circle Clue counter, move the Clue counter from the Outer Circle to the Inner Circle.

Swap Clues: Swap each Inner Circle Clue counter with their adjacent Outer Circle Clue counter on the same spoke (if there is only one Clue on a spoke, do not swap). In the previous example, Clue 4 would swap places with Clue 6, Clue 3 with Clue 1 & Clue 2 with Clue 5.

Add a Clue: If there are less than six Clue counters surrounding the Watchtower, place a discarded Clue counter at random back into the Outer circle. If there is more than one empty place, put it adjacent to the highest Inner Circle Clue counter.

Reap the Whirlwind

After resolving the movement of the Clue counters, the party must decide to either Rest or nominate a Clue counter in the Inner Circle to attack during the Encounter Phase.

Danger Phase: So long as you continue to attack the Weirds, only a negligible amount of time passes. While you remain at the Watchtower, you only need to draw a Danger card if you Rest in the Map Action Phase. Otherwise, go directly to the Encounter Phase.

Encounter Phase: During the Encounter Phase, do not fight or draw an Encounter based on the Danger card Icon key. If you nominated a Clue counter to attack in the Map Action Phase, determine what Encounters & monsters you must resolve in the following way:

  • Draw a monster from the Weird deck.
  • Draw an Encounter card – see Let's Get Metaphysical below.
  • Then roll as many D6 as adventurers in your party. For every die result that is lower than or equal to the Clue counter's value, draw an extra monster from the Weird deck.
  • If the targeted Clue is the lowest value Clue counter remaining, add the Jabberwock Epic Monster to the fight if it has not yet been destroyed – see Snicker Snack! following.

Snicker Snack!

If you attack the lowest value Clue counter, you will face the burbling Jabberwock! If you do not have the Jabberwock card, its statistics are:

JABBERWOCK (WEIRD) (ATT 6) (↓STR) (ARM 2) (HP 19) (VAL 6 XP, 2 GP) FEAR, SKIRMISH, SUMMON

[The down-arrow symbol before STR is transcribed as printed on the booklet's stat line.]

If the Jabberwock Skirmishes, it does not increase the Danger Level or leave behind an Epic Monster counter. Remove Wounds equal to Party size minus 1 (rather than all Wounds).

Let's Get Metaphysical

Draw a Highlands Encounter any time you target a Clue counter. Discard without actioning if the Encounter is Bandit, Daemon, Illusion, Law or Trap. Remember that you are still in the Watchtower when you interact with a Clue counter, so you are in an Inside space, which is a Settlement & Port.

Treat the space as Metaphysical for the purposes of determining which Encounter you face, as the weight of Weirds warps the world around you!

If you Approach a Scholar or Wizard Encounter & it does not lead to a fight, you may purchase Mold Melter from the Mission deck (you may do this multiple times so long as you do not already have the Mold Melter).

If you are Detained, you must Rest in the next Map Action Phase.

If you are Victorious, remove the Clue counter you targeted. If there is an adjacent Clue counter in the Outer Circle, move that into the Inner Circle space. Do not reduce the Danger Level in Watchtower.

Reward

If you succeed in removing all Clue counters, each adventurer gains 1 Luck. Reduce the Danger Level at the Watchtower & remove a yellow Doom counter from the Doom Track. (Doom cards remain in play).

Draw Loot Items equal to the party size (discard & redraw any cards that are not Items) & adventurers in PER order (PER Test breaks ties) may choose one.

If the Jabberwock was destroyed, reduce the Danger Level at the Watchtower. The adventurer who struck the killing blow against the Jabberwock, gains 1 additional Luck & gains the Beamish Boy Triumph.

Mission Path

If you succeed at removing all Clue counters:

Removing the Weird menace means you have a chance to further cement your standing in this Region by attempting to Unify the Highlands (Missions, pg. 16), making a Caravan through the Badlands (Missions, pg. 10) or silencing Lord Scrott's latest Revelation (pg. 20).

If you fail the mission increase the Danger Level at Watchtower. If your Base is at the Watchtower, remove it. You realise this is no safe haven & may attempt to Establish a Base (Missions, pg. 5) elsewhere.

Otherwise, you may realise that helping others isn't your speciality, but helping yourself might be a lot more profitable! Travel to Gutfish Ford to unravel some Crystal Logic (pg. 6).

Death Church

Standalone: The Bounty Level is 3 & the party starts at the Holy Order.

Establish a Base: You soon discover that Fishmonger Camp is tolerated by the powers that be as a source of plausibly deniable labor. Travel to the Holy Order for a job that is unquestionably off the books...

Escape from Brüttelburg: You are sent to the Holy Order to fulfill a clandestine task.

In a strange turn of fate, there aren't enough corpses available, time to make some more! The Holy Order needs material for their arcane experiments. The rotund Father Scheisstundkichert meets you at the back entrance to the Holy Order, his eyes dart nervously, he sweats profusely, his hands shake. He is offering gold for corpses... human corpses!

"May I be forgiven! But we need the bodies & my previous crew was arrested!" The Law are on high alert - Avoid them at all costs!

Setup

The Graveyard & the Catacombs (Law icon): The lack of fresh corpses has not gone unnoticed & extra patrols have been drafted.

Night Cloak (Epic Loot): You are given help to evade the Law. The party leader takes the Night Cloak.

Objective

You must rest at the Holy Order with at least 1 Corpse for each adventurer.

You may abandon this mission at any time without reward – See Mission Path.

Corpse Collecting

To avoid suspicion leading back to the Holy Order, the Priest insists you must not take the bodies from anywhere in the Lowlands that is patrolled by the Law, or indeed the Law itself! You must instead travel to the Witchwood, Highlands, Badlands or Wetlands then sneak back to the Holy Order with your ill gotten "supplies".

When your party is Victorious, against a monster or Encounter, claim GP, XP & Loot as usual, but you do not need to discard the Monster or Encounter card if it is Human, unless it is also Construct, Fishoid, Ghostly, Law, Ooze, Swarm, Undead, Void or Weird. Instead, keep the card as a Corpse. Any adventurer in the party may take it as a Heavy Loot Item.

While an adventurer has a Corpse, they may not Force March & must treat the Bounty Level as 1 higher if in Stealth stance or 2 higher if in Bold stance. Additionally, all Danger cards are treated as if they have the Law icon & if the Town Level is higher than the Bounty Level, treat the Town Level as the Bounty Level when resolving the Danger card.

Reward

Each adventurer gains 1 Luck & 3 GP for each Corpse procured. If you bring him more Corpses than there are total adventurers, the Priest is most impressed & gifts the party the Night Cloak – otherwise, discard the Night Cloak.

Reduce the Town Level at the Holy Order (to a minimum of 1). If the number of Corpses delivered is higher than the Holy Order's Town Level, place a blue Doom counter on the Doom Track (do not move the Hand of Doom or draw a Doom card).

Mission Path

If you fail the mission:

You must leave the Lowlands. Either travel to Pigskin Port to Take a Powder (pg.4) or travel to Tower Island to commit Dirty Deeds (Missions II, pg.28).

If you succeed in the mission:

You are offered more work test piloting the highly experimental Cosmic Hearse (pg.16). If you refuse, you are approached by Imperial Conspirators who threaten you with a return to the Undercity Dungeons unless you serve up Death For Hire (Missions, pg.6).

Cosmic Hearse

Standalone: The Bounty Level is 2 & the party starts at the Holy Order.

The Deadly Smell of Disease / Cleanse the Blight / Curse of the Dread Saint: The Order are impressed with your zealousness & offer you more work to further the Puritan cause. Travel to Brüttelburg to take them up on the offer.

The Holy Order has created a hearse which can travel to the Void & back. Father Nikolaus Blinko & his acolytes are experimenting with a new methodology of travel: the Cosmic Hearse. A coffin lined with Void Powder, small bones, holy oils & other theological ingredients has endured a barrage of spells & incantations from the Holy Order's most devoted. Whoever wants to travel to the Void rides in the casket. When the white horse-drawn, black, skeletal, spinous hearse gets up to a certain speed, it enters the Void. Will you volunteer to be the first to undertake this perilous journey?

Setup

Take all Danger cards. Discard any Outbreak cards (from Mean Streets expansion), then remove the Holy Order & Stone Circle Danger cards & place them to one side.

Remove all Badland (red) & Highland (yellow) cards & discard them.

Then shuffle the remaining cards & lay them face down as shown below placing 21 cards in a 3x7 grid with the Holy Order to the left & Stone Circle card to the right. Place your adventurer Standees on the Holy Order card.

Void Hound (Badlands Monster) (Mission deck card)

Watcher (Highlands Monster) (Mission deck card)

Void Creature (Highlands Monster) (Mission deck card). If you do not have the Void Creature card (from the Hooray for the Bad Guys Booster pack) its profile is:

VOID CREATURE (WEIRD, VOID) (ATT 3) (↑MAG) (ARM 3) (HP 4) (VAL 1 XP) AMBUSH, CURSE, EVADE, DRAIN 2

Objective

You must navigate the Void & steer the Cosmic Hearse to Stone Circle (see Long May You Run following).

Traversing the Void

By travelling through the Void, you will leave the mundane realm of the Borderlands & ascend to a Region that conforms to no known geography!

Your Hearse is powered with Void Fuel, but you will need to collect more as you travel.

Take 3 Metaphysical counters & place them on the party leader's character sheet.

You must move from the Holy Order to Stone Circle by revealing & resolving at least one Location card from the each column, moving in order from left to right.

The normal Game Turn sequence is suspended while you travel through the Void. Follow the rules below until you either exit at Stone Circle or crash the Cosmic Hearse.

Long May You Run

Reveal a single Danger card in the column to the right of the one your party is currently in. Your party starts at the Holy Order card.

If you reveal a card that lists a Location (henceforth known as a Location card), you may attempt to Navigate to it (see See you Later Navigator below) or reveal another card from the same column.

If that card is also a Location card, you can choose which of the two cards to Navigate to or reveal the final card.

If all cards are Location cards, you must choose one of the cards to Navigate to – you do not need to be on an adjacent card, just in the adjacent column – the Laws of Time & Space no longer apply!

However, if you reveal a card without a specific Location listed you have stumbled across an abhorrent inhabitant of this abyss & must resolve it immediately – see Eerie Inhabitants following.

See You Later Navigator

To Navigate from the Location card you are on to the one you have nominated, you must make a MAG Test.

If you have the Mystic Geode, you may roll 3 dice for your MAG Test & use any 2 when Navigating.

If {MAG Test} is equal to or higher than the Danger value on the card your party is currently on (not the card you are Navigating to), you have successfully Navigated & can move your standees to the card you nominated. Good Navigators will aim for the lowest value destination they can.

If there are two Danger values shown on the card, use the lowest value.

If {MAG Test} is lower than the Danger value of the card, you may spend Void fuel to boost your result & avoid disaster!

Discard a Metaphysical counter from the party leader's character sheet to increase your {MAG Test} result by D3 for each Metaphysical counter discarded.

  • You may discard a Bag of Scratch or Void Powder to automatically pass with a {MAG Test} result of 6 & discard Scratch to increase your {MAG Test} value by 1.

If you cannot meet the Danger value, you crash the Hearse! Place a Void counter & your party at the Location listed on the card you attempted to Navigate to & each adventurer in the party takes Piercing damage equal to the difference between the Danger Value of the card & the {MAG Test} result. You have failed the mission – see Mission Path.

Eerie Inhabitants

If the card revealed has no Region (orange/pink) (henceforth known as a Void Dweller card), your journey has attracted the attention of one of the many horrifying Void Dwelling entities.

Void Dwellers

Although you are not on a material plane & your physical form remains locked in the casket, you must still fight on the metaphysical plane!

Determine which Void Dweller you will face based on the Danger value of the card revealed. If the card has two values, the adventurer facing the monster may choose which value to use:

Danger ValueVOID DWELLER
1-2Void Creature
3-4Void Hound
5-6Watcher

Nominate a single adventurer to fight the Void Dweller. You may use your Items & Skills in these fights, but STR & AGI are of no use to you here! You must use your MAG value for any STR Test & your PER value for any AGI Test. (Note this means you may not meet the requirements for using a certain skill or Item - you do not lose that Item or Skill, but may not use it while in the Void!)

If the adventurer is Defeated, another adventurer may step into the fray. If there are no adventurers left to fight, the Hearse will crash at the Location the party is on.

If you destroy the monster, do not take GP or Loot for these fights, but you may gain XP as normal.

In its dying throes, the monster spews forth Void fuel which the Cosmic Hearse scoops up – add Metaphysical counters equal to the monster's XP VAL to the party leader's character sheet.

Whether you defeat this threat or not, you must then attempt to Navigate to a Location card already revealed or draw another unrevealed card.

If all three cards in a column are Void Dweller cards, you cannot progress & crash into the Maze! The mission is failed. Place the party in the Maze.

Reward

There is no reward for totalling the Cosmic Hearse! However, if you are able to successfully traverse the Void & arrive at Stone Circle, you are greeted as heroes! Place a Void counter at the Holy Order & Stone Circle.

Each adventurer gains 1 Luck & 4 GP. Reduce the Bounty Level to 1 & remove a Doom counter from the Doom Track of any colour (Doom cards remain in play). The party leader gains the Void Navigator Triumph.

Mission Path

If you successfully exit at Stone Circle, you can find more work serving the Würstreich. Travel to Brüttelburg & Shake It (pg. 24).

If you crashed you will not be welcome back at the Holy Order anytime soon. Your next step depends on which Territory or Region you crashed in:

  • Wetlands: You may ingratiate yourself with the warring factions of the Region by travelling to Tower Island to complete some Dirty Deeds (Missions II, pg.28) or travel to Stone Circle to take back the Scroglin Crown (Missions, pg.19).
  • Lowlands (tree-shaped icon): As you drag yourself from the wreckage, you are approached by a strange familiar who silently indicates you follow. If you do, travel to Hag's Fork & proceed to Hell Pit Wos a Gasser (pg.28). If not, you can always Make a Scratch (Missions, pg.12).
  • Lowlands (not the tree-shaped icon): You are either with the Würstreich or against it! Try & gain a different kind of influence by travelling to Brüttelburg & proceeding to Isn't It Nice (pg.22) or Hunt the Witch Cult (Missions, pg.18).
  • The Maze: There's as much chance of repairing the Hearse as your reputation – time to Start a War (Missions, pg.14).

Revelation

Standalone: The Bounty Level is 2 & the party starts at the Watchtower.

Caravan Through the Badlands: You arrive at Pigskin Port to find it shrouded in paranoia – act quickly to secure your efforts!

Lord Scrott has released a new screed! Deep within the steamy, pulsating, nightmarish folds of the Temple Of Madness lies the obscene court of Lord Scrott. Lord Scrott sits on his throne & shifts his consciousness into the Void. Scrott then occasionally dictates inspired rants to his lanky Nacht Drek scribe, who carefully takes down every word on scrolls of human skin using an ornate, polychromatic feather pen. The rant details how to crack rifts in the dimensional veil & open up a rift into the Void.

The Nacht Drek run an unlikely, chaotic printing press out of the Windmill using bizarre ingredients for an esoteric ink. Destroy the printing operation at the Windmill & stop the spread of this dangerous information!

Setup

Place a GP counter on the Windmill, with the 3GP side face up. Place an extra GP counter if there are 3 adventurers & place it 3GP side face up if there are 4 adventurers. This represents the Printing Press at the Windmill. While it will spew out more GP counters, counters will NOT move from the Windmill but can be removed – see Pamphlet Flambé following.

Objective

Rest at Brüttelburg or Pigskin Port with no GP counters on the Borderlands.

You may abandon this mission at any time without reward. Add a yellow Doom counter to the Doom Track (but do not move the Hand of Doom or draw a Doom card) – See Mission Path.

Flyer Multiplier

The leaflets will start spreading along three different routes:

  • Windmill > Tunnel of Terror > Temple of Madness > Slaver's Pass > Bandit Camp or
  • Windmill > Pigskin Port > Watchtower or
  • Windmill > North Bridge > Brüttelburg

At the start of each Map Action Phase, roll 2D6 to identify which route the flyers travel. Use the highest of the two die results to determine the route:

  • 1-3: move any GP counters on the route from the Windmill to the Bandit Camp one space towards Bandit Camp.
  • 4-5: move any GP counters on the route from the Windmill to the Watchtower one space towards the Watchtower.
  • 6: move any GP counters on the route from the Windmill to Brüttelburg one space towards Brüttelburg.

While there is still a GP counter on the Windmill, the printing press remains in action. Place a new GP counter on a space adjacent to the Windmill using the lowest die result:

  • 1: Windmill & the Tunnel of Terror*
  • 2-3: Windmill & Pigskin Port*
  • 4-6: Windmill & North Bridge*
  • If there are 3+ adventurers & you roll doubles, add the new GP counter 3GP side up.

For example, if you roll 4 & 5, move any GP counters on the path between the Windmill & the Watchtower one space closer to the Watchtower, & place a new GP counter on the road between the Windmill & North Bridge.

Every time you place at least one GP counter on a Settlement, increase the Danger Level by 1. Once a GP counter reaches its destination, flip it to its 3GP side. It remains there until removed.

Weird monsters gain Regenerate (n), where (n) equals GP counters at their destination (3GP counters count as a single counter).

If you are ever in the situation where you need to add a GP counter to the board but do not have any left, add a yellow Doom counter to the Doom Track (but do not move the Hand of Doom or draw a Doom card - only ever add one Doom counter to the track this way).

Pamphlet Flambé

To remove a GP counter from a space, an adventurer must Rest in that space & nominate a GP counter, then pass a PER Test to remove or flip it. Passing the Test flips a 3GP to the 1GP side or removes a 1GP counter. A counter cannot be flipped & removed in the same turn. If you remove a GP counter from a Settlement space, reduce the Danger Level in that space.

When an adventurer flips or removes a GP counter, they must also make a MAG Test. If they pass the Test, they must place a Metaphysical counter on their character sheet & they become Exalted.

An adventurer with 3 Metaphysical counters on their sheet cannot flip or remove GP counters. If you have 3 Metaphysical counters on a single adventurer & every adventurer has at least 1 Metaphysical counter, see Spread the Word following:

Reward

If you succeeded in destroying the flyers, you may remove a yellow Doom counter from the Doom Track (Doom cards remain in play). Each adventurer also gains 1 Luck & the party leader gains the Enemy of Scrott Weakness.

Mission Path

If you are at Pigskin Port: You may attempt to forge a Caravan Through the Badlands (Missions, pg.10) or Unify the Highlands (Missions, pg.16).

If you are at Brüttelburg: Fight against Lord Scott another way by proceeding to Shake It (pg.24).

Spread the Word

Half-glimpsed phrases & exposure to exotic inks open new vistas to you. A phrase scratches incessantly at your mind, & with a rictus smile, you repeat that phrase to your companions. One by one, the rest of your party come to realise that Lord Scrott is not your enemy, but your savior...

Your mission is no longer to suppress Lord Scrott's sermons, but to spread them!

New Objective: Rest at the Temple of Madness with no Clue counters on the Borderlands.

New Setup: To spread the message of the Coming Lord, you must Preach at Bandit Camp, Goblin Fortress & the Watchtower – Place a Clue counter at these Locations.

Some Like It Scrott: Weird monsters will not attack you (discard them from any fight). Treat all Danger cards as having the Law icon. If you draw a Danger card with a value of 6, a fight is triggered in the Encounter Phase, irrespective of the Danger or Bounty Level & you must draw from the Law Monster deck.

Continue to place & move GP counters, but you can no longer remove them (even if you wanted to, which you don't!).

When an adventurer Rests at a space with a Clue counter they may Preach – Pass a MRL Test to remove the Clue counter, then increase the Danger Level at that Location & raise the Bounty Level.

New Reward: The party leader gains the Touched By Scrott Triumph.

New Mission Path: If you spread the message of Lord Scrott He appoints you to Spread the Blight (Missions, pg.19).

Isn't It Nice?

Standalone: The Bounty Level is 2 & the party starts at Brüttelburg.

You are meeting a knee high character in the back of the Famished Vulture pub. You join a tiny, swarthy, greasy man with lots of body hair & breath that could wilt a rose. His leather outfit is heavily dotted with golden studs, buckles & medals. Kurz Verschwitzt is a Sex Dwarf, one of the Imperial enforcers hired by the Würstreich as clownish guards.

Verschwitzt has moved up the ranks & is now a decorated Höchster Zwerg. He has hired you to lure young coquettes into eternal service of the Empire through a life of vice. You can use money or drugs to lure coquettes into Kurz Verschwitzt's hideout but you have to avoid the increasing attention of the law. Kurz has created the Sugar & Spice bar to provide the coquettes with a safe place to ply their trade, if you can successfully steer them there...

Setup

Place a GP counter on the Holy Order & Hunt Lodge.

Place a Clue counter face down at Brüttelburg.

Objective

Deliver at least 3 GP counters to Brüttelburg.

You may abandon this mission at any time without reward – See Mission Path.

Sugar...

Verschwitzt explains that in his experience it is easier to recruit in less well-to-do towns, but even then, you'll need some incentives to convince the wantons of the Würstreich to follow you all the way to Brüttelburg.

Each Coquette you enlist will be represented by a single GP counter, which you will need to bring safely to the Sugar & Spice bar at Brüttelburg.

To obtain a GP counter, you gain a new Rest action, Recruit:

Recruit: Rest at any Town without a face down Clue counter on it & each adventurer may make a MRL Test. To succeed, you must fail the MRL Test & your lowest die must be higher than the Town Level.

  • Puritans must roll 3 dice & use the lowest 2.
  • Rogues & Performers can roll 3 dice & use any 2.
  • You may spend GP up to the value of your highest die to increase the result by 1 for each GP spent. You may also discard any Herb, Mystery Pills, Scratch or Bag of Scratch to increase the result by the discarded Items GP value.
  • The Town Level at a Location with a GP counter on it is treated as one higher for the purposes of Recruiting a GP counter from that Location.

If you succeed, take a GP counter & place it on any adventurer's character sheet in the party. An adventurer can have multiple GP counters. You may freely swap GP counters between adventurers during the Map Action Phase, but not the Encounter Phase.

Whether you gain a GP counter or not, place a GP counter on the space. If there is already a GP counter, replace it with a face down Clue counter.

While a Location has a face down Clue counter on it, you have exhausted the potential talent in this town & cannot make further Recruit actions.

And...

If the Danger Level increases at a Location with a Clue counter (other than Brüttelburg), remove the Clue counter – rising danger is a strong motivator to relocate!

If all 6 Clue counters are on the Borderlands, or there are no GP counters left to place, you can no longer Recruit.

If an adventurer with at least 1 GP counter on their character sheet Rests at Brüttelburg, they may place any GP counters from their character sheet onto Brüttelburg.

...Spice!

While you travel with a GP counter on any adventurer in your party, treat the Bounty Level as 1 higher than it is.

In a fight, if an adventurer with a GP counter is targeted by multiple monsters, (including Law Monsters) the monster with the lowest ATT (that is not Swarm or has Thief) will target the Coquette instead of the adventurer (adventurer's choice in ties). Note that even if the adventurer has more than one GP counter, only one monster per adventurer will target one Coquette in any single turn.

If the monster targeting the Coquette inflicts Wounds on the adventurer, do not inflict damage - instead place the GP counter on the monster. The monster has grabbed the Coquette & if you do not act swiftly, it will abscond with her!

If a monster with a GP counter on it (representing the Coquette rather than any other effect such as the Thief monster ability) inflicts Wounds on an adventurer, do not inflict damage - instead discard both the GP counter & the monster (reshuffle the monster back into its deck). If you inflict Wounds on a monster with a GP counter, place the GP counter on your character sheet.

Reward

Each adventurer gains 1 Luck & 3 GP. The party leader gains the Greased Palms Triumph.

Further reward will depend on the number of Coquettes you recruited:

  • 4-5 GP: Increase the Town Level at Brüttelburg.
  • 6+ GP: Increase the Town Level at Brüttelburg & reduce the Bounty Level.

Mission Path

Whether you succeed or fail the mission:

If there are 3 or more Doom counters on the Doom Track:

You realise you must fight back Against the Hand of Doom (Missions, pg.20)

Otherwise:

If you want to continue a life of crime, you can move into the exports business – proceed to I Want Candy (pg.34).

If you instead want to seize a chance of redeeming yourself in the eyes of the authorities, then perhaps locating an errant prince could be the in you need [sic] – proceed to I'm a Mess (pg.30).

Shake It

Standalone: The Bounty Level is 2 & the party starts at Brüttelburg.

The Temple of Madness has been noted as the source for earthquakes shaking the Würstreich. Lord Scrott is harnessing power from the Void to disrupt the very physicality of the Würstreich.

The land, already naturally unstable, is magnitudes worse when Lord Scrott uses his great magical abilities to reach into the living earth & stir things up from the molten interior.

These earthquakes have knocked down familial relics of the most powerful Hauses & destroyed some buildings of the plebeians but the last straw was when the quakes knocked down the Black Egg from Lord Weicheier's mantle of curiosities. The Black Egg wasn't broken, it's likely indestructible, but the lord insists that Scrott be stopped!

Lord Weicheier is a smaller man, balding, rounded, without a strong presence, but he offers gold & glory to stop these earthquakes!

Setup

North Bridge [icon] – the continual reverberations have seen whole sections of the North Bridge drop into the river below.

If you are a Fishoid, you may still enter & pass through this Location.

Brüttelburg [GP icon] – Weicheier will only pay you if you stop another quake hitting Brüttelburg.

Lord Scrott (Epic Monster) (Mission deck card)

Fighting Fortress or Schloss Huhn (Epic Monster) (Mission deck card). If there are three or more adventurers, use the Schloss Huhn instead of the Fighting Fortress Epic Monster.

If you do not have the Schloss Huhn card or Epic Monster counter, use the Fighting Fortress's counter to represent the Schloss Huhn on the board using the following profile:

SCHLOSS HUHN (WEIRD CONSTRUCT) (ATT 5) (ALL) (ARM 4) (HP 15) (VAL 5 XP, 5 GP) FEAR, SUMMON (TERROR TOWER)

Lord Scrott at the Temple of Madness (Epic Monster counter)

Terror Tower (Highlands Monster) (Mission deck card). When activating either Lord Scrott or the Schloss Huhn's Summon ability draw the Terror Tower from the Mission deck.

Objective

The Adventurers must Rest at any Settlement without Lord Scrott or Fighting Fortress (or Schloss Huhn) Epic Monster counters on the Borderlands.

You may abandon this mission at any time without reward – place a yellow Doom counter on the Doom Track if you have not already done so this mission (but do not move the Hand of Doom or draw a Doom card), then see Mission Path.

Preparations

You'll need to have a status condition to enter the Temple of Madness. Weicheier's personal alchemists & cooks offer you the following Loot Items:

Eye of Scrog, Mystery Pills, Scrogeye Aspic (Freaks & Psychos expansion), Spider Cider

The party may take a single Item for free & then purchase any others.

Escalations

The only way to stop the seismic shenanigans is to take down Lord Scrott in his lair! Note that his magical meddling has boosted his power – see Prostrations below.

As you draw Danger cards in the Danger Phase, they will trigger additional actions that escalate the situation you are in!

When you draw a Danger card with a Lowlands (blue) Location listed, the wave of destruction will move across the Borderlands, potentially blocking your path to the Temple of Madness – see Reverberations below.

When you draw a Danger card with a Highlands (yellow) Location listed, the land itself will rise to thwart you! – see Crennelations below.

Reverberations

When you first draw a Danger card in the Danger Phase with a Lowlands (blue) Location, place a Destroyed counter with a Clue counter underneath it at Slavers Pass. The Clue counter distinguishes this Destroyed counter from others on the map, as it will move across the Borderlands! The space containing the Destroyed counter counts as a Destroyed space while the counters remain in that space.

Each subsequent time you draw a Danger card with a Lowlands Location listed, move the Destroyed counter to the next Location as listed below:

  • Bandit Camp >
    • 1-2: The Windmill
    • 3-4: Pigskin Port
    • 5-6: Last Chance >
  • The Watchtower >
    • 1-2: The Holy Order
    • 3-4: Brüttelburg
    • 5-6: East Bridge >
  • Crossroads >
  • The Graveyard >
  • The Catacombs

Where two or more Locations are listed, place the Destroyed counter on the Location that corresponds with the Danger value on the card drawn (use the highest value if the card has more than one value).

Whenever the Destroyed counter is placed at a Location with a Town Level, increase the Danger Level there. Should the Destroyed counter ever reach Brüttelburg, remove the GP counter & read the following paragraph.

You have failed to protect Weicheier's collection & there will be no payment for you! Even so, the stakes are now so much more than some noble's dusty museum pieces!

Should the Destroyed counters ever reach the Catacombs, remove the Destroyed counters & place a blue Doom counter on the Doom Track (but do not move the Hand of Doom or draw a Doom card) – You have failed the mission.

Devastations

If a party is in a Location the Destroyed counter moves into, each adventurer must make an AGI Test. If they fail, take Piercing damage equal to their highest single die.

When you destroy Lord Scrott, remove the Destroyed counter from the Borderlands.

Crennelations

When you first draw a Danger card in the Danger Phase with a Highlands (yellow) Location, place the Fighting Fortress counter (or the Schloss Huhn if there are 3 or more adventurers) at the Temple of Madness. When activating its Summon ability draw the Terror Tower from the Mission deck.

Each subsequent time you draw a Danger card with a Lowlands Location, move the Epic Monster counter to the next listed Location:

Tunnel of Terror > Windmill > Pigskin Port > Watchtower > East Bridge [Destroyed icon] > Brüttelburg

When the Epic Monster counter reaches East Bridge, place a Destroyed counter on that Location.

Should the Epic Monster counter reach Brüttelburg, it lays waste to the City!

After a brutal battle, the Epic Monster is destroyed. Immediately remove the Epic Monster counter, then increase the Danger Level at Brüttelburg & place a yellow Doom counter on the Doom Track (but do not move the Hand of Doom or draw a Doom card).

Prostrations

Lord Scrott is an awe inspiring presence at the best of times, but in his sacred Temple, his will reaches out & whispers into the deepest part of your brain... Those sensitive to outré influences are more susceptible to Lord Scrott's extrasensory emanations!

When entering the Temple of Madness Location with Lord Scrott, make a MAG Test. If you pass, become Suppressed. If you pass on doubles, become Blinded & Suppressed. When activating his Summon ability draw the Terror Tower from the Mission deck.

Reward

If you destroyed Lord Scrott: Each adventurer gains 1 Luck. Reduce the Danger Level at Pigskin Port & then remove a yellow Doom counter from the Doom Track (Doom cards remain in play). The adventurer who dealt the killing blow to Scrott may take the Psychic Warrior Triumph card.

If you destroyed the Fighting Fortress or Schloss Huhn: Each adventurer gains 1 Luck. Reduce the Danger Level at Brüttelburg. Remove a blue Doom counter from the Doom Track (Doom cards remain in play).

If the GP counter remains at Brüttelburg, each adventurer gains GP equal to their MRL & may take a single Item from the discard pile. Reduce the Bounty Level to 1. The adventurer who dealt the killing blow gains the Reformed Character Triumph.

Mission Path

If you destroyed Lord Scrott & the Fighting Fortress or Schloss Huhn, before it reached Brüttelburg: You are lauded as a minor hero & your previous crimes are (mostly) overlooked! You are asked to undertake a sensitive mission that requires the utmost discretion as well as your particular experience of the seedier side of the Würstreich – proceed to I'm a Mess (pg.30).

If you destroyed Lord Scrott but failed to destroy the Fighting Fortress or Schloss Huhn before it reached Brüttelburg: You may still try to redeem yourself by travelling to the Temple of Madness & undertaking to Cleanse the Blight left in Lord Scrott's wake (Missions, pg.13).

If you failed the mission: You will be best served keeping a distance from the Lowlands for a while – thankfully there are many other schemes afoot in the Borderlands – you might repair your reputation or take revenge on this rotten regime by travelling to Tower Island & undertaking some Dirty Deeds (Missions II, pg.28).

Perhaps you could make friends & influence Goblins in the Goblin Fortress – travel to Brüttelburg & proceed to I Want Candy (pg.34).

Or maybe an attempt to Unify the Highlands (Missions, pg.16) would grant you the power & influence that slipped through your grasp in the Lowlands.

The Hell Pit Wos a Gasser

Standalone: The Bounty Level is 2 & the party starts at Hag's Fork.

Death For Hire: The Necro Coven have another mission for you to complete – travel to Hag's Fork to meet with one of their associates, who has need of your aid.

Deep in the woods near Hag's Fork, a voice that evokes fingernails on rock greets you from within a hut covered in spells written on shreds of parchment. The hut's inhabitant, Donka Oglaza, refuses to let you see her. All business is conducted through the shabby hut's cracked open door. Donka wants you to gather some of the noxious gases from the Hell Pit into a jar & return them to her, no questions asked.

Setup

Clue counter: 1 at The Hell Pit.

Buttermilk (Mission deck card): Donka gives you a bottle to collect the gas. The bottle is empty, so place an Explored counter on it (see Gas Gatherer below).

Hell Pit Gas deck (Loot): Ash Lung, Daemon's Blood, Gas Bomb, Mold Melter, Smoke Bomb

Plaguefinder General at the Watchtower (Epic Monster counter)

Objective

Rest at Hag's Fork with Perilous Item.

You may abandon this mission at any time without reward – See Mission Path.

Gas Gatherer

You may use any Item that contains a liquid or gas in a bottle to collect Hell Pit Gas:

Buttermilk, Cleansing Elixir, Elixir of Life, Gutter Milk, Holy Oil, Perfume, Snake Oil, Spider Cider, Vial of Poison or Void Powder.

When you use the effect of one of these cards, keep the empty bottle by placing an Explored counter on the card.

You can also choose to tip the contents of any of these Items away by placing an Explored counter on a card without using its effect.

When you Rest at the Hell Pit, you may make a CON Test to flip the Explored counter on any Item you possess to the Perilous side (henceforth that Item is known as a Perilous Item). A card with the Explored or Perilous counter on it cannot be used for its effect.

If you fail the CON Test, take Piercing damage equal to your lowest die as well as the following status condition based on your highest single die:

  • 1: Weakened
  • 2: Poisoned
  • 3: Blinded
  • 4: Demoralized
  • 5: Detained
  • 6: Exalted

You may unleash the Hell Pit Gas in any fight by throwing a Perilous Item at any target monster as a Quick Action. If you do, discard the Item & draw a card randomly from the Hell Pit Gas deck then apply its effects. If you draw Ash Lung, you must take the Disease card yourself.

Are We the Baddies?

The Plaguefinder General is on the prowl for miscreants! Someone has tipped off the authorities, though the Inquisition are thankfully not entirely sure who is undertaking this quest for gas.

If you Approach, Consult or Join an encounter with the Scholar, Puritan Warlock, Witch or Wizard class or Assembly of Elders (Settlement deck) while holding a bottle Item with a Perilous counter on it, see A Word of Advice below & read the relevant paragraph.

Rather than following the normal Epic Monster rules for movement at the start of the Danger Phase, initially you will roll 2D6 & follow the instructions below:

Highest Die – Move towards: 1-3: the Hell Pit; 4-5: party; 6: Hag's Fork

Lowest Die – Move up to: 1-3: 1 space; 4-5: 2 spaces; 6: 3 spaces

For example, if you roll 2 & 6 you would move the Plaguefinder General 1 space (lowest die 2) towards Hag's Fork (highest die 6).

The Plaguefinder General will only fight with you if he catches you with a Perilous Item. Otherwise, you do not need to fight the Plaguefinder General & he will ignore you if he is in your space.

When you encounter the Plaguefinder General when you have a Perilous Item, before the first combat round, one adventurer must make an MRL Test. If you pass, see A Word of Advice below.

Otherwise you must fight. Should he survive, the Plaguefinder General will subsequently follow normal Epic Monster movement rules, moving towards the nearest party with a Perilous Item.

A Word of Advice

Plaguefinder General He reveals that Donka wants the gas to aid the Necro Coven's dark purposes.

If you hand the Gas over to him (discard any Perilous Items) you complete this mission as if you Rested at the Holy Order. If you wish to ignore this advice, or are working for the Necro Coven, you must fight!

Warlock, Witch or Wizard class or Assembly of Elders (Settlement deck) You are warned that Donka only has evil intent to need those gasses – they implore you to take the gas to the Elders at Stone Circle instead.

If you rest at Stone Circle rather than Hag's Fork, you may also end the mission.

Scholar or Puritan class You are warned that Donka only has evil intent to need those gasses – they implore you to take the gas to the Holy Order instead.

If you rest at the Holy Order rather than Hag's Fork, you may also end the mission.

Reward

If you Rest at Hag's Fork: Donka is good to her word, but you have (wittingly or unwittingly) aided the Hand of Doom's manifestation. Each adventurer gains 3 GP & draws one Loot Item from the Loot deck (redraw cards until you have one Item, keeping any Diseases, but discarding any other cards). Then place a red Doom counter on the Doom Track (move the Hand of Doom & draw a Doom card – see the Rules pg.29). If you are not working for the Necro Coven, the party leader also gains the Laughing Stock Weakness.

If you Rest at Stone Circle: The Elders are alerted to Donka's evil schemes! Remove a red & green Doom counter from the Doom Track (Doom cards remain in play).

If you Rest at Holy Order: The Puritans are grateful for your conversion! Reduce the Bounty Level & remove a red & blue Doom counter from the Doom Track (Doom cards remain in play).

Mission Path

Rest at Hag's Fork: By the time you realize you have been duped, Donka's hut has uprooted & cannot be found. You resolve to hit back at the Necro Coven & Hunt the Witch Cult (Missions, pg.18).

Rest at Stone Circle: The Elders ask you to travel to Hunt Lodge to complete a secret mission – proceed to The Freaks Come Out at Night (Missions II, pg.34). Alternatively, you must fight Against the Hand of Doom (Missions, pg.20).

Rest at Holy Order: The Holy Order ask you to fight Against the Hand of Doom (Missions, pg.20).

If you are working for the Necro Coven: The Coven are pleased with your success – proceed to Curse of the Dread Saint (Missions, pg.8).

If you fail the Mission: You've wasted enough time – your only option now is to Start a War (Missions, pg.14).

I'm a Mess

Standalone: The Bounty Level is 2 & the party starts at Brüttelburg.

People & pets have been disappearing from the streets of Brüttelburg, which is normal in a world where life is cheap & the sausages are cheaper!

However, Prince Nutzlos of Haus Furzgerausch went missing & his family have put up a big bounty to find him or at least the reason for his disappearance.

You meet one of the family's enforcers, the muscled, scarred & enormously moustached Bart Schnurrbart, in the back of the Hiding Ostrich tavern. Bart relays the importance of the matter & angrily describes the Prince as a "polished rodent", but gives you a vivid description as reference.

Setup

Filth deck (Lowlands Monsters unless noted): Corpse Feeder, Fleshy Mess (Badlands), Megarat, Rat Skink, Rat Thing (Highlands), Slime Blob (Wetlands).

Rogues deck (Highlands Monsters): Back Alley Bruiser, Belligerent Hooligan, Ogre Moron, Ogre Thug.

Spooks deck (Lowlands Monsters): Corpse Golem, Ghoul, Ghoul Troll, Invisible Stalker, Wolfman, Vampyr Duchess.

Witch deck: Any Lowlands monster with the class Witch that are not already in the Spooks deck.

Randomise Clue counters 1, 2, 3 & 4 then place them in a face down stack at Brüttelburg.

Objective

Obtain two Clue counters in order to reveal the whereabouts of the Prince.

When you have obtained two Clue counters, read Prince Harming below. You may abandon this mission at any time without reward – See Mission Path.

Sleuth & Claw

To obtain a Clue counter, Rest at a Location with one or more Clue counters. If the counters are in the stack at Brüttelburg, reveal the top counter only, then action it depending on the Clue value.

If the Clue is not at Brüttelburg, see Travel Broadens the Mind below.

Brüttelburg

Clue 1 – Lowdown in the Street: The streets of the Unterstadt flow with information as freely as they do effluence.

One adventurer must make a MRL Test.

  • Rogues & Fighters may roll 3 dice & use any 2.
  • Deduct 1 to the result for Militant, Puritan or Scholar in the party.
  • Add 1 for every Hunter or adventurer with Streetwise or Street Rat.
  • Merchants or Rogues that are not Puritans may spend D6 GP to add D3 to the result (you may do this only once).

If you pass the Test: No one is willing to stick their neck out to potential Inquisition stooges. Discard Clue 1.

If you fail the Test: A shady figure approaches, explaining he will tell what he knows, but not here.... place Clue 1 at the Crossroads.

Clue 2 – Drink & be Merry: The taverns of the Midenstadt are rife with rumors about the Prince's lifestyle – can you sift truth from trash?

One adventurer must make a MRL Test.

  • Merchants & Performers may roll 3 dice & use any 2.
  • Add 1 to the result for each Militant or Puritan in the party.
  • You may spend D6 GP to deduct D3 from the result (you may do this only once).

If you pass the Test: All you hear are rumours that the Prince was desperate to free himself whatever situation he was in – perhaps he sought repentance in the arms of the Puritans. Place Clue 2 at the Holy Order.

If you fail the Test: What the family were not letting on was the reason the Prince is constantly on the streets... he is a Scratch addict! Place Clue 2 at Pigskin Port.

Clue 3 – High & Dry: Perhaps consulting with the Alchemists & scholars of Brüttelburg's Obenstadt will shed light on the Prince's current whereabouts.

One adventurer must make a MAG Test.

  • Scholars & Puritans may roll 3 dice & use any 2.
  • Deduct 1 from the result for each Militant in the party.
  • Add 1 for each Rogue & non Human.
  • Discard an Alchemical card to deduct 1 from the result (you may do this multiple times).

If you fail the Test: You fail to gain a single ear of the well heeled residents of the Obenstadt – perhaps the inhabitants at Witch Hill might be able to determine his fate? Place Clue 3 at Witch Hill.

If you pass the Test, read the following paragraph: The streets are awash with rumors that the Prince's best friend has been spotted at Hunt Lodge, running to avoid having to answer any difficult questions about the Prince's whereabouts. Place Clue 3 at Hunt Lodge.

Clue 4 – Hiding to Nothing: Desperate to find some lead, your thoughts turn to the supernatural. Perhaps a séance at the Graveyard might reveal where the Prince is, if indeed he remains on this mortal coil?

Place Clue 4 at the Graveyard.

Travel Broadens the Mind

If a Clue has moved to another Location, travel to that Location & read the relevant paragraph below:

The Crossroads

Rest at the Crossroads & one adventurer must make a MRL Test.

  • Rogues & Fighters may roll 3 dice & use any 2.
  • Deduct 1 to the result for Puritan or Scholar in the party.

If you pass the Test: You have been lured into an Ambush! Discard Clue 1 then draw monsters from the Rogue deck equal to party size.

If you fail the Test, take Clue 1 & read the following paragraph: You learn about the Prince's seedy activities, who would regularly visit the Unterstadt to partake in forms of debauchery so vile that even the Obenstadt vice dens cannot offer it.

The Holy Order

Rest at the Holy Order & one adventurer must make a MRL Test.

  • Militants & Puritans may roll 3 dice & use any two.
  • Add 1 to the result for each Rogue or Wild & 2 to the result for each non Human in the party.

If you fail: You find no trace of the Prince. Perhaps his rumoured vices led him to seek less salubrious surroundings... Place Clue 2 at Pigskin Port.

If you pass: Take Clue 2 & read the following paragraph: The Prince did seek to put distance between himself & his vices, but not even the cloistered environs of the Holy Order were enough to control his cravings...

Hunt Lodge

Rest at Hunt Lodge & one adventurer must make a MRL Test.

  • Militants & Hunters may roll 3 dice & use any 2.
  • Add 1 to the result for each Rogue or Wild & 2 to the result for each none Human in the party.

If you fail: Things do not look good for the Prince – place Clue 3 at Witch Hill.

If you pass: Take Clue 3 & read the following paragraph: You learn about the seedy activities of the Prince, who would regularly visit the Unterstadt to partake in all forms of vice.

The Graveyard

Rest at the Graveyard & one adventurer must make a MAG Test.

  • Warlocks may roll 3 dice & use any 2.
  • Add 2 to the result for each Puritan in the party.

If you fail the Test: The sinister forces you have disturbed turn on you – you must fight! Discard Clue 4 then draw monsters from the Spooks deck equal to party size.

If you pass the Test: Take Clue 4 & read the following paragraph: The séance is a success but the dead speak in riddles & what you hear is disturbing – if the Prince is not dead, he seems to hover between life & death – you'll need another clue to make complete sense of their ramblings.

Witch Hill

Rest at Witch Hill & one adventurer must make a MAG Test.

  • Warlocks may roll 3 dice & use any 2.
  • Add 2 to the result for each Puritan in the party.

If you fail the Test: The sinister forces you have disturbed turn on you – you must fight! Discard Clue 3 then draw monsters from the Witch deck equal to party size.

If you pass the Test: Take Clue 3 & read the following paragraph: The cryptic clue conveyed can only contain clarity when connected to concomitant cognizance.

Pigskin Port

Take Clue 2 & read the following paragraph: You find that the Prince's pharmaceutical predilections are common knowledge & quickly locate a contact, who fills you in on the Prince's recent state of health & mind.

Prince Harming

Multiply the value of the two Clue counters together & read the result below:

  • 2-3: You discover that the Prince, desperate to distance himself from the dens of destruction has fled the Lowlands to join the "Heiss Hunde", the Würstreich's standing army! Your mission is complete, but can you bring the Prince back to safety? See Reward below.
  • 4-6: The Prince has succumbed to a life of vice & you will find his comatose body in the back rooms of The Crooked Needle Scratchhole. Rest at Brüttelburg to complete the mission & see Reward below.
  • 8-12: Could it be that the sewer dwelling beasts of Brüttelburg are responsible for the Prince's disappearance? Things that only come out at night & prey on the weak & vulnerable! These creatures must be lured with the promise of an easy meal, as Prince Nutzlos perhaps proved to be when passed out on Scratch on the streets of the Unterstadt? See The Way of All Flesh below.

The Way of All Flesh

To prove the final fate of the Prince, you must lure the culprit out of its lair. Rest at Brüttelburg & decide which adventurers will Hunt & who will act as Bait! Then one adventurer (either Hunting or Bait) must make a PER Test, modified accordingly:

You may discard one Food Item (before making the Test) to roll 3 dice & use any 2. For each Hunting adventurer, roll an extra die & use the two highest dice results for your PER Test. For each adventurer acting as Bait, you may reduce a single die result in the PER Test by 1.

An adventurer acting as Bait cannot equip any Shield or Item with an ATTACK other than the Concealed Knife. They are Stunned for the first combat round.

If you pass the PER Test, you have attracted the attention of.... something! Compare your lowest die with the following table & draw the corresponding monster to fight!

DieMonster
1Fleshy Mess
2Corpse Feeder
3Ghost Swarm
4Megarat
5Rat Skink
6Slime Blob

If you fail your PER Test, instead compare your highest die with the table & draw the corresponding monster, then make another PER Test, comparing the result with the table again if you fail (if you roll the same result twice, draw the highest result monster left to draw). Repeat this each time you fail the PER Test until you pass the Test or have drawn all the available monsters, then fight all monsters drawn.

If you are victorious & destroyed the Fleshy Mess, you recognise the Prince as part of the awful amalgam of anatomy & succeed in the mission – if not you fail the mission.

Reward

If you failed to locate the Prince or his fate (or have not yet brought him back to Brüttelburg) there is no reward for failure!

Otherwise, each adventurer gains 1 Luck & 5 GP. Reduce the Bounty Level by 2 (to a minimum of 1) & remove a blue Doom counter from the Doom Track (Doom cards remain in play). The party leader gains the Reformed Character Triumph.

Mission Path

If you discovered the Prince ran off to the Highlands to join the Army: You must travel to the Windmill to join him in the Army Life (pg.8) or fail (see below).

If you found the Prince (or his remains): You may make the ultimate stand Against the Hand of Doom (Missions, pg.20) or travel to Hunt Lodge to discover that the Freaks Come Out at Night (Missions II, pg.32).

If you failed to find the Prince: You are not welcome in Brüttelburg but what you have seen leads you want to Start a War (Missions, pg.14) to bring down the whole rotten edifice.

I Want Candy

Standalone: The Bounty Level is 2 & the party starts at Brüttelburg.

Colin the Goblin is the next in line to replace the Great Goblin Hash Belch of Goblin Fortress. However, Colin is not a perfect example of Goblinity. Colin is a dandy & has increased in his ungoblinlike tendencies the more he discovers of the outside world.

The Goblin Lords around Colin can smell his weakness & are waiting to seize the moment to tear him down. Colin has sent his friend & confidant, Wilf the Goblin to a Goblin friendly pub The Goblin's Armpit in Brüttelburg.

Wilf is a Goblin Dandy also, wearing a tailcoat, ankle bound trousers, powdered wig & winkle pickers. He sports several beauty marks, perfume & make-up, topping it all with a gilded mirror with which he can admire the hideous end result. Wilf gives you gold to buy candies from the Klein und Glänzend sweet shop & ship them to Goblin Fortress.

Setup

Bully deck (Ettin, Moblin, Nugbear, any Orc with XP VAL 2 or less). Colin has attracted the ire of the other Goblins, so expect trouble!

Objective

Rest at Goblin Fortress with at least 3 GP counters on adventurer's character sheets. When you complete the objective, read Dandy in Distress following.

You may abandon the mission at any time – see Rewards.

Money Can't Buy Class

Wilf gives the party leader 6 GP to buy the box of candies. However, Klein und Glänzend confectioneries are meant only for the upper echelons of society, so it may not be as simple a task as waltzing into their emporium & laying down coin.

Candy is represented by GP counters placed on your character sheets.

  • Each GP counter counts as a single Food Item.
  • If you discard a GP counter, all adventurers in the party become Invigorated.
  • Each 3GP worth of Candy you have counts as a single Heavy Item.

Adventurers gain two new Rest actions – Purchase & Pilfer.

Purchase: To attempt to buy Candy, you must Rest at Brüttelburg & one adventurer must make a MRL Test. Fishoids, Reptilians, Rogues & Wild must reroll their lowest die if they pass, unless you have a Clever Disguise, in which case any adventurer can roll 3 dice & use any 2.

If you fail the Test, place a Destroyed counter on your character sheet – you may not attempt to buy Candy again.

If you pass, you may spend 1 GP per single GP counter up to your {MRL Test} result. The Fugitive Fop is so adept in such luxury that he automatically passes & may purchase as much Candy as the party wishes or can afford.

Choc Heist

Pilfer: If you are unable to obtain the Candy legitimately, or just want to save yourself the exorbitant cost of confectionery, you'll need to break in after hours!

Each adventurer must choose if they will take part in the heist. All adventurers who do take part must make both an AGI & PER Test.

If any adventurer fails both Tests, then the heist immediately fails! Increase the Bounty Level & you must fight for your right to Candy! Each adventurer must fight a single Sentry guarding the Sweet Emporium!

SWEET SENTRIES (Human, Law, Noble) (ATT 4) (ARM 1) (HP 5) (VAL 1 XP, 1 GP) PAIN, PURSUE

The Sentries do not have targeting. Instead, place a Law Monster card face down in front of each adventurer to represent a single Sentry targeting each adventurer.

Otherwise, at least one adventurer must pass a PER Test & at least one adventurer must pass an AGI Test (it can be the same adventurer) for the break-in to succeed.

You may steal Candy to the value of the total of all {PER Test} & {AGI Test} results made by the party to a maximum of 12 GP. If you take GP counters this way, increase the Bounty Level, then place a Law counter on Gutfish Ford, North Bridge, the Watchtower & Witch Hill.

If you fail to steal Candy but do not trigger a fight (due to an adventurer failing both Tests), then you must try again (or pay up!) in the next Game Turn.

Choc Doctrine

Local Authorities will be happy to relieve you of such luxurious contraband.

Law Monsters will target the adventurer with the most Candy (follow normal targeting in ties).

When you enter a Town Location, each adventurer with Candy must make a MRL Test. If {MRL Test} is equal to or lower than the Town Level, you must remove all GP counters from your character sheet.

If any Filth or Vermin monster inflicts Wounds on an adventurer, instead place 1 GP counter from the adventurer's character sheet onto the monster & the monster gains Skirmish. If the monster successfully skirmishes, discard the Monster card & the GP counter.

Sugar Rush

Wilf seems oblivious to the dangers of transporting such a delicate cargo across such a hazardous landscape, so you will be wise to purchase or purloin as much Candy as possible.

You'll need to deliver the Candy as quickly as possible, as certain Encounters will risk the loss of your precious cargo.

Acid Rain: If you take any damage due to this Encounter, also discard D3 GP counters.

Buzzing Gobflies: The Gobflies will target the Candy before any other goodies the adventurer has. Remove GP counters before discarding Food or Herb Items.

Punishing Heat: If you fail your CON Test, discard D3 GP counters.

Scorched Earth: Roll D6 – if the result is lower than the Danger Level the party must discard GP counters equal to the Danger Level.

Fungus: If you enter a space with a Fungus counter or draw a Fungus Encounter, roll D6 & deduct the space's Danger Level (Town Level equals 0). If the result is negative, discard that many GP counters.

Sweet Stalkers

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 Monster deck of the Region you are in. If the card is not a Filth or Vermin, discard the card.

However, if you have drawn a Filth or Vermin monster, a hungry critter has been drawn by the scent of perfumed puddings! All adventurers on Lookout must fight the monster for possession of the Candy!

If the monster has Rally or Summon & the monster drawn when actioning the ability is also a Filth or Vermin, add it to the fight but otherwise discard it.

If no adventurers are on Lookout, the Filthy Vermin (including any that are added to the fight by Rally or Summon) make off with the Candy unopposed! Discard 1 GP per monster.

Dandy in Distress

Read this section only when you Rest at Goblin Fortress.

It was only a matter of time before the other Goblin factions made their move on Colin – when you arrive he is gone from his chambers! If you are swift you might be able to track down his whereabouts & save him from a horrible fate.

You can cut your losses & abandon Colin, but your mission fails – see Reward.

Alternatively, you can try & track down Colin. In the Map Action Phase, each adventurer must make a single Test (Tests must be made simultaneously):

  • a STR Test to intimidate the locals for information or;
  • a MAG Test to use the dark arts to locate Colin or;
  • a PER Test to deduce his whereabouts (an adventurer with Detective can roll 3 dice & use any 2).

If at least half of the adventurers pass their Test, you have tracked Colin down before he is done in! If more fail than pass, you are too late & Colin is no more!

Either way you must fight the bullies who abducted Colin! In the Encounter Phase, draw any monsters triggered by the Danger card as usual but discard any that are not Filth or Goblin. Then draw a monster from the Bully deck for each adventurer who passed their Test.

If Colin was still alive & you are victorious in this fight, you have saved Colin's skin & succeeded in the mission!

Reward

If you succeeded in delivering Candy to Colin, each adventurer who delivers at least 1 GP counter gains 1 Luck as well as gaining 3 GP for each Candy delivered. The party leader gains the Goblin Intimidator Triumph. Remove a red Doom counter from the Doom Track (Doom cards remain in play).

If the mission fails, increase the Danger Level at Goblin Fortress & Gutfish Ford.

Mission Path

You realise that time is short & the forces of evil & corruption must be confronted!

If there are 3 or more Doom counters on the Doom Track: You realize the ultimate stand is required Against the Hand of Doom (Missions, pg.20)

Otherwise, if you succeeded in satisfying Colin's cravings: You take pity on the poor Goblin & vow to make War on Goblins (Missions, pg.15) in order to eliminate his rivals.

Fail or succeed, you may attempt to Start a War (Missions, pg.14) against the Würstreich or Unify the Highlands (Missions, pg.16) in advance of the many storms looming on the horizon for the embattled folk of the North.

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). Where the chart prints a list with no heading of its own, it is transcribed as an unheaded list.

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:
  • Highlands
  • Wetlands
  • Bandit Camp: Take a Powder (M-III)
  • The Fishmonger Camp: Death Church (M-III)
  • 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)

Unheaded list (Missions II): 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.

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)

(The chart prints this set of destinations twice, once directly under the heading and once in a second box; they are identical and are listed once here.)

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 (the chart prints these three headings together with no destinations of their own)

Quest for Sausage (P#24)

  • City Baby Attacked By Rats (M-II) or Establish a Base (Missions)

Unheaded list (Missions III): 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)
  • Lowlands (Not Law): No Rest From the Wicked (DW#9)
  • Wetlands: Serve the Scroglin King (TL&W)

Fleshy Mess

Monster card, as printed on the face of the card (Goblinko, bundled with the Missions III booklet, © Goblinko). Card name: FLESHY MESS. Classes: CONSTRUCT, FILTH. Stat line: AGI (down-arrow icon) ATT 1, ARM 0, HP 4. Printed keywords: INFECT, EVADE. Value: 1 XP, 0 GP (top-left block). The card carries no other printed text; the keywords are used as described in the base game rulebook.

FLESHY MESS (CONSTRUCT, FILTH) (AGI ↓) (ATT 1) (ARM 0) (HP 4) (VAL 1 XP, 0 GP) INFECT, EVADE

  • The Way of All Flesh
  • Reward
  • Mission Path