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Wetlands Adventure Encounters Guide

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0% found this document useful (0 votes)
49 views5 pages

Wetlands Adventure Encounters Guide

Uploaded by

Rosenthal Bros
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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BLACK MUD

ENCOUNTER ∙ ENVIRONMENT 󰀅 BOLDLY GOING


ENCOUNTER

RESOLVE IMMEDIATELY Your party was observed from a safe distance by curious
Relentless rain leaves vast expanses of sodden & treacherous locals & news of your exploits spreads.
ground. An Enterprising Bog Gütter offers to guide you...
You may Wait it out, Accept their offer or Press On. Party Victorious: Word of your victory over the menaces
that plague this region heartens those who hear of it.
Wait: Do not draw monsters this turn. The party becomes Reduce the Danger Level of the nearest Settlement 󰀕
Detained. If there is an Epic Monster 󰀉 in this space you
must still fight it. (party leader's choice in ties).

Accept: Pay 1 GP 󰀆 per adventurer & roll D6: Add 1 for Monsters Victorious: Tales of your flight adds to the
every Hunter, Fishoid & Wild in the party. Deduct 1 for general despair of the local populace. Increase the
every Merchant, Performer & Scholar. Danger Level of the nearest Settlement 󰀕 (party leader's
On a result of 3 or less, you are led into a trap! All choice in ties).
monsters on this space gain Ambush.
On a result of 4 or more, the Gütter is true to his word.
Do not draw monsters this turn. You may move the party
to an adjacent space. All adventurers lose Fatigued.
󰀓 ONCE BITTEN
ENCOUNTER

RESOLVE IMMEDIATELY
Press On: Wild or Fishoid adventurers must make a PER
Test. If they all fail (or the party has no Wild or Fishoids) Your caution pays off, as you spy your enemies coming
each adventurer must pass an AGI Test or become Slimed. before they spot you...
When drawing monsters, discard any that are not Fishoids, Adventurers may escape without penalty before the fight.
then redraw another card for each one discarded. Again If you do fight, your party is immune to Ambush this
discard any that are not Fishoids on this second draw, then turn. Roll D3 - all monsters with 󰀰VAL equal to the
fight any Fishoids drawn. result are Dazed & Hexed for the first combat round.

󰀹 CAN'T STOP

THE FLOOD
ENCOUNTER ENVIRONMENT 󰀦 CARTOGRAPHER
ENCOUNTER ∙ HUMAN

The dismal downpour makes it impossible to A Cartographer from one of the Noble Houses,
properly rest when exposed to the elements. recognises you as fellow travellers to this Region.
During the next Map Action Phase, the only Rest You may Ignore or Approach him.
action you may make in an Outside 󰀖 space is Approach: The party may spend 4 GP 󰀆 to place an
Recover, but you can only remove {MRL Test} Explored 󰀦 counter on your current space or any
Wounds 󰀄 (skills such as Fieldcraft cannot be single adjacent unexplored space.
used) & do not remove negative status conditions.
󰀦 THE OFFERING
󰀹 THE FUNGAL DEAD
ENCOUNTER ∙ FUNGUS ∙ WITCH
ENCOUNTER ∙ FISHOID

"That wasn't there last time we were here...". A


RESOLVE IMMEDIATELY vaguely humanoid shape has been crudely formed out
The monsters facing you are covered in furry of mud, at its 'feet' an offering...
mold & oozing fungi. They shamble towards you, Draw an Item Loot card. One adventurer in reverse
MRL order may take the Item. If so, you must make
led by a vaguely human shape more fungus than a MRL Test. If {MRL Test} is greater than the Items
man - a Fungimancer! GP 󰀆 value take this card as a Curse & attach it to
All monsters in this space lose Ambush, Evade & the Item drawn. If you discard the attached Item,
Pursue but gain Endless. discard this card as well.
While you have this card, Fishoids targeting you
(ATT3 ↓CON) (ARM2) (󰀘6) gain +1 ATT.
(VAL3󰀰 1 󰀆) EXPLODE ∙ INFECT

DISINTERRED VAULT DIVINATION


ENCOUNTER ∙ OOZE ENCOUNTER ∙ HUMAN ∙ WARLOCK

RESOLVE IMMEDIATELY As you catch your breath, a wizened figure


Some recent seismic event has shaken the marsh, approaches. The aura of power they exude
raising a long sunken Vault from the depths... marks them as a member of the Circle of
Draw monsters then decide if you wish to Shelter in the Warlocks. What can they scry to aid you &
Tomb or Fight the monsters drawn only (not this card). what will the knowledge take from you?
Shelter: All adventurers must pass a PER Test. If all You may Ignore or Approach the Warlock.
adventurers pass, shuffle the monsters back into the
Wetlands Monster deck & you may Explore. If there is
an Epic Monster 󰀉 in this space, you may avoid it this Approach: The adventurer with the highest XP 󰀰
turn. If you fail, you must Fight & cannot Escape. may draw up to 6 cards from the Loot or any
Fight: Fight the monsters drawn only (not this card). If Encounter or Monster decks. You may then
you are victorious you may Explore the Tomb. choose to discard any of the cards drawn &
Explore: Roll D6 & add party size. If the result is 6 or
place the cards you chose not to discard at the
more, you must Fight the Formless Spawn that guards top of their deck(s). That adventurer must then
the Tomb! If you are victorious (or did not have to make a MRL Test.
fight) roll D6 & add 1 for each Rogue, Scholar, ∙If they fail, lose XP 󰀰 equal to the highest die.
Warlock or Wizard in the party. On a roll of 4 or ∙If their XP 󰀰 falls to 0, become Suppressed.
more draw an Epic Loot card. If there are 16 cards or more left in the
(ATT4 ALL ) (󰀘7) (VAL2󰀰 2 󰀆) Wetlands Encounter deck, reshuffle this card
DRAIN ∙ PIERCE ∙ SLIME into that deck.
󰀈 FEN OF INIQUITY

ENCOUNTER ENVIRONMENT
FISH OUT OF WATER
ENCOUNTER ∙ FISHOID

RESOLVE IMMEDIATELY RESOLVE IMMEDIATELY


The wet ground beneath you makes it hard to fight In a cruel mockery of the natural order of things,
as you slip & slide across the muddy terrain. your fishy foes wield barbed nets...
All adventurers (excluding Fishoids) have -1 AGI for ∙ All Fishoids that are not Swarm or Vermin in this
Defence & AGI Melee Attacks this turn. space gain the monster ability Entangle (see below).
∙ If there are no Fishoids (without Swarm or
󰀈 DEN OF INIQUITY
Vermin) drawn, shuffle this card back into the

ENCOUNTER BANDIT Wetlands Encounter deck.
Entangle: Each time you would receive Wounds 󰀄
RESOLVE IMMEDIATELY from this monster, instead place a Perilous 󰀐
You have found a drinking den where you may seek counter on your character sheet. For every
refuge from the dangers of the Wetlands. Perilous 󰀐 counter, reduce your AGI & STR by 1.
If you choose, do not draw monsters or encounter An adventurer with 3 or more Perilous 󰀐 counters
an Epic Monster 󰀉 this turn unless instructed. at the start of a combat round is Entangled &
Instead, you may purchase any Food or Herb Items cannot target a monster or be targeted. As a
from the Loot discard pile. Each adventurer may Combat Action, an adventurer (including Entangled
spend 1 GP 󰀆 to remove Demoralized & Fatigued. adventurers) who passes an AGI or STR Test may
For each Militant or Puritan in the party draw a remove a Perilous 󰀐 counter from themselves or
card from the Highlands Monster deck (draw twice another adventurer. Entangled adventurers are treated
if an adventurer is both). Discard any that are not as Defeated if monsters are victorious. If the party
Bandits, but fight any remaining monsters. is victorious remove all Perilous 󰀐 counters

FROM BEYOND GROWERS OF MUSHROOM


ENCOUNTER ∙ VOID ENCOUNTER ∙ HUMAN ∙ FUNGUS

The veil between worlds wears thin as the Void Having wandered from the path, you happen upon a
spews forth unknown horror! pair of Bog Gütters, who react with a startled cry!
Roll D6 & place a Voidgate on: Place a Fungus 󰀹 counter in this space. If there is
1-2: Sunken Village already a 󰀹 counter in this space, instead place a 󰀹
counter on every adjacent 󰀖 Wetlands space without a
3-4: GhostGate 󰀹 counter. Roll D6: Add 1 for every Performer, Rogue
5-6: The Black Tree or Warlock in the party. Deduct 1 for every Militant or
Puritan. on a result of 3 or less, you must Fight!
For each space with a Voidgate (in any Region), Otherwise, you may Ignore, Approach or Fight them.
roll D6 & add the Danger Level of that space
Approach: If there is a Militant or Puritan in the party,
(Town Level equals 0). Depending on the result, the Growers scuttle off - discard this card. Otherwise,
place the following counter on the Voidgate you may purchase Fungus Items from the Loot discard
counter: pile & they teach you a little about the local fungi. All
5-6: Fungus 󰀹 adventurers may make a MAG Test. The adventurer
7-8: Plague  who passes with the highest {MAG Test} ({MAG Test}
9-10: Metaphysical 󰀠 breaks ties) takes this card as a Deed:
11+: Perilous 󰀐 If there is a Fungus 󰀹 counter in the space,
pass a MAG Test to take a single Fungus
When a Voidgate is removed for any reason, at Item from the Loot discard pile.
the same time remove the counter placed by this
card. (ATT3 ↓STR) (󰀘6) (VAL1󰀰 1 󰀆)
DIMWIT ∙ SKIRMISH

󰀹 HALLUCINATIONS
∙ ∙
ENCOUNTER FUNGUS ILLUSION 󰀖 HIDEOUT∙
ENCOUNTER BANDIT

RESOLVE IMMEDIATELY RESOLVE IMMEDIATELY


Shapes melt & blend in vivid, acrid hues... You cautiously enter a rickety shack, realising it is a
Place a Fungus 󰀹 counter in your space. Adventurers hideout for bandits on the run from the Highlands.
must make either a MAG or MRL Test. If you pass, Draw monsters from the Highlands Monster deck instead
become Focused. If you fail, become Stunned until the of the Wetlands deck this turn. Discard any that are not
end of the fight. After you resolve this Encounter, Bandits. If you outnumber the Bandits, they bribe you
shuffle the card back into the Wetlands Encounter deck. with GP 󰀆 equal to the GP 󰀆 value shown on their
cards. If you accept, shuffle the monsters back into the

󰀹 FUNGUS ∙BOMB ∙
Highlands deck. If there are no Bandits, the shack is
empty & you may Ransack it. Otherwise you must Fight
ENCOUNTER FUNGUS ILLUSION
& destroy the Bandits before you can Ransack the shack.
RESOLVE IMMEDIATELY Ransack: Draw D3+1 Loot cards & find D6 GP 󰀆.
"If I'm careful, we could use this...". You have stumbled Distribute Loot & GP 󰀆 in PER order (highest to
upon a powerful hallucinogenic fungus. lowest), taking 1 Loot or 1 GP 󰀆 in turn (Rogues may
One adventurer may make a MAG Test. If you fail take 2 GP 󰀆) until all Loot & GP 󰀆 has been taken.
complete the Hallucinations section of this card. If you
pass, take this card as an Item.
FUNGUS BOMB 6 󰀆 | ITEM | FUNGUS 󰀇 STRANGERS

ENCOUNTER FISHOID
QUICK ACTION: Discard this card & target monster The locals' piscine appearance unsettles you - Outsiders
(not Construct, Fungus, Ooze or Undead) becomes are not welcome here... In the next Map Action Phase,
Dazed. Place a Fungus 󰀹 counter in your space. any Recovery Test made in this space automatically fails.
󰀖 HORNED ∙IS THE∙ HUNTER
ENCOUNTER HUMAN WARLOCK 󰀕 HUNGRY MARSHLAND
ENCOUNTER ∙ ENVIRONMENT

You happen upon an imposing horned figure - a RESOLVE IMMEDIATELY


druid from the Stone Circles? She is deep in The rain has been pouring for days. The marsh got wet,
ceremony, throwing gold artefacts into the murky dangerous. It has even swallowed some shacks.
bog - offerings to her dark Gods. You may help locals try saving their possessions. If you
You may Ignore, Approach or Fight them. do, don't draw random monsters. You become Fatigued,
gain 2 XP 󰀰 & 1 Luck 󰀣. Make a CON test. If you fail,
Approach: Puritans may not Approach. Adventurers randomly lose one Item.
may join the Horned Hunter in her ritual &
exchange {MAG Test} GP 󰀆 for XP 󰀰 (Wild
adventurers may roll 3 dice & use any 2).
Roll D6: On a 3 or less, shuffle this card back into 󰀕 THE HUT OF BABA YAGA
ENCOUNTER ∙ WITCH
the Encounter deck. You meet Baba Yaga's hut, walking on chicken legs.
You may Approach, or refuse & Attack her.
(ATT4 ↑STR) (󰀘8) (VAL2󰀰 4 󰀆)
RALLY ∙ NECRO ∙ REGENERATE Approach: Baba Yaga tells you enthralling tales & foggy

󰀇
predictions. Your head is spinning... is it the tea or the
MARKET chicken-leg hut?
ENCOUNTER ∙ MERCHANT You may look at the top card of the Danger deck (put it
A market has set up here, offering a bounty of back after). You become Weakened & Suppressed. Move
to a randomly chosen adjacent location.
goods... In MRL order, all adventurers may perform
a free Trade Action, treating the space as if it has a
(ATT6󰁃 ALL ) (󰀘8) (VAL3󰀰 3 󰀆) EVADE ∙
Town Level of 3 (4 if the space is Explored 󰀦). NULLIFY

󰀖 LEECHES∙
ENCOUNTER ENVIRONMENT ∙ VERMIN 󰀖 MATING GROUND
∙ENCOUNTER FISHOID

RESOLVE IMMEDIATELY RESOLVE IMMEDIATELY


Drawn by the carnage, vicious, blood black leeches Massive male Bullscrogs have taken over this stretch of
make the most of the slaughter... land to make the next generation of Bullscrogs. They are
At the start of each combat round, every adventurer & very territorial. Do not draw monsters this turn. If there is
monster (that is not Construct, Daemon, Fungus, already an Epic Monster 󰀉 in this space, resolve this card
Ooze, Undead or Weird) takes 1 Piercing damage. before encountering the Epic Monster 󰀉. You can attempt
Monsters killed by Leeches are not taken as trophies. to Sneak past the Bullscrogs or Fight them.
Sneak: Each adventurer must make an AGI or PER Test. If

󰀇 FAKE HEALER
ENCOUNTER ∙ HUMAN
any adventurer fails, you must Fight!
Fight: You must wade through the Bullscrogs! Search the
"Take this and you'll be fine..." A dubious looking Wetlands Monster deck & discard pile for the Bullscrog
Healer has set up stall, plying equally dubious wares. Croaker. The Bullscrog Croaker targets ALL  (do not
You may Ignore, Approach or Fight him. follow normal targeting) & its HP 󰀘 is equal to party size
times 10. Follow Epic Monster 󰀉 rules for Loot & XP 󰀰.

󰀇 GRATE IN GROUND
Approach: Each adventurer may discard up to 6 GP 󰀆.
Roll D6 & if the result is lower than the 󰀆 spent, heal
ENCOUNTER
Wounds 󰀄 equal to the die roll. Otherwise, take 󰀄 equal
to the die roll. Then roll D6: On 3 or less, shuffle this A glint from a drain suggests hidden loot?
card back into the Wetlands Encounter deck. One adventurer may reach into the grate. Draw a Loot
(ATT3 ↓CON) (󰀘6) (VAL2󰀰 3 󰀆) card. Discard if it is not an Item or a Disease or if it is
RALLY ∙ ACIDIC ∙ SKIRMISH Heavy 󰁀. If you discard the card, take D3-1 Wounds 󰀄.

󰀇 MOSS & BARK



STEW
ENCOUNTER ENVIRONMENT 󰀈 PEARLS BEFORE

SWINE
ENCOUNTER ENVIRONMENT

A stranger offers you a taste of his dubious stew, Rogue pearl-fishers must have met their fate here,
made of things collected in the swamp. as you spot pearls glistening in the lake, under
Roll a die. waves crashing on the sharp rocks of the shore.
,,: You become Poisoned. Each Adventurer may try to bring back pearls
,,: You have a vision! You can look at the from the bottom (for max. three times) by
top card of any deck (put it back after). performing a CON & PER test. If you fail the
CON test lose -2 HP 󰀘. If you pass the PER
󰀖 VULTURE∙ CULTURE
ENCOUNTER ENVIRONMENT ∙ BEAST
test, gain +1 GP 󰀆. If you are Fishoid, you
instantly pass your CON test. If you are Wild,
You find a caravan of wagons stuck in the swamp, you may reroll your failed CON tests.
vultures feasting on the unlucky travellers.
You can Lure them away, Fight or Ignore.
Lure them away: Discard a food item, or cut your
󰀈 ANCIENT ∙SITE OF THE BOG
ENCOUNTER ENVIRONMENT

arm & drain some of your fresh blood (lose 2 RESOLVE IMMEDIATELY
HP 󰀘). You can Rob the wagons now. You hear heavy, splashing footsteps in the mist
Fight: If you win, you can Rob the wagons. from behind huge, elder stone formations.
You may decide to enter the sacred place of the
Rob the wagons: Draw 2 random Items as a party. bog. If you do, draw two random monsters less
(ATT4󰁃 ALL ) (󰀘6) (VAL2󰀰 2 󰀆) INFECT this turn, and draw & fight an Epic Monster.
PILGRIM'S PROGRESS
ENCOUNTER ∙ HUMAN ∙ PURITAN 󰀖 QUAGMIRE∙
ENCOUNTER ENVIRONMENT

RESOLVE IMMEDIATELY The soft boggy ground sucks at your feet,


A Pilgrim from the Lowlands is being set upon by slowing your progress & sapping your endurance.
monsters. He screams for your aid. Each adventurer that is not Fishoid must make a
All monsters in this space lose Ambush, but draw CON Test. If you fail, become Fatigued. If you
an extra monster card. You may Help or Ignore the fail on doubles, become Detained.
Pilgrim.
Help: At the start of each combat round, if there
are more monsters in the fight than adventurers, 󰀇 DRY SPELL∙
ENCOUNTER WITCH
attach the Pilgrim to any monster. This monster A crinkled crone offers to conduct a rite that will
will not target an adventurer this turn. Instead roll keep the weather mild...
D6 & if the result is equal to or less than the
monster's ATT, place a Wound 󰀄 counter on this You may Ignore or Approach her.
card. If there are 3 Wounds 󰀄 on this card discard
it. If the Pilgrim survives the fight (this card is not Approach: If each adventurer spends 1 GP 󰀆 or
discarded), the party leader gains 1 Luck 󰀣 & discards 1 Loot, roll D6. Add 1 for every Hunter,
decrease the Danger Level at the Holy Order. Fishoid & Wild in the party. Deduct 1 for every
Merchant, Performer & Scholar. On a result of
Ignore: The party may Escape without penalty before 4+ the party leader takes this card as a Service.
the fight begins. If so, increase the Danger Level in
this space as normal & at the Holy Order. You may discard this card to ignore any
Wetlands Environment Encounter card.

SCROG HUNTER
ENCOUNTER ∙ HUMAN ∙ HUNTER ∙ WILD 󰀕 SERPENTS
ENCOUNTER ∙ SWARM ∙ REPTILIAN
A Scrog Hunter offers to act as guide to the RESOLVE IMMEDIATELY
Wetlands. You can Ignore, Accept, or Fight them.
The ground shifts & slithers with the glistening
Accept: Pay GP 󰀆 equal to double the party size for coils of Serpents!
the party Leader to take this card as an Ally. You may Do not draw monsters this turn. If you are in
choose to Fight this Ally at any time. Cautious 󰀓 stance, you may pick your way through the
snakes & discard this card. If you are in Bold 󰀅 stance,
SCROG HUNTER | ALLY | WILD each adventurer must make an AGI Test. If you fail,
Treat all Wetlands spaces as Explored 󰀦. take Wounds 󰀄 equal to the lowest single die & become
QUICK ACTION: Place this card on a target Poisoned if you fail on doubles, then you must Fight.
Fishoid monster. Return this card when that monster
is destroyed. Roll 2D6 each combat round & deduct (ATT4 ALL ) (󰀘  x 4*) (VAL2󰀰)
the targeted monster's XP 󰀰 VAL & ATT. PURSUE ∙ VENOM
∙Inflict that many Wounds 󰀄 on the monster. *Serpents' HP 󰀘 is party size times 4

󰀕
∙If the resultant number is negative, add that many PRESENTS
Wounds 󰀄 to this card. Discard this card if it has ENCOUNTER ∙ HUMAN
7+ Wounds 󰀄 on it.
∙When the party rests, remove D3+1 Wounds 󰀄 "Thank you kind sirs...& madams...& err.... things...".
from this card. Once the fight is over, a rag tag group of Gütters
∙Discard this card when you leave the Wetlands. gather, giving gifts to show their gratitude.
Each adventurer may make a MRL Test. If you pass,
(ATT4 ↓󰀘) (󰀘7) (VAL2󰀰 2 󰀆) draw a Loot card (discard & redraw if not an Item). If
ABUSE (FISHOID) you fail gain 1 GP 󰀆.

󰀖 SPORE FIELDS

ENCOUNTER ENVIRONMENT
SPREADING THE DISEASE
ENCOUNTER ∙ LAW ∙ PLAGUE

RESOLVE IMMEDIATELY News reaches you of the spreading plague & the
desperate actions taken to stem the tide...
In the distance you can see a haze rising Roll D6 to identify the Location affected:
from the dank morass of the Wetlands - the 1-3: Fishmonger Camp 4-6: Gutfish Ford
seasonal mass sporing has begun! The Location has been Quarantined & mass bleeding
∙ Place a Fungus 󰀹 counter in your space. implemented. Place a Plague  & Wound 󰀄 counter
∙ All spaces with a Fungus 󰀹 counter in this at that Location to indicate this. Take the
Region are treated as Perilous 󰀐 until the start Quarantine reference card & shuffle this card back
of the next Danger Phase . into the Encounter deck. If either Location is already
∙ Any Fungus monsters gain Regenerate. Quarantined, the disease is contained & the
Quarantine lifted: remove all 󰀄 &  counters.
To enter or exit a Quarantined Location, all
󰀇 FEEDING ∙PIT
ENCOUNTER FISHOID ∙ HUMAN
adventurers must pass a PER Test or the party may
attempt Bribery; Discard up to 6 GP 󰀆, then one
adventurer must make a MRL Test. If you pass &
RESOLVE IMMEDIATELY your lowest single die is less than or equal to 󰀆
A Wetlands feeding pit attracts all kinds of creatures spent, you bribe your way past the guards. If you fail
that will ignore you if you ignore them. either Test, become Detained in the space you were
Any monsters with both Filth & Fishoid will not at before you attempted to move.
target adventurers unless attacked. If attacked these Remove all 󰀄 &  counters at Quarantined
monsters gain Berzerk & Fury. Locations at the end of your current mission.
󰀖 THE MOAN∙
ENCOUNTER UNDEAD ∙ WITCH
THE SWARMING
ENCOUNTER ∙ ENVIRONMENT

RESOLVE IMMEDIATELY Conditions in the swamp are just right & the sky
A haunting wail rises above the wind, chilling you to the is darkened by the annual Swarming of a
marrow...If there is already an Epic Monster 󰀉 in this multitude of flying bugs of all kinds.
space, resolve this card before encountering the Epic
Monster 󰀉. Do not draw monsters this turn. You may Inside 󰀇 You may wait it out in the knowledge
attempt to Flee before the sound sears into your skull or that this will thankfully pass in a day or so. Any
Fight the source of this sonic attack & silence it. adventurer may become Detained. If you choose
Flee: Each adventurer must pass a MRL Test or become not to wait it out, you must push on - action the
Demoralized. If all adventurers become Demoralized, you Outside 󰀖 section below.
must Fight the Banshee. Outside 󰀖 You grit your teeth, mask your face &
Fight: One adventurer must make a PER Test. If you fail, push on through the buzzing barrage of bugs.
all adventurers become Demoralized. If you win the fight, Take this card as a Curse.
reduce the Danger Level at Rotting Swamp in addition to
your space (If you are in Rotting Swamp reduce twice) At the start of the next Map Action Phase, if
you are in a Wetlands Outside 󰀖 space, each
(ATT4󰁃 ALL ) (ARM1) (󰀘7) (VAL3󰀰 6 󰀆) adventurer must make CON Test. If you fail,
PURSUE ∙ FEAR
take D3 Wounds 󰀄 & if you fail on doubles
󰀇 CRIES IN ∙THE NIGHT
ENCOUNTER ENVIRONMENT
become Infected. In addition, all adventurers
become Blinded until the end of the next
A distant wail augurs ill...Each adventurer must pass a Encounter Phase. Discard this card at the end of
MRL Test or become Demoralized. the next Encounter Phase.

VILLAGE ELDER
ENCOUNTER ∙ HUMAN ∙ WARLOCK
An old man stares intently at you with piercing blue eyes...
If you have the Arcane Ring Item follow the Arcane Ring
instructions. Otherwise, you may Ignore, Approach or Fight.
Approach: The old man is clearly a figure of much power. If
you have an Inability Weakness you may make a CON Test &
if you pass, pay GP 󰀆 or XP 󰀰 equal to {CON Test} to
discard the Weakness. Roll D6: on a roll of 3 or less shuffle
this card back into the Wetlands Encounter deck.
Fight: If you win the fight & Stone Circle has a Town Level,
reduce it. Puritans may make a MAG Test. If any pass, you
recognise the Relic he holds! Take this card as an Item.
Arcane Ring: He recognises the Ring & will trade a Relic for it.
If you accept, discard the Arcane Ring & take this card as an
Item. You may also Approach him. However, if you do not
trade, you must Fight (if you are victorious any adventurer may
take this card as an Item without making a MAG Test).
HOLY KNEE BONE 16󰀆 | ITEM | RELIC
Rest in The Holy Order & discard this card to
remove a Doom 󰀤 counter from the Doom
Track.

(ATT4 ⇈STR) (󰀘10) (VAL2󰀰 2 󰀆) RALLY ∙ WITHER

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