Wetlands Adventure Encounters Guide
Wetlands Adventure Encounters Guide
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
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
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
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
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 .
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
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.