CURSE OF THE DREAD SAINT
The Dread Saint Pastete - a legendary inquisitor of the Holy Order who once drove the heretical pumpkin-cults from the Lowlands in a bloody religious war that raged for a decade. One of the most revered heroes of the Würstreich, his body has been preserved & entombed in the Necropolis by the necromantic enchantments of the grave monks of the Holy Order. His sacred anointed corpse lay undisturbed for nearly a century, until you disrupted the magical protective sigils that enshrined this cruel & undying being!
SETUP
The locations with Clue Ġ counters in this mission represent places where various useful ritual components can be found. Remove Clue Ġ 1 from the set, then shuffle the rest together & place one randomly on each of the Locations indicated below :
Ġ The Catacombs | Ġ The Crossroads |
Ġ Dusk Falls | Ġ Last Chance |
Ġ Witch Hill |
ĝ The Dread Saint (Epic Monster)
ĝ The Eye of Dread (Epic Loot)
ĝ The Ghost Flute (Epic Loot)
ĝ The Morbadicon (Epic Loot)
ĝ Saint's Finger (Loot)
ĝ Festival of Kürbisnacht (Lowlands Encounter)
ĝ Witch Lights/Desecrated Shrine (Lowlands Encounter)
ĝ Travelling Carnival/Unspoiled Tomb (Lowlands Encounter)
OBJECTIVE
RITUAL COMPONENTS
If you successfully Explore ġ in a space with a Clue Ġ counter, you may flip that counter to reveal its value, then remove the counter & consult the table below to determine what you have found. If an Encounter is indicated, take that Encounter from the Mission ĝ deck & resolve it this turn (do not draw a random Encounter Ĥ).
CLUE | ENCOUNTER | SPECIAL INSTRUCTIONS |
---|---|---|
Ġ2 | You've followed false rumors & you find nothing of any use | |
Ġ3 | Witch Lights | If you Follow the Witch Lights & roll 3 or more, the adventurer in the party with highest MAG may take the Eye of Dread from the Mission ĝ deck. |
Ġ4 | Festival of Kürbisnacht | The adventurer with the highest MAG of those able to successfully Join the festival may take the Ghost Flute from the Mission ĝ deck. |
Ġ5 | Travelling Carnival | If you Consult the soothsayer & have the Killer for the Necro Coven Triumph card, you may take the Morbadicon from the Mission ĝ deck. |
Ġ6 | Desecrated Shrine | If you defeat the monsters here, or if there are none, the adventurer in the party with highest PER may take the Saint's Finger from the Mission ĝ deck. |
THE SAINT'S GHOST
The ghost of the Dread Saint stirs in its tomb, freed by the folly of mere brigand scum! It projects its cruel will into ectoplasmic form, then steadily & relentlessly hunts for the fools who have disrupted its eternal vigil over the necropolis!
At the end of the first Danger Phase, place the Dread Saint counter at the Catacombs. It will follow the nearest party.
Until either the appeasement or binding ritual is attempted, the Dread Saint cannot truly be destroyed. If the Dread Saint is destroyed (or trapped in the Puzzle Prison, etc.), return it to the Mission ĝ deck & place the Dread Saint counter back at the Catacombs at the end of the next Danger Phase, as the ghost creates a new ectoplasmic form & continues its hunt.
The party gains no reward for destroying these ectoplasmic projections - no GPĎ, XP ĥ, or Epic Loot can be earned from the Dread Saint until you conduct a ritual.
Reuniting the Dread Saint with its finger & thus completing its form gives you a great chance to destroy it utterly if your ritual was otherwise unsuccessful.
If the Dread Saint is destroyed after you give it the Saint's Finger, remove both the Dread Saint & the Saint's Finger from the game (return these cards to the game box). Having vanquished the Dread Saint forever, you may claim the normal rewards (GPĎ, XP ĥ & Epic Loot). If you pass your Loot roll, you may take the Eye of Dread if it was offered to the Dread Saint during the ritual.
THE EYE OF DREAD
If you have the Eye of Dread, you may offer it to the Dread Saint along with the Saint's Finger when you conduct your ritual. If you do, place the Eye of Dread next to the Dread Saint's card. You may then roll 3 dice for your MAG or MRL Test & use any 2 (see Objective).
If you fail your Test & must fight the Dread Saint after having given it the Eye of Dread, it can wield the ring's awesome might against you & it gains Petrify (arrival ability).
THE GHOST FLUTE
If you have the Ghost Flute & meet its Requirements (MAG 7 or MRL 8), you may attempt to control the Dread Saint's movements. When the Dread Saint would move (at the start of the Danger Phase; see Moving Epic Monster Counters in the Rules, p.23), if you are in Bold č stance anywhere in the Borderlands (any space except the Maze), you may attempt a MAG Test to lure the Dread Saint. If you pass, you may decide where the Dread Saint moves this turn (or you may choose to have it remain in place). If you fail with doubles (by rolling ŀŀ, for example), increase the Danger Level in your space.