The River of Filth
The sour-faced & grim Elders of the Council come to you with a serious problem. The old guardian stones that protect the village have been assailed by evil vibrations sent from the Necromancer's malefic Hand & many are crumbling or fallen into ruin. The shamans report woeful portents glimpsed among Skrag's innards & traders from afar bring rumors of a hideous scheme against all who take shelter along the riverbanks. A trio of pox-ridden servants of the Hand plan to poison the Stinkendblut River with some noxious contagion conjured through witchcraft & heretical arts!
With promises of gifts & status, the Elders beg you to champion the village; seek out the rotten & accursed spreaders of disease & strike them down before they bring certain Doom to the people of the Ford!
SETUP
đ Totenhand at Brüttelburg: the plague-ravaged body of a fallen Saint, returned to punish the wicked.
Ĉ Waste Witch at Last Chance: a wretched mistress of plagues.
Ĉ Cauldron of Contagion at Hag's Fork: a trundling & unclean abomination.
Ġ East Bridge: An Apothecary lingers here, the walls of her wheeled hut densely packed with curative herbs & tinctures.
Ġ Bandit Camp: A second Apothecary serves clients in the North; selling strange powders & elixirs for a myriad of ailments.
ĝ Cleansing Elixir (Loot)
ĝ Snake Oil (Loot)
ĝ Trail Ration (Loot)
ĝ Rod of Filth (Epic Loot)
GIFTS FROM THE ELDERS
Before you commence your quest, the Elders equip you for the journey.
The adventurer with the highest MAG may take the Snake Oil from the Mission ĝ deck (roll off ties).
The adventurer with the highest PER may take the Trail Ration from the Mission ĝ deck (roll off ties).
If any of these Items are discarded during this mission, place them in the Loot discards rather than returning them to the Mission ĝ deck.
OBJECTIVE
Complete your mission at the end of a turn if all of the following conditions have been met:
- An adventurer Rested in Bold č stance at Gutfish Ford this turn.
- There are no Plague į counters on Gutfish Ford.
- The Town Level at Gutfish Ford is 2 or higher.
- Both Monster Ĉ counters & Totenhand have been removed.
OVERFLOWING WITH FILTH
If the schemes of the pox-ridden come to fruition, the dead will choke the river & the boatmen will hide away indoors.
During this mission, you cannot River Port Travel from a space that has one or more Plague į counters.
THE POX-CURSED
During each Danger Phase, after you draw the first party's Danger card (but before you resolve it), resolve the corresponding effect based on the Region/color of the card:
REGION/COLOR | EFFECT |
---|---|
Highlands or Lowlands (yellow or blue) | If Totenhand is on the board & not in a space with an adventurer, move it 2 spaces towards Pigskin Port (via North Bridge/Windmill, if possible). Totenhand will stop if it enters a space with a party. If it is on a Road or Path when it moves, move it only 1 space (to the next Location). |
No Region (orange/pink) | If the Waste Witch is on the board, place her at the Watchtower (unless the Watchtower is Destroyed Ĝ). |
Badlands or Wetlands (red or green) | If the Cauldron of Contagion is on the board & not in a space with an adventurer, move it 1 space towards Gutfish Ford (via Sunken Village). |
None of these monsters will voluntarily move into a space with an Epic Law monster. If an Epic Law monster moves into or is placed in a space with a Monster Ĉ counter, remove both.
ROTTEN & ACCURSED
After moving a Monster Ĉ counter (or Totenhand) into a Settlement Ė, or if you would move a Monster Ĉ counter (or Totenhand) that has already reached its destination, place a Plague į counter in its space.
If there are already 4 Plague į counters in that space, increase the Danger Level & place Plague į on adjacent spaces as normal (see rules pg. 3); then place a Plague į counter on the next River Port ċ space downriver, as indicated below (if the Gravitic Chaos -coming in a future expansion set- Doom card is in play, reverse the list).
DESTROY THEM
When you are in a space with a faceup Monster Ĉ counter, you must fight this turn regardless of your Danger card's value, treating Epic Monster đ icons as 1 standard Monster Ĉ & ignoring Law ĩ & Encounter Ĥ icons. Take the corresponding monster from the Mission ĝ deck as the first monster (draw the remainder from your Region's Monster deck).
If you destroy one of the monsters from the Mission ĝ deck, remove its counter from the board. When you loot the Waste Witch, take the Rod of Filth from the Mission ĝ deck (do not roll for random Loot).
SHAKE THE DISEASE
When you Rest in Bold č stance in a space with a facedown Clue Ġ, you may draw the Apothecary from the Mission ĝ deck & resolve it during the Encounter Phase (do not draw a random Encounter Ĥ).
If you Trade with the Apothecary, you may purchase Cleansing Elixir from the Mission ĝ deck. You may place up to 3 Wound Č counters on the Cleansing Elixir at the cost of 2 GPĎ per counter. When you use this Item, you may remove a Wound Č counter from it instead of discarding it to the Mission ĝ deck. Each adventurer in the party may use this card during any Map Action Phase spent Resting.
REWARD
Each adventurer gains 1 Luck Ğ & the adventurer with the highest PER may take the Local Hero Triumph (roll off ties). Increase the Town Level at Gutfish Ford & place a Base Ī counter there, then remove a Green or Yellow Doom ğ counter from the Doom track & remove the Highlands & Wetlands Outbreak Danger cards from the game.
MISSION PATH
The people of the Ford live under constant threat of danger from the goblins of the wastes. The Elders, being evenly split between warmongers & peacemakers, cannot reach a decision & so you must decide how to deal with this menace. Will you lead a İCaravan Through the Badlands to build alliances, or wage İWar on Goblins ?
[Missions III] You can also ignore their problems and try to make money by figuring out some İCrystal Logic.