E.3.7
You refuse the toll. The mist thickens around the three figures and closes around you. You feel the spores settle in your lungs and spread through your body.
Gain Delirium.
This Hex becomes a Mist Hex.
Mist Hex
Mark Mist Hex: Mark this Hex with an M. It becomes a Mist Hex. It is no longer E.3. Erase/Remove E.3 from this run.
Then check each of the 6 surrounding Hexes:
- If the Hex is Undiscovered (has no Region, Area or Special Hex) → Mark Mist Hex (M).
- If the Hex is Discovered and has a Region or Area, roll the Compass Die. Starting from that Hex, follow the indicated direction until you reach the first empty Hex → Mark Mist Hex (M).
A total of 7 Hexes will be a Mist Hex.
Each M Hex is a standalone Special Hex. It cannot be assigned a Region or Area.
Whenever you enter a Mist Hex, Gain Delirium.
Face a Minor Creature.
This Creature does not use its regular Special Ability. It gains:
MISTFORM
-
Whenever you Commit Attack against this Creature, roll Luck.
- 1–2 → The entire Attack misses. Luck ⇩
-
3+ → +★.
- If you rolled the Max Value, Luck ⇧
- If Luck is 0, you cannot damage this Creature.
- This Creature does not gain the Region Mutation.
- Commit Move to Run:
- ★★★− → Retaliate.
- ★★★+ → Escape.
- Defeat → You may continue your journey.
- Escape → Do not place its Creature Token. You may continue your journey.