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Shadows of Brimstone Rules and House Rules Discussion  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Legendary Master of the Chapter





SoCal

This thread is for all of those Shadows of Brimstone fans who want to talk about the rules, especially house rules and homebrew scenarios. If you have questions, ask 'em here. If you want to speculate on how best to represent Xenomorphs or Wolverine in your expedition, let's hash it out here. Want to make a super unique mission for heroes over Level 8? Do it, do it here.

And I'll link to an older thread where I tried to write rules for Star Wars Stormtroopers
...

So, per the request from the Kickstarter thread, I'll lay out my "make it home" mission. (I didn't think of a better name yet.) This mission is intended for heroes at level 8 or higher. Often times I will fine tune the rules or change them altogether during a game to keep the play smooth, and these have not yet been tested.



You are on a routine expedition when the greatest earthquake ever known plunges you down, a thousand feet below. You wake up in an otherworld with no obvious way to return to the Fortress. You will have to explore all the otherworlds looking for portals, hoping each time that the next portal will be the portal home.

Set Up:
(For this mission, I will assume that your team is from the Forbidden Fortress. If you are playing a team from The Mines, substitute The Mines instead of The Fortress.) Take one world card from each world you possess and shuffle them together. For a longer game, keep the Fortress card separate and place it at the bottom of the pile. Draw the first otherworld card and a random room tile from that otherworld, ignoring any themed encounters listed on the card. This is your starting area.

All threats will be drawn from the Epic threat deck. Before the game begins, separate out any of the heaviest hitting XXL enemies, such as Belial and Sho Riu into a separate deck. Optional: remove all "Nothing here" cards from the scavenge deck.

Special Rules:
Expert Foragers: All rooms can be scavenged at least once by each player.

We Have To Keep Moving: Heroes may explore and scavenge during fights.

The Harryhausen Maneuver: When two or more enemy models are on the board, any hero on the same map tile as at least one enemy may give up his fight or scavenge in an attempt to trick the monsters into fighting each other. One method is for every hero to pass a Luck And Cunning 5+ test. If passed, roll a D6 on each enemy activation: on a roll of 4+ the enemy monsters will fight each other, but otherwise will target a hero as normal. Another is for one player to pass a Lore 6+ test. All heroes must pass escape attempts as normal.
Sneaking Past: In addition, whenever monsters fight each other, noise markers are brought into play, with each hero on the same tile as an enemy gaining D3 noise markers at the beginning of each turn. At each enemy activation, every hero must roll a D6 for each noise marker on him, and the roll of a 1 will immediately cause the activating enemy to target that hero.
If an enemy in a fight changes targets each turn, it must choose to fight another enemy model.
Endurance rules limiting damage are ignored for any enemy attacking another enemy of the same size or smaller.
Once the heroes have passed three tiles away from the monster fight, they are no longer at risk and may discard all noise tokens. The monsters are left to their fate, off the board. No Catch Your Breath rolls are made and no loot drawn.


The Depth Track:
Rest a While: Whenever the hero depth marker reaches the Darkness Start position, each hero may recover D6 health or sanity and recover one grit.

No Escape: Whenever the Darkness marker reaches the hero start position, draw one heavy Epic threat (such as Belial) for an Ambush Attack. Activate all Growing Dread cards. There is no more exploring or scavenging while the threat is on the table. When the threat is defeated, all heroes may catch their breaths twice, remove D3 corruption points, and draw a Gear or Artifact card. All darkness and Growing Dread Cards are discarded and their decks reshuffled.


Objectives:
The heroes must find three clue tokens in each world before they can pass through any portals. If an encounter card with a portal has already been drawn in the current world, shuffle it back into the encounter deck.

In any world with a town or village, such as the mines or the blasted wastes, heroes may choose to forgo the portal and leave for town by waiting out the depth meter. When the hero marker reaches Darkness Start, the heroes have found an exit from the Mines and may head to town. They must start at the same entrance tile when they resume their quest.

The Way Home: When the heroes draw the Fortress world card, they must explore until the hero track reaches Darkness Start, and then they mush place the entrance tile, reveal all Growing Dread cards, and face their greatest enemy (Sho Riu or equivalent). They may not exit until all enemies on the board are defeated.

Reward: All surviving heroes gain 100XP, $250 gold and gain 3 sanity permanently.

Failure: They dead.

This message was edited 1 time. Last update was at 2019/03/07 18:58:19


   
Made in gb
[DCM]
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Excited to see this here on Dakka - thanks for starting the thread, and thanks for the first contribution!

   
 
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