|
Post by Legionnaire on Oct 15, 2016 8:16:51 GMT
As I probably mentioned, I have invested ‘a bit’ in this Wild West/ Horror hybrid boardgame, currently busy painting all the minis, but I am really looking forward to start playing it, below a short blurb what it is about. Essentially it's a fully co-op dungeon crawl, with tile-laying exploration and fighting off monsters, twisted mutated gunfighters and more!!! You may also happen to find portals to Other Worlds and exploring those mysterious (and dangerous…) places. Each player (the game caters for 1-6) selects/ randomise a character type (currently Gunslinger, US Marshal, Lawman, Rancher, Bandido, Saloon Girl, Indian Scout and Preacher are available), along with a character sheet and starting equipment. Then throughout the games/ campaign, they gain experience and level up, but they may also contract Maladies, Madness and Mutations!!! Between each game, they travel to the Town (I am planning on buying the expansion Frontier Town as well) which is a little game in itself to trade, heal up and have some encounters before moving onto the next game. The players co-op against the game itself, so there are more cards, minis and counters than you can shake a stick at 😃! I am planning on running it as a continuous campaign down at the club and anyone is welcome to participate, I'm reserving a space for Matt, so there's space for four more players. The 24th of October I hope to start it all off. A link to some useful info boardgamegeek.com/boardgame/146791/shadows-brimstone-city-ancientsWelcome, The Resident Swede.
|
|
|
Post by chris on Oct 24, 2016 22:21:15 GMT
Hi All Thanks to Ove and all players for tonight. Really enjoyed it. I'd suggest for the next few games we shoot for the shorter game as this allows for the final large fight, a lot more roleplaying, and also time for sorting out post game gold/xp spending and other effects. When rules are smoothly learned I'm sure we can shoot for longer games etc My lawman character: (I shall come up with a name for next time and probably a large shiny sheriff badge...)
|
|
|
Post by morgan on Oct 25, 2016 9:13:25 GMT
Yeah, thanks for that. A lot of similarities (in a good way) with Eldritch Horror. I await the results of the lasting injury my Indian Scout suffered by getting thumped with tentacles ...
|
|
|
Post by Legionnaire on Oct 25, 2016 10:00:44 GMT
Thanks all for participating, I enjoyed the game, although it was a bit of a learning curve and more cards/ markers than you can shake a stick at!!! I fully agree with Chris, shoot for the shorter games, if there are options until we know the rules comfortably well. Next time we'll start with the travelling encounters (if any, basically EACH Hero rolls 1D6, on a 1-2 there's an encounter and you roll on a table), those are solved prior to town and the events etc there. Hopefully I will have procured the Frontier Town Expansion by then (more shops and options). Morgan, you need to roll on the Injury Chart, but unless you roll really crap, there might be a possibility that the Doctor in town can do something about it, and also I believe Pedro's Soul Parasite could potentially be seen to... If any of the players pull out/ can't participate next time, the party gained 2310 experience, divided by 6, comes to 385 each. So it's easy to split up, you need 500 XP each to reach level 2, which will take immediate effect in the adventure!!! Each character starts next time with FULL Health and Sanity and 1 Grit (regardless of how many you had left). Checking my calendar, and I believe Chris, Stephen and Mike are doing something forth nightly, I think Monday 21 November is the next possibility (unless I have childcare), as I have nights and late shifts coming up . Jolly good.
|
|
|
Post by Stephen Mawson on Oct 25, 2016 12:44:15 GMT
Sorry I had to leave a bit suddenly last night.
I really enjoyed this, and am looking forward to giving it another go.
Since I missed the post game stuff, do I have a share of gold that I can spend prior to the next game on getting my Preacher some slightly fancier gear.
|
|
|
Post by chris on Oct 25, 2016 15:19:30 GMT
Hi Stephen - don't worry, we didn't do any of the post game sequence last night - we spent the rest of the time taking photos of each character and packing up! No gold has as yet been shared out
|
|
|
Post by Legionnaire on Oct 25, 2016 15:29:19 GMT
Sorry I had to leave a bit suddenly last night. I really enjoyed this, and am looking forward to giving it another go. Since I missed the post game stuff, do I have a share of gold that I can spend prior to the next game on getting my Preacher some slightly fancier gear. Thanks for participating Stephen, you are always welcome to my games you know that, and no worries about leaving at a certain time, we will just have to try to pace ourselves. Basically all we did was to pack stuff back in the boxes, so no one has done anything of post game stuff. Which for the record will be: - Everyone heals back up to FULL Health AND Sanity - Regardless of how many you had at the end of the game, reset to 1 Grit. - For each Darkstone in your possession (including Runes/ Attachments etc), roll 1D6. Each 1-3 yields you 1 point of Corruption!!! Four points is safe (ish...) but when you gain the fifth one you also gain a Mutation as the Eldritch Energies twists your very being. (Not 100% sure if it's an item you can find or buy in town which is like a safebox containing X number Darkstone that doesn't count towards the carrying limit). - Anyone being KO'd (Morgan's character) will still be fully healed but will have to roll on the Injury table, again, if you roll sufficiently high there might not be any penalties. - EACH Hero roll 1D6, and EACH result of 1-2 becomes a Travel Encounter on the way to town, roll on a table (if any) and resolve them in any order you like, BUT they will all have to be resolved before you can go to the Town phase. SOME encounters will make random/ specific buildings in town unavailable for the duration of this town stay. As for Gold ($), the party received $2275 ($379 and loose change each), so I leave it to you the players to decide which way we do this. Personally I am not too bothered about whether we divide the Loot or have a common stash. Worth noting is that any object found as a Gear/ Artifact card can be sold for the FULL value printed on it (taking Town Event adjustments for prices into account of course), a store bought item (like a Shotgun or a different kind of Pistol) you can sell for HALF price. Personal Items (which can give a bit of a backstory to the character or flavour) cant be Sold, bought, traded, burned, blown up, destroyed etc.
|
|
|
Post by Legionnaire on Oct 25, 2016 17:45:29 GMT
Stephen: I checked up the rules for casting Faith abilities with the tentacle mark (Dangerous Sermons). If your roll doubles (ie 4 and 4) the Sermon fails/ succeeds as per the criteria BUT you also take a number of Corruption Hits (you are allowed to use Willpower to defend, and Grit the roll as per usual) equal to the doubles you rolled (in this case 4 not 8!!!). If you have 5 Corruption Points at ANY time, you receive a Mutation!! EDIT!!! Also for further reference, whomever that rolls for Holding Back The Darkness, anytime a double is scored (regardless of success/ failure) look at the Mine Depth Event Chart instead. Double 1's are bad, double 6's are good
|
|
|
Post by Legionnaire on Oct 27, 2016 12:21:19 GMT
Look what just arrived today, ordered yesterday ! This expands the Town Encounter and the options quite significantly. New locations with new goods/ services and it might be a specific type of town (Mutant Town, River Town etc) with it's own specific rules/ conditions.
|
|
|
Post by Legionnaire on Oct 27, 2016 15:52:38 GMT
Because I had some time on my hands today, I threw together a bit of fluff about my SoB character. Class: Bandido Name: Pedro Maria Alonzo De la Cruz (AKA “El Toro”) Appearance: Tall, dashingly handsome with pearly white teeth and a well groomed impressive handlebar moustache and long black silky hair. Dresses in colourful traditional Mexican outfits, shiny black leather boots. Never far from the two S&W Russians he carries in a double shoulder holster or his gaudy Sombrero! Personality: Pedro has an almost unquenchable lust for life, men call him “El Toro” (The Bull), because there seems to be no other speed than full throttle and charge! The ladies also call him “El Toro”, but for a completely different reason . He's the kind of man that would step up to Old Nick and punch him in the nose, just to see what would happen next. He has a very fluid morale, but won't inflict any unnecessary suffering on anyone. Background: Coming from a backwater village south of the border that no one cares to remember the name of, if you didn't want to die like his Madre y Padre (broke and long before their time), you only had two choices. Either you became a priest, or you got by whichever way you could, often at odds with society and more 'civilised' parties. Pedro wasn't particularly pious, even though his parents had done what they could to bring him up as a good catholic, so he ran away at a young age and fell in with others who were like him. Young, restless and full of piss and vinegar. It didn't take long before he found himself hunted for killing a man, having a sizeable price on his head. So far, no one has managed to cash it in. Personal Item: In a well protected, waterproof leather bag on his belt he carries a beautiful hand mirror, clearly an item made for a lady and hardly fitting a real man. It is old and probably had a jewel or stone fitted in the handle at one time, but it has fallen out since then. It seems to give him great comfort and solace just to have it near, occasionally he takes it out and uses it when grooming. During those moments his eyes lose focus on the present and he is evidently looking back upon something in the past, smiling and looking happy. Most who ask him about its significance just get a look that says “mind your own business”, but for a few privileged he reveals: “This mirror belonged to my mother, it was her most valuable possession, it had been handed down to her from her mother, probably for generations. It's the only thing I have left to remember my parents by, since their farm had been run over and torn apart by some of these very same nightmarish creatures that we are hunting now. I was away and didn't arrive until it was too late. This mirror makes me feel like my parents are here beside me, watching over me.”
|
|
|
Post by Legionnaire on Oct 29, 2016 13:18:45 GMT
In an effort to let you know beforehand what options for Gear/ Services you can buy in a Town Encounter, I have made a list of what the different locations (if available) do and what they cost. As there are lots of choices, only a brief description will be provided.
Saloon Girl- Have some Class-only specific activities she can undertake at the Saloon to earn extra money. Preacher- Have some Class-only items that may be purchased at the Church. Indian Scout- Have some Class-only Items that may be bought at the Indian Trading Post. Sheriff/ Marshall- Have some Class-only Items/ Services that may be procured at the Sheriff's Office. Bandido- Have some Class-only Items/ Services that may be procured at the Smuggler's Den
BLACKSMITH
Transports (Limit One) Fast Horse $600 Gain 10XP each time you Travel. +2 Agility while Travelling. Cavalry Horse $600 Gain 10XP each time you Travel. +2 Strength while Travelling. Indian Horse $600 Gain 10XP each time you Travel. +2 Spirit while Travelling. Spitfire Horse $800 (Performer/ Showman Only) Gain 10XP each time you Travel. Roll one extra die on all Skill tests while Travelling. Mustang $1200 Gain 10XP each time you Travel. +1 Grit for Travelling/ Town. Stage Coach $3200 Can carry up to 6 Heroes. When Travelling, EACH Hero gains 15XP. Once per Travel, may cancel a result on the Travelling Hazard Chart.
Tomb Chest $600 Holds up to 8 Dark Stone. Any Dark Stone inside does not cause Corruption Hits. Dark Stone Bullets $200+1 Dark Stone Lasts for one Adventure. All Gun Hits deal +1 Damage. Dark Stone Buckle $450+3 Dark Stone When rolling for Mutations, you may roll twice and choose. Void Plate $3800+12 Dark Stone -1 Agility Armour 4+ Void Hammer $4800+24 Dark Stone Your Combat Hits are +3 Damage and each Hit does automatically 1 Wound to any Enemy adjacent to the target, ignoring Defence.
Dark Stone Forging Upgrades (No Upgrade may be attached more than once to the same item) Dark Stone Inlay $700+3 Dark Stone Once per Attack with this weapon, may re-roll a single die. Dark Stone Grip $1200+8 Dark Stone Item gains +1 Shot (Gun) or +1 Combat (Hand Weapon) Dark Stone Barrel $225+6 Dark Stone Gun is now +4 Range Void Assembly $2200+15 Dark Stone Once per Fight, add Peril Die to Damage of a single Gun Hit. Dark Stone Horse Shoes $800+4 Dark Stone When rolling Travelling Hazards, may roll twice and choose. Rune of Protection $600+10 Dark Stone Once per Adventure you may automatically pass a single Defence roll, even if you have already rolled the die and failed. Rune of Fortitude $600+10 Dark Stone Once per Adventure you may automatically pass a single Willpower roll, even if you have already rolled the die and failed. Rune of Regeneration $1800+20 Dark Stone At the start of each Turn, you may heal 1 Wound unless KO'd. Destroy (discard) this Rune to heal an Injury or Mutation.
CHURCH
Exorcism of Madness D6x$50 (Limit of one Exorcism attempt per Madness) Cure a Madness Banish Corruption $100 Remove D6-2 Corruption Points. If none are removed, take D6 Sanity Damage, ignoring Willpower saves (for next Adventure). Resurrection $500xHero level Bring back a Dead Hero, however that Hero is now -1 Max Grit (minimum 1).
The Sacred Order Equipment (Holy Heroes Only) Holy Robes $600 +3 Health Holy Book $800 +1 Faith Token +1 Combat Book of Armageddon $5600 +2 Combat, +1 Faith Rolls when performing Judgements. Cross of Vengeance $2350 At less than full Health, you deal +1 Damage Combat Hits. At less than half your Health your Combat Hits are +2 Damage. Scroll of Protection $400 Discard to cancel a Darkness card on a roll of 3+. Icon of Resistance $1400 Once per Turn, you may re-roll a single failed Defence roll. Cencer of Illumination $3200 Once per Adventure, you may automatically pass a Faith roll to perform a Sermon or a Judgement, even if the dice have already been rolled.
Blessed Auras (last one Adventure, can only have one Aura at a time) Aura of Endurance $200 Make a Spirit 4+ to receive the Aura, gain Armour 5+ Aura of Fortitude $150 Make a Spirit 4+ to receive the Aura, gain Spirit Armour 5+ Aura of Wrath $100 Make a Spirit 4+ to receive the Aura. Once during the next Adventure, you may add +1D6 Damage to a single one of your Hits. Aura of Protection $250 Make a Spirit 4+ to receive the Aura, gain Armour 6+/ Spirit Armour 6+
Vial of Brimstone Ash $250 Free Attack, discard to immediately deal 1 Wound to each adjacent Enemy, ignoring Defence. Conversion $500 +1 Spirit and Keyword Holy. Visiting the Saloon, you will lose this bonus on a 1-2.
DOC'S OFFICE
Medical Attention (Limit one attempt per Injury/ Mutation per day) D6x$50 Treat Corruption $100 for each Corruption point you wish removed.
Anti-Venom Injection $10 Immune to Poison and Venom markers for the next Adventure. Limit One. Sycorath Injection $250 For the next Adventure, gain +1 Initiative and +1 Move. Gain 1 Corruption Point. Void Vapour Injection $500 For the next Adventure, +1 Grit and start with Max Grit. Gain 1 Corruption Pt. Dark Stone Injection $100 For the next Adventure, one per turn re-roll failed Willpower to save against Corruption Hit.
Specimen Jar $150 When in Other World, Cunning 5+ test. If successful it it filled and may be sold to the Doc next time in a Town for D6x$100. Limit One. Bone Saw $1100 Use 1 Grit when doing 1 or more Wounds to an Enemy to permanently lower Defense to 0. Tools of Science $4800 Your Combat is now equal to your Cunning. Field-Surgeons Apron $925 Any time you kill an Enemy, you may heal 1 Sanity.
Bandages $50 Gain a Bandage Token. Healing Herbs $125 Gain a Herbs Token. Tonic $200 Gain a Tonic Token.
FRONTIER OUTPOST
Sell Darkstone (D6x25 dollars each stone, roll for each separately as they differ in size and value) Hold up the Outpost Bank (Outlaw Only) Train with Soldiers $500 (Gain d6x25XP) Bounty FREE (Roll on table to see what monster type gives you extra money in the next Adventure)
Pick Axe $900 +1 Combat, Gain +1 Dark Stone when found. Jar of Hellbat Ichor $200 Gain +1 Initiative and automatically pass Escape tests until end of turn. Cavalry Sabre $1800 May make both a Melee AND Ranged Attack during Activation. Military Gloves $1650 Critical Hits +1 Damage. Desert Boots $2100 Free Attack (Once per Fight) +1 Combat, uses Peril Die for Damage. Hunting Knife $400 +1 Combat Indian Hatchet (Tribal, Traveler, Frontier) $750 Combat Hits +1 Damage. Tribal Knife (Tribal, Traveler, Frontier) $1200 +1 Combat, Any time you kill an Enemy, heal 1 Sanity. Splitter $5650 +2 Combat, uses D8 for Damage.
Dynamite $200 Gain a Dynamite Token.
GAMBLING HALL
Cash in Dark Stone $50 each. Rob the Gambling Hall Cashier (Outlaw Only) The Devil's Own $600 (No Tribal/ Holy Heroes) Once per Adventure, take D3 Corruption Points, ignoring Willpower, to recover the same number of Grit. Five Card Daw Poker $50 (Limit three times per visit) Brimstone Craps $100 (Limit Once per visit) Luck 5+, gain $100 for each success. The Devil's Wheel $25 (Limit three times per visit)
Black Tie $200 While in Town you gain +1 Cunning. Fancy Bowler $450 While in Town, recover Grit any time you roll doubles on Event chart. Top Hat $850 +2 Sanity. Gain Keywords Showman. Gambler's Jacket $1250 Once per Adventure/ Town Stay, recover D3 Grit. Red Sash (Performer/ Showman Only) $1850 +1 Move. Once per Adventure, cancel a single Hit against you. Gold Ring (Showman Only) $2750 Once per Adventure/ Town Stay, change a single die to a 6. Cheater's Hold-Out Pistol (Performer or Showman Only) $1250 Free Attack (Once per Fight) Range 4 Shots 1 +3 Initiative for the Free Attack. Gambler's Gun (Performer or Showman Only) $1400 Range 7 Shots 2 Once per Turn, you may add D6-3 points of Damage. If it's a negative number, subtract that from the Damage done initially. Dark Stone Poker Chip 1 Dark Stone+ $800 +1 Luck. Any time you gain Gold while Gambling, gain extra $50.
Whiskey $50 Gain a Whiskey Token. Fine Cigar $25 Gain a Fine Cigar Token.
GENERAL STORE
Speciality Ammo $50/ Type Lasts for one Adventure. Your Gun do +1 Damage against Enemies of that type. Shotgun $1200 Range 5 Shots 1 Uses D8 for Hits and Damage. Double-Barrel Shotgun $2800 Range 4 Shots 2 Uses D8 for Hits and Damage Hunting Rifle $1500 Range 12 Shots 1 Damage +2 Light Pistol $250 Range 6 Shots 2 Cannot get Critical Hits. Pistol $500 Range 6 Shots 2 Quickdraw Pistol $1050 Range 6 Shots 2 Initiative +1 in the first Turn of a Fight. Gunfighter's Pistol $2450 Range 7 Shots 3 Hold-Out Pistol $800 (Performer Only) Free Attack (Once per Fight) Range 3 Shots 1 Critical Hits on 5-6. Rider's Hat $350 +1 Health. Gain Keyword Traveller. War Veteran Hat $525 +2 Sanity Scout's Hat $600 +1 Move. Gain Keyword Scout. Frontier Hat $1650 While in Town, roll 1 extra die on all Skill tests. Start in Town with 1 extra Grit. Cowboy Hat $2500 +1 Max Grit. Sombrero $3800 (Outlaw Only) Unless KO'd, heal 1 Sanity at the start of each Turn. White Hat $6400 Use 1 Grit to heal Wounds/ Sanity (any mix) equal to your Hero level. Black Hat $7000 Take 1 Corruption Hit to heal 3 Wounds. Legendary Hat $14000 At the start of each Adventure, you get a Revive Token for your use only. Hair Grease $50 (Limit 1) You may start in Town with +1 Grit. After each use, discard on a roll of 1-2. Tent $1200 (Limit 1) You gain +1 on all Camp Site Hazard rolls. Harmonica $500 (Frontier/ Traveller Only) Use 1 Grit to heal D3+1 Sanity. Jacket $400 +1 Health and +1 Sanity Long Coat $1500 +4 Health Duster $1800 Armour 6+ Poncho $950 (Outlaw/ Traveller Only) +2 Health. You may ignore Weather effects.
Whiskey $50 Gain a Whiskey Token. Bandages $50 Gain a Bandage Token. Dynamite $200 Gain a Dynamite Token. Tonic $200 Gain a Tonic Token.
INDIAN TRADING POST
Spirit Cleansing D6 Dark Stone (Limit once per visit) May cure Madness/ Curse/ Mutation Vision Quest FREE (Limit once per visit) Test Spirit 5+, gain 25XP and Vision Quest bonus next Adventure.
Indian Scout ONLY equipment: Bows $400-$5400 Tribal Arrows $25-$100 Different effects. Snake Skin Belt $650 Once per Adventure, transfer a single Enemy Hit to a model adjacent to you. Cavalry Jacket $2750 You may recover Grit on a Move roll of 6. Scout Bag $2000 Your carry capacity is +2. Medicine Bag $3200 Once per Adventure, you may heal 3D6 Health/ Sanity (any mix), spread between yourself and adjacent Heroes. Indian Hatchet (Tribal, Traveler, Frontier) $750 Combat Hits +1 Damage. Feathered Hatchet (Tribal, Traveler, Frontier) £2250 +1 Combat and +1 Damage to Combat Hits. Glyph of the Buffalo $200+2 Dark Stone War Glyph $500+ 5 Dark Stone Death Glyph $1000+6 Dark Stone
Throwing Hatchet $100 Gain a Hatchet Token
MUTANT QUARTER
Mutant Surgeon $50 Choose a Mutation to have removed. Meet with Mutant Revolutionaries (Must have 3+ Mutations between all Heroes visiting) Once during this Town Stay, you may cancel and re-draw a Daily Event card. Also, during next Adventure cancel first Darkness card drawn. Visit a Mutant Prophet D6x$10 (Limit once per Town Stay) Make Spirit 5+, gain 10XP for each success and once during next Adventure, you may heal D6 Health/ Sanity (any mix). A failure gives you D6 Horror Hits.
Hooded Cloak $450 Ignore 2 Unwanted Attention markers. Once per Fight, roll two extra dice for Escape test. Extractor $600 Once per Adventure use 1 Grit and take D6 Wounds, ignoring Defence to remove D3 Corruption points. Rail Hammer $1350 Once per Turn, add +D6 Damage to one of your Combat Hits. Void Child Pistol (Must have Child of the Void Mutation) $1800 Brace of Three Pistols $2100 Range 6 Shots 5 Rail Spike Driver $4800 +1 Combat for each adjacent Enemy. Uses D8 for To Hit and Damage.
Whiskey $40 Gain a Whiskey Token (Limit 2 per visit) Bandages $40 Gain a Bandage Token (Limit 2 per visit) Dynamite $175 Gain a Dynamite Token (Limit 2 per Visit)
SALOON
Poker $50 Cunning 5+, for every success, gain $50. Brimstone Craps $100 Luck 5+, for every success, gain $100. Saloon Girl Performance $50 Gain 10XP and recover 1 Grit on a roll of 4+.
Whiskey $50 Gain a Whiskey Token Cask $300 Holds up to 3 Whiskey Tokens Gambler's Deck of Cards $850 +1 Cunning. Once per Adventure, may cancel and re-draw a Darkness card. Lucky Dice $1000 +1 Luck once per Adventure, may add +1 to any single die roll.
Saloon Girl Troupe (Saloon Girl Heroes Only) Entertain FREE Choose either Agility or Lore, for each 4-5 gain $25, for each 6 gain $100. Pickpocket Take D3 Corruption Hits Agility 4-5 gain $10, each 6 draw a Gear card. Perfume $200 During the next Adventure, you gain +5XP for every Wound/ Sanity you heal. Dark Stone Shiv 1 Dark Stone Free Attack, discard to deal D6 Wounds to an adjacent Enemy, ignoring Defence. Boned Corset $1200 Armour 6+ Dark Stone Corset $3200+8 Dark Stone Armour 5+ and +1 Max Grit Tiny Hat $2450 once per Adventure, you may remove 1 Corruption Point.
SHERIFF'S OFFICE (Outlaw Heroes may not visit, except to Pay Off Your Warrants)
Sheriff's Bounty FREE (Limit Once per Town Stay for all Heroes) Extra money for Enemies. Pay off Your Warrants $500xLevel to discard Wanted status. Wanted Poster $100 Discard when defeating an Outlaw Enemy to gain D6x$50.
Caped Overcoat $800 Whenever finding a Clue Icon on Exploration Token, heal D6 Health/ Sanity (any mix). Black Duster (Traveller Only) $1650 +2 Health Armour 6+ Hangman's Noose (Frontier or Law Only) $2250 Free Attack (Once per Adventure). Take D3 Corruption Hits to do (Peril Die) Wounds to an adjacent Enemy, ignoring Defence. Duelist's Gunbelt $5800 When Dual Wielding, Each Gun gets +1 Shot. Executioner Shotgun $2400 Range 3 Shots 3 Use D8 for Hit (but D6 for Damage) +1 Damage if adjacent.
Peacekeeper Pistol $1000 Range 6 Shots 3 The Punisher $3000 Range 6 Shots 2 Use D8 for Hit and Damage. Once per Turn you may re-roll one Damage roll for a Hit with this Gun.
Interrogate Prisoner $50 (Limit once per Town Stay for all Heroes) Roll Strength or Cunning 6+ Become Deputised 50XP Gain +1 Cunning and the Keyword Law. Bounty Hunter's Badge (Limit 1 Badge) $850 Gain Keyword Traveller. Once per Adventure, allow ALL Heroes to recover 1 Grit. Deputy Badge (Limit 1 Badge) $1200 At the end of each successful Adventure, gain 50XP. Once per Adventure, heal D6 Wound/ Sanity (any mix) from EACH Hero. Executioner's Badge $2400 Once per Adventure, add +3 Damage to each of your Hits until end of Turn.
Join a Manhunt FREE (Limit once per Town Stay, ends Location Visit) Cunning 5+ to track bandits down. Escort Prison Transfer FREE (Limit once per Town Stay, ends Location Visit) Lore 5+
SMUGGLER'S DEN (Law Heroes may not visit the Smuggler's Den)
Back Alley Doc $25 (Limit once per Visit) Remove Injury/ Mutation. Black Market Goods (Limit oncer per Town Stay for all Heroes) Gear/ Artifact cards for sale.
Illegal Ammo $100-$250 Last for one Adventure Smuggler's Hold-Out Pistol (Performer, Showman or Outlaw Only) $3000 Free Attack (One per Fight) Range 3 Shots 3 Critical Hits on 5-6 Outlaw Pistol $300 Range 5 Shots 3 May only Critical Hit against adjacent targets. Sawed-Off Shotgun $850 Range 3 Shots 1 Uses D8 for Hits and Damage. Critical Hits do 1 Wound to every Enemy that is adjacent to the target, ignoring Defence. Bandana $100 Once per Turn you may re-roll an Escape test. Shaped Charge $325 Discard as an attack against adjacent target. Black Gunbelt $600 Once per Adventure, gain +2 Shots with a Gun. Gunman's Poncho $750 +1 Initiative in the first Turn of a Fight. Ignore Weather Effects. Buy a Round of Shots D6x$5 Recover 1 Grit but take D3 Wounds, ignoring Defence. Down a Dark Road $500 Gain +1 Luck and Keyword Outlaw.
Join a Bank Heist FREE (Limit once per Town Stay, ending Location Visit) Cunning 5+ Rustle Cattle 1 Corruption Hit (Limit once per Town Stay, ending Location Visit) Agility 5+ Shady Contracts FREE (Limit once per Town Stay for all Heroes) Look at top D6-2 cards of Daily Event. Place them back at the top in any which order you like. 10XP
Tequila $125 Gain a Tequila Token.
STREET MARKET
Bath House $50 Heal (Peril Die) Wounds/ Sanity (any mix) and gain 10XP. Sell Dark Stone (Peril Die)x$20 Street Gambling $25
Scavenger's Hat $150 Any time you successfully Scavenge, heal 1 Wound. Explorer's Hat $425 Once per Adventure, look at top 2 Darkness cards, discard one and put the other back. Badlands Hat $1200 +2 Health and +1 Sanity. Miner's Hat $1850 Once per Adventure, when drawing Loot. Take 1 Corruption Hit to discard and re-draw. Drifter's Hat $3000 Any time the Depth Track enters a new Stage, recover up to your Max Grit. Ornate Pistol $1600 Range 7 Shots 2 Once per Fight, add +2 Damage to a Hit. Butcher's Blade $750 Each time you wound an Enemy with Combat Hits, add +1 Damage to all other Hits for the rest of the Turn (stacks with multiple Hits) Red Dragon Injection $100 For the next Adventure gain +1 Initiative and Spirit Armour 5+. Chew $50 Discard to take 1 Corruption Hit to heal 5 Sanity. Silk Sash (Performer or Showman Only) Once per Adventure, heal 5 Wounds. Ornate Case $1250 Choose an item, between Adventures or while unequipped, it doesn't count as a Dark Stone Item. Dark Stone Bracelet $1000 Once per Adventure, cancel an Enemy Attack (before dice are rolled) Merchant's Apron (Frontier Only) When selling Gear/ Artifact in Town, Gain +10% on the price and recover 1 Grit. Railworker's Jacket $860 You take one less Wound form all Explosives and Falling Rubble and Cave-In's.
Mutant Horse $650 Gain 10XP each time you Travel. Spend 1 Grit to add or subtract from Type of Town found. Wild Horse (Scout Only) $750 Gain 10XP each time you Travel. Once per Town Stay, cancel and re-draw Daily Event card. Trederran Stallion $800 Use 1 Grit to personally ignore the immediate effects of a TravelHazard. Swamp Slug (Traveller or Tribal Only) $1800 Gain 15XP when you Travel. May re-roll one of the dice when rolling for a Travelling Hazard.
Far Eastern Potion $75 Gain a Potion Token. Exotic Herbs $200 Gain an Exotic Herbs Token. Rare Spices $50 Gain a Spice Token. Refined Lantern Oil $200 Gain a Lantern Oil Token.
|
|
|
Post by Legionnaire on Nov 4, 2016 9:33:45 GMT
Hello fellow party members, I have some news regarding the next session of SoB, all of them good . First of all, I have made arrangements so the next game is going ahead MONDAY 21/11 as previously discussed. I aim to be down for bang on 1900 to set up the tables as quickly as possible.Here's a link to a PDF copy of the rules: ffpgames.wordpress.com/2014/07/22/shadows-of-brimstone-rulebook-pdf/These are the changes I've decided to apply to the rules after looking at lots of house rules and advice: - The Saloon Girl's Initiative drops from 5 to 4 as she was deemed a bit too powerful. - Movement: roll as usual, but you also have the option to Run (adding Agility to the dice roll), but forfeiting your Attack option. - You may also Move either before OR after you've taken your Attack action, your choice. - Each SECOND space in the same diagonal cost an additional Movement point. - Initiative: roll 1D6 and add/ subtract the value to/ from your base score. 1= -2 2= -1 3-4= +0 5= +1 6= +2 - Placing Monsters. Each Monster Group now appear at a RANDOM exit (whether they are Explored or not), which may cause a Map Tile to be placed. And if that is the case the Map Tile adds to the Depth Track, and if it's a Room it gets an Exploration Token, as per the rules. When levelling up, you get a random 2D6 roll on a table (which stat/ stats will increase), which I'm thinking of allowing TWO separate rolls for level 2 only and pick the one you want, and then you also get to choose a special ability from your Skill Tree. There are four paths, each with four abilities so you will only be able to max ONE of them out (max level is currently 8). For conveniences sake, I have posted the Character's Skill Trees below so you can plan ahead what you want to pick.
|
|
|
Post by Legionnaire on Nov 4, 2016 9:37:05 GMT
And here are the last two Character Upgrades See you lads on 21/11 for the next adventure
|
|
|
Post by Legionnaire on Nov 14, 2016 0:08:01 GMT
Having re-read the rules, there are a few things that we do well to remember: - Grit CAN be used to re-roll your damage rolls as well . - ANY TIME you heal ANOTHER character (Health or Sanity), you gain 5XP/ point healed!!! That also goes for the Saloon Girl's Comforting Presence! - A DOUBLE on the Holding Back the Darkness roll, regardless of Success/ Failure is read on the Depth Event Chart (1's are bad, 6's are good). - In a Fight, you decide at the START of the Turn what weapon/-s you are armed with and may not change that configuration until the start of the next turn. - The Preacher's Sermon which gives Armour/ Spirit Armour gives BOTH those abilities, my mistake. Also goes for cards listing both abilities. - Weapons are listed as 1 Handed or 2 Handed, for obvious reasons (unless you mutate...) you may only have up to 2 Hand Slots equipped at one time. - Other equipment have Slots (Hat, Shoulders, Coat, Boots, Belt etc) the rule of thumb is that you can only have ONE item in each Slot at the same time. Charms MAY be an exception. - You may only carry up to Strength +5 in Weight (the Anvil Icon on a card). Excess is immediately dropped! The Travel Hazards work a little bit differently now with the Frontier Town expansion. First decide the size of Town you want to go to (larger town, more buildings available but also potentially more Travel Hazards). Small Town- Each Hero rolls a D6, on a 1-3 you have encountered a Travel Hazard (roll on table). Medium Town- Each Hero automatically encounter a Travel Hazard. Large Town- Each Hero automatically encounter a Travel Hazard, and roll a D6, on a 1-3 they have another one! Monday 21/11 I will also bring with my printed character sheets so you can record your level up (which should happen at some point during the session) and making it easy to keep track of all the stuff at the end of the session. I have already decided at level 2 to go for the Bandido ability Sinister Laugh, Max Grit +1 (3) (EACH time you kill an Enemy, you regain 1 Grit on a roll of 5-6.). The Ability on level 3 will most likely be Barrage (Once per turn, use 1 Grit to gain +1 Shot with EACH 1 Handed Gun you fire this turn).
|
|
|
Post by Legionnaire on Nov 22, 2016 9:32:31 GMT
Many thanks to you all for playing yesterday, it went a lot smoother than the first time we played and managing a short adventure and another town visit (although the town frequently gets overrun by Fear and close up shop ). I've taken suggestion about having some sort of sorting tray with all the cards in their slots on board, and it seems like I could get a decent sorter for about £20 (allowing for 36 'decks' ), which should be enough. Stephen mentioned he was happy to play on 5/12 but probably wanted to do something else on 19/12 as he didn't want to stick to only two games (he plays in Mike's Pathfinder as well I think). So, shall we play SoB on 5/12 and then get back to the campaign on after the New Year? I don't mind?
|
|