Shadows of Brimstone: Allies, Enemies & Bosses (Part III)
The expansions have been catalogued, the otherworlds mapped. Now the deep dive descends into the operational layer — the creatures that inhabit those worlds, the companions foolish enough to follow you into them, and the colossal horrors waiting at the bottom.
Part III opens with the Ally Expansions — Old West and Feudal Japan packs that let you hire blacksmiths, faithful dogs, pack mules, ronin bodyguards, and curious monkeys. Each can serve as a simple item card or step onto the board as a full character with stats, upgrades, and mutation charts. The henchman’s “check it out” ability is the jewel: send your hired gun to investigate the darkness, then roll on a gruesome fate table to learn how spectacularly he perished. Daniel recommends these unreservedly for solo play. The donkey, one notes, can also be levelled up.
A shopping interlude unpacks a Flying Frog web store haul — legendary named enemies for existing packs, the Magma Giant and Wasteland Terralisk, Holy Expedition prayers for Preachers, and Barter Town daily events that finally include the phrase “Who Runs the Barter Town?” Some things take time.
Two giveaway dispatches — Flesh Mites and the Akaname Tongue Demon — mark the generosity of a channel that remains stubbornly ad-free.
Then the mission packs arrive in force. Part 1 surveys the Order of the Crimson Hand (a cross-game secret cult) and the Werewolf Feral Kin (lycanthropic transformation mechanics and silver bullets). Part 2 covers the Feral Vampires (wooden stakes, holy water, and another hero-transformation curse), the Hellfire Succubi (shadow magic, a magnificent lava-throne tile, and the game’s first mechanical distinction between male and female heroes), and the Black Fang Tribe (dark-stone-addicted warriors with void-fuelled war chants).
The enemy survey spans three exhaustive entries. Part 1 examines four deluxe packs: the tribal Serpentmen of Jargano, the initiative-scaling Void Hounds and spell-casting Void Sorcerers, Daniel’s favourite miniature in the entire game — the Undead Gunslinger duelling his way through the mines — and the plague-spreading Omaraki Carrion Phoenix. Part 2 introduces the Flesh Stalkers (alien surgeons splicing DNA from other enemy types onto their mindless drones), Colonel Scafford’s mutant outlaws, the Three-Storms-inspired Thunder Warriors, and a rapid-fire tour of every smaller enemy pack from Tongue Demons to Dark Stone Scorpions. Part 3 closes with the Shadow Ninja Clan — acrobatic assassins with deadly mission objectives — plus a practical warning about buying Kickstarter sets on eBay.
Finally, the bosses. The Jorogumo spider queen, the floating hair-demon Hari Nago, the acid-spewing Gastro Tyrant, the Ancient One (not recommended for level-one parties, as the booklet helpfully warns), the Sand Kraken with its sanity-draining soulless eye, the Burrower whose attacks are entirely random, Belial — Lord of Cinder and the Caverns of Cynder’s ultimate redemption arc — and Sho Ryu the Dragon King with sixty-plus-ten-per-hero health and elemental dragon magic. Daniel teases a future hex crawl boss-hunt campaign. The vault stirs with anticipation.
The Expedition Log:
Ten more entries filed. Sixteen Shadows of Brimstone videos remain in the vault — expansion heroes, house rules, hex crawl campaigns, solo RPG experiments, and the inevitable wrap-up. The mines grow shallower, but what remains promises to be the most architecturally interesting stretch.
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– The Keeper
Observes that the donkey can be levelled up, mutated, and sent into combat. One suspects the donkey did not consent to this career change.