Missions

Missions are the backbone of the Shadows of Brimstone, describing a story set up, the goals, special rules, and reward for successfully completing the Adventure.

When playing as a campaign and keeping your Heroes from game to game, it is sometimes fun to link your Missions thematically, one after another. Though most of the Missions do not directly affect one another, it is easy to imagine how they might be chained together to form a narrative. The Missions for the Trederran Strike Team, Gates of Valhalla and Valley of the Serpent Kings do each form a narrative arch when played in sequence.

## Mission Features

### Elements of a Mission

Every Mission has a short story description as well as several features.

* **Set Up** describes the starting board arrangement and any special markers or cards the Heroes start with.
* **Mission Goal** describes what the Heroes need to do to complete the Mission.
* **Special Rules** tell what extra rules are used that are specific to the Mission.
* **Objectives** describes what Clue Icons are used for during the Mission (if relevant) as well as what the final Objective Room may hold. It also tells how the Mission is successfully completed by the Heroes.
* **Reward** details what bonuses the Heroes get if they successfully complete the Mission.
* **Failure** tells what happens if the Heroes lose the Mission - by all being KO’d, letting the Darkness Escape the Fortress, etc.

### Mission Special Rules

Most Missions have one or more **Special Rules**. Often, the same **Special Rule** can be found in multiple different Missions.

**Special Rules** marked with ‘(Objective)’ specifically relate to the Objectives of the Mission (usually only taking effect while in the final Objective Room).

### Fixed Map Missions

Some Missions use a fixed map rather than a randomly generated board. For these Missions, the board is created at the start of the game, as shown in the Mission’s Set Up section and map diagram.

The Map Decks are generally not used for these Missions as the entire Map is constructed during Set Up.

#### Exploration Tokens

Exploration Tokens (if used) are placed on the board as shown in the map diagram. As normal, during the Room Exploration phase of the turn, if there are one or more Heroes on a Map Tile with an Exploration Token, that Token is revealed.

*Once a Hero has entered a Map Tile with an Exploration Token on it, that Hero may not leave that Map Tile until the end of the turn.*

This prevents Heroes from moving through an un-Explored Room without triggering the Exploration Token to be revealed.

A Hero may, however, move onto one of the puzzle connection spaces in the Room, connected to another Map Tile, as they will still be on both Map Tiles. If that Map Tile also has an Exploration Token, both of them will be revealed during the Room Exploration phase.

*During a Fight, models may not move onto a Map Tile that has an unrevealed Exploration Token.*

#### New Doors and Gates

Door and Gate Icons on Exploration Tokens are not used in Fixed Map Missions, as the board is already pre-set. Any time a Gate or new Door would appear (from an Encounter card, etc.), ignore that new Door or Gate, it simply does not come into play.

#### Placing Enemies

With a Fixed Map, Rooms no longer always have an obvious ‘Entrance’. Because normal Enemy placement starts at the opposite side of the Room from the ‘Entrance’, simply treat the side of the Room that the Heroes moved onto the Map Tile from as the ‘Entrance’ to that Room.

If Heroes moved onto the Map Tile from two different directions in the same turn, roll off to see which of the two sides counts as the ‘Entrance’.