Colossus Link

Wednesday, May 7, 2025

Colossus: Enhanced

 Hi everyone and welcome back to my blog! Today I published a second set of supplemental rules for Colossus called Colossus: Enhanced. It is only $2 at itch.io. 

It features new airship rules for owning your own airship. It also features three new classes: the Hunter, the Punk, and the Explorer. I also introduce six new Scouts who you can befriend and who can join you on missions.

The supplemental rules also explain how to do group play for Colossus with one GM and 1-5 Players.

My favorite part of the new supplemental rules, though, is the Adopt A Squire system. With this, you can design your own Squire to learn from you and follow you on adventures from the time they are thirteen until the time they are eighteen. It's a way for you to design a second character to your liking. The Squire will grow up to be a Jack and just like the Main Character can have any skills or weapons.

With this release, I'm also finishing up things on Goliath. I also started an adventure supplement for Colossus that will feature a number of adventures that can be played solo or in a group.

Here is an example of one of the adventures that will be in the supplement:

Wagon Trail

A group of 48 farmers need escorts for their wagons. There are twelve wagons in all. They will pay 100 credits for each wagon that makes it to Acrid Acropolis. They need to pass from the Smokeys into the Sable Lands. The route is very dangerous, full of bandits and feral mutants. Recommended level: 4, recommended party number: 4

 

Be sure to prepare for the trip with the appropriate amount of Rations!

 

It will take eight days of almost constant travel to reach Acrid Acropolis from Quet City. At the beginning of each day roll for the weather. If it is storming, you cannot travel that day and must seek shelter. If it is storming, you still need Rations for that day. 

 

On Day One, the wagons are stopped by 5 bandits. They announce they are working for the bandit king, King Ilso and they demand a toll from each of the forty-eight farmers. You may fight them or pay them 480 credits. If you defeat them in combat, at least one will escape and tell his comrades about what happened. 

 

If you just pay the toll, they will still inform the bandit king of the wagon train.

 

On Day One at night you may choose a single camp action.

 

On Day Two the wagons are stopped again by 7 bandits demanding once more a toll from each of the farmers. You may pay the toll and avoid a fight, or simply initiate combat. If you win combat, this time you kill all of the bandits. Little do you realize, there is a mysterious figure watching from a distance…

 

On Day Two at night you may choose a single camp action.

 

On Day Three you encounter a wagon that has been turned over in the middle of the road. It will take too much time to maneuver the wagon trail around the accident. Use a Strength check to move the cart out of the way, or add another day of travel.

 

On Day Three at night you may choose a single camp action.

 

On Day Four the first wagon in the wagon train is attacked by 4 Feral Mutants. Check Dexterity to see if you make it in time to fight them off, or if they destroy the wagon, leaving eleven wagons left to finish the trail. The less wagons that make it to Acrid Acropolis, the less credits you make!

 

On Day Four at night you may choose a single camp action.

 

On Day Five you encounter 6 bandits that swoop in and attack the wagons. For every round of combat starting with round 2, another wagon is destroyed until you defeat the bandits. If all the wagons are destroyed, you have failed the mission.

 

On Day Five at night you may choose a single camp action.

 

On Day Six you encounter a spring which will fully heal all of your wounds. You are so busy drinking from it and bathing in it you don't notice the figure in the distance…

 

On Day Seven the bandit king, Ilso, stops the wagon train. He has two of his bandit flunkies by his side. 

 

He demands you fight him one-on-one. For the first two rounds of combat, it IS one-on-one. On round three however his bandit sidekicks join the fight. It isn’t until round four that your companions can join in on the fight, too.

 

Name: Ilso

Type: Human

HP: 20

Morale: 20

SAVE: 10

Armor: 1

Attack: Sword (d8)

Description: Ilso is the bandit leader on the route between the Smokeys and the Sable Lands. He is a vicious fighter who enjoys taunting his enemies, but at heart he is a coward who will call upon his lackeys when it seems he’s losing.

 

If you win, you continue on your journey. If you lose, you die, and all of the wagons are stripped of their goods and the farmers are killed.

 

On Day Seven at night you may choose a single camp action.

 

On Day Eight you reach Acrid Acropolis. The happy farmers will pay you 100 credits per wagon that survived the trail.

 


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