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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