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Lost Colossus - Joseph A McCullough

Page 2

by Frostgrave


  Small boats may not pass under the bridge; figures may, however, swim under it.

  Treasure and Experience

  Treasure is gained as normal for this scenario. Experience is gained as normal for this scenario, with the following additions:

  •+10 experience points for any Heritor who stands on the bridge.

  •+10 experience points for each octopike killed by the Heritor or his crew.

  Gaining the Advantage

  The player who secured the central treasure has gained the Advantage. Proceed to Scenario Four.

  SCENARIO FOUR

  DEATH’S GARDEN

  It took several days of tense negotiation, and no small amount of treasure, to convince the natives to reveal the location of the Colossus’ torso. Every night, as dusk approaches, a small group of firejackets can be seen flitting and flaming around the lush foliage that has grown atop the gigantic chest. They are dangerous creatures, and it is strange that they should congregate in the same place every night, but the clues that can be discovered must be worth the risk!

  Set-Up

  The centre of the table should contain a raised plateau around 14” square, with steep sides about 6” high all around it. There should be several fallen trees which form ‘bridges’ from the ground to the top of the plateau and several more areas of thick vines trailing down the sides. The rest of the table should be covered in thick vegetation.

  Place the central treasure as normal for this scenario. Each player should then place two additional treasures on the table, with the requirement that one of those two treasures must be placed atop of the plateau. Once all of the treasures have been placed, one mantrap should be placed next to each treasure on the plateau. Furthermore, each player should place one additional mantrap on top of the plateau, at least 2” away from any other mantrap.

  Finally, place four firejackets on the table. One firejacket should be placed 4” from each corner of the plateau, on a line running to the nearest table corner.

  Crews should set up as normal for this scenario. After all of the crews have been set up, but before the players roll for initiative on the first turn, the player with the Advantage may activate up to two figures. These figures may take any two actions as normal, except that they may not move into combat, make a shooting attack, or cast any spell that generates an attack roll.

  Special Rules

  Do not roll for random encounters in this scenario. Instead, if any player rolls an unmodified 1–2 on their initiative roll, they may immediately place one mantrap on the table. This creature may be placed anywhere, provided it is no closer than 3” to any other figure. If a player rolls an unmodified 3–4 on their initiative roll, they may immediately place one firejacket on the table. This creature may be placed anywhere, provided it is no closer than 6” to any other crew member.

  Because this scenario takes place at dusk, the maximum line of sight for this scenario is 16”. There is one exception to this. Any figure may draw line of sight to a firejacket up to 24”.

  The central treasure in this scenario is partially buried under a thick tangle of vegetation and may not be moved. Any figure adjacent to the treasure may spend an action to attempt to pick up the treasure; however, this figure must first make a Fight Stat Roll with a Target Number of 12. If the figure fails, the treasure remains where it is, and the action is lost.

  Treasure and Experience

  Treasure is gained as normal for this scenario. Experience is gained as normal for this scenario, with the following additions:

  •+5 experience points for each mantrap or firejacket killed by a Heritor or his crew.

  Wardens can also gain bonus experience in this scenario

  •+10 experience points for any Warden who was in combat with either a firejacket or mantrap during the scenario.

  Gaining the Advantage

  The player who secures the central treasure has gained the Advantage in the campaign, and may choose to play either Scenario Five or Scenario Six next.

  SCENARIO FIVE

  ROLLING THUNDER

  From this distance, the leg looks like nothing more than a giant fragment of heavy stone wall sitting at the top of the hill, surrounded by small trees and covered in tangled vines. Yet, as the crew struggles closer, fighting up the slope through the thick jungle, they begin to see the curvature at the top and bottom, and the large knob in the middle that was once a knee. Little do they know that they are walking into a trap…

  Set-Up

  Place the leg parallel to one table edge, about 4” in from the edge. The leg should be about 14” long and about 4” high. The rest of the table should be covered in dense vegetation and rocks.

  The set-up of the crews for this game varies slightly depending on the number of players. In a two-player game, instead of selecting table sides, the players should select between the two corners adjacent to the table side opposite the leg. Players should place all of the members of their crew within 8” of that corner. In a three-player game, two crews should set up in the corners, but must begin with 6” of the corners, while the third crew must set up within 8” of the centre point of the table edge opposite the leg. In a four-player game, two crews begin the game on the table edge opposite the leg. Each of these crews must set up all of their figures within 3” of a point 10” from one corner. The two remaining crews set up their figures on opposite sides of the two remaining table edges within 3” of a point 6” in from the corner of the non-leg side of the table.

  All treasure in this scenario should be placed on a line running down the centre of the table, bisecting the leg. The central treasure should be placed on top of the leg. Two treasures for each player should then be placed along this line. The first 3” further down the line from the central treasure, the second 6” further down, the third 9”, and so on. Players may need to modify the set-up of crews and treasure slightly depending on table size.

  After all of the crews have been set up, but before the players roll for initiative on the first turn, the player with the Advantage may activate up to two figures. These figures may take any two actions as normal, except that they may not move into combat, make a shooting attack, or cast any spell that generates an attack roll.

  Special Rules

  The entire table represents the slope of a hillside. Due to the difficulty in moving across this uneven terrain, all figures have -1 Move for the game, unless they have some ability that lets them climb without penalty.

  At the end of the second turn a snake-man priest and two snake-man warriors move 2” onto the table from a randomly determined corner. In every creature phase after the second turn, when the snake-men activate, the priest will attempt to use his magic to tear away the plants that are holding the leg in place. If the priest is not in combat, roll a die and add the current turn (e.g. if the priest rolls a 13 and it is the third turn, the total is 16). If the total is 15+, the magic has been successful and the leg begins to roll. Once this happens, the snake-men will use their next activation to leave the table. The warriors will never take any action except to fight if they are in combat or to force combat with anyone who attempts to move into combat with the priest.

  Once the leg is rolling, it will move 6” at the end of each turn. It will move directly down the line upon which the treasures were placed. The leg always moves in a straight line, ignoring all terrain and figures. If the leg moves into contact with any figure, make an immediate +8 attack against the figure. If the figure survives, it is tossed 6” in a random direction. If the leg moves into contact with a Heritor with either the Leap or Wraithwalk abilities the Heritor may attempt to utilize one of these abilities. If successful, the Heritor remains in the same spot, but does not suffer the attack. Any figures standing on top of the leg when it starts to roll, must make a Move Roll with a Target Number of 16. If they succeed, place the figure at the closest point on the ground behind the leg. If they fail, they are run over and suffer the attack as above.

  Treasures do not move
if the leg rolls over them, including the central treasure, which simply drops off the leg at the point it started. Figures bowled over by the leg while carrying treasure drop it at the point they were standing when hit by the leg.

  No figure may move onto the leg once it starts rolling.

  Treasure and Experience

  Treasure is gained as normal for this scenario. Experience is gained as normal for this scenario, with the following additions:

  •+10 experience points if the Heritor is on the table when the leg starts to roll.

  •+10 experience points for each snake-man warrior killed by the Heritor or his crew.

  •+25 experience points if the Heritor or his crew hills the snake-man priest.

  Gaining the Advantage

  The player who secures the central treasure gains the Advantage in the campaign. Players should proceed to Scenario Six if they haven’t already played that scenario. Otherwise, proceed to Scenario Seven.

  SCENARIO SIX

  THE STANDING EYE

  Millennia must have passed since this ancient city fell. Now what ruins remain are completely covered in vines and creepers, creating weird mounds and humps in the jungle landscape. However, as your crew ventures deeper into the city, the vegetation becomes less thick, and ancient columns and walls poke through the greenery. Then, the ruins of some once-great temple appear in front of you, and there, in the midst of the broken walls, the eye of the Colossus sits atop a rough pile of stone, staring up at the sky above…

  Set-Up

  A stone pile or monolith should be placed in the centre of the table to represent the pile of stones topped by the eye. The rest of the table should be crowded with a mixture of ruins and vegetation.

  Place the central treasure on top of the pile of stones. The other treasures should be placed on the table as normal.

  The Ancient Guardian starts the game adjacent to the pile of stones.

  Players should set up their crews on the board following the standard rules.

  Special Rules

  Any time a figure attempts to activate while within 6” and line of sight of the eye, it must first make a Will Roll with a Target Number of 12. If it fails, it receives a maximum of one action. If the player has the Advantage, all of his figures receive +2 to this roll.

  The old temple complex is filled with ancient and deadly traps. Whenever a player rolls a natural 1 or 2 for initiative, they may nominate any figure on the board and make an immediate +0 shooting attack against that figure.

  Treasure and Experience

  Treasure is gained as normal for this scenario. Experience is gained as normal for this scenario, with the following additions:

  •+10 experience points if the Heritor is ever in base contact with the eye.

  •+50 experience points if the Heritor or his crew kills the Ancient Guardian.

  Wardens can also gain bonus experience in this scenario

  •+10 experience points if the Warden is ever in base contact with the eye.

  Gaining the Advantage

  The crew that secures the central treasure has gained the Advantage. The players should now play Scenario Five if they have not yet done so. Otherwise, proceed to Scenario Seven.

  SCENARIO SEVEN

  THE RING OF FIVE

  During the incident with the leg, one of your crew discovered an old leather map which, if your Warden successfully deciphered the runes, seems to point to another piece of the Colossus. Admittedly, finding the map seems like a rather convenient coincidence, but you can’t afford to ignore any possible clues. Plus, the map makes reference to a powerful, ancient weapon that can also be found nearby…

  Set-Up

  In the middle of the table, place five standing stones (actually the toes of the Colossus), forming a crude circle about 10” in diameter. The area inside the circle should be completely clear. The rest of the table should be covered in thick foliage and rocks.

  The central treasure should be placed in its normal spot, which should be roughly in the centre of the circle of stones. Other treasures are placed as normal.

  Crews set up as normal for this scenario.

  After all of the crews have set up, but before players roll for initiative on the first turn, the player with the Advantage may move up to 2 of the standing stones up to 4” in any direction, provided that no stone is closer than 2” to any other stone.

  Special Rules

  The central treasure has been partially buried in the ground and is difficult to pick up. A figure standing adjacent to the treasure, with no enemy figures within 1”, may spend an action to dig the treasure out. After this has been done, the treasure may be picked up as normal. Alternatively, the figure can spend an action and make Fight Stat Roll with a Target Number of 16. If successful, the figure has picked up the central treasure without having to spend an action digging.

  The standing stones resonate with magical power. Any Warden who attempts to cast a spell while standing within 1” of one of the stones gains +2 to their Casting Roll. Furthermore, a Warden may spend an action to read the runes on a toe.

  During the creature phase of the third turn, snake-men launch an ambush. Place one snake-man warrior and one snake-man hunter at the centre point of each of the four table edges. Increase this to two snake-man warriors and one snake-man hunter if there are more than two players. These snake-men will activate immediately in the same turn. These snake-men follow the standard rules for uncontrolled creatures, except, should they be called upon to make a random move, they will instead make a move directly toward the central treasure (wherever that is currently located). If the central treasure is not on the table, they will make a random move as normal.

  Treasure and Experience

  Do not roll on the treasure table for the central treasure. Instead the crew that recovers this treasure gains the Night Spear. Other treasure is gained as normal for this scenario. Experience is gained as normal for this scenario, with the following additions:

  •+5 experience points for each snake-man killed by a Heritor or his Crew.

  Wardens can also gain bonus experience in this scenario

  •+10 experience points for reading the runes off a toe. This reward can earned once for each toe.

  Gaining the Advantage

  The player whose Warden gained the most experience for reading runes gains the Advantage in the campaign. In the case of a tie, whichever player secured the most treasure gains the Advantage. If this still results in a tie, no player gains the Advantage, and the players should move on to Scenario Eight. Otherwise, the player who gains the advantage may choose to next play either Scenario Eight or Scenario Nine next.

  SCENARIO EIGHT

  THE HAND OF GLORY

  Back in the safety of your ship, your Warden studied the writings from the toes and reached a startling conclusion. While most of the script that covered those weathered stones was from the ancient days of the Colossus, some of it came from much more recent times. These markings give crude directions to other parts of the Colossus: a hand and a large chunk of the head. Together those could be the last pieces you need to figure out this ancient puzzle.

  Deciding to pursue the hand, you sail your ship up a narrow strait between two large islands, finally reaching a peaceful lagoon. From there you take the boats upriver, and finally proceed on foot through the thick jungle. After several hours of travel, you spy the mighty hand. The hand sits high above the ground, the fingers pointing skyward. The hand is held aloft by a tangle of trees, while the forearm runs like a broken stairway down to the ground.

  It’s all just a little too quiet…

  Set-Up

  Place the hand in the centre of the table. It should be around 8” off the ground, resting on top of stout trees. The forearm should slope at a gentle angle to the ground. The rest of the table should be covered in rocks and thick vegetation.

  The central treasure should be placed in the palm of the hand. The other treasures should be placed on the board as n
ormal, except that all treasures must be within 10” of the hand or arm. Place one thornspitter adjacent to each treasure except the central treasure.

  Crews should set up as normal for this scenario.

  After the crews have been placed, but before initiative has been rolled for the first turn, the player who has the Advantage may remove one thornspitter of his choice from the table.

  Special Rules

  Figures can move up the arm with no movement penalty. Otherwise, they may climb up the trees supporting the hand following the normal rules for climbing. As soon as the first crewmember sets foot upon the hand (not the arm), place one goliath scorpion at the base of the arm. This creature will activate in the next creature phase as normal. If this creature is ever called upon to make a random move, it will instead move directly toward the central treasure, wherever it is currently located.

  Treasure and Experience

  Treasure is gained as normal for this scenario. Experience is gained as normal for this scenario, with the following additions:

  •+20 experience points for the first Heritor to set foot on the hand.

  •+5 experience points for each thornspitter killed by the Heritor or his crew.

  •+20 experience points if the Heritor or his crew kills the goliath scorpion.

  Gaining the Advantage

  The crew that secures the central treasure has gained the Advantage in the campaign. The players should now play Scenario Nine if they have not yet done so. Otherwise, they should play Scenario Ten.

  SCENARIO NINE

  THE DRAGON-BULL

  The clues have led you to a seemingly barren island, crowded with rocky hills and low, tough scrub. Apart from small lizards and parched bones, there is little sign of life, and it seems unlikely that anyone before you has ever come here. It is a long, sweaty hike to the centre of the island, where you look down into a rocky cleft. There, lying in the shelter of the rock, half of the face of the great Colossus sits on its side in the dirt, gazing out with its one lifeless eye…

 

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