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Designing Your Own Colossus The Aberrations

The document provides guidelines for creating colossi and aberrations in a campaign setting, focusing on their appearance, personality, movement, abilities, and weaknesses. It also discusses the significance of essentia as a source of magic in the Drylands, detailing how soul shards influence the environment and the emergence of colossi. Additionally, it outlines various outposts, campaign mechanics, and the structure of hunts and interludes in gameplay.

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eduardoferpa352
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0% found this document useful (0 votes)
112 views15 pages

Designing Your Own Colossus The Aberrations

The document provides guidelines for creating colossi and aberrations in a campaign setting, focusing on their appearance, personality, movement, abilities, and weaknesses. It also discusses the significance of essentia as a source of magic in the Drylands, detailing how soul shards influence the environment and the emergence of colossi. Additionally, it outlines various outposts, campaign mechanics, and the structure of hunts and interludes in gameplay.

Uploaded by

eduardoferpa352
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

COLOSSUS OF THE DRYLANDS

Designing Your Own Colossus The Aberrations


From the divine power surging through the veins of essentia
When you create colossi, ask yourself the following questions:
come new and terrible beasts. These aberrations are smaller
• What do they look like? Are they similar to an animal, do
than the colossi, but share the same goal: keep all creatures
they resemble a particular player ancestry, or are they
away from the soul shards. Some even resemble the colossi
built from pieces of the physical landscape? Alternatively,
they serve, wielding similar forms or abilities as their titanic
they could be an amalgamation of many things.
counterparts.
• What is their personality? Are they quick to dispatch
their enemies, or do they toy with their victims? Are they Any existing adversaries can be reflavored as an aberration,
completely loyal to Kudamat, or do they enjoy learning but you can build your own as well. When creating
about mortals? They could have many different aspects to aberrations, ask yourself the following questions:
their thinking and worldview. • What do they look like? Similar to the colossi, these are
• How do they move? Do they lumber across the landscape, twisted and terrible beings never before seen in the Mortal
fly on feathered wings, or disappear into the earth and Realm. They usually resemble their surrounding landscape,
appear elsewhere? They could also utilize different forms a characteristic they embody, or the colossi they serve.
of movement based on the terrain or situation. • Where can they be found? When you imagine them
• What abilities do they have? They may attack many in the Drylands, consider how they might hunt in the
enemies at once with a flurry of arms, conjure an army environment they populate. These creatures range in size
of ravenous shadow beasts, or rip memories from the from miniscule to the size of a house, and each aberration
minds of their targets. Consider how they’d attack at their will operate differently.
strongest, but also how they’d act when they’re gravely • What powers do they have? Do they resemble a nearby
injured. colossus? Or are they something else entirely? Some
• What is their weakness? Are they vulnerable to fire or of the aberrations might fight in packs, have only one
another element? Do they undergo a transformation that powerful ability, or wear the party down with sheer
leaves them open to attack? Are they a pair of colossi who numbers.
are strong together but weak when separated? Find ways
to give the characters openings to defeat these larger- Essentia
than-life enemies. All magic in the Drylands is powered by essentia, and without
• How does the colossus relate to the themes the players the crystals and batteries made from them, magic users
want to explore? You might create a colossus that cannot access this power. Had the life forces of the Forgotten
animates the dead if characters have experienced grief, Gods not crystallized on the Mortal Plane, its inhabitants
a colossus that grows plants wherever they step if the would never have harnessed the power of magic. Across the
campaign focuses on the destruction of the environment, realm, since the dawn of mortalkind, people have mined the
or a colossus that corrodes all they touch if characters earth and plumbed the seas for these crystals of power. But
begin to doubt if their actions are heroic. it’s only within the recent past that people learned that, while
the raw essentia crystals can provide enormous power, it’s
The Soul Shards more reliable (and often a more efficient use of less-potent
No one knows exactly where each soul shard is located, but stones) to manufacture batteries. These “essentia cells” are
regions overrun with aberrations and supercharged essentia now widely available across the realm, making magic more
indicate that a shard is nearby. When Kudamat locates a accessible and the Drylands increasingly wealthy.
soul shard and begins siphoning power from it, the ground Ask players about their character’s relationship with essentia.
around it quakes with a single, powerful tremor, and the vein
of essentia supercharged by his power glows brightly, day and • Are they willing to harness the life essence of ancient
night. This helps the locals pinpoint the soul shard’s location gods, or do they consider it a profanity?
with more accuracy, so to prevent it from being found, • Do they install raw or polished essentia crystals in their
Kudamat simultaneously creates a sentinel: a colossus who armor or weapons, or do they utilize modern essentia
stalks and guards that entire region. cells?
Once a colossus is slain, the soul shard they defended shatters • How do they acquire new essentia when their crystals or
deep beneath the earth, causing a ring of essentia to violently cells wear out? Do they purchase it in shops, steal it, or
erupt out of the ground in a mile radius around the shard’s mine it as they travel?
location. Destroying these shards prevents Kudamat from
absorbing further power—the sooner each shard is shattered,
the less power Kudamat will have when he emerges from
the mountain at the end of the campaign (see the upcoming
“Emergence of Kudamat” section for more details).

Chapter 5: Colossus of the Drylands 315


COLOSSUS OF THE DRYLANDS
Drylands Outposts THE INCITING INCIDENT
Since the Essentia Rush began about 40 years ago,
You can use the prompt below to start your campaign, or
settlements like Wyllin’s Gulch formed around Godfell
create your own.
Mountain. Some are small encampments, while others are
bustling towns cut through by dirt streets. But no matter their When the first colossus rose outside Wyllin’s Gulch, most
size, they’re always referred to as outposts, because everyone people spent a considerable amount of time panicking.
knows that once the local essentia veins are cleaned out, The sheriff raised a small army to fight it, a band of brave
people will have their town packed up overnight. miners piled old equipment in its path, and the factories
shuttered to protect their stores of essentia. But every effort
Below are a few of the larger outposts, but you’re encouraged
was ineffective in stopping the massive creature’s path of
to make your own:
destruction
The Cinderline: Named for the unique black sand the town
After seeing most of his deputies die in a single crushing
is built upon, the Cinderline sprung up around a river that
blow, Mayor Logan Hartly (she/her) put out an ad. “Help
washed bits of essentia into a nice deposit downstream,
Wanted. Whoever can dispatch the colossus and its pack of
though no one has successfully panned for essentia in the
abberations will receive a chest of fully processed essentia.”
last few years. Locals are fiercely protective of their water
It’s a good deal for anyone who can manage to fight the
supply, as this outpost is the last stop for fresh water
gigantic force of nature and live to tell the tale.
before a long stretch of desert.
Meanwhile, Baron Ryder Destry (he/him)—his name, not
Havalaugh: The name sounds as cordial as the folks in this
a title—recently learned that Kudamat’s efforts to siphon
encampment. Though there isn’t a permanent building in
the power of his soul has supercharged the veins of essentia
sight, the tents that form this town stretch for at least a
connected to the shard, making the stones ten times as
mile. Run by someone known only as Pickens (they/them),
valuable. He’s offering “an army’s supply of powerful essentia”
Havalaugh is fairly receptive to outsiders. The outpost is
to anyone who will collaborate with the colossus to stand
considered to host the premier marketplace on the eastern
guard around the soul shard until Kudamat completes his
side of the mountain, and its High Summer Festival is
ritual. Destry swears his factory guard can keep Wyllin’s Gulch
famous—enough for Havalaugh to nearly quintuple its size
safe, and he’ll keep his teams mining the powerful essentia
for a week. There’s no sheriff in Havalaugh, but anyone who
night and day.
harms a citizen is never heard from again.
The party was assembled by the mayor’s “Help Wanted” ad,
The Iron Kettle: One of the more industrialized outposts in
but Destry’s offer put more than a few wrenches in an already
the region, the Iron Kettle is built around a massive mine
near-impossible plan. Numerous groups with their eye on
owned by Iron Tusk Corp. Because of the talent needed to
Destry’s prize are already on their way to the colossus to help
construct the mining infrastructure, it’s a rustic place full
it guard Kudamat’s soul shard. In addition, smaller aberrations
of skilled smiths and crafters, many of whom sell goods
have begun to rise from the veins of essentia to aid their
to travelers outside their work for Iron Tusk. This need for
titanic counterpart. If the party can manage to fight their way
steel goods has given the smiths more power than Iron
through these smaller adversaries, they’ll have to topple a
Tusk would prefer. But a powerful trade union formed by
colossus, a feat no one in the Drylands has ever accomplished.
the smiths keeps them in check and governs “The Kettle,”
taking the onus (and liability) off the company. Will the party take the offer from the mayor, or give up the
effort to stand alongside the colossus while Destry continues
Pryor: Built into a long-abandoned essentia mine, Pryor is
to mine the supercharged essentia? Can they play both
often unnoticed by those who don’t know where to look as
sides? Will Hartly keep her word if they manage to topple
they ride by. The folk that live in this insular outpost are
the colossus? Can the party kill the massive creation before
not known to welcome guests, but if you have a contact
it destroys Wyllin’s Gulch, or any of the smaller outposts
who can get you in their good graces, you’re likely to learn
nearby? Once they’ve destroyed this colossus, are the stories
the best tricks of the Drylands from the citizens of Pryor.
true, with another rise to fulfill the Prophecy of the Drylands?
Most of these families stretch back to the time before the
Essentia Rush, when there were only a few folk mining
these lands.
Defiance: Famous for its position high atop a mesa,
Defiance is an outpost rumored to have been established
by a band of thieves looking to escape the law—and its
position certainly provides a good view of anyone coming
their way. These vagrants have a considerable cache of
artillery aimed at the ground below, and they aren’t known
to fire warning shots.

316 Chapter 5: Colossus of the Drylands


COLOSSUS OF THE DRYLANDS

CAMPAIGN MECHANICS
The following mechanics are unique to this campaign.

Tools of the Trade


From firearms to dynamite, the Drylands’ communities have developed impressive technology thanks to the Essentia Rush.
Encourage PCs to reflavor any of the standard equipment and loot as something appropriate for the genre. Additionally, they
may choose from the following options.

PRIMARY WEAPONS
The following primary weapons are also available in this campaign.

Name Trait Range Damage Burden Feature

Revolver Finesse Far Tier 1: d6+1 phy One-Handed Six Shot: Place 6 Ammo tokens on your
Tier 2: d6+4 phy character sheet. Spend 1 Ammo token to
Tier 3: d6+7 phy make an attack. You can mark a Stress to
Tier 4: d6+10 phy regain spent Ammo tokens.
Rifle Agility Very Far Tier 1: d8+2 phy Two-Handed Sightline: Spend 2 Hope to gain advantage
Tier 2: d8+5 phy on an attack roll.
Tier 3: d8+8 phy
Tier 4: d8+11 phy
Shotgun Strength Very Close Tier 1: d6+2 phy Two-Handed Scattershot: When you make an attack,
Tier 2: d6+5 phy target all creatures in front of you within
Tier 3: d6+8 phy range.
Tier 4: d6+11 phy

SECONDARY WEAPONS
The following secondary weapons are available in this campaign.

Name Trait Range Damage Burden Feature

Lasso Agility Very Close Tier 1: d4 phy One-Handed Roped: On a successful attack, you can
Tier 2: d4+3 phy temporarily Rope the target instead of
Tier 3: d4+6 phy dealing damage. While Roped, the target
Tier 4: d4+9 phy is Restrained and Vulnerable, but you
must remain within Very Close range
of the target. When the target clears
this condition, you can make a Strength
Reaction Roll. On a success, they remain
Roped.
Small Revolver Finesse Far Tier 1: d6 phy One-Handed Quick Shot: Spend 2 Hope to gain a +4
Tier 2: d6+3 phy bonus to primary weapon damage.
Tier 3: d6+6 phy
Tier 4: d6+9 phy

CONSUMABLE
The following consumable is available in this campaign.
Dynamite: (Consumable) You can light this dynamite and toss it within Close range. All creatures within Very Close range of
where the dynamite lands must make a Reaction Roll (14). Targets who fail take 1d20+5 physical damage. Targets who succeed
must mark a Stress. Dynamite deals double damage to inanimate objects or structures.

Chapter 5: Colossus of the Drylands 317


COLOSSUS OF THE DRYLANDS
Hunts and Interludes Colossal Adversaries
Play in this campaign frame is broken into two distinct This campaign frame introduces a unique adversary type:
phases—hunts and interludes. Colossus. If you are running this campaign, you’ll need to
build colossi for your party to fight. This section provides
Once the party finds out a new colossus has risen in the
some Colossus adversary examples, as well as guidance for
Drylands, they are in the hunt phase. During the hunt phase,
how to design and run your own.
they should be riding into the relevant outpost, gathering
information they need for their hunt, saving innocents from
newly released aberrations, tracking down the colossus, and
Colossus Stat Blocks
battling them. During a hunt, the threat of the colossus should Because they’re so large, colossi use multiple adversary stat
always feel present, even from a distance. A hunt might last a blocks, each one representing a segment of their form. For
few days to a week, but it should feel as though every moment example, you might decide you want to build out Ikeri, Injuries
counts as Kudamat siphons power from his soul shard and the Untold. You could divide their segments into six stat blocks:
colossus wreaks havoc. two legs, two arms, a torso, and a head. Additionally, these
segment stat blocks exist within the colossus framework, a
Once the colossus is slain, the party moves into the interlude stat block that holds the information and features that apply
phase. During the interlude phase, PCs have time to take to the colossus as a whole.
on smaller, more personal tasks throughout the region—
perhaps a band of ruffians keeps robbing people outside the Some segments can be Broken. While Broken, the segment
local saloon, a train was derailed by an eruption of essentia can't use actions or reactions until the condition is cleared.
and is now missing, or a farmer’s cattle keep was devoured When a segment marks its last Hit Point, it’s considered
by something strange in the night. An interlude might last a Destroyed. A Destroyed segment can no longer use any of its
few days to a few weeks or more, depending on the players’ features. A colossus is defeated when all their segments are
desires. Destroyed, but colossi often have an alternative way to be
defeated, as well. When a segment is Destroyed, that doesn’t
mean it’s gone or detached—it simply doesn’t work anymore.
You can use the following Tier 1 stat block as your party’s
first colossus encounter, and it also serves as a template you
can use to make your own colossi. The sections after the Tier
1 colossus stat blocks provide additional feature examples,
guidance for running colossi, and more example stat blocks at
higher tiers.

318 Chapter 5: Colossus of the Drylands


COLOSSUS OF THE DRYLANDS

IKERI, INJURIES UNTOLD IKERI HEAD


Tier  Colossus Adjacent Segments: Torso
This apelike creature has the face of a bird. They are made of stone
and carry an enormous mesa upon their back. Difficulty: 16 | HP: 5
Motives & Tactics: Entangle, intimidate, peck stomp ATK: +2 | Peck: Melee | 1d10+1 phy

Size: 95 ft. tall, 60 ft. wide FEATURES


Segments: 2 Legs, 2 Arms, 1 Torso, and 1 Head Fatal - Passive: When the Head is Destroyed, Ikeri is defeated.
Thresholds: 11/22 | Stress: 6 Strike (Melee) - Passive: The Head is immune to damage from
attacks not made within Melee range.
Experience: Eagle Eyes +3, Huge +2
Follow-Up - Reaction: When the Head succeeds on an attack
FEATURES against a target, it can immediately make an attack against
Colossal Power - Reaction: When Ikeri fails an attack, you gain a another target it hasn’t attacked during this GM turn.
Fear.
Swatting Pests - Reaction: When Ikeri is attacked by a flying target
within Far range, you can make a Peck (Head) or Punch (Arm) IKERI TORSO
standard attack against the attacker. On a success, add a d20 to
Adjacent Segments: Head, Arms, Legs
the damage roll and the target is knocked to the ground at the
feet of the colossus. Difficulty: 14 | HP: 8

FEATURES
Fatal - Passive: When the Torso is Destroyed, Ikeri is defeated.
Shake Off - Action: Spend a Fear to throw off foes. All creatures
on Ikeri must make a Strength Reaction Roll. Targets who fail fall
to the ground and must mark a HP. Targets who succeed must
mark a Stress.

IKERI ARM (2) IKERI LEG (2)


Adjacent Segments: Torso Adjacent Segments: Torso, Leg
Difficulty: 13 | HP: 3 (each) Difficulty: 13 | HP: 3 (each)
ATK: +2 | Punch: Very Close | 1d8+6 phy ATK: +2 | Stomp: Very Close | 1d6+3 phy

FEATURES FEATURES
Chain (A) - Passive: When all segments in Chain A are Destroyed, Chain (A) - Passive: When all segments in Chain A are Destroyed,
Ikeri is defeated. Ikeri is defeated.
Crush - Action: Spend a Fear to make an attack against a target on Massive Stomp - Action: Spend a Fear to make a standard attack
another segment of Ikeri. On a success, Ikeri grabs and crushes with advantage against a group.
the target, dealing 1d20+4 physical damage and Restraining
them until this Arm takes Major or greater damage. When this
Arm takes the spotlight while the target is still in Ikeri’s hand, the
target takes 1d20 physical damage.

Chapter 5: Colossus of the Drylands 319


COLOSSUS OF THE DRYLANDS

EXAMPLE FEATURES ACTIONS


The following are examples of action features.
The following list of features are designed specifically for
Colossus adversaries, and we encourage you to add the ones Shake Off - Action: Spend a Fear to throw off foes. All
you like to all the colossi you build for your campaign. creatures on the colossus must make a Strength Reaction
Roll. Targets who fail fall to the ground and must mark a HP.
PASSIVES Targets who succeed must mark a Stress.
The following are examples of passive features.
Kudamat’s Rage - Action: Spend 2 Fear to force all PCs within
Fatal - Passive: When this segment is Destroyed, the colossus Very Far range to succeed on a Presence Reaction Roll or
is defeated. become Shaken. While Shaken, they don't gain Hope on a
result with Hope and instead clear the Shaken condition.
Chain - Passive: When all segments in this chain are
Destroyed, the colossus is defeated.
REACTIONS
This feature might appear as Chain (A) or Chain (B) for The following are examples of reaction features.
clarity across multiple segment chains.
Swatting Pests - Reaction: When the colossus is attacked by a
Strike (Melee) - Passive: This segment is immune to damage flying target within Far range, you can make a standard attack
from attacks not made within Melee range. against the attacker. On a success, add a d20 to the damage
roll and the target is knocked to the ground within Far range.
Melee could be replaced with any range to change up this
feature. Collapsed - Reaction: When the colossus marks at least
1 HP on all Leg segments, it Collapses. While the colossus is
Armored - Passive: When this segment marks HP from an
Collapsed, segments that aren’t accessible from the ground
attack, it marks 1 fewer HP.
can be climbed.
Climbing (+3) - Passive: This segment’s Difficulty gains a +3
This reaction is typically used in conjunction with the “Not
bonus against action rolls made to climb it.
Climbable” passive feature. You can always change the
This could also be a negative number, such as –3, which trigger out for something that makes more sense within the
would mean the Difficulty to climb is reduced. fiction as it occurs.
Not Climbable - Passive: This segment can’t be climbed. Colossal Power - Reaction: When the colossus fails an attack,
you gain a Fear.
Weak Point - Passive: The colossus has a weak point on this
segment. When this segment marks HP from an attack made
within Melee range, it marks an additional HP.
Segment vs. Colossus Effects
When a feature refers to a specific segment’s name, such
Typically, hitting the weak point of a segment while within as “the Head,” it’s only referring to that specific part of the
Melee range causes the colossus to mark an additional HP, colossus. For example, the Head might be immune to physical
but hitting weak points can have other effects! Feel free to attacks or be more difficult to climb. When a feature refers
experiment with other outcomes. Maybe that segment can’t to the colossus’s name, such as “Ikeri,” it’s talking about the
be used for a few GM turns, or its damage is halved the next adversary as a whole. For example, a reaction feature might
time it’s spotlighted. trigger an attack after Ikeri marks 2 or more Hit Points from
a single attack. This would mean that when any segment
marks 2 or more Hit Points from a single attack, the reaction
is triggered.

Adjacent Segments
Make sure to note which segments are adjacent to one
another. When climbing on a colossus, PCs will only be able
to traverse segments that are adjacent (see the upcoming
“Moving PCs Around a Colossus” section).

320 Chapter 5: Colossus of the Drylands


COLOSSUS OF THE DRYLANDS
Building Colossi as a Puzzle USING A COLOSSUS IN BATTLE
When approaching creating a colossus, consider how you On your GM turn, treat each segment of a colossus as its own
can make them more than just a bag of Hit Points to strike adversary when moving the spotlight. You can spotlight a
until they die. Perhaps certain segments can only be attacked segment as your GM move, then spend a Fear to spotlight an
once other segments are Destroyed, or each segment has additional segment as you would during a fight with regular
its own damage thresholds, or a certain parameter has to adversaries. Some colossi also have actions in their colossus
be satisfied before the colossus can be hit at all. Maybe the framework; you can spotlight the framework to use this action
colossus only takes Major damage, ignoring other severities, as you would spotlight a segment, but you should highlight
or is only harmed by a certain type of weapon, requiring the the colossus as a whole in the narrative. You can still spotlight
party to hunt down those weapons before the fight. The additional segments on your turn.
earlier example features, particularly the passives, can help While a PC is on a segment of the colossus:
you create these puzzles, but feel free to invent your own.
• They have advantage on attacks against that segment.
As you become more comfortable with epic-scale fights, we
encourage you to ramp up the adversaries to your preferred • The segment’s standard attack cannot be used on that PC.
level of complexity—but don’t be afraid to start simple! For example, they can’t grab a PC who’s riding on their hand!
The colossus would need to use a different segment to attack
Running Colossus Fights them. Any feature that allows a segment to attack a PC who’s
Because of the scale of the fight, battles against colossi have currently on that segment will call it out in its description.
some unique rules to use and guidance to follow. For example, the “Shake Off” feature specifies “all creatures
on the colossus,” meaning it would include creatures on that
SCALE segment.
Unlike normal range in Daggerheart, we use a standard form Any features that would pull or push normal adversaries can’t
of measurement when talking about a colossus’s scale. (In move a colossus; instead, the feature pulls or pushes the PC
our case, we use feet—but you should use whatever you find making the attack. For example, using a grappler against a
easiest.) Normal range bands still apply when taking actions colossus can’t pull them toward you, but instead pulls you
and are at GM discretion as usual, but expressing the height or toward them. Any time an effect is targeting the colossus,
width of a creature through recognizable sizes helps the table to use the Difficulty of the segment being targeted. If an effect
understand the scale of the colossus they’re facing. targets a colossus as a collective, use the highest Difficulty
amongst all the segments. If a PC’s feature targets multiple
MOVING PCS AROUND A COLOSSUS adversaries, it can target multiple segments.
During an encounter, it’s expected that PCs will scale the
Typically when fighting a colossus, there is no need to add
colossus. Rather than the normal movement rules, use the
additional adversaries to the encounter—colossi are powerful
following guidelines:
enough on their own! If you do want to have other adversaries
• PCs can climb onto each colossus segment unless a involved, think about their relationship with the colossus. Are
segment notes otherwise in its stat block. they an aberration? Do they find the colossus useful for their
• Once a PC is on a segment, they can usually move around own purposes? We recommend keeping additional adversaries
that segment of the colossus without having to make limited and purposeful, or a fight can become unwieldy.
additional rolls. Lastly, give the characters information about how to take
• To move to an adjacent segment, the PC must make the down a colossus, and consider how that information can be
appropriate action roll (usually Agility or Strength) to leap creatively delivered. Part of the hunt phase should include
onto it. the PCs tracking down knowledge about the colossus before
facing it; you’re encouraged to seed rumors from townspeople
TEAMWORK about what they’ve seen, then provide payoff when some of
While fighting a colossus, PCs may initiate any number of Tag those rumors are proven true during the fight. Additionally,
Team Rolls. examine the colossus’s stat block and plan ways you might
give clues about its physical body using color, light, and shape
to telegraph important information. If you describe heavy
armor that surrounds a delicate blue light pulsing in the core
of the chest, they’ll have a pretty good idea where the weak
point is and the armor they need to contend with. Think
about how you can use all of a character’s senses to convey
the mechanics of the colossus and use them to narratively
guide your players along the monstrous beast. For example,
this segment’s skin feels squishier than the other parts of this
creature they’ve been on, or the smell is getting more putrid
the higher they climb, or they can hear a shrill cry getting
louder as they move toward the tail.

Chapter 5: Colossus of the Drylands 321


COLOSSUS OF THE DRYLANDS
Colossus Maps
If you’d like to use maps and minis to help you and the players maintain spacial awareness of a colossus fight, but you’re
struggling with how to represent the fight without a massive figurine, you can build out the basic shape of your colossus using
notecards, such as the following example visuals. When a PC climbs onto a segment of the colossus, place their miniature
directly on the notecard. This setup can help you and the players remember where each PC is and which segments are adjacent
to them. It can also help you visualize how you can use each segment’s features and shake up the battle.

head head
back shoulder
s
l
tai
ARM ARM
torso upperupper upperupper
leg leg leg leg

r
leg leg lowerlower lower loewge
leg leg leg l

Example Colossi
The following stat blocks provide example colossi for each additional tier of play.

DAKTADAE, THE CLEAVER DAKTADAE HEAD


Tier  Colossus Adjacent Segments: Torso
A massive steel rhinoceros formed from a steam train, a cleaver
emerging from his head instead of a horn. Difficulty: 15 | HP: 5
Motives & Tactics: Clear forests, cleave, hew, stomp ATK: +2 | Cleaver: Melee | 2d20+8 phy

Size: 130 ft. tall, 220 ft. long FEATURES


Segments: 2 Forelegs, 2 Hindlegs, 1 Torso, and 1 Head Invulnerable - Passive: The Head can only take damage while it’s
Thresholds: 16/25 | Stress: 6 Broken.
Godcleaver - Action: Make a standard attack against a target. On a
Experience: Huge +2, Trampling +2
success, mark a Stress to deal 3d20+12 physical damage instead.
FEATURES Head Toss - Action: Mark a Stress and make a standard attack
Steam-Powered - Action: Scalding fountains of steam erupt from against all targets within range who are not on this segment or
Daktadae’s form. Spotlight any segment to make an attack with the Torso. On a success, place 2 tokens on this segment. It is
a +1 attack modifier against a target on that segment. On a Broken until all tokens are cleared.
success, deal 2d6+3 physical damage. Cleaver Recovery - Reaction: After making a standard attack, place
Roll - Action: Spend a Fear to have Daktadae drop to the ground a token on this segment. It is Broken until all tokens are cleared.
and roll. All PCs on Daktadae or within Close range must
succeed on an Instinct Reaction Roll (14) or take 2d20+5
physical damage; succeed or fail, the PCs are thrown off DAKTADAE TORSO
Daktadae onto the ground within Melee range of the colossus. Adjacent Segments: Head, Forelegs, Hindlegs
Slow Recovery - Action: Clear a token from one Broken or Collapsed
segment. Difficulty: 14 | HP: 6
Colossal Power - Reaction: When Ikeri fails an attack, you gain a
Fear.
FEATURES
Fatal - Passive: When this segment is Destroyed, Daktadae is
defeated.
Climbing (+3) - Passive: The Torso’s Difficulty gains a +3 bonus
against action rolls made to climb it unless the Head is Broken.
Protected - Passive: The Torso is covered with external rib plates
of unbreakable minerals. This segment can’t be damaged unless
the Head is currently Broken or Destroyed.
Weak Point - Passive: The underbelly of the Torso has a weak
point. When this segment marks HP from an attack within Melee
range while the Head is Broken or Destroyed, it must mark an
additional HP.

322 Chapter 5: Colossus of the Drylands


COLOSSUS OF THE DRYLANDS

DAKTADAE FORELEGS (2) DAKTADAE HINDLEGS (2)


Adjacent Segments: Torso, Forelegs Adjacent Segments: Torso, Hindlegs
Difficulty: 14 | HP: 3 (each) Difficulty: 14 | HP: 3 (each)
ATK: +1 | Stomp: Very Close | 2d10+8 phy ATK: +1 | Stomp: Very Close | 2d10+8 phy

FEATURES FEATURES
Massive Hoof - Passive: This segment’s standard attack is made Massive Hoof - Passive: This segment’s standard attack is made
with advantage and can target a group. with advantage and can target a group.
Shake The Earth - Action: Daktadae rears up on their hind legs Backward Kick - Action: All targets within Very Close range behind
and slams down, creating a shockwave that knocks back all PCs Daktadae must succeed on an Agility Reaction Roll or take
within Very Close range that aren’t on Daktadae back to Close 2d8+10 physical damage.
range and Rattles them until their next roll with Hope. While Collapse - Reaction: If one Hindleg is Destroyed, place a token on
Rattled, the PC has disadvantage on reaction rolls. this segment. Until it is cleared, Daktadae is Collapsed, allowing
Collapse - Reaction: If one Foreleg is Destroyed, place a token on PCs to climb directly onto the Torso and Head. If both Hindlegs
this segment. Until it is cleared, Daktadae is Collapsed, allowing are Destroyed, Daktadae is Collapsed permanently.
PCs to climb directly onto the Torso and Head. If both Forelegs
are Destroyed, Daktadae is Collapsed permanently.

Chapter 5: Colossus of the Drylands 323


COLOSSUS OF THE DRYLANDS

POY HEAD
POY, SKY SKIMMER OF Adjacent Segments: Neck
THE DUST SEA Difficulty: 16 | HP: 5
Tier  Colossus ATK: +3 | Screech: Very Far | 3d8+2 mag
This massive shoebill stork is formed from the dust of the Drylands
and traps enemies in their cavernous beak. FEATURES
Motives & Tactics: Corral, intimidate, maintain distance Bill Trap - Action: Spend a Fear to make an attack against a target
on Poy. On a success, the target takes 3d6+6 physical damage
Size: 220 ft. long, 160 ft. wingspan and is Trapped inside Poy’s bill until the Head takes Major or
Segments: 1 Head, 1 Neck, 2 Wings, 1 Body, 2 Talons, 1 Tail greater damage. Poy’s damage thresholds are doubled against
Thresholds: 25/48 | Stress: 6 damage dealt by Trapped targets.
Experience: Attack From Above +3, Huge +3, Maneuver +2 Cascade - Reaction: When this segment is Destroyed, the Neck
must mark 3 HP.
FEATURES
Flying - Passive: Poy can fly unless one of their Wings is Destroyed.
While Poy is flying, each segment’s Difficulty gains a +2 bonus
against action rolls made by PCs who aren’t on Poy.
POY NECK
Strong Winds - Passive: While Poy is flying, no other flying Adjacent Segments: Head, Body
creature can come within Close range of Poy without being Difficulty: 13 | HP: 6
blown backward by their powerful wings.
Fall Off - Reaction: When a PC falls off Poy while the colossus is FEATURES
flying, they take 3d20+6 physical damage if they hit the ground. Fatal - Passive: When this segment is Destroyed, Poy is defeated.
Colossal Power - Reaction: When Poy fails an attack, you gain a Protected - Passive: Poy’s Neck is protected by swirling magic. The
Fear. Neck only marks HP from the “Cascade” feature.

324 Chapter 5: Colossus of the Drylands


COLOSSUS OF THE DRYLANDS

POY TALONS (2)


Adjacent Segments: Body, Tail

POY BODY Difficulty: 14 | HP: 5 (each)


Adjacent Segments: Wings, Neck, Tail, Talons ATK: +2 | Talon Strike: Melee | 3d10+5 phy

Difficulty: 15 | HP: None FEATURES


Pick Up - Action: Spend a Fear to make an attack against a target
FEATURES within Melee range. If there’s an additional target within Very
Invulnerable - Passive: This segment is immune to all damage. Close range of them, you can spotlight both Talons at once and
Dive-Bomb - Reaction: When this segment is successfully make an attack against both targets instead. On a success, Poy
attacked, Poy dive-bombs the attacker and all targets within Very picks up their targets, flies straight upwards, and drops them. If
Close range of them. The targets must make an Instinct Reaction a target hits the ground, they take 5d20+4 physical damage.
Roll. Targets who fail take 2d6+9 physical damage. Targets who Cascade - Reaction: When this segment is Destroyed, the Neck
succeed can mark a Stress to climb onto one of Poy’s Talons. must mark a HP.

POY WINGS (2) POY TAIL


Adjacent Segments: Body Adjacent Segments: Body, Talons
Difficulty: 16 | HP: 5 (each) Difficulty: 15 | HP: 3
ATK: +2 | Swipe: Melee | 3d12+9 phy ATK: +1 | Whip: Very Close | 3d12+12 phy

FEATURES FEATURES
Dust Storm - Action: Poy bats their wings, filling the air and making Sweep - Action: Poy’s tail curls up and sweeps across another
it much harder to see. Any attacks made by PCs beyond Melee segment. Spend a Fear to choose another segment and make an
range have disadvantage until the next GM turn. attack against all targets on that segment. Targets Poy succeeds
Flap - Action: Poy violently flaps a Wing. Mark a Stress to make against take 3d8+5 physical damage and are knocked back to an
an attack against all targets on the Wing. Targets Poy succeeds adjacent segment of your choice.
against take 3d8+4 physical damage and are knocked back onto Cascade - Reaction: When this segment is Destroyed, the Neck
the Tail. If the Tail is Destroyed, they instead fall off Poy. must mark 2 HP.

Chapter 5: Colossus of the Drylands 325


COLOSSUS OF THE DRYLANDS

KELIR, THE VIRULENT HATE & KELIR BODY CAVITY


HER HUNDRED, HUNDRED Adjacent Segments: Shell
CHILDREN Difficulty: 17 | HP: 6
Tier  Colossus
A crablike, mountainous beast whose children scurry in and around FEATURES
her, bringing food as tribute. Fatal - Passive: If this segment is Destroyed, Kelir is defeated.
Motives & Tactics: Consume, ravage, swarm Hateful Heart - Passive: Kelir’s heart is suspended within the body
Size: 275 ft. tall, 150 ft. wide cavity, connected by thick veins and arteries. The Body Cavity is
immune to damage unless her heart is the target of a successful
Segments: 1 Head, 1 Shell, 1 Body Cavity, 2 Claws, and 4 Legs
attack. The heart can only be attacked from Far or greater range,
Thresholds: 30/65 | Stress: 6
or a PC must succeed on an Agility Roll while inside the Body
Experience: Contempt +2, Huge +4, Sense Movement +4 Cavity to reach the heart to make an attack against it within
Melee range.
FEATURES Grab and Rend - Action: Make an attack using Kelir’s “Brood
Brood Attack - Action: Spotlight any segment to make an attack Attack” action against a target in the Body Cavity. On a success,
with a +6 attack modifier against a PC on that segment as Kelir’s spend a Fear to deal double damage and Restrain the target until
hundred, hundred children swarm the target with their pincers. they’re freed with a successful Strength Roll.
On a success, deal 4d8 physical damage. Protective Swarm - Reaction: Kelir’s Body Cavity is filled with her
Swatting Pests - Reaction: When Kelir is attacked by a flying target children, who protect her heart. A PC who makes an action roll
within Far range, you can make a Pincer (Claws) standard attack in the Body Cavity must mark a Stress as they fight off Kelir’s
against the attacker. On a success, add a d20 to the damage roll children and their shearing pincers.
and the target is knocked to the ground within Far range.
Colossal Power - Reaction: When Kelir fails an attack, you gain a
Fear.

326 Chapter 5: Colossus of the Drylands


COLOSSUS OF THE DRYLANDS

KELIR HEAD KELIR SHELL


Adjacent Segments: Body Adjacent Segments: Head, Legs, Claws, Body Cavity
Difficulty: 18 | HP: 4 Difficulty: 16 | HP: 6
ATK: +4 | Eye Beams: Close | 4d6+6 mag
FEATURES
FEATURES Armored - Passive: When the Shell marks HP from an attack, it
Strike (Very Close) - Passive: The Head is immune to damage from marks 1 fewer HP.
attacks not made within Very Close range. Contagious Fury - Action: All PCs in front of the Head within
Hateful Gaze - Action: All targets within Far range that Kelir can Far range replace their Hope Die with a d8 the next time they
see must succeed on a Presence Reaction Roll or mark 1d6 make an action roll as they struggle to keep Kelir’s hatred from
Stress as Kelir’s hate tries to consume their mind. consuming them.

KELIR CLAWS (2) KELIR LEGS (4)


Adjacent Segments: Shell Adjacent Segments: Shell

Difficulty: 15 | HP: 5 (each) Difficulty: 15 | HP: 3 (each)


ATK: +5 | Pincer: Very Close | 3d20+8 phy ATK: +4 | Stomp: Very Close | 4d10+6 phy

FEATURES FEATURES
Strike (Very Close) - Passive: The Claws are immune to damage Climbing (−2) - Passive: An action roll made to climb on the leg
from attacks not made within Very Close range. gains a -2 penalty to its Difficulty.
Sever Hope - Action: Make a standard attack against a PC. On a Destructive Scuttle - Action: Mark a Stress to move up to Far
success, mark a Stress to cause the target to lose 1d4 Hope. range in any direction. All creatures in that path must make
Gain as many Fear as the Hope lost. an Agility Reaction Roll. Targets who fail take 4d10+6 physical
damage and must mark a Stress. Targets who succeed mark a
Grab & Hurl - Action: Make a standard attack against a target. On
Stress. Kelir can’t use this action if she is Collapsed.
a success, instead of dealing damage, hurl the target within Far
range in any direction. They must succeed on an Agility Reaction Full Collapse - Reaction: Once three Legs are Destroyed, Kelir
Roll or suffer 3d20 physical damage from the fall. Collapses and PCs can climb on the Shell and Head from the
ground.

Leveling Up SESSION ZERO QUESTIONS


Upon defeating each colossus, the soul shard in that location
Ask any of these questions to your players, or make your own.
shatters and the PCs immediately level up as a reward. After
defeating all nine colossi, the PCs will be at level 10 and ready • Is your character native to the Drylands, or did they come
to take on Kudamat as their last hunt. from elsewhere? How have they been treated by the locals
and incoming prospectors?
Emergence of Kudamat • What is your character’s favorite thing about the
During the campaign, you’ll keep track of the power Kudamat geography of the Drylands? Do they have a notable
is siphoning from the soul shards. Copy the following trackers landmark they’re drawn to?
into your notebook. • Since the rise of the colossi, who or what has your
Siphoning Track:  Kudamat’s Power: ___ character lost, and how did that event change them?
• Some believe that, despite the prophecy, Kudamat will
The Siphoning Track starts with one slot marked, and bring prosperity to mortals when he rises. Does your
Kudamat’s power starts at a value of 0. When the PCs take a character believe this? How do they interact with the
short rest during the hunt phase, mark the Siphoning Track people who do?
once. When the PCs take a long rest during the hunt phase,
mark the Siphoning Track twice. Each time a colossus is • Describe an outpost your character visited in the past.
defeated, or when the Siphoning Track is full, roll as many What did they love about it? What worried them?
d12s as marked slots to determine how much power the soul • What terrors has your character seen roaming the desert
shard gives back to Kudamat. Increase Kudamat’s Power by now that Kudamat is raising ever more aberrations?
the highest value rolled, then reset the Siphoning Track to 1. • What themes are you most interested in exploring with
Once all nine colossi have been slain or his Power reaches your characters, and how might they manifest in some of
100, Kudamat emerges from Godfell Mountain. Build him as a the colossi?
Colossus adversary with a Severe threshold equal to the value
of Kudamat’s Power and a Major threshold equal to half that
value (rounded up).

Chapter 5: Colossus of the Drylands 327


APPENDIX
This section contains additional information and reference sheets.

Domain Card reference


ARCANA DOMAIN

RUNE WARD CINDER GRASP BLINK OUT


Level 1 Arcana Spell Level 2 Arcana Spell Level 4 Arcana Spell
Recall Cost: 0 Recall Cost: 1 Recall Cost: 1
You have a deeply personal trinket Make a Spellcast Roll against a target Make a Spellcast Roll (12). On a
that can be infused with protective within Melee range. On a success, the success, spend a Hope to teleport to
magic and held as a ward by you or an target instantly bursts into flames, another point you can see within Far
ally. Describe what it is and why it’s takes 1d20+3 magic damage, and is range. If any willing creatures are within
important to you. The ward’s holder temporarily lit On Fire. Very Close range, spend an additional
can spend a Hope to reduce incoming When a creature acts while On Fire, Hope for each creature to bring them
damage by 1d8. they must take an extra 2d6 magic with you.
If the Ward Die result is 8, the ward’s damage if they are still On Fire at the PRESERVATION BLAST
power ends after it reduces damage end of their action.
Level 4 Arcana Spell
this turn. It can be recharged for free
on your next rest. FLOATING EYE Recall Cost: 2
Level 2 Arcana Spell Make a Spellcast Roll against all
UNLEASH CHAOS Recall Cost: 0 targets within Melee range. Targets you
Level 1 Arcana Spell Spend a Hope to create a single, succeed against are forced back to Far
Recall Cost: 1 small floating orb that you can move range and take d8+3 magic damage
At the beginning of a session, place anywhere within Very Far range. While using your Spellcast trait.
a number of tokens equal to your this spell is active, you can see through CHAIN LIGHTNING
Spellcast trait on this card. the orb as though you’re looking out
Level 5 Arcana Spell
Make a Spellcast Roll against a target from its position. You can transition
between using your own senses and Recall Cost: 1
within Far range and spend any number
of tokens to channel raw energy from seeing through the orb freely. If the orb Mark 2 Stress to make a Spellcast
within yourself to unleash against them. takes damage or moves out of range, Roll, unleashing lightning on all targets
On a success, roll a number of d10s the spell ends. within Close range. Targets you
equal to the tokens you spent and deal succeed against must make a reaction
COUNTERSPELL roll with a Difficulty equal to the result
that much magic damage to the target.
Level 3 Arcana Spell of your Spellcast Roll. Targets who fail
Mark a Stress to replenish this card
with tokens (up to your Spellcast trait). Recall Cost: 2 take 2d8+4 magic damage. Additional
You can interrupt a magical effect adversaries not already targeted by
At the end of each session, clear all Chain Lightning and within Close
unspent tokens. taking place by making a reaction roll
using your Spellcast trait. On a success, range of previous targets who took
WALL WALK the effect stops and any consequences damage must also make the reaction
are avoided, and this card is placed in roll. Targets who fail take 2d8+4 magic
Level 1 Arcana Spell
your vault. damage. This chain continues until
Recall Cost: 1 there are no more adversaries within
Spend a Hope to allow a creature you FLIGHT range.
can touch to climb on walls and ceilings Level 3 Arcana Spell
as easily as walking on the ground. This Recall Cost: 1
PREMONITION
lasts until the end of the scene or you Level 5 Arcana Spell
Make a Spellcast Roll (15). On a
cast Wall Walk again. Recall Cost: 2
success, place a number of tokens
equal to your Agility on this card You can channel arcane energy to
(minimum 1). When you make an have visions of the future. Once per
action roll while flying, spend a token long rest, immediately after the GM
from this card. After the action that conveys the consequences of a roll you
spends the last token is resolved, made, you can rescind the move and
you descend to the ground directly consequences like they never happened
below you. and make another move instead.

328 Appendix: Domain Card Reference


RIFT WALKER CLOAKING BLAST EARTHQUAKE
Level 6 Arcana Spell Level 7 Arcana Spell Level 9 Arcana Spell
Recall Cost: 2 Recall Cost: 2 Recall Cost: 2
Make a Spellcast Roll (15). On a When you make a successful Spellcast Make a Spellcast Roll (16). Once per
success, you place an arcane marking Roll to cast a different spell, you can rest on a success, all targets within
on the ground where you currently spend a Hope to become Cloaked. Very Far range who aren’t flying must
stand. The next time you successfully While Cloaked, you remain unseen if make a Reaction Roll (18). Targets who
cast Rift Walker, a rift in space opens you are stationary when an adversary fail take 3d10+8 physical damage and
up, providing safe passage back to moves to where they would normally are temporarily Vulnerable. Targets who
the exact spot where the marking was see you. When you move into or within succeed take half damage.
placed. This rift stays open until you an adversary’s line of sight or make an Additionally, when you succeed on
choose to close it or you cast another attack, you are no longer Cloaked. the Spellcast Roll, all terrain within
spell. Very Far range becomes difficult to
ARCANE REFLECTION
You can drop the spell at any time to move through and structures within
Level 8 Arcana Spell
cast Rift Walker again and place the this range might sustain damage or
marking somewhere new. Recall Cost: 1 crumble.
When you would take magic damage,
TELEKINESIS you can spend any number of Hope to SENSORY PROJECTION
Level 6 Arcana Spell roll that many d6s. If any roll a 6, the Level 9 Arcana Spell
Recall Cost: 0 attack is reflected back to the caster, Recall Cost: 0
Make a Spellcast Roll against a target dealing the damage to them instead. Once per rest, make a Spellcast
within Far range. On a success, you can CONFUSING AURA Roll (15). On a success, drop into a
use your mind to move them anywhere vision that lets you clearly see and
Level 8 Arcana Spell
within Far range of their original hear any place you have been before as
position. You can throw the lifted target Recall Cost: 2 though you are standing there in this
as an attack by making an additional Make a Spellcast Roll (14). Once per moment. You can move freely in this
Spellcast Roll against the second target long rest on a success, you create a vision and are not constrained by the
you’re trying to attack. On a success, layer of illusion over your body that physics or impediments of a physical
deal d12+4 physical damage to the makes it hard to tell exactly where body. This spell cannot be detected by
second target using your Proficiency. you are. Mark any number of Stress mundane or magical means. You drop
This spell then ends. to make that many additional layers. out of this vision upon taking damage or
When an adversary makes an attack casting another spell.
ARCANA‑TOUCHED against you, roll a number of d6s equal
Level 7 Arcana Ability to the number of layers currently active. ADJUST REALITY
Recall Cost: 2 If any roll a 5 or higher, one layer of the Level 10 Arcana Spell
When 4 or more of the domain cards aura is destroyed and the attack fails. Recall Cost: 1
in your loadout are from the Arcana If all the results are 4 or lower, you take After you or a willing ally make any roll,
domain, gain the following benefits: the damage and this spell ends. you can spend 5 Hope to change the
• +1 bonus to your Spellcast Rolls numerical result of that roll to a result
of your choice instead. The result must
• Once per rest, you can switch the
be plausible within the range of the
results of your Hope and Fear Dice.
dice.
FALLING SKY
Level 10 Arcana Spell
Recall Cost: 1
Make a Spellcast Roll against all
adversaries within Far range. Mark any
number of Stress to make shards of
arcana rain down from above. Targets
you succeed against take 1d20+2 magic
damage for each Stress marked.

BLADE DOMAIN

GET BACK UP NOT GOOD ENOUGH WHIRLWIND


Level 1 Blade Ability Level 1 Blade Ability Level 1 Blade Ability
Recall Cost: 1 Recall Cost: 1 Recall Cost: 0
When you take Severe damage, you can When you roll your damage dice, you When you make a successful attack
mark a Stress to reduce the severity by can reroll any 1s or 2s. against a target within Very Close
one threshold. range, you can spend a Hope to use
the attack against all other targets
within Very Close range. All additional
adversaries you succeed against with
this ability take half damage.

Appendix: Domain Card Reference 329

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