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Downscaling an Iron Golem
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<blockquote data-quote="AddizAbeba" data-source="post: 3686430" data-attributes="member: 14283"><p>Interesting thoughts.</p><p>I think I will use that steaming hot pool idea (visibility & fire damage), and the 'unable to grapple' feature. The golem will have heavy maces for hands (it's origin makes that the obvious choice, and it's design will be a hint for the players they are at the right spot).</p><p></p><p>The steam will do 1 subdual fire damage per round. Is more than what you proposed, but only subdual and much simpler to adjudicate as well (and still 'energy resist'able).</p><p></p><p>For the poison breath, I find your idea too complex for play. I think I will simplify that to explain that the poison is diluted by the steam, and therefore it will do half 1d4 Con primary, half 3d4 Con secondary, on Fort 17 fail (-2 circumstance mod). Still very challenging for my group.</p><p></p><p>The pool will then be in a room with a 10ft causeway around it (except not at tower entrance side), and the pool itself some 25ft square (so room is 10+25+10=45ftft wide by 10+25=35ft deep).</p><p>the golem then can remain happily in the pool, while being able to attack anyone getting close to him. His body will hold the magical key macguffin to open the door. So bypassing him is kind-of impossible. Have to think of what they could do to retrieve that thing without fighting the golem, though... (Diplomacy is out <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> ).</p><p></p><p>As a side note: Since this area is beneath a Vegas-style town, the steam can be used by a casino for it's display as well <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> So the PCs better not disable the hot spring, or face the wrath of the casino-owners...</p><p></p><p>All in all, a very good idea! Thanks!</p></blockquote><p></p>
[QUOTE="AddizAbeba, post: 3686430, member: 14283"] Interesting thoughts. I think I will use that steaming hot pool idea (visibility & fire damage), and the 'unable to grapple' feature. The golem will have heavy maces for hands (it's origin makes that the obvious choice, and it's design will be a hint for the players they are at the right spot). The steam will do 1 subdual fire damage per round. Is more than what you proposed, but only subdual and much simpler to adjudicate as well (and still 'energy resist'able). For the poison breath, I find your idea too complex for play. I think I will simplify that to explain that the poison is diluted by the steam, and therefore it will do half 1d4 Con primary, half 3d4 Con secondary, on Fort 17 fail (-2 circumstance mod). Still very challenging for my group. The pool will then be in a room with a 10ft causeway around it (except not at tower entrance side), and the pool itself some 25ft square (so room is 10+25+10=45ftft wide by 10+25=35ft deep). the golem then can remain happily in the pool, while being able to attack anyone getting close to him. His body will hold the magical key macguffin to open the door. So bypassing him is kind-of impossible. Have to think of what they could do to retrieve that thing without fighting the golem, though... (Diplomacy is out :p ). As a side note: Since this area is beneath a Vegas-style town, the steam can be used by a casino for it's display as well :-) So the PCs better not disable the hot spring, or face the wrath of the casino-owners... All in all, a very good idea! Thanks! [/QUOTE]
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