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Ideas for a flawed golem army
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<blockquote data-quote="ffy" data-source="post: 5519755" data-attributes="member: 6667124"><p>I think that is a great idea, I also think that it is a good way to input our Genasi more personally (he hasn't really had much time in the spotlight so far) to the campaign - probably in such a way that part of the control system was thrown into the chemical substance to ensure that they wouldn't be reactivated, and he is the man to go get it (being a swordmage with Hedge Wizard's Gloves and an acid/fire Genasi I imagine the chemicals having a lesser effect on him, or him being able to use Mage Hand or the like to do the job).</p><p></p><p></p><p></p><p>The party is very big on getting drunk (they like to emulate their own RL behaviour with their characters <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />) and reactivating a golem army that makes it difficult to find a drink in the city would probably be something they would care about a lot. Heh, maybe I will make it so that the chemical fuel required by the golems (Herobizkit's idea) needs an alcohol base to create <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=":)" /> After all, the barbarian is a bit too cerebral to get enraged while he is sober, and a barbarian that doesn't rage is just...weird.</p><p></p><p></p><p></p><p>The old army being able to think for themselves is definitely a cool idea, but I want them to be able to actually have full control of the army and later give the control over to whoever they deem worthy. I think that the side-plot of sentient golems would steal the show a bit too much from the main plot - they are coming up on the end of heroic tier and the climax of the campaign so far. Maybe when they are sent ahead in time (and they definitely will, I like the idea of the party getting a glimpse of the future and then having to decide if they should take action to shape the future they saw, once they get back into their own timeline) they will come to the city and find the MkI golems to have developed sentience.</p><p></p><p></p><p></p><p>I like these ideas, but we probably won't be having a real combat (initiative and all) with the golems involved. And even if we do, having their weaknesses really only show once the fighting begins (this time or in the future) isn't the kind of problems I am looking for - with a big enough army of slow, unpredictable and dumb golems the city would still be pretty safe from invaders or uprisings. After all, the PCs would probably be smart enough to warn the government of the problems and have them install additional golem commanders or train a militia to counteract the problems. However, I don't want the golems' shortcoming to be easily solvable - I want there to be a choice between activating and using the problematic golems, or finding another (harder) way to keep the town safe.</p></blockquote><p></p>
[QUOTE="ffy, post: 5519755, member: 6667124"] I think that is a great idea, I also think that it is a good way to input our Genasi more personally (he hasn't really had much time in the spotlight so far) to the campaign - probably in such a way that part of the control system was thrown into the chemical substance to ensure that they wouldn't be reactivated, and he is the man to go get it (being a swordmage with Hedge Wizard's Gloves and an acid/fire Genasi I imagine the chemicals having a lesser effect on him, or him being able to use Mage Hand or the like to do the job). The party is very big on getting drunk (they like to emulate their own RL behaviour with their characters ;)) and reactivating a golem army that makes it difficult to find a drink in the city would probably be something they would care about a lot. Heh, maybe I will make it so that the chemical fuel required by the golems (Herobizkit's idea) needs an alcohol base to create :) After all, the barbarian is a bit too cerebral to get enraged while he is sober, and a barbarian that doesn't rage is just...weird. The old army being able to think for themselves is definitely a cool idea, but I want them to be able to actually have full control of the army and later give the control over to whoever they deem worthy. I think that the side-plot of sentient golems would steal the show a bit too much from the main plot - they are coming up on the end of heroic tier and the climax of the campaign so far. Maybe when they are sent ahead in time (and they definitely will, I like the idea of the party getting a glimpse of the future and then having to decide if they should take action to shape the future they saw, once they get back into their own timeline) they will come to the city and find the MkI golems to have developed sentience. I like these ideas, but we probably won't be having a real combat (initiative and all) with the golems involved. And even if we do, having their weaknesses really only show once the fighting begins (this time or in the future) isn't the kind of problems I am looking for - with a big enough army of slow, unpredictable and dumb golems the city would still be pretty safe from invaders or uprisings. After all, the PCs would probably be smart enough to warn the government of the problems and have them install additional golem commanders or train a militia to counteract the problems. However, I don't want the golems' shortcoming to be easily solvable - I want there to be a choice between activating and using the problematic golems, or finding another (harder) way to keep the town safe. [/QUOTE]
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