Making the Terrible Iron Golem MORE terrible?


Maure Castle


Hi,

I'm getting ready to run my players through MC in about a month or so, but I've got a bit of power level problem. Right now, they're average party level of about 13, a little higher than the module level (12). Plus the highest level character is 15 (lowest I think is 10 or 11). And they may be up to average level of 14 by the time they get to MC.

I don't want to spend a lot of time boosting all the encounters, because I know that with an power-heavy party things tend to average out in the end because they are getting less XP per encounter. However, I still want some encounters to be memorable. Particularly the Terrible Iron Golem. Since it is an iron golem I'm assuming its still affected by a lightning spell the same way a regular iron golem is (that is, slowed - its not written in the creature write up). The question I have is, is there anyway to "legally" give the golem an immunity to this electricity effect, aside from DM fiat, that is?

This party has encountered iron golems before and know that electricity slows them. (In fact, just this week they encountered a Hellfire golem and while they slowed it with cone of cold, they used lightning bolt in the same round, so they think its the lightning that slowed it!) I figure an iron golem that is not slowed by electricity will really knock them over.

So, any legal way to do this? Or is it best to just impose the immunity and let it go? Should I then bump up the CR by 1?

Any help would be appreciated.

Thanks,
Greg


See here:

http://paizo.com/dungeon/messageboards/maureCastle/theTerribleIronGolem


infomatic wrote:

See here:

http://paizo.com/dungeon/messageboards/maureCastle/theTerribleIronGolem

Thanks, I had forgotten about that thread. Interesting idea, regarding the fire affecting lightning. I think that might work. My party doesn't know about fire healing it, so the fire in golem may not be a big indicator, but enough of a change that it will at least let them know that something is different here.

I like it. Thanks!

Greg


I've mentioned before that I usually remove the rust vulnerability, as it's simply too easy to destroy a Iron Golem by polymorphing into a rust monster.


infomatic wrote:
I've mentioned before that I usually remove the rust vulnerability, as it's simply too easy to destroy a Iron Golem by polymorphing into a rust monster.

I agree, that polymorphing into a a rust monster pretty much dooms the TIG. But, as was pointed out in the other thread, the rust monster can destroy any object made of metal. So changing the type of metal (as you suggested in the other thread) probably doesn't save it.

So when you say that you remove the rust vulnerability, is there a way to do that within the rules? Or are you just applying this invulnerability yourself? Do you think that (plus the immunity to the electricity slow) merits an increase in CR?

Greg


You could coat the entire golem with crystal, or make it of another material. Terrible Ivory Golem?

As for CR, I don't think so. A CR 16 monster with an achilles heel that big isn't really a CR 16 monster.

On a related point, I used 3.5 spell immunity rules -- allowing things like Orb of Electricity to cause damage. It seems that many others don't. Allowing such spells to hurt the golem would seem to call for a decrease in CR, if the golem was originally intended as immune to all magic.


terrible galvanized iron golem? Terrible enameled golem? Terrible glass glazed golem?


infomatic wrote:

You could coat the entire golem with crystal, or make it of another material. Terrible Ivory Golem?

As for CR, I don't think so. A CR 16 monster with an achilles heel that big isn't really a CR 16 monster.

On a related point, I used 3.5 spell immunity rules -- allowing things like Orb of Electricity to cause damage. It seems that many others don't. Allowing such spells to hurt the golem would seem to call for a decrease in CR, if the golem was originally intended as immune to all magic.

That seems to be the crux of the matter - what was originally intended. I wonder if RJK is floating around here? He might be able answer the question about what was originally intended. (Although from what I understand, he writes these adventures in a sort-of 1stEd/3rdEd hybrid and it's the Paizo staff that converts it all over to 3rd Edition - so he might not know how it all sticks into the rules.)

I guess I'm trying to be too much of a stickler for the rules here. I like the idea of a thin coating of crystal (although that opens the door to spells like "shatter") but maybe that's the key. Make it difficult to get through to the iron core, but not impossible. Personally, I just want to shake them up a bit. If they can eventually defeat it, great. But I want it to really make an impression on them.

Thanks for the ideas!
Greg


Maybe turning the TIG into rust releases the spirit that is fueling it - an advanced (CR 16-17) elder fire elemental, efreeti, or nobel salamander. It could also be wearing a custom magic item, like an amulet of rust resistance (acts like a brooch of shielding, and absorbs X rust attacks).

I am planning to run the TIG pretty much straight up - but then, the party is all around 10th-12th level.

- IO


well, if your open to a few scenario modification; you can leave the Iron Golems alone if you just nickle and dime them to death with hordes of less powerful foes and dont let them rest; make targets a nice opportunity for lightning bolts and they may all get expended before they face the iron golems, something like clockworks or mini iron golems or something should do the trick.


Been thinking it over, and I don't think I'll do anything other than using the "fire" as a way to avoid the slow spell. What I may do, is let the slow spell work for one round, but then maybe have the fire in its head sputter and flash briefly negating the spell. I like the idea of using that fire to heal it, maybe 1hp/HD/hour? That way if they damage it but have to retreat, it'll be back up to full later.

As far as the rust issue goes, I think I may just let it go. They've never thought of that tactic, and there is no druid in the party (so no rusting grasp), so I'm not overly worried about it.

BTW, I'm working from memory and what's written on the boards - is the fire visible to other creatures? If so, the sputtering will be a visual clue that something's up.

Greg

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