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Author Topic: Granite Golem Rules  (Read 1204 times)

Offline Like_Clockwork

  • Bookworm
  • Posts: 93
  • "The only way to meet your equal, is to become it"
Granite Golem Rules
« on: 27 June 2016, 01:12:13 AM »
Hello everyone.

So as some of you may very well know, I am the Construct fanatic, and absolutely love using the Enchanter. Naturally, when I saw the Hunt for the Golem campaign, I was very excited. I love the supplement, and I want ALL of the magic items that are exclusive to the third scenario. I of course, also, want the Golem. I read in it that if you use Control Construct on it and move it off the board, it can be captured. Joe has made it very clear that the concept is for it to be entirely open ended for the players to decide what they want to do, and how it should work. After some leveling, me and my dad are ready to take on the Golem. Now here are some of the ideas I have, in terms of rules for the Granite Golem after you have captured it. These were discussed between my dad and I, and I decided to post them here for further discussion. I would have put this in my Ideas thread, but I feel as though it is worthy of its own discussion.

I personally like the idea of having the Golem keep it's Shake Control ability, so that when you bring it to a fight, you only control it for one turn, and then it makes the scenario into a Granite Golem scenario. However, my dad presented the idea of, when you have the Granite Golem captured, before each game, you roll Control Construct against its Will, and if you fail, it just does not join the fight. It also takes up a soldier slot, even if it does not come with you that scenario.
I also like the idea of it being like the captian, in which it takes a percentage of the gold you earn, as you have to spend it on materials to maintain it. Maintaining the Granite Golem stabilizes both it's mind and the alchemical reactions in it's body. However, it is a creature of free will, so it may simply decide not to come with you that fight.

In doing all of this, this would be the actual statistical rules on having the Granite Golem in your warband:
-Before each game, you must cast Control Construct against (Control Constructs current target number+6). If you fail, the Golem stays at the base, and does not participate in the fight
-The Granite Golem takes up a slot in the warband size, even if the Golem does not join the fight in that scenario
-The Granite Golem does not have Shake Control
-The Granite Golem does not have Explosion
-The Granite Golem rolls survival like a Wizard if it should fall in battle
-After each game that the Golem participates in, the Wizard must spend (I was thinking either a percentage, or just 50)gc on materials to stabilize the Golem

Thoughts?


Thank you,
Like Clockwork
I do hope you enjoyed reading whatever it is I have typed, I likely put some thought into it, and appreciate when others look into my brain and go, "Huh, okay"

Offline Pseudok

  • Student
  • Posts: 13
Re: Granite Golem Rules
« Reply #1 on: 27 June 2016, 02:40:29 PM »
Those rules seem pretty solid, as they aren't too complex. Only thing I'm not sure if I like is how Golem rolls for survival like the Wizard. If you really want to keep it that way, you should consider what happens with Smashed Jaw and Close Call results.  Perhaps Smashed Jaw might increase Golem's Will against pre-game Control Construct?

One additional idea: when golem is reduced to 0 health, you roll for it's injury immediately. If it's Golem's real and actual death... then it explodes  ;)

 

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