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Golems
201 -- A Historical Reference
Part
Three:
The
Legion of the Dead
By Mark A. Jindra

One
of the players in my weekly campaign spent an entire summer in Florida
at his parent's condo. We agreed that his character (the party's mage)
would spend time at a local mage academy studying the construction of
golems. When the player returned, the party went to meet his character
at the academy -- to find it in ruins. The heroes never did track down
the evil mage responsible for the attack.
Part
Three
Good day, class. This
morning, Tod has brought us a special treat. We actually have the remains
of a flesh golem from The Legion of the Dead, the subject of todays
review. Following the review, you will all have a chance to take a closer
look. I have chosen a paper about the legion to read aloud -- Ill
try to be quick, as I know how anxious all of you are to get a peek at
the flesh golem.
The Legion of the
Dead
The first course students attend
here at the academy is Ethics, and those who cant abide by the rules
are expelled without exception. Five years ago, a group of students from
this institution started construction of a flesh golem. When the academys
governors learned that they were using parts of freshly buried corpses
from the local cemetery, they were expelled.
Led by a young mage named Verran,
the students formed a group known as "The Circle" and began
to recruit members of the citys underworld. They robbed and killed,
using their victims money and bodies for their research. Unknown
to anyone outside the original 13 members, Verran and the former students
were creating a second army within the city.
They worked for two years, creating
nearly a hundred flesh golems. In their haste to exact retribution on
their enemies, they cut a few corners, using inferior corpses and abbreviated
rituals. The result was an army of flesh golems that were smaller, slower,
and weaker than normal flesh golems.
To make up for the golems
inefficiencies, the Circle equipped their golems with magical weapons
and armor of various sorts. And secretly, with the help of a powerful
runemaster, they enhanced the golems even further: Each golem wore an
amulet with a rune on it, and was able to trigger the rune simply by touching
the amulet.
Verran did not know that one
of the rogues that he dealt with from time to time was an agent of the
academy who reported the Circles actions to the governors on a regular
basis. So when The Circle launched its attack on the academy, the school
was prepared.
The attack on the academy came
late in the night. The first wave of golems easily breached the walls
and moved towards the central complex when the sky suddenly became as
bright as midday.
A bloody battle raged for almost
four hours, with golems locked in battle with one another and spells flying
from all sides. In the end, the Circle was defeated. But in its defense,
nearly half of the academy was destroyed; twenty of its best mages and
close to one hundred students lay dead.
Surviving mages were able to
determine that the spells cast by the runes were dispel magic or
greater dispelling; fire storm, wall of stone, flame strike, and
blade barrier. The golems used a tactic of activating the spells
upon engaging in melee. This caused the majority of the casualties among
the mages and students, but did little to stop the attacks of the iron
and stone golems of the academy.
Whatever became of Verran?.
Some reports say that he was struck by a spell and destroyed; others believe
that he escaped during the battle and is rebuilding his army, plotting
his revenge. We may never know.
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Flesh
Golem
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Verrans
Flesh Golems
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Large
Construct
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Medium-size
Construct
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Hit
Dice:
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9d10
(49 hp)
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6d10
(33 hp)
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Initiative:
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-1
(Dex)
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-1
(Dex)
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Speed:
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30
ft. (cant run)
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20
ft. (cant run)
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AC:
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18
(-1 size, -1 Dex, +10 natural)
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19
( -1 Dex, +10 natural)
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Attacks:
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2
slams +10 melee
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+2
longsword* +10 melee
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Damage:
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Slam
2d8+5
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+2
longsword* 1d6+6
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Face/Reach:
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5
ft. by 5 ft./10 ft.
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5
ft. by 5 ft./5 ft.
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Special
Attacks:
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Berserk
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Berserk
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Special
Qualities:
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Construct,
magic immunity, damage reduction 15/+1
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Construct,
magic immunity, damage reduction 15/+1
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Saves:
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Fort
+3, Ref +2, Will +3
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Fort
+2, Ref +1, Will +2
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Abilities:
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Str
21, Dex 9, Con --, Int --, Wis 11, Cha 1
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Str
18, Dex 9, Con --, Int --, Wis 11, Cha 1
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Climate/Terrain:
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Any
land and underground
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Any
land and underground
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Organization:
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Solitary
or gang (2-4)
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Solitary
or gang (2-4)
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Challenge
Rating:
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7
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6
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Treasure:
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None
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None
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Alignment:
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Always
neutral
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Always
neutral
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Advancement:
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10-18
HD (Large); 19-27 HD (Huge)
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7-18
HD (Large); 19-27 HD (Huge)
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*Verran
equipped his golems with armor and weapons of varying type and quality.
However, no armor or weapon has a bonus greater than +3.
Combat
Flesh
golems often fare poorly in combat (thanks to their fairly low Armor Class),
though they can easily crush foes who lack magic weaponry. A flesh golem
supported by an ally who can launch electrical attacks is fearsome indeed.
Verrans
golems wear rune amulets inscribed with the following spells (dispersed
among the legion in equal numbers): dispel magic, greater dispelling,
fire storm, wall of stone, flame strike, and blade barrier.
Upon entering combat, the golems immediately use the runes. The spells
activate directly in front of each golem as if cast by a 20th-level caster.
Berserk
(Ex): When Verrans flesh golems enter combat, there is a cumulative
3% chance each round that its elemental spirit breaks free and goes berserk.
The uncontrolled golem goes on a rampage, attacking the nearest living
creature (or smashing some object smaller than itself if no creature is
within reach), then moving on to spread more destruction. The golems
creator, if within 60 feet, can try to regain control by speaking firmly
and persuasively to the golem, which requires a successful Charisma check
(DC 19). One minute of rest by the golem resets the golems berserk
chance to 0%.
Magic
Immunity (Ex): Verrans flesh golems are immune to all spells,
spell-like abilities, and supernatural effects, except as follows. Fire-
and cold-based effects slow them (per the spell) for 3d6 rounds,
with no saving throw. An electricity effect breaks any slow effect
on the golem and cures 1 point of damage for each 5 points of damage it
would otherwise deal. For example, a flesh golem hit by a lightning
bolt cast by a 5th-level wizard gains back 3 hit points if the damage
total is 15. The golem rolls no saving throw against electricity effects.

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