Wednesday, 6 August 2025

Trollopulous Adjusted Session 125 (Machodor #76): Iron Golem Battle

 

deep within the City of Caves with Glass Walls
 

Timekeeping


This session began on July 31st, 2025with the player characters adventuring until August 2nd. Downtime for these characters begins on the 3rd.


Player Characters Present


Sever the Wrathful (Level 9 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Mustang) 
with henchman Thomas (C6)
Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher)
with henchmen Bishoy (F6) Tawadros (F6)
Fluid the Druid (Level 7 Druid, former wearer of the Ring of Kings)
Marty O'Tool (Level 5 Cleric, wielder of the Mace of Saint Patrick)
Gorfag (Level 4 Half-orc fighter, formerly known as Fagor)


Downtime


Having interrogated the slain red dragon, Skarathax, with Speak with Dead; Sever set off in search of its lair, said to be on the western side of the active volcano within which also laired Lord Inferno. After a week of combing they area, they hadn't found...well anything, but then they found this:

It matched the description and had traces of Fire Giants

They put it on their list of targets, of which there were now many. However, transport was an issue, with Sheamus off doing something else there was no Rocket Cycle available. So, they chose a target within walking distance.

Session Report

The Horn of Bjorn

The party gathered themselves in the slush of the ramparts of the Ice Castle. Fluid had determined that it was going to rain, and this started at dawn. Giuseppe hauled out a horn that the Were-bear Bjorn had give him, and after some hours of sounding it the Gimmelwaldian lycanthrope appeared, with 9 black bears in tow.

As the one most familiar with the terrain, Bjorn lead them off to the east in order to cross the bare mountains around to the area behind the City of Caves with Glass Walls. No one wanted to risk the direct route via the Master of Winter's valley itself.

The trip expended the remainder of the first day, and night fall found them exposed on the mountain side; however some searching found a little defensible box canyon that they made camp in. The night did not pass peacefully, they were awoken by a chorus of wolf-like howls.


Encounter #1: Werewolves?

Rounds: N/A

Result: Monsters withdraw

Highlights: Bjorn returned to bear form and, with his fellow bears, drowned out the wolf howls with their own calls. The monsters lost interest and moved on.

The next morning was cloudy, but the rain had cleared. From their camp site Bjorn pointed out little puffs of steam venting out from various places. The one closed to the city was the one they had explored last time. The chimney-like opening dropped down into the earth, and Sever led the way down after Giuseppe has scanned about for evil, or dragons, or evil dragons. Part way down the easy descent Sever put his hand on a Glyph of Warding, which exploded in freezing ice. He was well prepared to take the brunt, and so they pushed on; but then it seemed he got past a Glyph that the next person set off. There seems to be any number of glyphs down here. Then the channel narrowed and was now only about a foot in diameter, enough to allow the steam out, but not them in. It wasn't like this before, the Master of Winter's men must have taken steps to prevent trespassers. Thoroughly annoyed the party retraced their climb and got back outside.

Bjorn suggested other channels down must exist, so they set off to search for them, and found many examples of steam shafts; but only one that looked like a good prospect. Rather than risk a repeat of the first climb down, this time Fluid shape-changed into a humming bird to survey the route. This was a good idea that saved time, he soon returned with a report that this shaft too had been narrowed part way down. He had returned to human form to convey this information, to be more efficient with his ability they came up with a method of communication that allowed him to explore the next few steam shafts and report; until, finally, he found one some miles away that was unprotected.

This descent was thankfully without opposition, and once at the bottom they found themselves in one of the Bandit Mountains characteristic long, wedge-shaped shafts; this one running north east to south west, probably for many miles. It was wide enough to march two-abreast at the base, but it narrowed above their heads, up into the shadows.

The party set off and were making good progress when a strange thing happened.


Combat #1: 4 Cave Fishers

Rounds: 3

Result: Party Victory

Highlights: Bishoy and Tawadros were both snatched by thin and sticky tendrils shot out from high above them by crab-like cave monsters. They were being reeled up into the darkness! Bishoy had a magic sword and was able to chop through the tendril; a mixed blessing as he then took 3d6 falling damage, while Tawadros hacked away without effect. Fluid, still in humming bird form, flew up, turned into an ape, and attacked one of the monsters, while the others pepper them with missile weapons and spells. Tawadros was reeled up into claw range and tried to give as good as he was getting. When the creature died (non of them had a lot of hit points), it let go of him, and the henchman plummeted 60 to a nasty end below, or he would have if Sever had not readied himself to cast Feather Fall at just the right moment. The ranger has become the nerd.

Fluid poked around up on the ledge for treasure, but there was nothing of value there. The party rested and recovered some hit points before continuing. They passed a vast underground natural stone bridge without incident, then found several partial cave-ins along the route; these, they surmised, corresponded to the steam shafts that had been partially collapsed. They climbed over the rubble and continued.

During their journey the steam in the passage had been increasing in volume, and now they saw an exit up ahead from which it was pouring in; they had reached their destination. The crept forward and had a look; the huge room was dominated by a gigantic furnace on the western wall, radiant heat and steam both illuminated and obscured details. Above in the high ceiling were vents through which the steam ascended; and before all this was the huge metallic construct they had scouted last time. They decided to Leeroy Jenkins it!


Combat #2: Iron Golem (and his controller)

Rounds: 7

Result: Party Flees!

Highlights: Prayers were said, and the eyes of the construct swivelled toward the attackers as Sever, Giuseppe, Tawadros and Gorfag closed in, and it breathed out a horrible cloud of poison gas. Only the half-orc failed and found himself Slowed. Everyone else wailed on their metal opponent, and found their weapons had no effect! What's more, Bishoy called out that he had seen some sort of magical spell being cast through a small hatch which had opened, and just as quickly closed, in the main door to the furnace.

The golem started moving more quickly than before, it was now Hasted.

It was time for plan B: Fluid took to the air and tried to find something he could do on the top of the furnace. Sever switched to shield and dagger, his dagger being a special +3 vs Large Creatures one, in the hope that this would be strong enough magic to effect the golem. Giuseppe tried to draw the enemy's attention to help spread the damage around. There was a sudden clamour: who had the Rod of Cancellation they had found in the halfling steading last week? This item was in no way guaranteed to work against the golem, but it was worth a try! Tawadros started scrambling through Sever's backpack in the hope of finding it.

Next round the golem pounded Sever twice, but the Ranger found his dagger worked and he inflicted damage of his own backed with the power of this girdle. Tawadros worked his way around behind the enemy while trying to find the Rod, Giuseppe got the golem's attention, Gorfag (slowly) tried to get over to the furnace and help Bishoy spot whatever was going on there. Then the little hatch in the furnace door opened again, this time a small streak of flame flashed out--targeting the golem--and blossomed into a fireball. Giuseppe and Sever made their saves, but Tawadros failed; and you know what that means:

"Items exposed to the spell’s effects must be rolled for to determine if they are affected. Items with a creature which makes its saving throw are considered as unaffected." PHB p73

Was the Rod going to be melted before anyone had a chance to use it? In a story-time-theatre-kid game, I as the DM may have planned this encounter to rely on the Rod of Cancellation, and so now faced the conundrum of what to do if it failed its save. PSHAW! Let's turn to the item saving throw table. 

DMG p80

Fortunately for the party though, I had already established (i.e. mentioned off hand for flavour and was now stuck with it) that the rod was made from metal, and so--being a magic item--it saved on a 4+. So they had that going for them, but the bad news was this: the Fireball spell had healed the golem of the damage inflicted by Sever, the heat fusing the cuts his dagger had made in its leg and repairing the damage. What a dirty trick.

Tawadros shrugged off the burning pain of the Fireball and had a swing with the Rod next round, but missed. Giuseppe then dodged under the swinging fist of the golem and around to take over from his henchman, relying on his better combat ability to increase their chances of hitting. Sever got the golem with a double dagger stab. The golem itself missed for a change, which I didn't think was possible until then. Things were balanced on a knife's edge. 

Now, the huge door to the furnace opened, and a gigantic fire elemental walked out, brushed by Bishoy and Gorfag (who dived out of the way in slow motion) as though they were nothing, walked right up and stood in the same space as the golem, healing it with its fire damage. What a dirty trick!

In the depths of the open furnace Bishoy thought he saw a man shaped figure moving amid the flames, then it was gone...

The next round Giuseppe took over on the Rod of Cancellation, and got a hit! But nothing happened. The description for this item does not cover golems, and I had not told the players my ruling since they had no way to know: they just had to find out by trying. The item description does include artefacts and relics, as well as very powerful armour, so I had decided that it required a number between these two to take effect on the golem. The item description also does not say explicitly what happens after a failed attempt to use it, I ruled that they could keep trying.

Two more rounds passed, I think between Giuseppe and Sever they hit 3 times with the Rod; but none took effect, and that was pretty bad luck. Things got worse when another fireball flashed out, healed the golem, and hurt them; Giuseppe was reduced to 0 hit points and went down.

They were so close to victory, but another bad round could mean death for them all. Yet, how could they flee when Sever was engaged with the golem?

Fortunately he was wearing these babies
Boots of the Skirmisher: These boots always appear to be ordinary foot gear, but upon command may change from low soft, to high hard, etc. The true power of the boots enables the wearer to "redeploy", i.e. break off from melee combat, without drawing a free attack from opponents. This power may be used at will. Additionally, once per day, when utilising the redeploy power, the boots also convey the power to pass through overgrown areas (undergrowth of tangled thorns, briar patches, etc.) without leaving a discernible trail and at normal movement rate, as per a 3rd Level Druid.

TBH I'd forgotten Sever had these. With the boots power they could withdraw relatively safely; if they won initiative, if someone could grab Giuseppe, and if everyone else was out of the way by the end of the round. Fluid helped by casting Obscurement.

They won initiative.

The party fled for their lives out and back down the passage. Although the golem was tall enough that the Obscurement spell only came up to its chin, the construct could not see them in the mists, and so they had time to escape. Even with the Haste spell still in effect it couldn't catch them as they retraced their steps and hauled themselves up and out of the mountainside. They returned to the slushy Ice Castle with a dejected Bjorn and a walking wounded Giuseppe; they had learned much, but at great effort and with no tangible rewards.

Session Statistics: 


Wilderness travel:  18 Miles
Downtime begins on: 03/Aug
Combats: 2
Rooms mapped: 1
Combat rounds: 10
Losses: Giuseppe (unconscious)

Treasure & Items
none

Monsters
4 Cave Fishers 608 xp

608 XP & 0 GP  Assignment
Sever (E) 94 xp & 0 gp 
and Thomas (E)  48 xp & 0 gp
Giuseppe (E) 94 xp & 0 gp 
and Tawadros (E)  48 xp & 0 gp
and Bishoy (E)  48 xp & 0 gp
Marty O'Tool (E) 94 xp & 0 gp 
Fluid (E) 94 xp & 0 gp 
Gorfag (E) 94 xp & 0 gp 


Graveyard


Sever the Wrathful (Ranger level 9), Killed by two pains in the Annis in session #122. RAISED FROM THE DEAD

Anri (Henchman Magic-User level 4), found dead with a ghastly chest wound in the Ice Castle, with her heart missing she was unable to be revived, in downtime after session #122 

Symeon (Henchman Cleric level 2), Only strong enough to wear studded leather, he was torn to shreds by Troglodytes in session #121

Paul (Henchman Paladin level 3) Effected by the Imprisonment spell touch attack from a Styx Devil in session #117. Might not be dead, but is definitely at least six feet under for all intents and purposes.

Gurt the Green (Paladin level 6) killed by a poison needle trap in session #114 RAISED FROM THE DEAD (with a roll of 94!)

Solaire the Fallen (Henchman Fighter (paladin) level 3) killed by Stone Giants acting as catapults in session #114

Paul (Henchman Paladin level 1), reduced to 0 hit points by white dragon breath when climbing down a rope ladder in session #108. Killed not by the fall; but by the sudden stop at the bottom. RAISED FROM THE DEAD

Ignatius the Smiter (Cleric level 1), horrifically mutilated and killed by double hit from a Shoggoth in session #106

Domby (Henchman with Dex 5), double surprised and turned into a pin cushion in session #87

Luke (Half elf Fighter/Cleric level 1), tragically killed by a normal hydra while trying to cauterise one of its neck stumps in session  #86

Gurt the Green (Paladin level 3),  killed by a hydra bite in session  #86 RAISED FROM THE DEAD

Pleasance (Footman level 0), killed by a phase spider bite in session #81

Siegward (Henchman Fighter level 1), killed by a phase spider bite in session #81

Tawadros (Henchman Fighter level 4),  killed by a phase spider bite in session #81 RAISED FROM THE DEAD

Patria (Footman level 0), killed by a two headed snake bite in session #81

Deltacron (Dwarf Fighter/Thief level 1/1), threw his last flask of oil at, and was level drained to death by, a Vampire in session #76

Petrov the Prestidigitator (Magic-user level 1), wrong place, wrong time; killed by Sever the Ranger in session #72 RAISED FROM THE DEAD

Petrov the Prestidigitator (Magic-user level 1), killed again by the toxic gas of an Achaierai in session #72

Red (Paladin Level 1), always popular with the ladies, he was eaten up by a female Roc in the Pizza Slice of Doom during session #67

Jacques Ocular (Magic User level 1), a fat green worm burrowed into his head and turned him into a Son Of Kyuss in Brovenloft in Session #43

Pino (Dwarf Footman level 0), Killed by a Frost Giant axe in the head in session #39

Paro (Dwarf Fighter/Thief level 2/2)  Killed by Winter Wolves and frozen in session #39

Zabib (1/2 Elf Fighter/Magic User level 1/1), Killed by Frost Giant rocks in downtime prior to session #39







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Trollopulous Adjusted Session 125 (Machodor #76): Iron Golem Battle

  deep within the City of Caves with Glass Walls   Timekeeping T his session began on  July 31st, 2025 ,  with the player characters adventu...