Long ago there was a great war. A war were man pitched machine against machine in fierce massive battles. These machines were golems. The war was fought by a legion of evil and an alliance of good. On the side of evil there were that of dark elves, orks, goblins, and undead. On the side of good were men, high elves, and dwarves. The great evil wished to concoure to entire world but the good wanted to protect it. Each side built golems, from iron to adamantium, to use in battles for supremicy. Now these wars all long over and a society called M.A.D. (magical artifact destruction) is seeking out the last of the golems and destroying them, for fear that they might fall into the wrong hands. Even though these eforts are taken a long lost and all powerfull golem has been released onto the world, an adamantium golem. Twords the end of the war, a city of dark elves began construction on an all powerfull golem. Before they could complete there golem the war was over. The dark elves only managed to make a miniature sized golem of power. But it was left behind when the dark elves went into hiding. So it sat for thousands of years waiting to be activated. Finally it was activated. By a peasant man who had got lost in a cave looking for gold and riches. The mini. adamantium golem was now activated and is looking for the ones that created it. If such a powerfull artifact was recoved, the world is doomed.
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2003-02-25 10:50 PM
2003-02-26 08:21 PM
2003-03-05 06:39 PM
2003-03-07 02:58 AM
The Mini Adamantium Golem could be quite a troublesome amusment. Maybe it's mini in the sense of Mini Me from austin powers. Or even as small as a Ken doll. Regardless of size, an Adamantium Golem can pack a whollop! Of course, who says that raw physical power is it's real power. The evil guys might have trapped a soul inside it to make it alive, a thinking machine as the ultimate weapon.
It could be that it can only be deactivated by the one who activated it. Then they have to find the peasant who may or may not be being chased by the golem bent on freeing itself from it's master's controll.
2003-12-28 04:56 AM
2003-12-28 06:51 AM
Each golem should have a "key", an item that activates and deactivates the golem (a safety device). Each adventure would follow this pattern, finding the key... following it to the golem (homing spell)... subduing the golem, inserting key... all the while dealing with the subplots heaped upon the players by the other players and GM. (A variation would be find a golem being a problem, fight it in an attempt to stop it, search for the key, retreive it, subdue golem, then insert key).
If they Key gives you control over the golem (instead of it following its own needs/ demands/ dementia), then local bad guys are either using the golem or searching for the key as well.
Or maybe the Golems have mystic powercells. You have to subdue the golem and remove its powercell (or make a spectacular aimed attack and break it).
This is more of a world setting, campaign description rather than a single plot. You could not just drop this into a world, you would have to backweave the golem war, the ramifications of the golem war, and so on.
2007-10-05 04:22 PM
2004-04-02 02:00 PM
2004-04-02 02:28 PM
2006-05-02 04:38 PM
2007-01-12 06:45 PM
2007-10-05 04:21 PM
2010-11-23 10:11 PM
I changed my vote on this as I had hoped it would have been expanded on some, which it wasn't. This is such a good concept and needs ot be brought to life.
2011-06-04 06:15 PM
This is a great concept, though the execution needs work.
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