Horror really can't be talked about because it's alive,
because it's mute and goes on growing: memory-wounding
pain drips by day, drips in sleep.
- George Seferis, Last Stop
Appendix for the DM
Seferis' quote captures an important quality of horror and the horrible. What is truly horrifying cannot be conveyed by mere words. In the face of our worst nightmares, language fails us. We are stripped of all civilized conventions, of our secure knowledge of what can and cannot be, and we are left alone, incapable of trusting what we have always relied on.
Golems are horrifying creatures on many levels, not the least of which is their strange parody of humanity. In Mary Shelley's Frankenstein, the villagers see a hideous monster and immediately leap to the conclusion that it is a monstrous being both inside and out. At first this may not be the case, but as the monster is rejected again and again by those it meets, as Dr. Frankenstein fights to control it body and soul, the monster indeed becomes what the villagers have condemned it to be: a creature of irrefutable evil.
The Created's closeness to ourselves brings the horror into our very laps. It is difficult to ignore or escape. In the movie Halloween, a murderous child known as Michael Meyers returns to his placid middle-class suburban neighborhood to wreak mindless, unstoppable violence on the teens living there, and he does so with unnerving calm. (Meyers is the prototype of a new wave of Hollywood golems that includes Jason and Chucky.) At the end of the movie, despite the best efforts of the film's heroine, and despite the fact that he should have been dead many times over, Michael disappears into the darkness.
There is no reasoning with golems, no under standing their true nature. They do seem to have a perverse understanding of us, however. Still, this understanding never leads to compassion. Rather, it only imbues the golem with a greater capacity for tracking and tormenting its victims.
Golems are the true bogeymen of the AD&D game. They are the creatures lurking under the bed, the things that go bump in the night. When a golem is handled to its best advantage during play, no other monster can equal the sheer heart-stopping terror it creates in a campaign.
Golem Adventures
There are four basic elements of particular importance to golem adventures: obsession, terror, intimacy, and tragedy. The whole tenor of an adventure can change by focusing upon a particular element or elements. For instance, using Dr. Van Richten's gibbering golem as an example, if the DM focuses on the tragic situation of the creature, born into a chaotic world with only the insane for company, desperately searching for a soul mate, the PCs may see their mission as one of release: freeing the gibbering golem from its mad and doomed existence. However, if the relentlessness of the golem is the focus of the scenario, the PCs may well begin to think they are mad as effort after effort fails to stop the horrid thing that laughs at them from the shadows and seems to be waiting around every corner, behind every door.
Before a Dungeon Master begins to work on a scenario involving golems, each of these four elements should be
considered and their importance to the particular story determined. By taking just a little extra time and effort, the DM can provide the players with a scenario that is not just scary, but magnificently horrifying.
Obsession
Almost without exception, the creation of an intelligent golem involves obsession. Only through the obsessive drive of its creator can such a golem achieve life. Would-be creators who lack this obsession simply never succeed.
Obsession, as both a creative and destructive force, is an integral element of any golem scenario. The DM may use a creator's obsession to show the PCs the danger of such all-consuming drive. The creator reaches his goal, but at a horrible expense.
Conversely, in order for a party to defeat a golem, they must give up a great deal and devote their energies almost obsessively to the task at hand. The DM can easily slip in an encounter or two where the PCs must choose between temporarily backing down or sacrificing their principles to more easily reach their goal.
Obsession is purpose without balance. It involves an inability to see any viewpoint save one's own. Such a powerful emotion can create great good, pushing people to new heights they thought were unattainable. However, it can also become an end in and of itself.
Shakespeare often used obsessive characters as villains in his tragedies. Lady Macbeth would stop at nothing to gain power and position. Both golems and their creators are consumed by obsessions, and through these monsters we see our own faults grown to epic proportions.
Terror
The golem is the ultimate bogeyman. It is an unrelenting foe, seemingly unstoppable. This element of primal terror is particularly relevant to scenarios involving the Created.
From the time we are children, we fear what we do not understand. Even more frightening is the enemy we cannot reason with or have power over. Golems are just such foes. Vampires, werewolves, and other classic monsters walk among us (at least at times), speak with us, and participate in society to an extent. All may share a particular Achilles heal, such as sunlight for the vampire, or the silver bullet for the werewolf. But golems do not participate in human society. And golem hunters have no foolproof weapon at their disposal.
Many players participate in a Ravenloft campaign because they enjoy the fear it inspires within them. It's the same reason we visit "haunted houses," tell ghost stories, and watch horror films. We like to be scared (at least through imaginary situations). For the DM, a golem is an ideal monster to just plain "scare the bejeezes" out of their players. For such thrill-seeking players, not much can top the horror of being certain you have destroyed your enemy - only to see it rise up again, good as new. After this has happened more than once, even hardened adventurers may be jumping at shadows and flinching away from every unexplained noise.
Intimacy
A common theme in gothic horror is the intimate situation - a comforting familiarity with a person or place that leads characters to drop their guards despite impending danger. In a golem adventure, characters should find themselves in a situation marked by such comforting familiarity. The Created often seek out human civilization and haunt its edges, sometimes yearning for acceptance, other times merely looking for prey. Thus, even the most familiar setting can be the site of a golem scenario. But even if the PCs are in a strange town, they might still find a warm inn or a friendly tavern. When violence and fear strike in such comforting surroundings, the result is far more confusing and horrifying than, say, being attacked while crossing an ore tribe's lands.
As noted, an intimate situation may involve familiar people as well as places. For example, perhaps the golem's creator has stolen the animating spirit from someone the PCs know and care for. While the group may realize this awful truth at first, the golem may retain certain memories about the party and use the information against them. For example, if a character's mother has been ill, the golem might leave crude notes asking whether she has recovered.
Such a golem is particularly appropriate for the role of a recurring enemy. All golems make excellent recurring foes, of course, due to their power and regenerative abilities. But a creature whose spirit was linked to the PCs both before and after animation can add a neatly macabre note to confrontations. And having a PC wake to discover some evidence that a former acquaintance laid beside him in the night - when the PC had no idea that character was even in the area let alone still alive - can be as intimately horrifying as the kiss of the succubus. Of course, as the PCs soon discover. that former acquaintance will most certainly have changed for the worse.
Even more intimate and horrifying is discovering that a member of one's own adventuring party has been placed within the body of a golem. Such adventures approach their peak of horror as the golem PC rapidly begins to lose control, and his friends attempt to reverse the terrible transplantation before it is too late. This type of adventure is extremely tricky to run, however. Pacing and balance are critical. To maintain effective tension, the DM must emphasize the golem PC's gradual loss of identity and control (which is the true horror), while still allowing the party some hope of saving the PC. If this balance can be struck correctly, however, you can be sure your players talk about this adventure for a long time to come.
Tragedy
Although golems are creatures of darkness, they are also creatures of great tragedy. As noted in Chapter Two, a golem may be animated by the life force stolen from another living being. During the course of its "kidnapping," the spirit becomes warped. However, it still maintains some idea of its former self, some memory of who it once was. The doomed spirit, twisted by the malignant obsessions of its creator, is evil and must be destroyed. The heart of the golem's tragic existence lies in both the tiny shred of humanity forever trapped within the golem's body and in the golem's initial doomed attempts to reach out to others from its utter isolation.
Frankenstein's monster is an excellent example of the doomed creation of a mad scientist. The creature yearns for companionship, acceptance, and even love, but its true nature can never allow the monster to attain these goals. Struggling and raging against its creator, its own nature, and the world that rejects it, Frankenstein's monster is a study in tragedy.
The golem's creator can also be portrayed as a tragic figure. With only minor modifications in the case history Dr. Van Richten presented in the last chapter, Fressen could be seen as a tragic figure. If his cold and disapproving father had murdered Danalie and then sent the grieving and shocked Fressen to the asylum, his
story would truly be tragic and his creation of the golem "Father" seen as a pathetic attempt at finding love and acceptance himself.
The tremendous amount of destruction and loss of life can also bring a great deal of tragedy into the adventure. If the PCs must ride into a small village rent asunder by a golem, only to find a few children left alive of all the village's residents, or a mother sobbing over her dead child, they should certainly be moved by such a scene.
Techniques of Terror
When portraying golems in an adventure, it can be wise to pick up some tricks from horror novels and films. In general, think about what books or movies you find scary and then ask yourself why they scare you. Often, when a person is asked to think of what particular event scares him, he cites something along these lines: A monster jumps out of a closet at the hero. But what they actually found scariest was the tension as the hero walked through the house. Knowing that there is a monster out there somewhere is much scarier than simply having it stand before you. When the monster comes out from under the bed, you can at least attack.
Gothic horror relies heavily upon the fear of the unknown. Golems are an ideal way to bring this sort of terror into an AD&D campaign. They are inscrutable, they are evil personified, and they are out there somewhere. Maintaining this sense of uncertainty and imminent danger is one of the best ways of putting a party on edge.
Here's another method of enhancing the fear caused by a golem: Never let the PCs get a good look at their foe until the final confrontation. While playing the role of NPCs, arrange for a few horrified witnesses to mumble about "those terrible, terrible eyes" or some such. Let the PCs see the devastation wrought by the creature, When the heroes arrive on the scene of such destruction, time the adventure so they're only a few moments too late, again and again, though they may catch a glimpse of the fleeting creature. In short, allow the players' own imaginations to do some of your work for you. After all, each of us has our own particular fears, and the images they conjure in our minds are those which horrify us the most.
The movie Alien provides an excellent example of this visual restraint. Ripley and the other crewmembers of their space freighter first see the young alien as it emerges from a crewmember's stomach (kilting him in the process). The viewer shares their horror as the victim's stomach bulges and pulses, yet the creature itself is seen only fleetingly. Then the crewmembers know an alien is aboard their ship, but they can find only its trail-the skin that it sheds as it grows and grows. One by one, the crewmembers are picked off and eaten; still, we are granted little more than a glimpse of the attacker. (This film is also an excellent example of utilizing more than just sight to create horror and suspense. Sound, touch, smell, and taste are all important senses and should not be ignored when describing both your monster and the surroundings the PCs are in.)
Another means of making the Created truly terrifying is to emphasize their relentlessness. This quality is best conveyed through extremes: a golem displaying primal levels of emotion and destruction, or a golem that exhibits a complete absence of these qualities. In the latter case, for example, the enemy may walk at the same, deliberate pace, no matter what its victims do or how fast they run. This can be vastly more frightening than a golem who performs the pell-mell attack typical of many monsters. After all, a creature who feels no need to hurry must be confident in its eventual success. This technique is especially effective when the PCs are on the run. The use of a recurrent golem foe (as discussed above under intimacy) can also be an excellent device for wearing at the PCs' nerves and causing them to feel always on the alert.
A final method that often proves effective in provoking fear is a horror movie stand-by that goes something like this: Create tension (Billy sneaks through the gymnasium trying to escape the monster he knows is out there), then create a shock (suddenly a dark figure looms up behind Billy), which turns out to be a false alarm (it's only Billy's goofy friend, Eddie, wondering what Billy's doing), and then spring the real shock on the relaxed audience (now the monster strikes').
Of course, some players are hard sells, and if all your techniques to cause horrified and fearful reactions in your players fail, you can resort to using fear and horror checks. But it is infinitely more fun for all concerned if the PCs are actually scared and horrified.
Creating New Golems
Imagine you've decided which elements of horror you'd like to emphasize during your adventure, and have begun to develop a story line. You've decided who is attempting to create a golem and why. Now it's time to determine the exact nature of the golem, the malevolent heart of your story. The methods outlined below will help you create a unique monster especially suited to your campaign.
Using the Monstrous Manual Tome
The simplest and quickest method of creating a new golem is to consult the golem entries in the Monstrous Manual book and the Ravenloft appendices to the Monstrous Compendium series. Even though these golems are automatons created by wizards and priests, as opposed to intelligent creatures born of an obsession, the descriptions can still provide a useful springboard.
In any case, start by considering the golem's creator. Is he (or she) a blacksmith, for example? Consult the entry for the golem variety that best suits the creator and your story line (such as iron for the blacksmith).
Even using this sort of shortcut, you can create a unique golem. In fact, it's always a good idea to adjust the standard creature a bit so that your PCs must remain on their toes, not knowing exactly what type of enemy they face. Uncertainty will add excitement, fear, and mystery to your adventure.
During play, be careful not to make a pronouncement like this: "It looks like a flesh golem." Such a statement completely deflates what is otherwise a dramatic moment: the moment the PCs see their foe. Instead, describe the hideous, lumbering humanoid with a lopsided face, sagging skin, and huge hands, smelling faintly of blood and decay, or a fiendish creature that leaps from a rooftop and lands before the PCs as deftly as a cat. This kind of description prevents the players from recognizing the creature and immediately making a mental roster of its combat abilities.
When you've created a golem based on a standard type, it's especially important to prolong some of the mystery about that creature during play. One of the golem's main strengths is its resiliency. If the PCs are unaware of the exact nature of their enemy, they will be extremely shocked when the golem rises up from "death", apparently unharmed.
Starting from Scratch
This method for building a new golem takes more time, but the results will reflect that effort. You'll have complete control over your creation, and can tailor the golem to your exact specifications.
Earlier in this book, Van Richten presented common traits, vulnerabilities, and extraordinary powers of golems. These can serve as guidelines for your new creature. Consider the information to be suggestions only; it is not intended to be a rigid system of inflexible rules. The purpose of this book is to open up possibilities and expand the options of you, the DM, not to limit your creativity.
When building golems from scratch, remember how powerful these monsters are. Be careful to balance the golem's special abilities with at least a few vulnerabilities. It is a delicate task to create a monster that appears nearly unstoppable, but is also a monster the PCs have a chance of defeating. The gibbering golem described by Dr. Van Richten is an example of a golem "created from scratch."
PC Golems
If your story calls for the spirit of an NPC to be planted in the body of a golem, plotting the adventure is relatively easy. But what happens if a player character is the victim? This potentially dramatic twist poses special challenges. Certainly, the desperate fight to save the PC is the stuff of great adventure. However, becoming a golem must in no way benefit the PC.
In most cases, a golem's animating force, or spirit, has only the fragmented memory of its former self, and then only briefly. However, if your story calls for a PC's spirit to be transferred to a golem body, then the personality of the character should remain intact for a short time. This allows the PC and his friends a window of opportunity in which to save the unfortunate character. Bear in mind, however, that the sudden disruption of changing bodies is always followed by the deterioration of the PC's mind and personality as he rapidly becomes a creature of obsession and evil.
The section below explains how long a PC's spirit may inhabit a golem before this atrocity is irreversible (and the player must abandon his or her role). It also describes what happens to a PC's personality and abilities when he becomes a golem. You may wish to devise your own methods of golem animation, but the following guidelines should provide a springboard for your imagination.
The Energy Surge
As noted in Chapter Two, a powerful surge of energy binds a spirit to the golem's body. When that surge occurs, the PC must make a system shock check. If he fails this check, his body dies during the transfer of the spirit, and the player must immediately give control of his character to you, the DM. The player should then create a new character, for the old one is permanently lost, trapped within its new golem body.
On the other hand, if the system shock roll is successful, the PC finds himself a golem. Within 2 to 24 (2d12) hours, the character will remember his true identity, although he will only have hazy memories of his transformation. He will have an acute sense of physical power, however - a power derived from his new form.
Brain Transplants
An adventure in which the physical brain of a player character is placed within the body of a golem offers an even more extreme plot twist. This ploy should only be used if you feel the PCs will have some chance, however slim, of restoring their comrade to his original state. There is an added difficulty, as the PC's body almost assuredly (barring extreme magical measures such as the use of a time stop spell or the like) actually dies during the physical operation. The death of the character's body makes it that much more difficult for his companions to restore the unfortunate PC. In any case, the PC must make a successful system shock roll to survive. (See "Reversing the Transformation" for more information.)
Changes by Class
When the mind and personality of a PC enter the body of a golem, the character's abilities can change dramatically. These effects are explained below. Of course, the normal changes first imposed on PCs when they entered the dark lands of Ravenloft are still in effect. Avengers, arcanists, and gypsies are all character classes that are defined in the Domains of Dread, rulebook.
Warriors and Avengers: Save for the tremendous strength of the warrior's adopted golem body, the change does not significantly affect the PC's abilities. However, if the warrior utilizes this prodigious strength (or any of the other abilities of his new form) in combat, the character will find himself that much further from salvation (see "Effects on Personality," below). Avengers, while in a golem body, are less focuses on their creator as they are on their nemesis. If their nemesis is within 10 miles, they may develop a telepathic link, like that a normal golem has with its creator. They lose all other benefits, and may find it hard to resist using their golem powers.
Paladins: A paladin entering the body of a golem in Ravenloft loses almost all of the paladin's powers. The paladin cannot successfully discover whether a being is chaotic while in the new body, nor can he heal himself or others while in golem form.
The paladin does, however, receive one small boon: He is no longer detectable by the lord of the domain. Further, he retains the ability to turn undead. However, any attempt to do so suffers a -4 penalty due to the increased difficulty the paladin has at focusing his willpower and faith while in the golem body. If the paladin ever uses one of the golem's many abilities, or when he inevitably begins to be corrupted by his new form, he suffers an alignment change and loses all the special abilities of his class (see "Effects On Personality," below). In order to regain the paladin's abilities and alignment, the character must (at a minimum) embark on a holy quest. DMs must determine the effect on a paladin's powers when in a golem in lands other than the Domains of Dread.
Rangers: Rangers completely lose their animal empathy while in the body of a golem. Animals can sense the unnaturalness of the ranger's new form and instinctively shy away. If the ranger has any animal followers, they too will avoid their master. The animals will have no idea what has happened to the ranger. It is entirely possible they'll think the character has died and then move on. If the ranger regains his own body, the animals will return, provided they're still in the area.
Wizards and Arcanists: When placed within the body of a golem, a wizard immediately loses all ability to cast spells. Although the character retains the knowledge necessary to work magic, the body and brain of a golem are incapable of channeling the necessary energies. Try as he might, the wizard cannot master magic of any sort until he is returned to his own body. Arcanists are affect much the same as wizards. They can still, to a degree, enforce their will upon the mindless dead, however. All such attempts are to turn or command undead suffer a -4 penalty. The Arcanist's knowledge of forbidden lore is not affected.
If the wizard has a familiar, the character may well lose that companion forever. The familiar itself runs a risk of dying from the psychological shock of the character's transfiguration. When a wizard becomes a golem, the player should roll a saving throw vs. death magic for the animal. If the check is successful, the familiar survives. If not, the result is fatal.
However, even if the poor familiar survives the initial trauma, it will remain in a state of shock and attempt to fl¥¥ the area. If the familiar is not stopped, chances are it will never be seen again, and any remaining bond between the mage and the animal will dissolve. However, if the familiar is somehow kept in the area and the wizard is restored to his normal body, the wizard can attempt once, and only once, to restore the bond. In order to do so, the mage must again cast the find familiar spell. If successful, the mage will regain the bond with his familiar.
If the above method fails, however, the familiar will view the mage as dangerous and will make every attempt to flee. It will never again be the wizard's familiar, and the wizard's powers are as affected as if the familiar had died.
Priests: Like a paladin, a priest who is placed in the body of a golem finds it extremely difficult to focus his faith and willpower. Thus, attempts at turning the undead incur a -4 penalty. This penalty is in addition to any other penalties the priest may suffer due to other conditions in Ravenloft.
The priest's spellcasting abilities are also affected. While in a golem body, the priest can cast no spells above 3rd level. Additionally, the base chance of spell failure is 50%. For every point of Wisdom over 12, this percentage is reduced by 5. Thus, a priest with a Wisdom of 15 has a 35% chance of spell failure while in a golem body.
Rogues: If a rogue is placed in a golem's body, his abilities change to match the physical traits of the new form. However, unless the body has exceptionally dexterous digits and limbs, the rogue will suffer a penalty to any skills requiring finesse (lock picking, picking pockets, etc.). This penalty normally ranges from -10% to -50%. It is up to the DM to determine the specific penalties involved.
In addition to suffering the penalties just noted, a bard or a gypsy in the body of a golem can no longer utilize any of his magical abilities, including the ability to charm. Further, like the wizard, he cannot cast spells.
Effects on Personality
During the initial hours following a player character's transfer to a golem body, he becomes acquainted with the amazing strength of his new form. However, while power is gained, much is at stake: The transfer to golem form puts the character squarely on the path to becoming a creature of evil, in mind as well as body.
As the DM, you should describe in vivid detail the character's newfound physical prowess and abilities. However, if the character ever uses these abilities - the abilities of an inherently monstrous form - the inevitable dissolution of the character's personality occurs more swiftly.
Any time the PC uses a golem ability, you should make a powers check for that character. The base chance of attracting the attention of dark powers of the Demiplane should be roughly 10%. Feel free to vary this chance based on how and why the character has used his abilities. (For example, if he was saving a small child from harm, the chance might only be 5%, but if the PC used his powers for personal gain, the percentage should be much higher.) The Ravenloft Domains of Dread rulebook offers more advice for adjudicating PC actions and powers checks.
If the PC fails a powers check, make a note of it. Later, if the PC is successfully returned to his own body, describe the effects of that failure. These checks are cumulative. Thus, it is entirely possible for an incautious PC to find himself a creature of Ravenloft - an MFC - even as he thinks he has been saved.
This descent into darkness leads only so far. The PC will not reach the final stage through any actions the PC golem takes, and thus will not become a lord of a domain. Instead, once a PC golem has reached that point, actions that would otherwise require further checks merely cause his personality to dissolve at even greater speed.
In particular, for every powers check "skipped," the PC golem's personality immediately shifts to the next level of dissolution shown in Table 7: Timetable for Personality Dissolution. Thus, a PC whose personality was in the balanced category before the evil act would decline to faint, thereby conning one step closer to total personality loss and NPC status.
Unfortunately for the poor PC, even if he refrains from using the dark abilities of his new body, he merely keeps alive for a brief while longer the slim hope of returning to his former self. The amount of time a PC has before he becomes an NPC is based on the character's Wisdom and whether or not his brain was transplanted into the golem's body. Characters who've undergone such a transplant tend to retain their own personalities for a slightly greater period of time, as more of their "true self" inhabits the body.
Table 7: Timetable for Personality Dissolution
Mental |
|
Wisdom |
State |
|
3-4 |
|
5-7 |
|
8-10 |
|
11-12 |
|
13-14 |
|
15-16 |
|
17-18 |
Intact |
|
1 day |
|
1 day |
|
1 day |
|
2 days |
|
2 days |
|
3 days |
|
3 days |
Dominant |
|
2 days |
|
3 days |
|
5 days |
|
6 days |
|
8 days |
|
9 days |
|
10 days |
Balanced |
|
2 days |
|
4 days |
|
6 days |
|
7 days |
|
8 days |
|
9 days |
|
11 days |
Faint |
|
2 days |
|
2 days |
|
2 days |
|
3 days |
|
3 days |
|
4 days |
|
4 days |
Golem |
|
8th
day |
|
11th
day |
|
15th
day |
|
19th
day |
|
22th
day |
|
26th
day |
|
29th
day |
Notes: First, locate the column for the PC's Wisdom. The text in that column describes the length of time spent in each mental state. Each time the PC uses any golem power, Wisdom is reduced by -1 for purposes of determining rate of personality decay. If the PC's brain was transplanted into the golem body, add 1 day to the duration of each stage.
Stages of Dissolution
The Table 7: Timetable for Personality Dissolution how many days elapse before a PC's personality disintegrates and he is forever lost. This disintegration is marked by five stages: intact, dominant, balanced, faint, and golem. Consult the column corresponding to the character's Wisdom. Anytime the PC uses the powers of his new form, however, his Wisdom is reduced by 1 point for purposes of determining the rate of the character's decline.
The text below defines each of the five stages of personality dissolution. This information should be shared with the player trapped in the golem body, so he can attempt to roleplay accordingly. If the player does not do so, however, feel free to have the PC make both fear and horror checks as he slowly feels himself losing control.
Intact: The PC's personality is essentially unchanged at this first stage. However, the PC should certainly be horrified by his situation and behave accordingly.
Dominant: Minor changes occur in the PC's personality. Although the PC is still in charge, tell the character he feels angry, moody, and hurt over minor incidents that would normally not bother him at all.
Balanced: At this point, the PC is truly caught up in the struggle to control his personality. No matter what the PC's original alignment was, it now becomes chaotic due to the PC's inner turmoil. Tell the PC he feels great confusion and strange desires, and that he is beginning to feel his control slipping away. The PC's mood begins to swing even more erratically than before.
Faint: By this point the PC has lost almost all of his original personality. The golem personality has gained the upper hand, and you should only allow the player to take the role of the PC only for brief intervals. At other times, you should control the PC, treating him as a young golem.
Golem: The PC has now lost his struggle and is a golem in every sense. The player has lost a character, for the golem is an NPC.
The Inner Struggle
While the PC is within the golem body, the character is in a constant struggle to maintain control of both his mind and body. Such a struggle is intense, and any sort of conflict or surprise can cause the PC to lose his grip, even if only for a short while. Even something so small as another party member or an NPC disagreeing with the PC golem may cause the PC to lose control.
Whenever violence of any kind occurs, when anyone disagrees strongly with the words or actions of
the PC golem, or when the PC golem is surprised, consult the table to the left to determine whether the PC maintains control. (Find the row corresponding to the character's personality state, then roll 1d6 to find the column listing the PC's reaction.) As the DM, you may also make this "self-control" check whenever you deem it appropriate.
Table 8: PC Golem Self-Control
|
Personality |
|
|
|
Roll |
1d6 |
|
|
|
Level |
|
1 |
2 |
3 |
4 |
5 |
6 |
|
|
Intact |
|
A |
A |
A |
B |
C |
D |
|
|
Dominant |
|
A |
A |
B |
B |
C |
D |
|
|
Balanced |
|
A |
B |
C |
C |
D |
D |
|
|
Faint |
|
B |
C |
C |
D |
D |
D |
|
Key:
A) PC remains in control of actions.
B) PC flees scene for 1d4 rounds.
C) PC attacks nearest nonparty member(s); regains senses in 1d1O rounds.
D) PC loses control and attacks anything in sight for 1d1O rounds.
Reversing the Transformation
The methods for restoring a PC golem to his rightful body vary according to the manner in which the character's life essence was originally transferred: through a surge of energy, or a through a brain transplant.
The Energy Surge: In this case, those who conduct the reverse transfer must possess both bodies: the character's own and the golem's. They must then utilize some sort of powerful energy charge again. The amount of power required is a matter for you, the DM, to decide. However, this reversal definitely calls for some effort and planning on the part of the PCs. The most important factor to consider is what type of quest you and your players will most enjoy. Several possible scenarios are outlined below. Whatever the method, however, when the reversal is attempted, the character must make a successful system shock roll. If the PC fails this check, the character and both bodies die.
The party sets up a "Dr. Frankenstein'' style laboratory (or uses the creator's lab, if he had one). Lightning is somehow harnessed to create the necessary energy surge.
The adventurers become detectives, hunting in old libraries and ancient ruins to rediscover ancient alchemical formulae. One of these concoctions, when swallowed, frees the spirit to return to its body, while the second forces a spirit to leave its current form.
The party uncovers information regarding a legendary magical pool that will reverse such a terrible transformation, provided both bodies are placed within it. Or perhaps they discover a legendary portal, and both bodies must be sent through it. This type of storyline can be used to send the party on an urgent quest in which they must fight against both time and any obstacles the DM places in their way to save their companion.
Some bizarre magical item may also be used to place a PC in the body of a golem or to replace the PC in his original body.
Transplantation: For obvious reasons, both bodies must be on hand to attempt a reverse transplantation of the brain. The procedure is complicated by two factors: the physical operation needed and the (probable) physical" death of the PC's body. The operation must be performed quickly, and a heal spell must be cast on the PC's own body at the moment the brain is replaced. The PC must make a successful system shock roll to survive this surgery.
If the PC's original body is dead, a resurrection, spell must also be employed immediately following the heal spell. However, if the PC's body has been kept alive somehow, this second step is unnecessary. If the operation is successfully completed before the PC's personality has deteriorated, the PC will be restored.
Lasting Effects
Even if a PC golem is successfully restored to his original human or demihuman state, he still bears the scars of this horrendous experience. Recovery from such trauma is slow, and it may never be complete.
The text below describes the lingering effects of such a reversal. The damage incurred depends on how long the PC was trapped in the golem body. Effects are cumulative, so a PC who reached the "balanced" stage mentally receives all the ill effects of the earlier stages as well as the effects noted for the balanced stage.
Intact: The PC automatically suffers the effects of a failed horror check.
Dominant: The PC's Charisma score is reduced by 2 points due to mood swings and difficulty relating to others. Such the moodiness and resulting loss of Charisma last from one to four 1d4) months.
Balanced: The PC loses one experience level due to extensive memory loss.
Faint: The PC suffers from a split personality. In times of great stress (DM discretion), the PC's "dark side" may emerge and take control. The PC must make a Wisdom check with a -2 penalty to avoid slipping into his secondary personality.
If the PC does change personalities, he comes under the control of the DM for a period of one to four (1d4) turns. When the PC recovers from one of these episodes, he will remember nothing of that time period. This effect can only be cured by heal, wish, or a similar spell.
A Final Caution
As the DM, you should think carefully before creating any PC golems in your campaigns. Players do not like having their characters manhandled, especially when such treatment results in the death of their favorite character! However, you may wish to utilize the unique element of personal horror that a PC golem adds to an AD&D campaign. Seeing your friend struggle to control an alien and evil body (or having a character in such a position), and managing to save the individual is truly a heroic task. If the PCs should fail in their task, knowing the hideous creature who is now their enemy was once a valued companion should horrify party members. Whenever a PC realizes he is confronting a golem that was once a friend, the PC must make both fear and horror checks.