I’ve been reminded that the first anniversary of my starting this blog recently passed without my noticing or doing anything special for it. So I’m going to fix that! Over the next few weeks, I’m going to put up a few posts on iconic elements of Aetrimonde: creatures, rules, and concepts that tie together its default setting and design philosophy in ways that exemplify the kind of game I’m writing.
Today’s topic: steam golems. I previously put together several posts about golems, but somehow I neglected to post any of Aetrimonde’s most common (and in my opinion, most flavorful) variety of golem. So today, I’ve got three basic (meaning civilian-grade and standard-model) golems that the PCs might find turned on them by their operators.
Mining Steam Golem

The Mining Steam Golem is exactly what the name says: a steam golem for mining. To that end, it lacks arms and hands, and in their place features an earthmover bucket and a piledriver that is nominally for breaking rocks…but which also packs a punch in a pinch.
Like all steam golems, this is a big, stompy, tough creature, with plenty of hit points, armor resistance, and some hard-hitting melee attacks. But it has its own twists on that recipe, tied in with its flavor as a glorified piece of mining equipment:
In a fight (e.g. against an illicit mining operation with the funding to operate a golem), the Mining Steam Golem has a fun little three-part combo: it opens by using Dredging Swipe, which hopefully hits and drags in one of the PCs, but more importantly, fills up its excavator bucket. On its next turn, it uses Fling Debris, showering a clump of PCs with enough earth and stone to knock one of them prone. And once a PC has been knocked prone, the threat of its Piledriver, which automatically does 37 damage to a prone creature, becomes a pressing issue for the party.
Its other two quirks are common to all steam golems. Dim-Witted gives it an external vulnerability, in that it can no longer use some of its more dangerous actions if the PCs eliminate its (likely easier to tackle) handler first. Overheat gives the PCs a sizeable burst of extra damage each round if they choose to deal fire damage…which they might instead avoid if they don’t have a way to handle the golem’s subsequent increased speed and power.
Logging Steam Golem

The second steam golem I’m presenting today is similarly industrial, but with a more forestry-oriented flavor. As Aetrimonde’s equivalent to a logging harvester, the Logging Steam Golem has a big grabby hand, just right for lifting tree trunks in one hand, and an utterly devastating rotary saw mounted on the opposite arm. This is the sort of golem that the PCs might encounter despoiling an elven forest or clearing the overgrowth from an ancient ruin.
This combination of limbs gives the Logging Steam Golem a similarly devastating, and even swifter, combo: it opens by using Grasping Swipe, preferably against PCs that are bunched up, in an attempt to grab one. And if it succeeds, it spins up that rotary saw blade and menacingly lines up an attack of similar lethality to the Mining Steam Golem’s piledriver. The grabbed PC and their allies then only have a short window of time to either get them free or, if all else fails, bait the golem into swinging the saw at them via Hazardous Equipment and (hopefully) miss, or at least not crit.
The Logging Steam golem shares the Dim-Witted and Overheat traits with its fellow steam golems.
Stevedore Steam Golem

The final steam golem in today’s lineup is the Stevedore Steam Golem, which is the simplest of these three: it has no special built-in equipment, just a couple of big grabby hands for hefting giant crates and containers onto ships and traincars. That doesn’t make it any less dangerous than the other big, piston-driven, iron-plated golems we’ve seen today–just less specialized.
Personally, I’ve always found that picking up an enemy and using them as a bludgeon gets a good reaction at the table: for whatever reason, there’s always someone at my tables who gets a kick out of doing it to a goblin or having it done to themselves. And the Stevedore Steam Golem does just that: its Brawl action gives it two chances to catch up a PC in its big grabby hands, swing them bodily at their allies, or hurl them into the distance. (This naturally hurts the grabbed PC as much as the actual target of the attack.) There’s no fancy combo here, unless grab-then-throw counts as a combo: the Stevedore is just a straightforward Brute, but one that a certain kind of PC will have a lot of fun fighting.
Up Next
At some point over the next few weeks, I’ll follow this up with some actual militarized golems that pose a greater threat for more experienced PCs. Until then, stay tuned!






