Ah, the tyranny of alphabetical order. It always stinks when I have to
introduce a new monster category with one of that genus’s biggest brutes right
off the bat. There’s just no sense
of building to a climax. But I’m certainly not going to be the one to
tell a CR 16 clockwork dragon to wait in line.
By the way, clockwork creatures are great, aren't they? We know golems are magic. We know robots are science. But clockwork creatures are that
perfect union of both. And as
such, they fit into almost any campaign, genre, or historical era. (After all, the Antikythera mechanism
dates back to around 100 BC.) Whether
your players want to rob Leonardo da Vinci, fight the spider-thing from Wild Wild West, captain steampunk
dirigibles, hang out with the Doctor in a fireplace, or sail the stars, you
always have the option of throwing clockwork creatures at them. Just look at the published Adventure
Paths, where you’ll find clockwork creature stats being used for ancient tomb
guardians and fresh-from-the-crèche
robots alike.
Clockwork dragons first appeared in Pathfinder Adventure Path #66: The Dead Heart of Xin. That model seems to have slightly
different stats—I notice a different initiative bonus and several skymetal
components. The Bestiary 4 variety, meanwhile, has seven
variants to choose from, including a stealth version (the infiltrator) just
begging to be used by some ninja clan or shae warlord.
Just remember though—no matter how monstrous the clockwork
dragon is, it is still only clockwork.
Which means someone out there wound it up in the first place…
The key to destroying
a rampaging clockwork dragon is to fight it with another clockwork
dragon. But finding the key to set
that second dragon’s gears a-whirring will take some detective work. Rumor places the key in the hands of a
kolyarut who uses it as a warhammer, in the heart of an android crèche’s circuitry, and stitched into
the corset of a handmaiden devil.
When the green dragon
Vyshantium was shot down by aerial robots and hauled into the Machine
Mother’s rendering vats, she never realized the cybercyst would immortalize her
in clockwork form. Now the Machine
Mother has birthed no less than three clockwork dragons, each bearing a metallic
facsimile of a green dragon’s horned snout…outfitted with lasers, of course.
The World-City of
Cognomon is a blend of geography and machinery on a truly epic scale, where
humanity and its allies vie for territory with serpentfolk,
skum, and the strange clockwork creations of Cognomon itself. In times of great emergency, the
semi-sentient city has been known to run the protocols that activate its most
powerful defenders: clockwork dragon destroyers. These living bombards have repelled airships, juggernauts, great
cyclopes, and even nightshades.
But many more clockwork dragons have been lost to time, overgrown with
moss or left shattered in some crevasse.
At least one veiled master has managed to reprogram a forgotten
clockwork dragon, and he intends to send the acid-breathing construct against the
human settlement of Terrace.
—Pathfinder Adventure
Path #66 86–87 & Pathfinder
Bestiary 4 30–31
The spelling of the World-City’s name is intentional. (Think sundials.)
While we’re on the subject of clockwork dragons, I should
also give a nod to the Magic card and the classic(?) Clockwork Dragon of Mai-Faddah
from The Book of Wondrous Inventions.
Speaking of clockwork, we haven't talked about how awesome Pathfinder
Adventure Path #85: Fires of Creation was! The first book in the
Iron Gods Adventure Path really was worth the wait: just the right mix of
fantasy and sci-fi encounters, appropriately wonky and malfunctioning
machinery, memorable NPCs, android ecology, alien familiars…the works. It also makes Numeria come alive at the
granular, community level. If your
budget is tight, trust me: This book goes in the “Buy” column.
In other news, today I got a box of RPG stuff in the mail
that just might be the most diverse—and potentially most rewarding—I’ve ever
received at once.
From Paizo—in addition to Occult Mysteries, which I waited for all spring yet cluelessly forgot
to put in my last order—I got the second Iron Gods installment, the Technology Guide, Champions of Corruption, and the Advanced Class Guide hardcover. I also picked up the old Monster Ecologies anthology (kind of a
silly purchase, since I had all the original Dragon articles, but I’m a completist and the $2 price tag was too
small to pass up), Gygax Magazine #4
(even though I haven’t had time to read issues #1–3), and AAW’s hefty and
pretty gorgeous Rise of the Drow
hardcover.
Lord knows when I’ll get to read all of
them, but if they inspire any posts, reviews, or adventure seeds you’ll be the
first to know.
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