Bilyur mutters under his breath, summoning a bell to toll the golem, a DC 15 WIS save against 9 necrotic damage. Then, using a bonus action, he will attempt to grapple the golem, DC 15 STR/DEX save or be grappled. If successful, he will attempt to drag it back into the Hunger of Hadar.
[Yeah if you missed my bit where I spoke about it, chill touch is unique in the way it's written in such a weird way that it never specifies sight. I didn't say this at the time, but my understanding of it is pretty much that it's a 'caster's first spirit summoning' spell, what with you targeting a space and having a spectral hand appearing and remain specifically for a round. It's only framed like an ordinary spell attack cos that's the best way to do it rule wise, plus the ghost hand only attacks for you once and then disappears, but I like to think that you're conjuring the hand of a ghost to sic on a nearby enemy, and it's like a first step towards higher level, ghost summoning necromancy spells]
Bilyur expertly grabs and manoeuvres the golems own attack back into it, its own arcane enhancements breaking through the spells that also act as armament. Sly then steps forward and locks onto the back of the golem, shooting an expertly timed bolt straight into the small of its back, before falling back. The golem gives its first true noise, a horrible, constricted wail that sounds like all the strangled spirits within it trying to claw themselves out through its mouth in reaction to the purest form of pain; fire.
Bilyur then tries to attack it with a spell that tries to pierce through the violent spirits manifested in the golem, and although the construct is far from wise, its magical make up still allows it to block out the noise from reaching its false-soul. [DC 15 Wisdom Saving throw with advantage: 16 and 18] However, although it has the upper hand in terms of magic, it lacks one thing that Bilyur will always trump in; strength. He manages to grab around the golems neck and then twists round to practically toss it into the unforgiving void, though still maintains a clawed clasp on its too-perfect clavicle so it stays anchored for further assault.
Eggo is Up!
Initiative Order Sly: 17 Bilyur: 15 Eggo Lass: 14 (Needs to reroll HoH damage) <- CURRENT TURN Xarkris: 11 Flesh Golem: 7 Techi: 3
Enemies Flesh Golem: -37 HP, can't regain hit points until the start of its next turn, has disadvantage on attack rolls and ability checks until the end of its next turn, grappled, blinded Obscured completely and will take - cold damage at the start of its turn, plus an extra - acid damage if it is still within the area and fail a DC 15 Dex save
[Since the Golem is grappled/blinded, the attacks would have advantage but since they both already hit anyway, there's no point in waiting for that reroll just for the slight chance of a crit, I'll progress with those rolls and if you want to roll the other two attack rolls you can, and on the slim chance it's a crit, I'll add that damage retrospectively!]
Eggo's twin beams hit the golem cleanly, its location evident by the small portion of its body exposed to the party and on which Bilyur is grabbing.
Xarkris is up!
Initiative Order Sly: 17 Bilyur: 15 Eggo Lass: 14 Xarkris: 11 <- CURRENT TURN Flesh Golem: 7 Techi: 3
Enemies Flesh Golem: -57 HP, can't regain hit points until the start of its next turn, has disadvantage on attack rolls and ability checks until the end of its next turn, grappled, blinded Obscured completely and will take 6 cold damage at the start of its turn, plus an extra 4 acid damage if it is still within the area and fail a DC 15 Dex save
Xarkris will move diagonally NE one square and North one square to stand adjacent to the Flesh Golem.
Xarkris will take his Battleaxe and strike the grappled golem. I rolled (12,1) +6 = 18 TO HIT. I use a 1st Level Spell slot to cast Divine Smite. I rolled 2+5=7 for slashing damage and (6,3) for additional 9 points of Radiant Damage from Divine Smite.
Xarkris will use his 2nd attack and strike the Golem again with his Battleaxe. I rolled (6,3) +6 =12 TO HIT. I use a 2nd Level Spell slot to cast Divine Smite. I rolled a 1+5=6 for slashing damage and (1,7,8) for 16 points of Radiant Damage from Divine Smite.
Divine Smite- When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends.
[Since the Golem is grappled/blinded, the attacks would have advantage but since they both already hit anyway, there's no point in waiting for that reroll just for the slight chance of a crit, I'll progress with those rolls and if you want to roll the other two attack rolls you can, and on the slim chance it's a crit, I'll add that damage retrospectively!]
[[ If the golem is in Hunger then she can't see it, which imposes disadvantage that cancels out the advantage. ]]
[Since the Golem is grappled/blinded, the attacks would have advantage but since they both already hit anyway, there's no point in waiting for that reroll just for the slight chance of a crit, I'll progress with those rolls and if you want to roll the other two attack rolls you can, and on the slim chance it's a crit, I'll add that damage retrospectively!]
[[ If the golem is in Hunger then she can't see it, which imposes disadvantage that cancels out the advantage. ]]
The golem is also grappled, which imposes advantage.
[Since the Golem is grappled/blinded, the attacks would have advantage but since they both already hit anyway, there's no point in waiting for that reroll just for the slight chance of a crit, I'll progress with those rolls and if you want to roll the other two attack rolls you can, and on the slim chance it's a crit, I'll add that damage retrospectively!]
[[ If the golem is in Hunger then she can't see it, which imposes disadvantage that cancels out the advantage. ]]
The golem is also grappled, which imposes advantage.
[[ Two things. 1: Is there a special property adding the advantage? (IIRC the flat rule doesn't grant adv). 2: Additional sources of advantage don't negate disadvantage. If you have 100 sources of advantage and 1 of disadvantage that, RAW, works out to a flat roll. (Same vice versa.) ]]
[Thanks for pointing that out Vitus, I forgot about the disadvantage from obscurity. As you say, advantages don’t stack, so yeah, it would just be a straight roll as you did before.
Apologies for not posting recently, I’ll aim to get the results of Xarkris’s turn and then the subsequent turns out soon, I’ve got a trip coming up that I’ve been preparing for and also have been busy getting last minute stuff sorted before then, I’ll put out a PM about it all closer to the time!]
Xarkris strides forth and attacks the golem, and whilst the edge of his axe is no match for the arcane protection of the construct, the radiant power of the gods shines through it just fine to severely damage the unholy creation. The golem gives a guttural, hoarse cough of upset as it has more of its remanent unlife snuffed away by the sheer cold of the void, and struggles with all of its remaining might to break free from Bilyur's grapple [DC 15 Strength Save: 17 + 4 = 21] Howeve, in expending its precious time to escape, it meant the golem had condemned its plight to be all in vain, as before it can act further it falls prey to the tentacles of the void, which strip away the last twitching remnants of its perfect form, leaving it an obscured husk in the blackness, the spark inside it now put to rest. [DC 15 Dex Save: 10 - 1 = 9]
Xarkris secures his javelins and Battleaxe and moves over to Bilyur and gazes at the construct. “It is a good day to fight such evil”. Xarkris will ready his shield and walk around the room using his Passive Perception to search for traps, secret doors, and treasure.
Xarkris searches the room, and finds nothing valuable. The bodies of the golem and gibberer are nothing more than worthless flesh, and since it's almost all humanoid, it would be unthinkable to take as food, even if it has been a while since Eggo has found new ingredients. The rest of the room has been fully ransacked too; previous adventurers have clearly taken everything from this workshop, right down to the tools and the racks they hung on, and seem to have just left the golem and its sloppy sibling, likely passing it by with the mentality of 'if I don't disturb them, they'll do no harm.' There are no traps or secret doors either; the only exits are the door you came through, the small drain, and the long, dark corridor east. Techi enters the room fully and shudders when he peers down it. 'The fact that these rooms were sealed behind that door makes me believe that they hold some kind of significance. I would not be surprised if we came across the Shadow Weave close by; I've noticed the Blood Archivist likes placing them in the most inaccessible rooms, likely to encourage adventures to explore the whole twisted 'exhibit'.'
Moving with lightning speed, Bilyur dodges the punch and grabs the flesh golem wrist, forcing the fist away from him and back towards the golem.
{{Deflect attack, 14 damage, reduces to 0, redirect attack, DC 15 Dex save against 9 magical bludgeoning >:) }}
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
(Why can Techi hit a creature from a position farther back than Sly, but Sly couldn't? 😓)
Anyway, Sly will walk forward as far she has to in order to be able to target the golem with a fire quill.
Attack: 23, damage: 12 fire
Sly will then move behind Techi.
{{Chill touch does not require sight.}}
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Bilyur mutters under his breath, summoning a bell to toll the golem, a DC 15 WIS save against 9 necrotic damage. Then, using a bonus action, he will attempt to grapple the golem, DC 15 STR/DEX save or be grappled. If successful, he will attempt to drag it back into the Hunger of Hadar.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
[Yeah if you missed my bit where I spoke about it, chill touch is unique in the way it's written in such a weird way that it never specifies sight. I didn't say this at the time, but my understanding of it is pretty much that it's a 'caster's first spirit summoning' spell, what with you targeting a space and having a spectral hand appearing and remain specifically for a round. It's only framed like an ordinary spell attack cos that's the best way to do it rule wise, plus the ghost hand only attacks for you once and then disappears, but I like to think that you're conjuring the hand of a ghost to sic on a nearby enemy, and it's like a first step towards higher level, ghost summoning necromancy spells]
Bilyur expertly grabs and manoeuvres the golems own attack back into it, its own arcane enhancements breaking through the spells that also act as armament. Sly then steps forward and locks onto the back of the golem, shooting an expertly timed bolt straight into the small of its back, before falling back. The golem gives its first true noise, a horrible, constricted wail that sounds like all the strangled spirits within it trying to claw themselves out through its mouth in reaction to the purest form of pain; fire.
Bilyur then tries to attack it with a spell that tries to pierce through the violent spirits manifested in the golem, and although the construct is far from wise, its magical make up still allows it to block out the noise from reaching its false-soul. [DC 15 Wisdom Saving throw with advantage: 16 and 18] However, although it has the upper hand in terms of magic, it lacks one thing that Bilyur will always trump in; strength. He manages to grab around the golems neck and then twists round to practically toss it into the unforgiving void, though still maintains a clawed clasp on its too-perfect clavicle so it stays anchored for further assault.
Eggo is Up!
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
[[ quick post ]]
Gonna blast the golem
Attack: 13 Damage: 11 force
Attack: 19 Damage: 9 force
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 3/23/25, Birth of an Age
and HoH damage
10 cold
4 acid
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 3/23/25, Birth of an Age
[Since the Golem is grappled/blinded, the attacks would have advantage but since they both already hit anyway, there's no point in waiting for that reroll just for the slight chance of a crit, I'll progress with those rolls and if you want to roll the other two attack rolls you can, and on the slim chance it's a crit, I'll add that damage retrospectively!]
Eggo's twin beams hit the golem cleanly, its location evident by the small portion of its body exposed to the party and on which Bilyur is grabbing.
Xarkris is up!
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
{{now would be a good time for a smite, if you have one.}}
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
{{Good idea, RRV}}
Xarkris will move diagonally NE one square and North one square to stand adjacent to the Flesh Golem.
Xarkris will take his Battleaxe and strike the grappled golem. I rolled (12,1) +6 = 18 TO HIT. I use a 1st Level Spell slot to cast Divine Smite. I rolled 2+5=7 for slashing damage and (6,3) for additional 9 points of Radiant Damage from Divine Smite.
Xarkris will use his 2nd attack and strike the Golem again with his Battleaxe. I rolled (6,3) +6 =12 TO HIT. I use a 2nd Level Spell slot to cast Divine Smite. I rolled a 1+5=6 for slashing damage and (1,7,8) for 16 points of Radiant Damage from Divine Smite.
Divine Smite- When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends.
END TURN
[[ If the golem is in Hunger then she can't see it, which imposes disadvantage that cancels out the advantage. ]]
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 3/23/25, Birth of an Age
The golem is also grappled, which imposes advantage.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
[[ Two things. 1: Is there a special property adding the advantage? (IIRC the flat rule doesn't grant adv). 2: Additional sources of advantage don't negate disadvantage. If you have 100 sources of advantage and 1 of disadvantage that, RAW, works out to a flat roll. (Same vice versa.) ]]
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 3/23/25, Birth of an Age
I forgot that. But, RAW, the grappled condition has the 'your attacks have disadvantage, and attacks against you have advantage.'
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
[Thanks for pointing that out Vitus, I forgot about the disadvantage from obscurity. As you say, advantages don’t stack, so yeah, it would just be a straight roll as you did before.
Apologies for not posting recently, I’ll aim to get the results of Xarkris’s turn and then the subsequent turns out soon, I’ve got a trip coming up that I’ve been preparing for and also have been busy getting last minute stuff sorted before then, I’ll put out a PM about it all closer to the time!]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
Xarkris strides forth and attacks the golem, and whilst the edge of his axe is no match for the arcane protection of the construct, the radiant power of the gods shines through it just fine to severely damage the unholy creation. The golem gives a guttural, hoarse cough of upset as it has more of its remanent unlife snuffed away by the sheer cold of the void, and struggles with all of its remaining might to break free from Bilyur's grapple [DC 15 Strength Save: 17 + 4 = 21] Howeve, in expending its precious time to escape, it meant the golem had condemned its plight to be all in vain, as before it can act further it falls prey to the tentacles of the void, which strip away the last twitching remnants of its perfect form, leaving it an obscured husk in the blackness, the spark inside it now put to rest. [DC 15 Dex Save: 10 - 1 = 9]

Initiative is over!
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
Bilyur steps back from the Hunger of Hadar, exhausted. "Disgusting. Everything about this is disgusting."
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Xarkris secures his javelins and Battleaxe and moves over to Bilyur and gazes at the construct. “It is a good day to fight such evil”. Xarkris will ready his shield and walk around the room using his Passive Perception to search for traps, secret doors, and treasure.
Xarkris searches the room, and finds nothing valuable. The bodies of the golem and gibberer are nothing more than worthless flesh, and since it's almost all humanoid, it would be unthinkable to take as food, even if it has been a while since Eggo has found new ingredients. The rest of the room has been fully ransacked too; previous adventurers have clearly taken everything from this workshop, right down to the tools and the racks they hung on, and seem to have just left the golem and its sloppy sibling, likely passing it by with the mentality of 'if I don't disturb them, they'll do no harm.' There are no traps or secret doors either; the only exits are the door you came through, the small drain, and the long, dark corridor east. Techi enters the room fully and shudders when he peers down it. 'The fact that these rooms were sealed behind that door makes me believe that they hold some kind of significance. I would not be surprised if we came across the Shadow Weave close by; I've noticed the Blood Archivist likes placing them in the most inaccessible rooms, likely to encourage adventures to explore the whole twisted 'exhibit'.'
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
Bilyur spends about 10 minutes praying for all the souls in both the mouther and the golem.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-