Tess smashes a chunk out of the golem, who starts vibrating with thunderous potential energy.
<I was counting these as magic from sheleleigh>
Dallas' second blast hits the golem, sending chips of clay flying off its massive form.
Sparhawk struggles to land a hit at first, but sets up the golem for a well placed second strike.
<It's customized with rarity unlisted when I looked, so I wasn't counting Sparhawk's sword as magic. I can add the damage feom the precious round if that's the one he was using. I know he has another sword, not certain, now, if that's magic, too.>
Kirsten's blade opens a glowing wound across the moving statue's chest.
(If nobody moved away afrer melee atracks, he won't move, so no thunder damage. If someone did, aoo unless avoided, but still more targets, so probably not moving this turn at any rate.)
(ooc: my last attack missed (11) but I think the cantrip Magic Stone makes all 3 pebbles magical for their first attack each, then they return to normal. I can only attack once a round so I got 2 left.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
This post has potentially manipulated dice roll results.
The golem raises its arms above its head, fists clenched, as draws energy from the stone walls of the cavern, regaining the shimmering glow it once held as rhe radiant wound on its chest dims.
The creature smashes both fists on Kirsten.
12 for 16 bludgeoning. On a hit, make a DC 15 Con save or hp max is reduced by the amount of damage taken.
Players are up, again. 2 turns for Cha!jil (one before the golem is glowing, one while it's glowing).
With a thud that echoes through the slate cavern, the monstrous construct smashes its fists into the floor. Moments later, the sound of many flapping wings can be heard approaching from the end of the tunnel by which you entered.
"Do you think fire might hurt it? I can make a rolling ball of flame."
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
<update on owlbear.rodeo update. Since the update ro version 2.3 I've been having trouble adjusting map size, but I've got it under control now. The maps for this module are dungeon maps, distinct feom battle maps, so while you are all crammed into a corner on the map, don't tske it as representative of the actual space. Your not squeezing in shoulder to shoulder; you've got some more room.
Ceilings are 15 feet high in corridors and tunnels and 20 feet high in chambers.>
When Cha!jil scratches the golem's face, it goes berserk, no longer the determined single-minded but rational construct it was a split second before, the creature's movements become wild and u predictable take <like a Boss in Elden Ring> smashing g whatever is nearest to it.
Languages Understands Common plus two other languages but can't speak CR 10 (XP 5,900; PB +4)
Traits
Immutable Form. The golem can't shape- shift.
Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The golem makes two attacks, using Slam or Force Bolt in any combination.
Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoning damage plus 9 (2d8) Force damage. Force Bolt. Ranged Attack Roll:+9, range 90 ft. Hit: 26 (4d12) Force damage Slow (Recharge 5-6). The golem casts S/ow (spell save DC 17), requiring no spell components and using Constitution as the spellcasting ability
FYI: 2024 stone golem stats. Not immune to nonmagic melee damage. The magic/nonmagic distinction is going away, things either have resist/immune or they don't (it seems)
This post has potentially manipulated dice roll results.
Koselig throws his 3rd and final pebble from his previous casting of Magic Stone at the golem.
Attack: 11 Damage: 5 bludgeoning damage.
"Oh-oh, it looks mad! Something set it off! It's gone berzerk!"
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Tess smashes a chunk out of the golem, who starts vibrating with thunderous potential energy.
<I was counting these as magic from sheleleigh>
Dallas' second blast hits the golem, sending chips of clay flying off its massive form.
Sparhawk struggles to land a hit at first, but sets up the golem for a well placed second strike.
<It's customized with rarity unlisted when I looked, so I wasn't counting Sparhawk's sword as magic. I can add the damage feom the precious round if that's the one he was using. I know he has another sword, not certain, now, if that's magic, too.>
Kirsten's blade opens a glowing wound across the moving statue's chest.
<I also counted the orior smote as magic>
Initiative
Cha!jil 20 ✅️✅️▶️
Monster 12 ✅️✅️⏸️
Kos 9 ✅️✅️
Sparhawk 8 ✅️✅️
Tess 8 ✅️✅️
Kirsten ✅️✅️
Dallas ❌️✅️
Cha!jil is up, then the monster.
(If nobody moved away afrer melee atracks, he won't move, so no thunder damage. If someone did, aoo unless avoided, but still more targets, so probably not moving this turn at any rate.)
(no, Sparhawks weapons were not magical, just better made for more damage....He had to add the spell to make the +1 to hit, +1 damage magic).
<got it. So, ro he clear, Tess enchanted Cha!'s weapon, right?>
(Yes, now Cha!jils weapon and Sparhawks are both magical)
(ooc: my last attack missed (11) but I think the cantrip Magic Stone makes all 3 pebbles magical for their first attack each, then they return to normal. I can only attack once a round so I got 2 left.)
<Agreed they're all magic.>
(Pending Cha!jil's action:) ability recharge 5
The golem raises its arms above its head, fists clenched, as draws energy from the stone walls of the cavern, regaining the shimmering glow it once held as rhe radiant wound on its chest dims.
The creature smashes both fists on Kirsten.
12 for 16 bludgeoning. On a hit, make a DC 15 Con save or hp max is reduced by the amount of damage taken.
Players are up, again. 2 turns for Cha!jil (one before the golem is glowing, one while it's glowing).
With a thud that echoes through the slate cavern, the monstrous construct smashes its fists into the floor. Moments later, the sound of many flapping wings can be heard approaching from the end of the tunnel by which you entered.
Koselig throws another magic pebble at the golem.
Attack: 25 Damage: 8 bludgeoning damage.
"Do you think fire might hurt it? I can make a rolling ball of flame."
“Maybe try water and see if you can turn it into mud!” Dallas calls back desperately trying to stay out of the way of the clay golems fists.
no more time for dnd
Koaelig's magic atone hits the golem in the head, creating a web of fissures radiating from the point of impact.
Cha!jil 20 ✅️✅️✅️▶️
Monster 12 ✅️✅️✅️⏸️
Kos 9 ✅️✅️✅️
Sparhawk 8 ✅️✅️✅️
Tess 8 ✅️✅️▶️
Kirsten ✅️✅️▶️
Dallas ❌️✅️▶️
(Ooc any new pcs near Sparhawk get +3 all saves if within 10 feet)
<update on owlbear.rodeo update. Since the update ro version 2.3 I've been having trouble adjusting map size, but I've got it under control now. The maps for this module are dungeon maps, distinct feom battle maps, so while you are all crammed into a corner on the map, don't tske it as representative of the actual space. Your not squeezing in shoulder to shoulder; you've got some more room.
Ceilings are 15 feet high in corridors and tunnels and 20 feet high in chambers.>
https://www.owlbear.rodeo/room/j3s57mOKDYd-/TheAfoulClose
Cha'jil continued to dig into the 'statues' face.
Attack: 23 Damage: 9
Attack: 18 Damage: 7
Attack: 13 Damage: 6
When Cha!jil scratches the golem's face, it goes berserk, no longer the determined single-minded but rational construct it was a split second before, the creature's movements become wild and u predictable take <like a Boss in Elden Ring> smashing g whatever is nearest to it.
It's still glowing, though.
All players, even Cha!jil, again, are up.
STONE GOLEM
Large Construct, Unaligned
AC 18
Initiative +3 (13)
HP 252 (24d10+ 120)
Speed 30 ft.
MOD SA
MOD SA
STR
22
+6
X
INT
3
-4
DEX
9
WIS
11
+0
CON
20
+5
X
CHA
-5
-
Immunities Poison, Psychic; Charmed
Exhaustion, Frightened, Paralyzed,
Petrified, Poisoned
Senses Darkvision 120 ft., Passive
Perception 10
Languages Understands Common plus
two other languages but can't speak
CR 10 (XP 5,900; PB +4)
Traits
Immutable Form. The golem can't shape-
shift.
Magic Resistance. The golem has
Advantage on saving throws against
spells and other magical effects.
Actions
Multiattack. The golem makes two
attacks, using Slam or Force Bolt in any
combination.
Slam. Melee Attack Roll: +10, reach 5 ft.
Hit: 15 (2d8 + 6) Bludgeoning damage
plus 9 (2d8) Force damage.
Force Bolt. Ranged Attack Roll:+9, range
90 ft. Hit: 26 (4d12) Force damage
Slow (Recharge 5-6). The golem casts
S/ow (spell save DC 17), requiring no spell
components and using Constitution as
the spellcasting ability
FYI: 2024 stone golem stats. Not immune to nonmagic melee damage. The magic/nonmagic distinction is going away, things either have resist/immune or they don't (it seems)
Sparhawk strikes with his magic sword, 17 to hit, 13 magic damage, 11 to hit, 11 magic damage.
Koselig throws his 3rd and final pebble from his previous casting of Magic Stone at the golem.
Attack: 11 Damage: 5 bludgeoning damage.
"Oh-oh, it looks mad! Something set it off! It's gone berzerk!"
Cha'jil continued to dig into the 'statues' face.
Attack: 17 Damage: 4
Attack: 18 Damage: 6
Attack: 22 Damage: 7