I expect players who can post once per day on average.
I care a lot more about moving the game forward with those who are posting and interacting with the story and each other than waiting for everyone to have their say; expect me to follow the two votes rule.
I will try to make at least one substantive post/day as well as reactive posts as appropriate.
If I cannot do this for some reason, I will post to let you know that if at all possible.
If you disappear during combat or other decision points and hold things up I will skip you (or bot you if sufficient botting instructions are in your profile) and move on. If you make a habit of this I may take further steps, and will certainly be less likely to pick you for future sessions.
I run combats via block initiative, resolving actions in the order in which they were posted. If you have an action that requires more specific timing, just indicate that in your post and I'll make it work
Glass Golem CR 8
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
AC 25(29), touch 8 (12), flat-footed 25(29) (–1 Dex, +17 natural, –1 size)
hp 116 (12d10+50)
Fort +4, Ref +3, Will +4
Defensive Abilities reflect spells; DR 10/epic; DR 5/adamantine; Resist all Energy 15; Immune magic, construct traits
Block Attacks, Second Save
Speed 30 ft.
Melee 2 slams +16 (2d8+5 plus bleed)
Space 10 ft.; Reach 10 ft.
Special Attacks bleed (1d8), dazzling brightness
Str 20, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +12; CMB +18; CMD 27
Dazzling Brightness (Ex)
New Wording (with errata): A glass golem in an area of bright light dazzles any creature within 30 feet that sees it for 1 round (Fortitude DC 16 negates). Once a creature makes its save against this ability, it is immune to that golem’s brightness for 24 hours. The DC is Constitution-based.
Reworded for clarity: Any sighted creature within 30 feet of a glass golem while the golem is within an area of bright light gains the dazzled condition for 1 round (Fortitude DC 16 negates). Once a creature makes its save against this ability, it is immune to that golem’s brightness for 24 hours. The DC is Constitution-based.
Immune to Magic (Ex)
A glass golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a glass golem, as noted below.
A shatter spell damages a glass golem as if it were a crystalline creature.
A keen edge spell affects all of a glass golem’s slam attacks as if they were slashing weapons.
A magical attack that deals cold damage slows a glass golem (as the slow spell) for 3 rounds (no saving throw).
A magical attack that deals fire damage ends any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A glass golem gets no saving throw against fire effects.
Reflect Spells (Ex)
As a free action once every 1d4 rounds, a glass golem can align its internal structure to enhance its resistance to magic for 1 round. During this time, the golem reflects spells (even spells that function differently against the golem as described in its immune to magic ability) as if under the effect of a spell turning spell.