Expedition: White Plume Mountain

load previous
Dec 10, 2015 12:29 pm
"Then I pick you, number 5 - the riddle-giver!"
Dec 10, 2015 12:51 pm
"Incorrect." The golem raises both of its fists and slams Xasu on the head (Xasu takes 11 damage). The others stride forward to engage the rest of the party, who are either just inside the room or still in the hallway, in battle.

When one of the other players wakes up, I am certain someone will groan when they flip to page 14 and see this. I won't spoil the answer, but it's not "5".

Player turn. There are 5 Flesh golems, we can call them by their numbers for targeting.

Xasu is engaged with "5", the rest are in the middle area of the room, the rest of you are either just inside the room or in the hallway, as you please.
Dec 10, 2015 1:13 pm
Are these flesh golems able to follow us down the corridor? Also...5 flesh golems? WTF!!

"My bad. Keep them distracted!"

Xasu will disengage from the golem and run to the door on the other side.
Last edited December 10, 2015 1:18 pm
Dec 10, 2015 2:02 pm
Valinar's lights dim as he takes on a focuses light, "It was number 9!" holding his hand forth and unleashing rays of flame from his hand, streaking toward 7, "Fete Gran"

He then backs out of the room to let others who are sturdier take the front line.

9 is the only number that's not a prime number :)

At least I think that's the solution lol


Casting:
Scorching Ray
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the
target takes 2d6 fire damage.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.


EDIT: Wild Magic Roll!
Last edited December 10, 2015 2:10 pm

Rolls

Ray 1 - (1d20+5, 3d6)

1d20+5 : (20) + 5 = 25

3d6 : (215) = 8

Ray 2 - (1d20+5, 3d6)

1d20+5 : (14) + 5 = 19

3d6 : (611) = 8

Ray 3 - (1d20+5, 3d6)

1d20+5 : (15) + 5 = 20

3d6 : (546) = 15

Crit damage on Ray 1 - (3d6)

(123) = 6

Wild Magic - (1d20)

(20) = 20

Dec 10, 2015 2:09 pm
The rays of flame and fire strikes slow, easy to hit flesh golem, and its flesh and form melts under the intense heat. It struggles to stay on its feet, and is severely hurt ("7" has Disadvantage on its next action).

Yup, "9" is not a prime.
Dec 10, 2015 3:36 pm
Eithne moves in beside Xasu and makes a pushing gesture with both hands, palms towards the golems. A mighty boom sweeps outward from the druid, shaking the tunnel walls. Then with a roar, Eithne transforms into a huge, angry bear.

Move: move next to Xasu.
Action: Cast Thunderwave at Level 2
Bonus action: Wild Shape into Brown Bear


https://s-media-cache-ak0.pinimg.com/736x/58/95/3c/58953c39fe717e226822383c389eeddd.jpg
Last edited December 10, 2015 4:23 pm

Rolls

Thunder damage - (3d8)

(674) = 17

Dec 10, 2015 4:18 pm
Boide enters the room to block off access to the hallway and the spellcasters. With his shield held in front, the war caster blesses his battleaxe, imbuing its blade with the spiritual power of Clanggedin. He then swings at the closest flesh golem to keep it away.

Bonus action to cast Magic Weapon once again (since it's been longer than an hour due to the complete short rest we took)

I don't know which golem is closest to approaching the hallway, but Boide will wait until one gets too close before swiping at it.

Rolls

Battleaxe +1, Damage - (1d20+4, 1d8+2)

1d20+4 : (7) + 4 = 11

1d8+2 : (3) + 2 = 5

Dec 10, 2015 4:27 pm
Golem "9" and "13" are blasted back by the thunder wave, the others remain steady. Boide strikes at golem "11", which is nearest to the door. While his attack is clumsy, the golems don't even try to avoid it, pressing ahead with reckless determination. His axe cuts through several layers of flesh.

This it's just Ohica left. Boide is inside the room holding fast, Eithne and Xasu are behind him, and Valinor is behind them.
Dec 10, 2015 7:50 pm
Ohica steps forward into the room next to Boide, intoning "Ulaa, we beseech thee to guide our hands!" to cast Guiding Bolt at golem #5.

Guiding bolt
Ranged spell attack: 4d6 radiant damage and target grants advantage to the next attack.


(OoC: 54 points and #7 still hasn't dropped? Wow, I'm really regretting not getting up in the middle of the night to check my games now! That'd be a great servant!)

Rolls

Guiding bolt, radiant damage - (1d20+4, 4d6)

1d20+4 : (19) + 4 = 23

4d6 : (1532) = 11

Dec 10, 2015 10:30 pm
Where is Tolvaj at this point? (Missed a bunch while at work, I see.)
Dec 11, 2015 12:56 am
Tovlaj is hanging out in the 'unspecific location' between the doorway and inside the room
Dec 11, 2015 1:09 am
Seeing that golem #11 (let's call him Eli) is engaged Tolvaj will send a crossbow bolt his way and then make for the shadows using his Cunning Action skill.

Rolls

Crossbow Attack - (1d20+5)

(12) + 5 = 17

Crossbow Damage - (1d8+3)

(7) + 3 = 10

Sneak Attack Damage (Engaged) - (2d6)

(42) = 6

Hide - (1d20+7)

(17) + 7 = 24

Dec 11, 2015 9:13 am
Ohica's blast hits the golem and sears away some of its body. Tolvaj's crossbow bolt hits its target, but the flesh golem is unharmed.

Ohica hits, full damage rolled. Tolvaj hit, but deals zero damage.

The golems stride towards Ohica and Boide, and collectively start pounding on the two defenders with their massive fleshy fists. Two press in on Boide, "5" and "7", "11" stands between the pair and slams each once, and "9" and "13" press in on Ohica. Boide is hit twice, one cracks him cleanly on the side of the head (Boide suffers 14 + 19 damage from two hits, one of which wass a critical).

Ohica's AC isn't on her character sheet. So here's the attack results and damage for you:
17 vs AC, 12 magical damage
10 vs AC, 12 magical damage
25 vs AC, 15 magical damage
13 vs AC, 10 magical damage
12 vs AC, 8 magical damage

Player turn
Dec 11, 2015 10:13 am
Xasu opens the door on the other side. If it doesn't open, he will smash it down, using action surge if needed.

Following this he will run through as far as he can, beckoning the survivors to follow.
Last edited December 11, 2015 10:14 am
Dec 11, 2015 10:25 am
The door swings open, revealing a short (thirty foot) corridor with a small staircase in the middle. At the end of the corridor the hallway abruptly turns east.

The others won't be able to follow him, however, as the five flesh golems are between the rest of the group and Xasu.

Oo, I hadn't realized Xasu was on the other side. Lucky you, or you two would be receiving a battering.
Dec 11, 2015 12:56 pm
Boide crumples under the golem attack, his body falling to a heap with a clatter of shield and battleaxe.

Rolls

Death Save - (1d20)

(2) = 2

Dec 11, 2015 1:12 pm
Is the overrun/tumble action possible, for the others to move through an enemy's space? If so, Xasu will spend a bonus action to rally any individual he can see who is hurt but conscious. "Move, break through! This way!"

Rolls

Rally +HP - (1d10+3)

(3) + 3 = 6

Use this roll. Wrong die/modifier - (1d8+1)

(4) + 1 = 5

Dec 11, 2015 1:37 pm
Anyone tumbling or overrunning will need to make 2 checks (the press of the golems will require you to get past two of them in any path you might take)
Dec 11, 2015 2:08 pm
Seeing things begin to go badly quick Valinar casts another spell, using his mysterious powers to cause the spell to duplicate launching at golems 5 and 7, "Trez Reg'al!"

Using 2 Sorcery points to twin my spell
Using Tides of Chaos to grant advantage on attack vs 7

Chromatic Orb as a second level spell!
1st-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a diamond worth at least 50 gp)
Duration: Instantaneous
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Rolls

Chromatic Orb (Fire/Adv on Golem 5) - (1d20+5, 1d20+5, 4d8)

1d20+5 : (13) + 5 = 18

1d20+5 : (19) + 5 = 24

4d8 : (2668) = 22

Chromatic Orb (Fire/Adv on Golem 7 w/Tides of Chaos) - (1d20+5, 1d20+5, 4d8)

1d20+5 : (5) + 5 = 10

1d20+5 : (8) + 5 = 13

4d8 : (3226) = 13

Wild Magic! - (1d20)

(5) = 5

Dec 11, 2015 2:18 pm
Both orbs hit their targets. 5's chest is left with a huge, cauterized hole in it, and 7 explodes in flame and flesh, the lifeless construct flying backwards and landing in the middle of the room.
load next

You do not have permission to post in this thread.