Expedition: White Plume Mountain
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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.
"My bad. Keep them distracted!"
Xasu will disengage from the golem and run to the door on the other side.
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!
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
Yup, "9" is not a prime.
Move: move next to Xasu.
Action: Cast Thunderwave at Level 2
Bonus action: Wild Shape into Brown Bear
Rolls
Thunder damage - (3d8)
(674) = 17
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
This it's just Ohica left. Boide is inside the room holding fast, Eithne and Xasu are behind him, and Valinor is behind them.
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
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
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
Following this he will run through as far as he can, beckoning the survivors to follow.
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.
Rolls
Death Save - (1d20)
(2) = 2
Rolls
Rally +HP - (1d10+3)
(3) + 3 = 6
Use this roll. Wrong die/modifier - (1d8+1)
(4) + 1 = 5
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