(OOC: @Aaggie - we just finished a Short Rest, but did Avery spend any HD on healing and/or eat any Goodberries to heal? I see that his character sheet still shows 15/31 HP.)
Theldrin considers that if there are crocodiles in the pond ahead, they probably aren't very intelligent but are good at ambushing prey from the water. Thinking he might be able to distract them with Mage Hand, he casts the spell and sends the floating hand in ahead of the party.
Surprisingly, you find no crocodile tracks ahead. You do find tracks on the muddy, wet ground though: Four fingered that come to circular fingertip, like this:
You do find tracks on the muddy, wet ground though: Four fingered that come to circular fingertip, like this:
(OOC: I guess the "pond" is like a water-filled underground cave. In the light from the lantern or Theldrin's Light, what can we see of the room with the pond? How close are the tracks to the edge of the water?)
Avery recognises the tracks as those of many small frogs. Although there is at least 1 set of tracks that is much larger, of a giant frog or similar. And all of the tracks are going to the edge of the pond and further.
(OOC: Regarding the staff, not unless the DM is being extra nice. 🙂
We didn't find it until the end of our short rest. We've identified it, so we know what we have. But RAW, Liarin wouldn't be able to attune to it until the next rest. I figured that we'd finish exploring as much of level 1 of the dungeon as we can and then settle down for another rest before heading down to the lower level(s). That way, you can use the against whatever we encounter down there.
I agree that it's a really powerful item at this level since it gives us a CR 2 creature that can restrain one opponent. Against a group of opponents, it can help even the odds, tying up one opponent or forcing them to waste actions to escape the grapple. Against a single target with a high AC, restrain is a big help and can make an impossible fight survivable. And, as far as I can tell, there's no limit on the number of times you can use the staff as long as you're careful to return the snake to staff form before it's reduced to 0 HP.)
(Asking again...) In the light from the lantern or Theldrin's Light, what can we see of the room with the pond? (How big is it? Can we see the other side? Is there an exit to the east (back to that first guard room)? Any other exits?
And how close are the tracks to the edge of the water? (We don't want to get so close that something leaps out and drags someone underwater.)
This post has potentially manipulated dice roll results.
Xanrym says, "I can take a look and see whether there are other exits to this chamber. Just be ready to come rescue me if there really are crocodiles here." He sets down his harp at the entrance to the chamber in case the water proves to be very deep. He also sets down his lantern near the entrance to the chamber to free up his hands and hopefully illuminate the whole chamber. He stows his crossbow and takes out his two short swords and then tries to enter the room quietly, moving along the wall of the room to his left.
You enter the pond room. Beyond the door is a room almost totally filled with a murky brown pool of water. The smell of swamp gas is very strong here. A thick, slime-covered column rises from the center of the pool to support the sagging timbers of the ceiling. Across the chamber, a small, muddy shelf extends into the pool, it seems man made. As though built to cover something behind it. You also notice the eyes of a giant frog poking out from the pond, it hasn't noticed you.
Moved up to join with Theldrin, looking at the water. He will see if he can detect gator tracks or not, perception: 14
OK. So, we turned right (north) to head toward the pool or "pond," approaching in this order.
Also, Xanrym lit his lantern again before they left the quarters of the Naga's Teeth.
Theldrin considers that if there are crocodiles in the pond ahead, they probably aren't very intelligent but are good at ambushing prey from the water. Thinking he might be able to distract them with Mage Hand, he casts the spell and sends the floating hand in ahead of the party.
Surprisingly, you find no crocodile tracks ahead. You do find tracks on the muddy, wet ground though: Four fingered that come to circular fingertip, like this:
Avery will try to determine what the tracks are-Nature: 19
(OOC: I guess the "pond" is like a water-filled underground cave. In the light from the lantern or Theldrin's Light, what can we see of the room with the pond? How close are the tracks to the edge of the water?)
Seeing the tracks and realizing that his guess about crocodiles may be incorrect, Theldrin brings the Mage Hand back towards the party for now.
Avery recognises the tracks as those of many small frogs. Although there is at least 1 set of tracks that is much larger, of a giant frog or similar. And all of the tracks are going to the edge of the pond and further.
Avery looks at the pond, and points to the track. "Giant frog, we need to be cautious near the pond."
[[Sorry for my absence.]]
[[Has Liarin had time to attune to the staff? It's really quite powerful.]]
Liarin: Against the Cult of the Reptile God
Adewild: Shadows and Light 2
Brother Thaddeus: Rime of the Frostmaiden.
(OOC: Regarding the staff, not unless the DM is being extra nice. 🙂
We didn't find it until the end of our short rest. We've identified it, so we know what we have. But RAW, Liarin wouldn't be able to attune to it until the next rest. I figured that we'd finish exploring as much of level 1 of the dungeon as we can and then settle down for another rest before heading down to the lower level(s). That way, you can use the against whatever we encounter down there.
I agree that it's a really powerful item at this level since it gives us a CR 2 creature that can restrain one opponent. Against a group of opponents, it can help even the odds, tying up one opponent or forcing them to waste actions to escape the grapple. Against a single target with a high AC, restrain is a big help and can make an impossible fight survivable. And, as far as I can tell, there's no limit on the number of times you can use the staff as long as you're careful to return the snake to staff form before it's reduced to 0 HP.)
(Asking again...) In the light from the lantern or Theldrin's Light, what can we see of the room with the pond? (How big is it? Can we see the other side? Is there an exit to the east (back to that first guard room)? Any other exits?
And how close are the tracks to the edge of the water? (We don't want to get so close that something leaps out and drags someone underwater.)
You'd need to walk into the room with the pond in order to scout it. From outside the room, you can see water everywhere.
If you want you can send someone to scout it out using Stealth
Avery with his heavy armor, "I'm not the stealthy type for scouting, more for fighting."
Xanrym says, "I can take a look and see whether there are other exits to this chamber. Just be ready to come rescue me if there really are crocodiles here." He sets down his harp at the entrance to the chamber in case the water proves to be very deep. He also sets down his lantern near the entrance to the chamber to free up his hands and hopefully illuminate the whole chamber. He stows his crossbow and takes out his two short swords and then tries to enter the room quietly, moving along the wall of the room to his left.
Stealth 11
Theldrin moves up to the entrance where he can keep an eye on Xanrym, and readies a Fire Bolt.
Roll a Perception check for me as well please Xanrym
Xanrym: Perception 18
You enter the pond room. Beyond the door is a room almost totally filled with a murky brown pool of water. The smell of swamp gas is very strong here. A thick, slime-covered column rises from the center of the pool to support the sagging timbers of the ceiling. Across the chamber, a small, muddy shelf extends into the pool, it seems man made. As though built to cover something behind it. You also notice the eyes of a giant frog poking out from the pond, it hasn't noticed you.