The ice is thin, however, and easily broken: the first creature of Medium size or larger to fail the check causes the ice to crack and fall, releasing a dormant water weird. After the ice breaks, enough ice remains that characters can still climb it, but the DC of the check increases to 15.
So basically they can free the water weird, but if everyone backs up 15 ft away they can kill it without any issues seeing as it has a speed of 0. The river is frozen solid so it cannot swim. Seems like a potentially pointless encounter if only one person was climbing and freed it and can avoid the grapple. (Thin ice refers to a waterfall, not the river where, in another section, someone can fall 20 ft onto it and just take fall damage) "That water is now frozen solid, creating a floor of ice several feet thick."
Am I missing something? Or does this encounter seem silly?
Water Weirds are a monster that really have issues when it comes to being an actual threat. On top of having a zero speed out of water and lacking any ranged offensive ability, they automatically die if they exit the water. Unless there's some reason to actually go into the body of water they're connected to (and in this case it doesn't sound like it- can't recall seeing this event in the module), the party can usually just bypass a Water Weird with no consequences.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
The river used to tumble over a small waterfall in this area, following the current west toward Lac Dinneshere. The waterfall now takes the form of a 10-foot-tall sheet of ice that can be climbed with a successful DC 10 Strength (Athletics) check. The ice is thin, however, and easily broken: the first creature of Medium size or larger to fail the check causes the ice to crack and fall, releasing a dormant water weird. After the ice breaks, enough ice remains that characters can still climb it, but the DC of the check increases to 15.
Lodged in the rocks behind the waterfall are items that were caught in the river, including an explorer’s pack and a miner’s pick. After the water weird is released and dealt with, these items can be safely recovered.
But the waterfall is frozen. So it just lands on the ground and sits there blocking the waterfall. Bows, ranged cantrips, etc. No threat if they're 15 ft away when it's released. It can't chase them.
I guess it's more of an inconvenience than a huge threat. That's ok! Was just slightly confused. Thanks everyone!
The ice is thin, however, and easily broken: the first creature of Medium size or larger to fail the check causes the ice to crack and fall, releasing a dormant water weird. After the ice breaks, enough ice remains that characters can still climb it, but the DC of the check increases to 15.
So basically they can free the water weird, but if everyone backs up 15 ft away they can kill it without any issues seeing as it has a speed of 0. The river is frozen solid so it cannot swim. Seems like a potentially pointless encounter if only one person was climbing and freed it and can avoid the grapple. (Thin ice refers to a waterfall, not the river where, in another section, someone can fall 20 ft onto it and just take fall damage) "That water is now frozen solid, creating a floor of ice several feet thick."
Am I missing something? Or does this encounter seem silly?
Call me Knives.
Where is this encounter in RotF?
Water Weirds are a monster that really have issues when it comes to being an actual threat. On top of having a zero speed out of water and lacking any ranged offensive ability, they automatically die if they exit the water. Unless there's some reason to actually go into the body of water they're connected to (and in this case it doesn't sound like it- can't recall seeing this event in the module), the party can usually just bypass a Water Weird with no consequences.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Easthaven, Cauldron Caves, U7
The river used to tumble over a small waterfall in this area, following the current west toward Lac Dinneshere. The waterfall now takes the form of a 10-foot-tall sheet of ice that can be climbed with a successful DC 10 Strength (Athletics) check. The ice is thin, however, and easily broken: the first creature of Medium size or larger to fail the check causes the ice to crack and fall, releasing a dormant water weird. After the ice breaks, enough ice remains that characters can still climb it, but the DC of the check increases to 15.
Lodged in the rocks behind the waterfall are items that were caught in the river, including an explorer’s pack and a miner’s pick. After the water weird is released and dealt with, these items can be safely recovered.
Call me Knives.
In that event, the Water Weird would present a threat to anyone attempting to climb the waterfall.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
But the waterfall is frozen. So it just lands on the ground and sits there blocking the waterfall. Bows, ranged cantrips, etc. No threat if they're 15 ft away when it's released. It can't chase them.
I guess it's more of an inconvenience than a huge threat. That's ok! Was just slightly confused. Thanks everyone!
Call me Knives.