While your characters are discussing the dangers of diving into the unknown depths of the water, Sarith interjects saying the drow sometimes wager each other to take the leap. The water is plenty deep. If a hole can be made in the web below the east door, or if the party can manage to get to the northern landing, he'll be the first to leap and anyone that doesn't believe him can stay behind and take Asha up on her offer.
The only danger from jumping is landing on the gray ooze that lives in the waters. And if that happens, the worse that will happen is you'll burn your skin some.
The only danger from jumping is landing on the gray ooze that lives in the waters. And if that happens, the worse that will happen is you'll burn your skin some.
The first part is useful information that I didn't know, or missed earlier.
This last part is wrong. If a grey ooze hits, it corrodes metal armor (which is okay if everyone is wearing leather armor), but it also does on average 11 points of damage (4 bludgeon + 7 acid), up to 19 maximum. That is dangerous for most of the group (Sarith only has 12 HP)... If Sarith's point is that the grey ooze can only kill one person at a time, while the others swim to safety, then "sure".
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Jack_Joke: Look at the map in post #1. The southwest bridge has been cut down, so they are standing on that narrow path to the west of the waterfall. From that position, they have zero angle on our group. They are either blocked by the guard tower stalactite, the waterfall itself, the webs (if shooting down), or the cliff face on the east side of the waterfall jutting out. I don't see how they can hit our group at all.
I had a different take on the map. Looked to me like they might have an angle. If you're right, then this is great news for us.
Hand crossbows have a regular range of 30'. That is the reason to cross back to the prison cell platform, to get close enough for ranged combat without disadvantage on hit rolls due to long range. Agreed. Attacking with disadvantage is a waste of our time and effort.
Minimizing the fall and the time spent in the water would be best. Absolutely, and if the drow truly cannot hit us from range, then this, seemingly can be done.
Having said that, Beegred also votes for Ront to dive in first, and stay in the water until everyone else is out. Ront, Ront, he's our man!
The only danger from jumping is landing on the gray ooze that lives in the waters. And if that happens, the worse that will happen is you'll burn your skin some.
This last part is wrong. If a grey ooze hits, it corrodes metal armor (which is okay if everyone is wearing leather armor), but it also does on average 11 points of damage (4 bludgeon + 7 acid), up to 19 maximum. That is dangerous for most of the group (Sarith only has 12 HP)... If Sarith's point is that the grey ooze can only kill one person at a time, while the others swim to safety, then "sure".
If the only danger is "landing on the gray ooze", then maybe our DM Sarith is suggesting the ooze doesn't make the effort to harm creatures that just happen to be nearby. Wishful thinking?
One more thought...does anyone (a spell caster, presumably) have the capability to set the webs on fire?
If the only danger is "landing on the gray ooze", then maybe our DM Sarith is suggesting the ooze doesn't make the effort to harm creatures that just happen to be nearby. Wishful thinking?
One more thought...does anyone (a spell caster, presumably) have the capability to set the webs on fire?
Beegred (the character), with his (general) knowledge of the dangers of the Underdark, thinks that Sarith is full of orc dung about saying grey oozes are harmless. But Beegred also knows that a prison escape will never be entirely safe... If the group is successful in taking down the quaggoths, their bodies could be tossed into the water some distance away, to distract the grey ooze while the prisoners jump in.
Has anyone grabbed the daggers from the guard storeroom? If they aren't being used, we should stick them into the quaggoths after they are dead. Might be useful for the other quaggoths in this station to find their dead friends with Drow-designed daggers in their backs.
Looking over the PCs, no one has a fire cantrip, and I believe the same is true for the NPCs. If we can win against the quaggoths, I think we are best off jumping from that north-northeast corner past the webs, where the water is narrow, and we are farthest from the Drow guards.
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
If the party begins to take turns in the doorway, making ranged attacks on the quaggoths, do we need to roll initiative? Or can we merely post at will (keeping track of rounds, of course)? I'm ready to have Eldeth fire two more shots with her longbow.
I should have asked a much more basic question: where are Topsy/Turvy fighting the quaggoths? Could be at the bottom of the stairs (north in the 1/2 rows), mid-stairs, or outside the prison cells (9/10 rows).
When I was recommending that we cross to the platform outside the prison cell, I was assuming the fight is going on mid-stairs, with Topsy and Turvy standing south of the slick stairs.
Beegred, and I am guessing Sarith, want to be within 30' of the fight when they fire their hand crossbows, and moving further back if possible after firing. (If that can be done from the guard tower or the first 5' of the bridge, then great. Otherwise, Beegred will cross over at some point.)
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Topsy and Turvy were fighting just next to the part of the stair that is covered in excrement, forcing the quaggoths to stay on the slippery surface. However, other quaggoth started climbing the wall to traverse it and get behind Topsy and Turvy. To prevent this, they began to retreat up the stairs.
Then the lights were conjured illuminating them and they appear to be cowering and hiding from the light. Topsy has her back to the tower and isn't fighting anymore. Turvy is obscured by Topsy and is occasionally striking back at the quaggoth. Both are being hit repeatedly and are retreating even faster now.
Derendil will just stay in the tower and let the others do the fighting since he doesn't have any ranged weapons. Narstin should theoretically be able to stay in the tower and throw Sacred Flames at them from the entrance.
The only danger from jumping is landing on the gray ooze that lives in the waters. And if that happens, the worse that will happen is you'll burn your skin some.
The first part is useful information that I didn't know, or missed earlier.
This last part is wrong. If a grey ooze hits, it corrodes metal armor (which is okay if everyone is wearing leather armor), but it also does on average 11 points of damage (4 bludgeon + 7 acid), up to 19 maximum. That is dangerous for most of the group (Sarith only has 12 HP)... If Sarith's point is that the grey ooze can only kill one person at a time, while the others swim to safety, then "sure".
I missed this, sorry.
A gray ooze that attacks you successfully does bludgeoning and acid damage. The latter part, the acid damage is what I was thinking of when I wrote what I did. If you fall through the gray ooze, I'd imagine some of it would rub off and burn, as acid is wont to do.
That being said, you're not going to land on the gray ooze. The presence of the gray ooze is something Sarith knows and shares. What I wrote was only intended to reveal this information. So the mechanics of falling through a gray ooze need not be figured out.
Beegred: "As long as they help us to defeat the quaggoths, does it really matter that they aren't quite deep gnomes? We have to protect each other until we all escape."
(Asking for DM Inspiration: "We have to take care of each other, because no one else is going to do it." )
Yes, this time saying the words will count. But next time it should be an action, ok? For example, instead of saying we should help them, next time you'll have to declare you're crossing the bridge to go help them and take the movement. Make sense?
Beegred: "As long as they help us to defeat the quaggoths, does it really matter that they aren't quite deep gnomes? We have to protect each other until we all escape."
(Asking for DM Inspiration: "We have to take care of each other, because no one else is going to do it." )
Yes, this time saying the words will count. But next time it should be an action, ok? For example, instead of saying we should help them, next time you'll have to declare you're crossing the bridge to go help them and take the movement. Make sense?
That works for me. I was ready to have Beegred run across, but I was worried that Topsy & Turvy were thinking of retreating to the guard tower, or that I should wait for more initiative rolls. As soon as the bridge is clear, and while T&T are still on the stairs, Beegred is ready to go.
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Jimjar's ready to run as well. He'll cast blur on himself beforehand. He probably has more hit points than anyone else; maybe he should lead the charge.
While your characters are discussing the dangers of diving into the unknown depths of the water, Sarith interjects saying the drow sometimes wager each other to take the leap. The water is plenty deep. If a hole can be made in the web below the east door, or if the party can manage to get to the northern landing, he'll be the first to leap and anyone that doesn't believe him can stay behind and take Asha up on her offer.
The only danger from jumping is landing on the gray ooze that lives in the waters. And if that happens, the worse that will happen is you'll burn your skin some.
The first part is useful information that I didn't know, or missed earlier.
This last part is wrong. If a grey ooze hits, it corrodes metal armor (which is okay if everyone is wearing leather armor), but it also does on average 11 points of damage (4 bludgeon + 7 acid), up to 19 maximum. That is dangerous for most of the group (Sarith only has 12 HP)... If Sarith's point is that the grey ooze can only kill one person at a time, while the others swim to safety, then "sure".
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
If the only danger is "landing on the gray ooze", then maybe
our DMSarith is suggesting the ooze doesn't make the effort to harm creatures that just happen to be nearby. Wishful thinking?One more thought...does anyone (a spell caster, presumably) have the capability to set the webs on fire?
Sarith answers, gray oozes are benign creatures that live off the refuse of the civilized races. They consume waste and avoid other living creatures.
Beegred (the character), with his (general) knowledge of the dangers of the Underdark, thinks that Sarith is full of orc dung about saying grey oozes are harmless. But Beegred also knows that a prison escape will never be entirely safe... If the group is successful in taking down the quaggoths, their bodies could be tossed into the water some distance away, to distract the grey ooze while the prisoners jump in.
Has anyone grabbed the daggers from the guard storeroom? If they aren't being used, we should stick them into the quaggoths after they are dead. Might be useful for the other quaggoths in this station to find their dead friends with Drow-designed daggers in their backs.
Looking over the PCs, no one has a fire cantrip, and I believe the same is true for the NPCs. If we can win against the quaggoths, I think we are best off jumping from that north-northeast corner past the webs, where the water is narrow, and we are farthest from the Drow guards.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
@ Quasimodal
Agreed on all accounts.
@Kerrec
If the party begins to take turns in the doorway, making ranged attacks on the quaggoths, do we need to roll initiative? Or can we merely post at will (keeping track of rounds, of course)? I'm ready to have Eldeth fire two more shots with her longbow.
Give me an order, and roll your attacks. I need to know what weapons are being used. If it is possible, the quaggoth will retaliate.
I should have asked a much more basic question: where are Topsy/Turvy fighting the quaggoths? Could be at the bottom of the stairs (north in the 1/2 rows), mid-stairs, or outside the prison cells (9/10 rows).
When I was recommending that we cross to the platform outside the prison cell, I was assuming the fight is going on mid-stairs, with Topsy and Turvy standing south of the slick stairs.
Beegred, and I am guessing Sarith, want to be within 30' of the fight when they fire their hand crossbows, and moving further back if possible after firing. (If that can be done from the guard tower or the first 5' of the bridge, then great. Otherwise, Beegred will cross over at some point.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Topsy and Turvy were fighting just next to the part of the stair that is covered in excrement, forcing the quaggoths to stay on the slippery surface. However, other quaggoth started climbing the wall to traverse it and get behind Topsy and Turvy. To prevent this, they began to retreat up the stairs.
Then the lights were conjured illuminating them and they appear to be cowering and hiding from the light. Topsy has her back to the tower and isn't fighting anymore. Turvy is obscured by Topsy and is occasionally striking back at the quaggoth. Both are being hit repeatedly and are retreating even faster now.
Derendil will just stay in the tower and let the others do the fighting since he doesn't have any ranged weapons. Narstin should theoretically be able to stay in the tower and throw Sacred Flames at them from the entrance.
Xilyrah is going to be more effective from a distance. Although as of right now her effectiveness has been about as lethal as a newborn kitten.
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Are the climbing quaggoth within 60 feet of us for sacred flame?
I missed this, sorry.
A gray ooze that attacks you successfully does bludgeoning and acid damage. The latter part, the acid damage is what I was thinking of when I wrote what I did. If you fall through the gray ooze, I'd imagine some of it would rub off and burn, as acid is wont to do.
That being said, you're not going to land on the gray ooze. The presence of the gray ooze is something Sarith knows and shares. What I wrote was only intended to reveal this information. So the mechanics of falling through a gray ooze need not be figured out.
Yes, 60 feet is easily within range of the climbing quaggoth.
Yes, this time saying the words will count. But next time it should be an action, ok? For example, instead of saying we should help them, next time you'll have to declare you're crossing the bridge to go help them and take the movement. Make sense?
Already added it to your character sheet.
I think I'm caught up. If there is something I missed, please point it out. Any questions left unanswered?
That works for me. I was ready to have Beegred run across, but I was worried that Topsy & Turvy were thinking of retreating to the guard tower, or that I should wait for more initiative rolls. As soon as the bridge is clear, and while T&T are still on the stairs, Beegred is ready to go.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Jimjar's ready to run as well. He'll cast blur on himself beforehand. He probably has more hit points than anyone else; maybe he should lead the charge.
Could I do an arcana check or something to see if I recognize anything similar to what's being described about topsy and turvy?
Not that my arcana is very good apparently...