Session Themes: Combat
Recent rains have washed away the salt that keeps the flail snails at bay! The farmers of Luma are requested some help in driving back (and culling) their numbers.
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Pets/Summons:
Magic Items: "Inventory" or any specific inclusions/exclusions desired
Precasts: (Any spells with duration of 1hr or more that you'd like to have up in advance.)
Amethyst Echo: (if main sheet is level 7+)
Relevant Content Bans:

Class: Artificer
Pets/Summons: T-1, T-0
Magic Items: "Inventory"
Precasts: soon
Amethyst Echo: (if main sheet is level 7+) -
Relevant Content Bans: none

Class: Paladin
Guild Memberships: LAG, LEG, MATES, MOOLA, ETTU
Magic Items: Inventory
Precasts: None
Amethyst Echo: https://www.dndbeyond.com/characters/164801722
Relevant Content Bans: None
Adventurer Name: Phoenix
Hex Name: The Opaline Hollow
Mapmaker: None, this isn't for credit, it's for information
Creatures Encountered: Flail Snail
Additional Exploration Notes:
Giving notes because previous adventurers haven't and I have been to the place multiple times but not for leg quests. This is all the info I can provide. Entering the cave you will probably notice the gooey substance that the snails leave behind, perhaps even outside the cave. There is no light in the cave and therefore people who need light to see should prepare accordingly. About 30ft into the cave there is 15ft drop where you will probably encounter the first hostile snails. The snails can climb but they can not climb upside down on the ceiling otherwise they would fall. They are not smart or fast, use that to your advantage.
More specifically about the snails themselves, poison and fire are completely ineffective and they can't be poisoned. They can sense creatures through tremors on the ground, they ignored a flying owl and if you are able to fly yourself or prevent any vibrations from reaching them you will probably be non existent to them. They attack by quickly flinging the tentacles on their head at you. Be careful, it's difficult to avoid all 5 of them. More over, when a magic spell is used on them if you miss or fail to deal proper damage to them or if they manage to resist the effects of a spell they will absorb it into their shell and unleash a wave of energy within roughly 30ft of them that can damage you. Their shell also grants them magic resistance making it more likely spells will be ineffective. This is annoying because they can also make their shells emit bright light in the same radius. It can catch you off guard and stun and blind you. They don't seem to be able to do this too often? I am not certain. Another thing they can do is retract in their shell, making it harder to hit them but they are unable to move which does help.
The way I'd deal with them is with simple ranged weapon and ammunition, however if you are fast enough and can disengage you can slowly take them down that way. That is very hard to pull off without haste so stick with ranged options or flight. If you are confident and have good timing you can close your eyes if you are anticipating their shell to glow brightly and the light won't blind or stun you. Just make sure you aren't within their reach when doing so, they can reach you from about 10ft away by extending their tentacles. You can also try to subdue them with ranged magic attacks but make sure you are more than 30ft away as to not be caught in the blast radius in case they absorb your attack. Oh also, they are snails. Spells that require the target to be nimble to avoid are probably safe to use on them. Spells that require the target to be sturdy? Not so much. Hard shell. On that note, I did mention previously that they aren't smart either. If you really must cast spells this may help you decide which one you want to cast.
You are welcome.