killem2
2013-05-28, 11:45 AM
So we're kick starting my session that I'm the DM of, after a small break.
There is an underground labyrinth, found among the ruins of an old castle, under a giant pool of swampy water that has flooded the area. The entrance is only 30 ft around.
Once down about 15-20 ft, all is dark, and the opening is 40-70 feet around in certain areas.
The party is a bit of misfits:
Dwarf Cleric (8)
Elf Wizard (8)
Human Barbarian/Beastmaster/Warrior (8 with a riding dog, a wolf, and a fleshraker)
Elf Scout (8)
Minotaur Fighter (7 dragonlance)
Centaur Fighter (7)
Halfling Rogue (8)
Elf Assassin (8)
Half-Orc Barbarian (8)
If you aren't familiar with the eye of the deep, they are kind of a mini version of a beholder but for water, and I made it dungeon bred to fit the feel of the place.
How do you (on the grid) simulate under water combat fluently, and out side of the grid such as drowning, the possible hold monster of the Eye, and the fact that we have quite a few people who are in heavy armor, and if memory serves, they can only move and still attack while moving at 25% movement.
This thing can move at 40ft swim. It's got 12hd, its pretty dangerous I think, but I've never created this type of fight before.
Also, if you have a listeded swim speed do you need to make swim checks or do you still make those checks and instead move at the indicated speed?
There is an underground labyrinth, found among the ruins of an old castle, under a giant pool of swampy water that has flooded the area. The entrance is only 30 ft around.
Once down about 15-20 ft, all is dark, and the opening is 40-70 feet around in certain areas.
The party is a bit of misfits:
Dwarf Cleric (8)
Elf Wizard (8)
Human Barbarian/Beastmaster/Warrior (8 with a riding dog, a wolf, and a fleshraker)
Elf Scout (8)
Minotaur Fighter (7 dragonlance)
Centaur Fighter (7)
Halfling Rogue (8)
Elf Assassin (8)
Half-Orc Barbarian (8)
If you aren't familiar with the eye of the deep, they are kind of a mini version of a beholder but for water, and I made it dungeon bred to fit the feel of the place.
How do you (on the grid) simulate under water combat fluently, and out side of the grid such as drowning, the possible hold monster of the Eye, and the fact that we have quite a few people who are in heavy armor, and if memory serves, they can only move and still attack while moving at 25% movement.
This thing can move at 40ft swim. It's got 12hd, its pretty dangerous I think, but I've never created this type of fight before.
Also, if you have a listeded swim speed do you need to make swim checks or do you still make those checks and instead move at the indicated speed?