Kaptain_Kantrip
First Post
Hey, I am DMing tonight and just realized the first combat location in my adventure is a room that is half-full of water and turned on its side (so ceiling and floor are now walls and walls are now ceiling and floor). I've never done a combat like this before and my player ran off with the DMG and won't be here until we get started later. What are the rules for this kind of situation? The room is 70' tall and 40' wide at its farthest point (unusual shape). The bottom 30' is all submerged under seawater.
The enemies the party will be fighting are a covey of 3 sea hags who lurk on the upper level (partial concealment) looking down on the main flooded room. They are pretty high up (40') from the water level so won't be using their death gaze/evil eye attacks unless someone gets up near their hiding spot. They have 20 animated skeletons (12 medium, 8 large) at the bottom of the main room hidden by the water.
How the heck do I run this combat? Modifiers for swimming, attacking, etc.???
Initial planned combat action:
Round 1: (Hags cast Veil on entrance to main room to make it look like it has closed up by a stone block; PCs should not be aware of hags yet)
Round 2: Hags cast veil on skeletons to make look like scrags (aquatic trolls). Skeletons attack.
Round 3: Hags cast Polymorph Other on biggest fighter (turn into harmless fish)
Round 4: Hags cast Forcecage on as many PCs as fit into 20 foot cage. Does the cage float or sink or remain stationary since it will be in the water?
FYI: I am using the "Head of Talos" map from the new Dungeon mag (#90) on the bottom of page 85, but have moved it out into the ocean, supported on a rocky outcropping.
The enemies the party will be fighting are a covey of 3 sea hags who lurk on the upper level (partial concealment) looking down on the main flooded room. They are pretty high up (40') from the water level so won't be using their death gaze/evil eye attacks unless someone gets up near their hiding spot. They have 20 animated skeletons (12 medium, 8 large) at the bottom of the main room hidden by the water.
How the heck do I run this combat? Modifiers for swimming, attacking, etc.???
Initial planned combat action:
Round 1: (Hags cast Veil on entrance to main room to make it look like it has closed up by a stone block; PCs should not be aware of hags yet)
Round 2: Hags cast veil on skeletons to make look like scrags (aquatic trolls). Skeletons attack.
Round 3: Hags cast Polymorph Other on biggest fighter (turn into harmless fish)
Round 4: Hags cast Forcecage on as many PCs as fit into 20 foot cage. Does the cage float or sink or remain stationary since it will be in the water?
FYI: I am using the "Head of Talos" map from the new Dungeon mag (#90) on the bottom of page 85, but have moved it out into the ocean, supported on a rocky outcropping.