[Yep, it was in relation to the ship so I could figure out the formation you are diving in. As Kenton asked to be at (x2,y9) first, I've moved Beatrice to (x2,y11). Let me know if the following diving formation is OK with everyone:]
As you all dive into the depths of Sharkfeather Abyss, you can just make out the now-ruined island of Flora Isle lodged within a tight corner of the trench one hundred feet below the surface of the sea.
Diving into the depths of the trench is difficult but not impossible for heroic adventurers such as yourselves. Everyone please roll a DC 13 Athletics check for the overall dive (just roll once for the entire dive). On a failure, the dive gives you one level of exhaustion. Oden doesn't need to make the check (he is a sea elf ranger with sea/coastal natural environment, whose backstory includes time in this very trench) and I'll also let everyone else roll with advantage because Oden will be able to guide them through the water and give them tips on diving.
The deep, turbulent water of the trench makes movement difficult for creatures not used to it as well. Anyone without a swimming speed must also spend 2 feet of movement for every 1 foot it moves. Additionally, anyone without a swimming speed must succeed on a DC 10 Athletics check whenever trying to swim or have their speed reduced to 0 until the start of their next turn. You all have advantage on that check thanks to Oden again.
The trench is within the sunlight zone beneath the surface of the water and is brightly lit by day, so visibility is 60ft. That means as long as Dajarkal's intel is correct, you will likely see sahuagin if you dive 40 ft (and they will likely see you). Let me know how far you all dive and anything else you do.
[Despite everyone having different swim speeds, for the sake of expediency I'm going to assume that everyone waits for each other to catch up just before getting to a dive dept of 40ft (60ft from the sea-bed/Flora Island ground).]
As you all cross the 40ft dive depth, what remains of Flora Isle becomes clearer. The skeletal frames of its houses still stand, and the gruesome remains of villagers are strewn about.
[Dajarkal offered to heal anyone who is not on full health and she had 3 spare cure wounds spells. I’m assuming that means everyone took advantage of that and are at full health. If not and you are going into battle with less than full health, let me know via PM so I can update my combat tracker.]
Dillyu swims to (x31,y13), though stays at 60ft and doesn’t dive deeper. He has a swim speed of 30ft, so no athletics roll is needed.
He fires his crossbow at S1: Attack: 9 Damage: 12. It misses.
Reguh, Aliez and Kenton are up. If Vincent rolls a 12 or higher for initiative, he is up too.
Reminder for underwater combat: When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.
A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
Creatures and objects that are fully immersed in water have resistance to fire damage.
Aliez will back up to 13,32 and as she smiles. She then whispers a quick spell to curse Selachai and the shark bodies. Casting bane on them, DC 14 charisma save. She then turns to Kenton and calls out, "Go get those monsters. I believe in you!" Gain a bardic inspiration, 1d6 to any attack, save, or check.
Kenton, swimming with a shield in one hand and spear in the other, moves as close as he can to the enemy. He's moving towards A2 if he can but I don't think he can reach them in one round, even with a dash?
Thanks! he calls out to Aliez, rather unsettled at his new waterbreathing ability
Kenton, swimming with a shield in one hand and spear in the other, moves as close as he can to the enemy. He's moving towards A2 if he can but I don't think he can reach them in one round, even with a dash?
[I believe Kenton doesn't have a swim speed, so movement will be 15 ft and he needs to make an athletics check (with advantage), DC10 to move at all. He is 40 ft above and 15 ft out from A2, so he wont make it on this turn unfortunately.]
[Yep, it was in relation to the ship so I could figure out the formation you are diving in. As Kenton asked to be at (x2,y9) first, I've moved Beatrice to (x2,y11). Let me know if the following diving formation is OK with everyone:]
As you all dive into the depths of Sharkfeather Abyss, you can just make out the now-ruined island of Flora Isle lodged within a tight corner of the trench one hundred feet below the surface of the sea.
Diving into the depths of the trench is difficult but not impossible for heroic adventurers such as yourselves. Everyone please roll a DC 13 Athletics check for the overall dive (just roll once for the entire dive). On a failure, the dive gives you one level of exhaustion. Oden doesn't need to make the check (he is a sea elf ranger with sea/coastal natural environment, whose backstory includes time in this very trench) and I'll also let everyone else roll with advantage because Oden will be able to guide them through the water and give them tips on diving.
The deep, turbulent water of the trench makes movement difficult for creatures not used to it as well. Anyone without a swimming speed must also spend 2 feet of movement for every 1 foot it moves. Additionally, anyone without a swimming speed must succeed on a DC 10 Athletics check whenever trying to swim or have their speed reduced to 0 until the start of their next turn. You all have advantage on that check thanks to Oden again.
The trench is within the sunlight zone beneath the surface of the water and is brightly lit by day, so visibility is 60ft. That means as long as Dajarkal's intel is correct, you will likely see sahuagin if you dive 40 ft (and they will likely see you). Let me know how far you all dive and anything else you do.
Kenton's Athletics check: 20
Well... this is... bracing... isn't it? Never been... that much... of a swimmer...
Vincent is attempting to dive down to the 40 feet
athletics 23
Paladin - warforged - orange
Reguh athletics check 17
He uses the robe and a spell slot to breathe underwater
He also dives trying to stay near the group.
Oden moves to take point and guide the group and asks Dillyu in Aquan to stay at the rear and make sure no one falls behind.
Beatrice athletics check: 15
[Despite everyone having different swim speeds, for the sake of expediency I'm going to assume that everyone waits for each other to catch up just before getting to a dive dept of 40ft (60ft from the sea-bed/Flora Island ground).]
As you all cross the 40ft dive depth, what remains of Flora Isle becomes clearer. The skeletal frames of its houses still stand, and the gruesome remains of villagers are strewn about.
19 initiative
Kenton’s initiative: 17
Init Attack: 24 Damage: 0
Athletics 18
Ignore the fact I accidentally put my initiative in an attack role...
Initiative: 6
Dillyu initiative: 24
I think I'm going to try grouping enemies from now on:
Selachai initiative: 6
S1 through S5 initiative: 20
A1 and A2 initiative: 20
Remember: you are all 60ft above the group of sahuagin at the moment.
Oden's initiative: 14
[Dajarkal offered to heal anyone who is not on full health and she had 3 spare cure wounds spells. I’m assuming that means everyone took advantage of that and are at full health. If not and you are going into battle with less than full health, let me know via PM so I can update my combat tracker.]
Dillyu swims to (x31,y13), though stays at 60ft and doesn’t dive deeper. He has a swim speed of 30ft, so no athletics roll is needed.
He fires his crossbow at S1: Attack: 9 Damage: 12. It misses.
Reguh, Aliez and Kenton are up. If Vincent rolls a 12 or higher for initiative, he is up too.
Reminder for underwater combat:
When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.
A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
Creatures and objects that are fully immersed in water have resistance to fire damage.
Aliez will back up to 13,32 and as she smiles. She then whispers a quick spell to curse Selachai and the shark bodies. Casting bane on them, DC 14 charisma save. She then turns to Kenton and calls out, "Go get those monsters. I believe in you!" Gain a bardic inspiration, 1d6 to any attack, save, or check.
Reguh stares down Selechai and takes out the crossbow he was given and fires at the creature.Attack: 21 Damage: 10
A1: 14. Failed save.
A2: 1. Failed save.
Selachai:11. Passed save.
Reguh's bolt misses.
Kenton, swimming with a shield in one hand and spear in the other, moves as close as he can to the enemy. He's moving towards A2 if he can but I don't think he can reach them in one round, even with a dash?
Thanks! he calls out to Aliez, rather unsettled at his new waterbreathing ability
[I believe Kenton doesn't have a swim speed, so movement will be 15 ft and he needs to make an athletics check (with advantage), DC10 to move at all. He is 40 ft above and 15 ft out from A2, so he wont make it on this turn unfortunately.]
Athletics 19
So 15 feet movement, and 15 feet dash, and that's it. Hopefully the enemy will come towards him. Famous last words...