If anyone is unfamiliar with underwater combat, here are the details.
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.
Suffocating
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.
Vision
Characters without Darkvision suffer from the blinded condition in the murky water.
I should have mentioned earlier that everyone must make a Grapple check with disadvantage. If you succeed on your Grapple check than you are not dragged underwater.
Matron Anala nods. "You may equip yourselves from the armory at our expense. Your weapons and equipment will be returned to you when you have recovered from your ordeal."
(I'm willing to skip the RP and descriptive aspect of equipping yourselves, if you all want to hurry along the adventure. You may take anything in the equipment page of the PHB, with a few exceptions. There is no alchemist's fire (flask), and a limit of one potion of healing per character. In addition, you may take any simple weapons, light armor, or medium armor that you desire.)
(Ooh, thank you, DM! can I get the Boots of speed and leather fire resistant armor? Or is that too much?)
(My mistake, I completely missed that post. The only magic item that Matriarch Anala gave you was the one you rolled for. The equipment page of the PHB contains only mundane items.)
Chills run up and down Cairn's spine, weighed down by the armor. Much struggling ensued.
Init: 8
The cold was almost too much. He just can't shake these shivers.
"Oh my Hlal! We're coming, my friend!" Nadaar shouts to Cleft before he too felt something try to tugging him under.
Initiative: 8.
When you realize you're doing too much: Signature.
As Garrus is pulled down, he looks down at the creatures that grabbed him and grins, immediately he thinks to himself, 'There you are!'
Initiative: 4
"These creatures have made a mistake," she muttered, finally joining the others in the water to join the fight.
Initiative: 17
Jubilant/Tiefling/Warlock/The Guardians of Kinloran
Kalahari/Earth Genasi/Cleric/Eternal Warfare
Gin/Goblin/Cleric/Hidden Heroes
Suneni/Dragonborn/Monk/The Burning Dead
If anyone is unfamiliar with underwater combat, here are the details.
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.
Suffocating
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.
Vision
Characters without Darkvision suffer from the blinded condition in the murky water.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
I should have mentioned earlier that everyone must make a Grapple check with disadvantage. If you succeed on your Grapple check than you are not dragged underwater.
Opposed Grapple check for Ogged: 12
Opposed Grapple check for Cleft: 9
Opposed Grapple check for Nadaar: 3
Opposed Grapple check for Suneni: 7
Opposed Grapple check for Volgiah: 15
Opposed Grapple check for Garrus: 8
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Athletics: 7.
(Thank goodness it was a natural 1 had to overcome.)
When you realize you're doing too much: Signature.
Athletics: 6
Cleft athletics 17
(Well it seems that I got MY characters mixed up as well. Would be had a better initiative. But ill stick with what i had. Boo, me.)
OGGÉD's athletics. 21 , 9
(Looks like 10 for me. Bulb bulb blub)
(You can change your initiative. Keep the 7 you rolled, just adjust the modifier.)
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Volgiah Initiative: 8
Athletics check: 14
How far down are we dragged?
(Would be a 9 then)
(Also before I get to that point, the speed boots increase walking speed, would they also increase swim speed too? As they are not boots of haste.)
You are dragged down several feet below the surface.
Ogged, how did you get those Boots of Speed again?
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Matriarch Anala. I had asked if it was ok to take
(Here it is)
(My mistake, I completely missed that post. The only magic item that Matriarch Anala gave you was the one you rolled for. The equipment page of the PHB contains only mundane items.)
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
(Ok well ill be changing that.)
(Sorry for the inconvenience.)
We're just waiting on Suneni's Athletics check before I kick off combat.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
(No worries. That was my mistake.)