Professor and Mushu bot hdetect moving shapes in the murky water surrounding your earthen wall. Berrus, are you and the captain standing at the edge of the island, or already in the water?
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Detecting shapes in the water Mushu is able to rouse Fang with repeated messages of ‘Danger’ until the lizardfolk hunter rouses from his short lived rest. “I fall asleep for like an hour and everything goes to hell?” Fang grumbles a bit groggily trying to make sense of his surroundings. After a few moments he sees Glasses near the middle of camp, readying his spear and net, Fang heads towards him. “Any idea what’s tripped your alarm? Mine has alerted me to danger. But nothing more.”
The Professor is busy quietly shaking the others awake when Fang asks his question. “Shapes moving in the water triggered my warning spell, Fang. I am trying to wake the others so they can be ready if we are attacked.”
Whispering to Berrus and the Captain, he says, “Watch for shapes moving in the water.”
Fang assists Glasses with waking everyone, starting with Shae and Maxine, then everyone else. Then stands ready near the center of camp with his eyes now scanning the water as he slowly spins in circles.
Maxine woke up instantly, completely and without a sound - a trait one leans very fast when lives in a constant danger. Her crossbow was never too far away and newly discovered ability to see in the dark - amazingly helpful (how did she even live without it before?) She looked around, hoping to see what is threatening them this time?
Perception: 6 (well, she is not used to night vision yet)
Shae wasn’t as swift or as quiet as Maxine. She’d be guilty of letting out a small grunt as she’d turn over feeling for her tomb. The warlock would rub her eyes and blink a few times for her dark vision to adjust to their surroundings. Thinking she might have heard the Professor say water, that or she dreamt it, Shae would complete a scan beyond the water and above them before focussing her attention on the water with the other pairs of eyes.
Falx has grabbed a torch and lit it up to get a better look at the nearby water. Though it had only been knee-high a few hours before, it had now risen to look at least waist deep, and the flood must have been powerful enough to wash up some fallen logs.
As he approaches the edge of the earthen wall though, one of the logs suddenly comes to life, as a crocodile leaps out onto the small island and snaps its jaws shut around Falx' leg!
Everyone, roll initiative! You have all been able to benefit from a short rest before this fight, but other than Berrus, and the Professor, you will have to spend an action getting your armour on, or choose to fight without it!
Crocodile: 22 vs 13 for 7
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Maxine First croc Berrus and Prof Bertrand Fang Croc leader Brax, Zip, Cliff Shae Second croc Faekin, Thessalandra, Falx
Information about this combat and some home rules that will be used (since drowning isn't covered by the game's rules, as far as I know):
First of all, apart from Berrus and Professor, any creature wishing to fight in armour will have to spend an action donning it.
Secondly, you are all fighting in the dark currently, so unless you have dark vision or someone spends an action lighting a torch, you're attacking with disadavatage.
Creatures in the murky water receive half-cover (+2 to the creature's AC) vs ranged attacks and unarmed strikes because of the water resistance and the low visibility. The water counts as difficult terrain (2x movement cost) for anyone without a swim speed, apart from Fang, due to this being his favoured terrain as a ranger.
A creature that falls unconscious or is prone in the water will start to drown. It takes 2 + a character's Constitution modifier number of rounds for a creature to start drowning (in case of a negative constitution modifier, a minimum of 2 rounds). For every round above that limit, the submerged creature automatically suffers a failed death saving throw. If during these rounds, the creature manages to get out of the water or otherwise is able to catch a breath, the number of rounds resets. I will be reasonable here.
If a creature is conscious but being grappled or otherwise restrained, the grappler can attempt to push the other creature under water to drown them. To resist this, the grappled or restrained creature has to try to break the grapple or escape the restraint. Creatures without a swim speed (or other feature that means they are adept to the terrain, read Fang) have disadvantage to grappling in water.
You see how one of the corcodiles has snapped its map shut around Falx' leg! Shortly thereafter, the screaming Falx drops his torch into the water. It goes out with a short sizzle, plunging you back into darkness, before briefly illuminating two more shapes are within about twenty feet from the island.
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Maxine did not waste time for donning the armour. She kissed her faithful crossbow, she spent so many hours working on, breathing into it her newly discovered "magic of jungle" and took the aim at the croc, closest to the wounded:
OOC: I think The Professor had spent an action earlier getting the central fire back up and running with Control Flame—“The Professor casts Mage Armor and then magically manipulates the fire to shed more light, hoping to see what might be nearby that has set off his spell.“
Also, is Falx in the water now, or is he just at the berm and got bitten by a crocodile which is half out of the water with its maw clamped in his leg?
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
OOC: Sorry, you're correct about the fire! So you can see the island and up to ten feet of water normally, beyond that it's dim light for thirty feet. Falx is still on the berm, with the croc halfway out.
Taking aim at the crocodile that attacked Falx, Maxine's bolt strikes it in the side, but the pain only seems to make it angrier. With its strong hindlegs, it is slowly dragging Falx off the berm and into the water. Falx is struggling to break free, but the crocodile is significantly stronger, and the deeper the crocodile drags Falx, the less he is able to resist, as he seems unable to find solid footing.
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
This post has potentially manipulated dice roll results.
Glasses:
Scrambling onto the raised platform he made for their supplies and from there on top of the water barrel, Snively catches a glimpse of the crocodile on the edge of the berm with Falx.
Conjuring a Flaming Sphere onto the earthen mound to the south of the crocodile (so that the sphere is on one side and the Falx is on the other), The Professor flicks his wrist and slams the ball of Fire into the side of the crocodile above the waterline!
Flaming Sphere Fire Damage (DC 14 Dexterity for Half): 7
(Note that the Flaming Sphere sheds light as well, and it is less effective against foes fully submersed in the water.)
Berrus investigates the perimeter with Thessalandra
Perception: 3
Laissez les bons temps rouler
Professor and Mushu bot hdetect moving shapes in the murky water surrounding your earthen wall. Berrus, are you and the captain standing at the edge of the island, or already in the water?
Professor, do you wake up anybody else?
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Detecting shapes in the water Mushu is able to rouse Fang with repeated messages of ‘Danger’ until the lizardfolk hunter rouses from his short lived rest. “I fall asleep for like an hour and everything goes to hell?” Fang grumbles a bit groggily trying to make sense of his surroundings. After a few moments he sees Glasses near the middle of camp, readying his spear and net, Fang heads towards him. “Any idea what’s tripped your alarm? Mine has alerted me to danger. But nothing more.”
Glasses:
The Professor is busy quietly shaking the others awake when Fang asks his question. “Shapes moving in the water triggered my warning spell, Fang. I am trying to wake the others so they can be ready if we are attacked.”
Whispering to Berrus and the Captain, he says, “Watch for shapes moving in the water.”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Fang assists Glasses with waking everyone, starting with Shae and Maxine, then everyone else. Then stands ready near the center of camp with his eyes now scanning the water as he slowly spins in circles.
Berrus was staying inside the rampart not splashing around in the dark lol
Laissez les bons temps rouler
Maxine woke up instantly, completely and without a sound - a trait one leans very fast when lives in a constant danger. Her crossbow was never too far away and newly discovered ability to see in the dark - amazingly helpful (how did she even live without it before?) She looked around, hoping to see what is threatening them this time?
Perception: 6 (well, she is not used to night vision yet)
Meili Liang Lvl 5 Monk
Dice
Shae wasn’t as swift or as quiet as Maxine. She’d be guilty of letting out a small grunt as she’d turn over feeling for her tomb. The warlock would rub her eyes and blink a few times for her dark vision to adjust to their surroundings. Thinking she might have heard the Professor say water, that or she dreamt it, Shae would complete a scan beyond the water and above them before focussing her attention on the water with the other pairs of eyes.
just an unstable unicorn.
Falx has grabbed a torch and lit it up to get a better look at the nearby water. Though it had only been knee-high a few hours before, it had now risen to look at least waist deep, and the flood must have been powerful enough to wash up some fallen logs.
As he approaches the edge of the earthen wall though, one of the logs suddenly comes to life, as a crocodile leaps out onto the small island and snaps its jaws shut around Falx' leg!
Everyone, roll initiative! You have all been able to benefit from a short rest before this fight, but other than Berrus, and the Professor, you will have to spend an action getting your armour on, or choose to fight without it!
Crocodile: 22 vs 13 for 7
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Maxine Initiative: 19
Meili Liang Lvl 5 Monk
Dice
Berrus initiative: 16
Laissez les bons temps rouler
Fang initiative 9
Glasses:
Initiative: 16
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Shae initiative: 7
just an unstable unicorn.
The initiative order is as follows:
Maxine
First croc
Berrus and Prof
Bertrand
Fang
Croc leader
Brax, Zip, Cliff
Shae
Second croc
Faekin, Thessalandra, Falx
Information about this combat and some home rules that will be used (since drowning isn't covered by the game's rules, as far as I know):
First of all, apart from Berrus and Professor, any creature wishing to fight in armour will have to spend an action donning it.
Secondly, you are all fighting in the dark currently, so unless you have dark vision or someone spends an action lighting a torch, you're attacking with disadavatage.
Creatures in the murky water receive half-cover (+2 to the creature's AC) vs ranged attacks and unarmed strikes because of the water resistance and the low visibility. The water counts as difficult terrain (2x movement cost) for anyone without a swim speed, apart from Fang, due to this being his favoured terrain as a ranger.
A creature that falls unconscious or is prone in the water will start to drown. It takes 2 + a character's Constitution modifier number of rounds for a creature to start drowning (in case of a negative constitution modifier, a minimum of 2 rounds). For every round above that limit, the submerged creature automatically suffers a failed death saving throw. If during these rounds, the creature manages to get out of the water or otherwise is able to catch a breath, the number of rounds resets. I will be reasonable here.
If a creature is conscious but being grappled or otherwise restrained, the grappler can attempt to push the other creature under water to drown them. To resist this, the grappled or restrained creature has to try to break the grapple or escape the restraint. Creatures without a swim speed (or other feature that means they are adept to the terrain, read Fang) have disadvantage to grappling in water.
You see how one of the corcodiles has snapped its map shut around Falx' leg! Shortly thereafter, the screaming Falx drops his torch into the water. It goes out with a short sizzle, plunging you back into darkness, before briefly illuminating two more shapes are within about twenty feet from the island.
Maxine, you're up!
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Maxine did not waste time for donning the armour. She kissed her faithful crossbow, she spent so many hours working on, breathing into it her newly discovered "magic of jungle" and took the aim at the croc, closest to the wounded:
Bonus action Magic Weapon
Action: Attack: 17 Damage: 9
(If there is a way to keep distance between her and the crocs - she will try do do so)
Meili Liang Lvl 5 Monk
Dice
OOC: I think The Professor had spent an action earlier getting the central fire back up and running with Control Flame—“The Professor casts Mage Armor and then magically manipulates the fire to shed more light, hoping to see what might be nearby that has set off his spell.“
Also, is Falx in the water now, or is he just at the berm and got bitten by a crocodile which is half out of the water with its maw clamped in his leg?
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
OOC: Sorry, you're correct about the fire! So you can see the island and up to ten feet of water normally, beyond that it's dim light for thirty feet. Falx is still on the berm, with the croc halfway out.

Taking aim at the crocodile that attacked Falx, Maxine's bolt strikes it in the side, but the pain only seems to make it angrier. With its strong hindlegs, it is slowly dragging Falx off the berm and into the water. Falx is struggling to break free, but the crocodile is significantly stronger, and the deeper the crocodile drags Falx, the less he is able to resist, as he seems unable to find solid footing.
Berrus and Professor, you're up.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Glasses:
Scrambling onto the raised platform he made for their supplies and from there on top of the water barrel, Snively catches a glimpse of the crocodile on the edge of the berm with Falx.
Conjuring a Flaming Sphere onto the earthen mound to the south of the crocodile (so that the sphere is on one side and the Falx is on the other), The Professor flicks his wrist and slams the ball of Fire into the side of the crocodile above the waterline!
Flaming Sphere Fire Damage (DC 14 Dexterity for Half): 7
(Note that the Flaming Sphere sheds light as well, and it is less effective against foes fully submersed in the water.)
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Berrus charges forward with an overhand swing bringing his axe down on the creatures neck
Attack: 21 Damage: 4
Laissez les bons temps rouler