Story I: The Rift
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Rolls
Perception Check - (1d20+4)
(18) + 4 = 22
Rolls
Perception
Rolls
Perception. - (1d20+1)
(5) + 1 = 6
Rolls
Perception - (1d20+2)
Oddly enough, Devanis seems utterly unaware of this fact, and unaware of the creature at all. He must be, because in fact, he seems to be pulling at the chain, attempting to free the beast.
Rolls
... - (3d6)
Rolls
Secret Roll
Advantage from crowbar? - (1d20)
(13) = 13
Rolls
Attack - (1d20+5)
Damage - (1d4+3)
Rolls
Athletics - (1d20, 1d20)
1d20 : (5) = 5
1d20 : (19) = 19
You see Devanis wrench the crowbar one more time, snapping one of the links and freeing the monster from its anchor. The chain drapes heavily out from its back, following its movements in the water. The beast looks to be bringing its other tentacle toward Devanis now.
Rolls
Dagger, damage - (1d20+5, 1d4+3)
1d20+5 : (7) + 5 = 12
1d4+3 : (4) + 3 = 7
Rolls
Athletics for swimming - (1d20-1)
(13) - 1 = 12
Staring below into the darkness, Baric mutters, It's been so long. I'm going down there.
He pulls on his gloves, grabs the rope and hooks his arms and legs around it loosely, so as to be able to slide quickly. He dislodges one of his torches and positions it in his pack in a spot where it needn't be held, but is away from the other torches.
Of-Clan-Escolant, Find someone to write a song about me, if I... you know... can't.
At that, he drops, dangerous and quick, into the dark below.
Rolls
Acrobatics for the quick and nimble drop. He's done a similar decent before. - (1d20+2)
(16) + 2 = 18
Athletics for the climb (w/ advantage provided if earned.) - (1d20+3, 1d20+3)
1d20+3 : (6) + 3 = 9
1d20+3 : (4) + 3 = 7
Baric: Lowering the athletics DC due to your good Acrobatics (and the great line before dropping)!
Pyrrah is hacking one part of the tentacle with a knife, while Devanis does the same at the tentacle about his ankle. Eventually, the two manage to harm the beast, which emits a muffled scream that has a static-like sound as it ripples through the water and causes your skin to tingle. The manta-creature releases Devanis' ankle, and the other tentacle pulls back as well. It does not retreat, however, and looks prepared to strike once more...
Battle Map
Erran, if you'd like to drop into the water, it will take your full movement to do so (though you can dash to gain some extra movement from there, if you'd like).
Some underwater rules...
For those that it concerns, spells with verbal components will not work well underwater. Rather than denying them outright, these spells have a 50% chance of not casting. The spell slot is not wasted, but your action is. Simply roll a 1d2 with your spell. A 2 is successful, and a 1 is a failure.
Weapons other than spears, tridents, daggers, javelins and shortswords receive disadvantage on melee attacks, unless you can find a way to give yourself a swim speed.
Ranged attacks beyond normal range automatically miss. Ranged attacks within normal range all have disadvantage.
Anyone fully submerged has resistance to fire damage.