Terrain concerns:
Light green areas are difficult terrain due to being boggy. It also takes 10ft of movement to climb up to the causeway again.
Darker blue areas are deeper, and will force you to swim.
The hydra is currently only partially visible and is otherwise entirely submerged, giving it resistance to fire damage, and attacking it - even if you're out of the water - is subject to the Underwater Combat limitations.
Moving along the causeway is slippery, and must be done at half speed. You can move at normal speed if you first succeed on a DC10 dex save. Failure means you can only move 5ft this turn as you struggle to maintain your balance.
Likewise, depending on your angle, cover may come into play.
Spoiler: UC
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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.
Sometimes the initiative order seems to have a mind of its own.
Everyone except Leif is up.
Initiative Order:-
Ayalla:(1d20)[18]
Bernie:(1d20)[12]
Wuffles: (1d20)[8]
Paul:(1d20+1)[7]
Jorr: (1d20)[6]
Hydra:(1d20)[5]
Leif:(1d20)[4]