Yeah, the attack is right with advantage because of pack tactics. The damage I don't think is. You're using Sneak attack so you get the 1d6 extra damage but you don't get the modifier so it believe it should be (without the spaces before roll)
So with the rolls you already did it would be the first 1d6+3 (7) + 1d6 (5) for 12 DMG
Sneak Attack1d6PHB96
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll
I think Wormsquirt's damage was right. It was a critical hit, so would that not be 2d6+3 normal damage plus 2d6 sneak attack damage, given that he rolls each damage dice an additional time for a crit? (I'm now re-reading the critical hit rules)
The damage breakdown was ( (4+3) + (5+3) + 3) - I read the (4+3) as the normal weapon damage rolled twice; the (5+3) as the sneak attack damage rolled twice; and the +3 modifier?
Zarbof turns to Wormsquirt and salutes. "Consider those notes taken!" Then Zarbof takes a look around the back of the cave where all the webbing was, to see if it's just wall or if there's another passageway (i.e. basically exploring to see past some of the fog of war)
Wormsquirt claps Zarbof on the back saying, "That was fun my friend." Looking to the others he gives each a nod of acknowledgement adding, "Good work all."
Wormsquirt walks up to the spider's corpses and begins looking them over, taking note of how they're positioned and making mental notes. Drawing his dagger he starts to cut open the spider's in search of their poison sacs.
OOC: I'd like to extract their poison sacs, but I'm not sure what you'd like me to roll for that or if it's even possible.
Yes, the webbing is burnt up. You do see that there are some bones of animals left over on the floor now that the web is gone. Some of the bones are fairly large. (I'll post the rest of map for that area in a sec but there's nothing else in there)
Wormsquirt. I just checked hoping someone would have alchemy tools and could maybe assist but no one does. You can give me a Nature check. The first one will be at disadvantage since you've never done it before. The second spider will just be a regular roll. It's not an easy task to extract and not ruin the sac so I'm calling this one a DC18. If you want to keep pursuing this skill I'll adjust the more you do it.
While I'm round the back of the cave here, I'll take a look at those bones, particularly the larger ones, to see if I can work out what they might be from. Would that be a Survival check? I'll roll survival, but if it would be nature or investigation then subtract 4 from the roll! (My Survival bonus is +3, but my nature or investigation are both -1)
This post has potentially manipulated dice roll results.
Mysti will rumage around the cavern a bit where the webs used to be looking for anything that may have been left behind or hidden under the webs...after she catches up to the rest of the party.
Zarbof: The larger bones look like a bat but much larger than any bat you've seen before. Mentally putting the wings pieces together in your head you realize they'd be larger than you.
Mysti: You find some pieces of iron. Nails, some hinge pieces. Leading you to think that there was some kind of wooden structures here at some point that have long rotted away and just left the bits of metal holding them together behind.
Wormsquirt. While working on the first spider you realize after your first failed attempt that there is a trick to cutting into the spider and making room to remove the venom sacks without them rupturing. You've got the hang of it for the second spider and get them out neatly!
Yeah, the attack is right with advantage because of pack tactics. The damage I don't think is. You're using Sneak attack so you get the 1d6 extra damage but you don't get the modifier so it believe it should be (without the spaces before roll)
Damage: [ roll](if([roll:-1:critical], =0, 1d6+3 + 1d6, 2{1d6+3 + 1d6}.expand()))[/ roll]
So with the rolls you already did it would be the first 1d6+3 (7) + 1d6 (5) for 12 DMG
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll
That's what happens when you wear a helmet your whole life!
My house rules
Misty will cast toll the dead on the spider...
9 damage on wis 13 save
Spider save: 13
That's what happens when you wear a helmet your whole life!
My house rules
I think Wormsquirt's damage was right. It was a critical hit, so would that not be 2d6+3 normal damage plus 2d6 sneak attack damage, given that he rolls each damage dice an additional time for a crit? (I'm now re-reading the critical hit rules)
The damage breakdown was ( (4+3) + (5+3) + 3) - I read the (4+3) as the normal weapon damage rolled twice; the (5+3) as the sneak attack damage rolled twice; and the +3 modifier?
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationOK. I missed the crit! Nice hit! Got caught up in the damage. It is right.
2d6 (double short sword) + 2d6 (double sneak attack) +3 modifier
The spider does barely save on the toll but suffers 18 dmg from Womsquirts attack.
That's what happens when you wear a helmet your whole life!
My house rules
Thorum shoots another arrow at the remaining spider.
Attack: 25 Damage: 6
Hunter's Mark: 6
Fire damage: 1
Ghosts of Saltmarsh - DM
Thorums arrow lands true and KILLS the spider as it curls up with licks of fire singing it's legs.
That's what happens when you wear a helmet your whole life!
My house rules
Thorum extinguishes a flaming arrow and returns it to his quiver. "Well, that was exhilarating. Shall we continue?"
Ghosts of Saltmarsh - DM
Zarbof turns to Wormsquirt and salutes. "Consider those notes taken!" Then Zarbof takes a look around the back of the cave where all the webbing was, to see if it's just wall or if there's another passageway (i.e. basically exploring to see past some of the fog of war)
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationIf Zarbof is walking toward the webbing Thorum will accompany him.
Ghosts of Saltmarsh - DM
Well, the actual webbing itself burned up, right?
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationThat would be the remnants of the webbing, if any remains or the ash thereof, lol
Ghosts of Saltmarsh - DM
Wormsquirt claps Zarbof on the back saying, "That was fun my friend." Looking to the others he gives each a nod of acknowledgement adding, "Good work all."
Wormsquirt walks up to the spider's corpses and begins looking them over, taking note of how they're positioned and making mental notes. Drawing his dagger he starts to cut open the spider's in search of their poison sacs.
OOC: I'd like to extract their poison sacs, but I'm not sure what you'd like me to roll for that or if it's even possible.
Yes, the webbing is burnt up. You do see that there are some bones of animals left over on the floor now that the web is gone. Some of the bones are fairly large. (I'll post the rest of map for that area in a sec but there's nothing else in there)
Wormsquirt. I just checked hoping someone would have alchemy tools and could maybe assist but no one does. You can give me a Nature check. The first one will be at disadvantage since you've never done it before. The second spider will just be a regular roll. It's not an easy task to extract and not ruin the sac so I'm calling this one a DC18. If you want to keep pursuing this skill I'll adjust the more you do it.
That's what happens when you wear a helmet your whole life!
My house rules
That's what happens when you wear a helmet your whole life!
My house rules
While I'm round the back of the cave here, I'll take a look at those bones, particularly the larger ones, to see if I can work out what they might be from. Would that be a Survival check? I'll roll survival, but if it would be nature or investigation then subtract 4 from the roll! (My Survival bonus is +3, but my nature or investigation are both -1)
Survival check: 14
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationMysti will rumage around the cavern a bit where the webs used to be looking for anything that may have been left behind or hidden under the webs...after she catches up to the rest of the party.
Perception: 16
Zarbof: The larger bones look like a bat but much larger than any bat you've seen before. Mentally putting the wings pieces together in your head you realize they'd be larger than you.
Mysti: You find some pieces of iron. Nails, some hinge pieces. Leading you to think that there was some kind of wooden structures here at some point that have long rotted away and just left the bits of metal holding them together behind.
That's what happens when you wear a helmet your whole life!
My house rules
Nature: 11
Nature: 8
Wormsquirt. While working on the first spider you realize after your first failed attempt that there is a trick to cutting into the spider and making room to remove the venom sacks without them rupturing. You've got the hang of it for the second spider and get them out neatly!
That's what happens when you wear a helmet your whole life!
My house rules