OOC: on my phone right now and can’t check the rolls for Gerrard’s AOO—worried the Crit logic may have activated off the bless...please adjust the damage if necessary.
Also, If Gerrard takes one down, he would want to do it nonlethally, but he has almost given up that anything can be salvaged here with the Lizardfolk.
OOC: on my phone right now and can’t check the rolls for Gerrard’s AOO—worried the Crit logic may have activated off the bless...please adjust the damage if necessary.
Also, If Gerrard takes one down, he would want to do it nonlethally, but he has almost given up that anything can be salvaged here with the Lizardfolk.
Yeah I was scratching my head trying to parse your roll - ultimately I decided you knew what you were doing. Do you want to walk us through what the roll should include? Then I can check. (I can tell you, you did roll two natural 1's!)
OOC: on my phone right now and can’t check the rolls for Gerrard’s AOO—worried the Crit logic may have activated off the bless...please adjust the damage if necessary.
Also, If Gerrard takes one down, he would want to do it nonlethally, but he has almost given up that anything can be salvaged here with the Lizardfolk.
Yeah I was scratching my head trying to parse your roll - ultimately I decided you knew what you were doing. Do you want to walk us through what the roll should include? Then I can check. (I can tell you, you did roll two natural 1's!)
The roll to hit should be 1d20+1d4+5, with damage of 1d8+3. I think the d4 may have rolled a 4 and that set off the Crit logic, so whatever the second d8 in damage is should be ignored, and it should be the first d8 plus 3...
I can look at it on my computer when I get off work and double check.
It looks like you rolled a natural 20 to hit, but it added your Bless roll to your damage, and since it was a crit it rolled it twice. I think you hit it, but did 9 damage.
OOC: on my phone right now and can’t check the rolls for Gerrard’s AOO—worried the Crit logic may have activated off the bless...please adjust the damage if necessary.
Also, If Gerrard takes one down, he would want to do it nonlethally, but he has almost given up that anything can be salvaged here with the Lizardfolk.
Yeah I was scratching my head trying to parse your roll - ultimately I decided you knew what you were doing. Do you want to walk us through what the roll should include? Then I can check. (I can tell you, you did roll two natural 1's!)
The roll to hit should be 1d20+1d4+5, with damage of 1d8+3. I think the d4 may have rolled a 4 and that set off the Crit logic, so whatever the second d8 in damage is should be ignored, and it should be the first d8 plus 3...
I can look at it on my computer when I get off work and double check.
( Attack roll 1d20+5[/roll] -- you rolled a nat 20! So Bless wouldn't help further... Damage roll: (if([roll:-1:critical], =0, 1d8+1d4, 2{1d8+1d4}.expand()))+3 - = ((2+1) + (4+1))+ 3 = 11 (two nat 1s? Was that d4 supposed to be a d8?) This is why I just reroll for crits... I haven't been able to figure out this syntax!
It may not matter much; I don't think you were going to be able to affect the outcome of this battle with a single blow. )
Qivys wounds the third retreating lizardfolk with a hammer slam to its leg.
The two seriously injured lizardfolk dive over the railing into the grey waters below.
Oceanus sprints across the deck and dives in as well.
Combat is over unless you can act. The guards race across the deck to lean over the starboard railing, crossbows drawn. There is no sign of the lizardfolk, nor of Oceanus; they appear to have dived deep.
Dwal checks on the little dragon. It is still alive, but fading fast, its yellow blood pooling on the deck.
OOC: on my phone right now and can’t check the rolls for Gerrard’s AOO—worried the Crit logic may have activated off the bless...please adjust the damage if necessary.
Also, If Gerrard takes one down, he would want to do it nonlethally, but he has almost given up that anything can be salvaged here with the Lizardfolk.
Yeah I was scratching my head trying to parse your roll - ultimately I decided you knew what you were doing. Do you want to walk us through what the roll should include? Then I can check. (I can tell you, you did roll two natural 1's!)
The roll to hit should be 1d20+1d4+5, with damage of 1d8+3. I think the d4 may have rolled a 4 and that set off the Crit logic, so whatever the second d8 in damage is should be ignored, and it should be the first d8 plus 3...
I can look at it on my computer when I get off work and double check.
( Attack roll 1d20+5[/roll] -- you rolled a nat 20! So Bless wouldn't help further... Damage roll: (if([roll:-1:critical], =0, 1d8+1d4, 2{1d8+1d4}.expand()))+3 - = ((2+1) + (4+1))+ 3 = 11 (two nat 1s? Was that d4 supposed to be a d8?) This is why I just reroll for crits... I haven't been able to figure out this syntax!
It may not matter much; I don't think you were going to be able to affect the outcome of this battle with a single blow. )
Peri is right. Crit for 9 damage, I had the Bless in the wrong spot. Lets see if it works this way: Attack: 16 Damage: 8 -- nope, I just confused it trying to give the bonus to attack of 1d4+5. I'll have to do bless separately from now on.
This post has potentially manipulated dice roll results.
Gerrard:
"I really hope this armor works," thinks Gerrard as he dives in after Oceanus and the Lizardfolk. Relying on the Mariner's Scale, he leaps into the water and tries to catch up with the sea elf and perhaps the lizardfolk (30 foot swim speed).
Edit: If he does catch up, I will spoiler some attacks:
Elegant Rapier: Attack: 26 Damage: 9
Main Gauche: Attack: 21 Damage: 7
If one hits, Strength DC 13 or be disarmed and do extra damage of: 3
Dwal will ease himself away from the group and place the beasty gently inside his pack so as the humans don't get the idea to try and kill it again.
He will then rejoin the group. Seeing Gerrard jump into the ocean, Dwal is a bit confused. "Does human blood lust have the boy?" he ponders aloud. Dwal then calls out: "It's fine lad, ye humans just started a war with the local lizardfolk is all. They won't be back till they get their kin and come for Saltmarsh."
Gerrard dives into the murky water; his armor works wonderfully well in the ocean - balanced, buoyant, warm, and fast. He catches a glimpse of Oceanus, moving equally quickly due south, quite deep. But Gerrard quickly loses sight of them all. He finds himself in deep, cloudy, bitter cold water, far from his vessel, with little idea of the location of his marks.
Dwal, meanwhile, scoops up the limp, unconscious dragonoid and puts it inside his pack.
"Kill 'em all!" shrieks the parrot from its cage.
"Who an' what else is aboard this vessel?" demands the grey-haired guard.
Unwilling to give up quickly and concerned about the safety of the sea elf, Gerrard swims as quickly as he can in the direction he last saw the others (Dashing to the south - 60 feet of movement), but he heads no deeper given his unfamiliarity with the limits of the armor's ability and his own capability to hold his breath and see in the cloudy water.
Perception check if needed: 18
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Gerrard pushes forward, approaching the steep, rocky cliffs surrounding the uninhabited island. There's no sign of Oceanus nor the two lizardfolk.
(For reference, the ship is anchored not far from 18 on the map, on the lee side of the island (30) just out of the wind, currently gusting from the SSE. There is a very slight current, as the Kingfisher River empties into this basin. But Gerrard cannot see the bottom here; it's deep.)
Realizing he is literally out of his element, Gerrard swims to the western opening of the narrow channel south of the island, hoping to cut them off (and maybe the water will be shallower and/or or clearer?) He will hold there and keep looking above and below the water for a few rounds, readying to dive after/attack any lizardfolk he sees.
If nothing shows up for a few rounds, he will start making his way back to the ship--worried about Oceanus, but unable to think of what else he can do to help the situation. He doesn't want to spend more than a few minutes in the water, even given the armor's magic, since he has no real protection against the cold.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
He runs to the rail, ready to blast the lizardfolk before they can escape to stir up trouble, but they have disappeared from view. Peri is stunned when Gerrard dives over the side in pursuit. "What're you doin' man?" he asks no one. He hears Dwal ask, "Does human blood lust have the boy?" and can only shrug in answer.
He turns his attention to the guards. "Who an' what else is aboard this vessel?" demands the grey-haired guard. And that was the last straw, he thinks and from his elevated position atop the forecastle he tears into the guards.
"There's exactly who I told you was aboard, ya daft bastard! Minus the two lizardfolk who've likely run off to tell their kin about how the humans double-crossed and attacked them! Wanna bet that'll turn out well for your miserable little #@$% town?! And minus the sea-elf who coulda told you exactly where these pirates' home port was, but why would the Crown ever want to know that?! And all because of another colossal #%@$ up by the @%#$# town %#$@#%#^ guard!!! Why in the $#%@ Farbern lets you $@^#s carry crossbows I'll never know! Now inspect whatever you need to, but until we're tied up to the pier this is my ship, and if any one of you @$%#%s shoots at anything else I'll throw every %@$# last one of you into the $@%# sea!" Face bright-red with fury, he returns to the rail to look out for Gerrard or the lizardfolk.
When Peri starts his berating of this "inspection party" Dwal will cast Thaumaturgy on Peri's voice to increase it 3 times more than normal so the berating echos across the harbor.
OOC: Diplomatically, it may be wise to use Spare the Dying on the Lizardfolk too. It gives the council another option (send him home with the weapons) should they wish.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Gerrard swims south along the coast of the island. The water remains deep - he has yet to see the bottom of this murky bay. The distances are larger than they appear (both upon the water and on our map - the houses are a little oversized than the scale.) The armor appears to provide some arcane insulation from the cold, but only modestly - the water is very cold, and you're beginning to feel the effects of it. You're already approaching exhaustion after a nearly sleepless night, and extended immersion in this late-autumn seawater may accelerate it. Still no sign of Oceanus nor the lizardfolk.
The old Guard is taken aback by the amplified rant. Peri Intimidation (with advantage via Thaumaturgy ): 12
He soon recovers. "Stow it, boy! You are standing on Crown property, now properly exterminated of pests.Armand here will take ye' to th' tower to see Farbern" – Armand is evidently the big guard still on their vessel – "I think there's a reward comin' to ye'."
OOC: on my phone right now and can’t check the rolls for Gerrard’s AOO—worried the Crit logic may have activated off the bless...please adjust the damage if necessary.
Also, If Gerrard takes one down, he would want to do it nonlethally, but he has almost given up that anything can be salvaged here with the Lizardfolk.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Yeah I was scratching my head trying to parse your roll - ultimately I decided you knew what you were doing. Do you want to walk us through what the roll should include? Then I can check. (I can tell you, you did roll two natural 1's!)
The roll to hit should be 1d20+1d4+5, with damage of 1d8+3. I think the d4 may have rolled a 4 and that set off the Crit logic, so whatever the second d8 in damage is should be ignored, and it should be the first d8 plus 3...
I can look at it on my computer when I get off work and double check.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
It looks like you rolled a natural 20 to hit, but it added your Bless roll to your damage, and since it was a crit it rolled it twice. I think you hit it, but did 9 damage.
( Attack roll 1d20+5[/roll] -- you rolled a nat 20! So Bless wouldn't help further...
Damage roll: (if([roll:-1:critical], =0, 1d8+1d4, 2{1d8+1d4}.expand()))+3 - = ((2+1) + (4+1))+ 3 = 11 (two nat 1s? Was that d4 supposed to be a d8?)
This is why I just reroll for crits... I haven't been able to figure out this syntax!
It may not matter much; I don't think you were going to be able to affect the outcome of this battle with a single blow. )
Qivys wounds the third retreating lizardfolk with a hammer slam to its leg.
The two seriously injured lizardfolk dive over the railing into the grey waters below.
Oceanus sprints across the deck and dives in as well.
Combat is over unless you can act. The guards race across the deck to lean over the starboard railing, crossbows drawn. There is no sign of the lizardfolk, nor of Oceanus; they appear to have dived deep.
Dwal checks on the little dragon. It is still alive, but fading fast, its yellow blood pooling on the deck.
Dwal
Dwal will cast Spare the Dying on the beast.
The creature becomes stable, but unconscious.
Peri is right. Crit for 9 damage, I had the Bless in the wrong spot. Lets see if it works this way: Attack: 16 Damage: 8 -- nope, I just confused it trying to give the bonus to attack of 1d4+5. I'll have to do bless separately from now on.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Gerrard:
"I really hope this armor works," thinks Gerrard as he dives in after Oceanus and the Lizardfolk. Relying on the Mariner's Scale, he leaps into the water and tries to catch up with the sea elf and perhaps the lizardfolk (30 foot swim speed).
Edit: If he does catch up, I will spoiler some attacks:
Elegant Rapier: Attack: 26 Damage: 9
Main Gauche: Attack: 21 Damage: 7
If one hits, Strength DC 13 or be disarmed and do extra damage of: 3
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Dwal
Dwal will ease himself away from the group and place the beasty gently inside his pack so as the humans don't get the idea to try and kill it again.
He will then rejoin the group. Seeing Gerrard jump into the ocean, Dwal is a bit confused. "Does human blood lust have the boy?" he ponders aloud. Dwal then calls out: "It's fine lad, ye humans just started a war with the local lizardfolk is all. They won't be back till they get their kin and come for Saltmarsh."
Gerrard dives into the murky water; his armor works wonderfully well in the ocean - balanced, buoyant, warm, and fast. He catches a glimpse of Oceanus, moving equally quickly due south, quite deep. But Gerrard quickly loses sight of them all. He finds himself in deep, cloudy, bitter cold water, far from his vessel, with little idea of the location of his marks.
Dwal, meanwhile, scoops up the limp, unconscious dragonoid and puts it inside his pack.
"Kill 'em all!" shrieks the parrot from its cage.
"Who an' what else is aboard this vessel?" demands the grey-haired guard.
Gerrard:
Unwilling to give up quickly and concerned about the safety of the sea elf, Gerrard swims as quickly as he can in the direction he last saw the others (Dashing to the south - 60 feet of movement), but he heads no deeper given his unfamiliarity with the limits of the armor's ability and his own capability to hold his breath and see in the cloudy water.
Perception check if needed: 18
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Gerrard pushes forward, approaching the steep, rocky cliffs surrounding the uninhabited island. There's no sign of Oceanus nor the two lizardfolk.
(For reference, the ship is anchored not far from 18 on the map, on the lee side of the island (30) just out of the wind, currently gusting from the SSE. There is a very slight current, as the Kingfisher River empties into this basin. But Gerrard cannot see the bottom here; it's deep.)
Gerrard:
Realizing he is literally out of his element, Gerrard swims to the western opening of the narrow channel south of the island, hoping to cut them off (and maybe the water will be shallower and/or or clearer?) He will hold there and keep looking above and below the water for a few rounds, readying to dive after/attack any lizardfolk he sees.
If nothing shows up for a few rounds, he will start making his way back to the ship--worried about Oceanus, but unable to think of what else he can do to help the situation. He doesn't want to spend more than a few minutes in the water, even given the armor's magic, since he has no real protection against the cold.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Peri:
He runs to the rail, ready to blast the lizardfolk before they can escape to stir up trouble, but they have disappeared from view. Peri is stunned when Gerrard dives over the side in pursuit. "What're you doin' man?" he asks no one. He hears Dwal ask, "Does human blood lust have the boy?" and can only shrug in answer.
He turns his attention to the guards. "Who an' what else is aboard this vessel?" demands the grey-haired guard. And that was the last straw, he thinks and from his elevated position atop the forecastle he tears into the guards.
"There's exactly who I told you was aboard, ya daft bastard! Minus the two lizardfolk who've likely run off to tell their kin about how the humans double-crossed and attacked them! Wanna bet that'll turn out well for your miserable little #@$% town?! And minus the sea-elf who coulda told you exactly where these pirates' home port was, but why would the Crown ever want to know that?! And all because of another colossal #%@$ up by the @%#$# town %#$@#%#^ guard!!! Why in the $#%@ Farbern lets you $@^#s carry crossbows I'll never know! Now inspect whatever you need to, but until we're tied up to the pier this is my ship, and if any one of you @$%#%s shoots at anything else I'll throw every %@$# last one of you into the $@%# sea!" Face bright-red with fury, he returns to the rail to look out for Gerrard or the lizardfolk.
Dwal
When Peri starts his berating of this "inspection party" Dwal will cast Thaumaturgy on Peri's voice to increase it 3 times more than normal so the berating echos across the harbor.
((Nothing holds sailors' attention like extra-loud profanity!))
OOC: Diplomatically, it may be wise to use Spare the Dying on the Lizardfolk too. It gives the council another option (send him home with the weapons) should they wish.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Gerrard swims south along the coast of the island. The water remains deep - he has yet to see the bottom of this murky bay. The distances are larger than they appear (both upon the water and on our map - the houses are a little oversized than the scale.) The armor appears to provide some arcane insulation from the cold, but only modestly - the water is very cold, and you're beginning to feel the effects of it. You're already approaching exhaustion after a nearly sleepless night, and extended immersion in this late-autumn seawater may accelerate it. Still no sign of Oceanus nor the lizardfolk.
The old Guard is taken aback by the amplified rant. Peri Intimidation (with advantage via Thaumaturgy ): 12
He soon recovers. "Stow it, boy! You are standing on Crown property, now properly exterminated of pests. Armand here will take ye' to th' tower to see Farbern" – Armand is evidently the big guard still on their vessel – "I think there's a reward comin' to ye'."