| Hyoseph |
You know, your GM really should have figured this out BEFORE running the encounter...
They sort of did :) The first pass at this, and the thing that caused the confusion, was the application of the Sinking condition upon capsizing.
What that actually looked like and how to fix it was where we got into the weeds.
It went something like this:
"So point of clarification, our ship has this many hit points, yes?"
"Yes"
"And this sea serpent hit us for less than that damage, but inflicted the sinking condition because capsize."
"Yes"
"So we're capsized, flipped over, but if we can get our ship above 0 HP, then we're no longer sinking. Does that fix the capsized? Does the fact that we're above 0 HP now impact that at all? My character can cast Make Whole if they need to."
And away we went.
Now the impression that I seem to be getting from the responses is that a galley capsized per the ability is basically fubar without some phenomenally strong party or parties coming along to physically right the ship. Given how massive naval maps tend to be and how few and far between actual ships are, this seems to me like sea serpents, dragon turtles, etc. are basically game over for any ship they come across if the people on said ship can't end them in a round or two.
Is that written down anywhere?