I should probably post the Bounty Ship Stats, so when you get in range you have all the info:
Creature Capacity: up to 40 crew, up to 60 passengers Max Cargo: 8 tons (after food stores and ammunition etc) Movement: The Bounty moves either with its oars or its sails
Hull Armor Class 17 Hit Points 500 (damage threshold 20)
Control: Helm Armor Class 18 Hit Points 50 Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the warship can’t turn.
Movement: Sails Armor Class 12 Hit Points 100; –10 ft. speed per 25 damage taken Locomotion (water) sails, speed 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind
Movement: Oars
Armor Class 12 Hit Points 100; –5 ft. speed per 25 damage taken Locomotion (water) oars, speed 20 ft. with 80 or more rowers, 10 feet with 40 or more rowers, 5 ft. with 20 or more rowers
I'll go through how combat will play out when you are in range.
So we have eleven crew: Oden, Kenton, Boerth, Firische, Dajarkal, Beatrice, The Champion, Gumerawan, Dillyu, Rosan, Lonzar
Captain Oden needs to keep free to look at the battle and give orders, and Boerth is steering the ship I assume. That leaves nine people. Unless we're including the kobolds?
I assume we're not trying to ram the other ship? So we're approaching, firing weapons as soon as we're in range, and then boarding when we come alongside the other ship.
What would turn an invisible ship visible? Is it enough that we come near to it, or jump on it? Kenton asks this question to everyone and thinks about it too: Arcana24
Kenton would suggest that we approach keeping the enemy ship to our port, and fire the port side weapons, starting with the longer range ones like the cannon and mangonel, then switching to other weapons depending on what proves effective, and then using hooks and ropes (we have these?) to attach ourselves to the ship and board it. He'll suggest this plan to the Captain first.
What would turn an invisible ship visible? Is it enough that we come near to it, or jump on it? Kenton asks this question to everyone and thinks about it too: Arcana24
With that roll and having read about smaller scale invisibility magic before you surmise that if it fires or attacks in another way it will stop being invisible. The nat 20 means that you also have a strong suspicion that if you hit it with the arcane cannon's jets, shots or spray, you would be able to make out the part of the ship that is hit (even if it is only temporarily).
[Yep, apologies, a big info dump. When you are in range of the area that Gumerawan pointed out I'll go through ship combat and try to make it that you don't all need to read all of the information from the last few posts. If some people are only operating a certain siege weapon or are casting spells/making ranged attacks, they will not need to know much of the above information. The Captain, First Mate and Bosun will need to know a bit more of it.]
Oden considers Kenton's plan and says: "They might just flee if we start shooting from a distance. They are invisible, after all, and they might decide we're not worth the risk."
"If we use the kobolds to call the ship and we hide or pretend we're dead on the deck, we could catch them by surprise. But if they figure it out... we'd be giving them the first shot. I feel this way there's a better chance to force an engagement, at least, and we could end the fight before all their rafts converge on us. We'd have to trust the kobolds to give the correct signal and not double-cross us. Risky. But if we scare them off, they will just return after we're gone and continue capturing people."
Aye aye, captain,says Kenton, and he attempts to put Oden's plan into action.
Best not to aim the cannons yet,Kenton says. The enemy may notice and guess that we are hostile. We should conceal ourselves, so that watchers on the enemy ship do not see us. Kobolds, he says sternly, you will make your call and attempt no foolishness, or it will go badly for you. Once the call is made, what normally happens?
Kobolds, he says sternly, you will make your call and attempt no foolishness, or it will go badly for you. Once the call is made, what normally happens?
Ce'cil "No foolishness..." Eth'il "...I promise..." Ce'cil "...I promise too..." Eth'il "...after we call out the in-vis-bubble ship normally comes..." Ce'cil "...and the La-see-dons drag the sleeping pirates into the water and over to the in-vis-bubble ship..." Eth'il "...though only after the fish-lady makes it not in-vis-bubble anymore."
With Kenton looking at the two kobolds menacingly and the crew on deck hidden Ce'cil lets out a long high pitched shriek, followed by a short shriek, then another long shriek. You all wait and wait, but nothing happens.
Ce'cil is looking very worried and after a couple of minutes without prompting lets out the patterns of shrieks again, looking to Kenton for approval. A very worried look then comes over Ce'cil's face "I think the rafts are coming towards your pirate ship. They are not supposed to come. Don't kill poor Ce'cil please."
If anyone wants to make an insight check, on a DC12 you can tell:
Both kobolds are terrified and seem to have truly believed that the call would have worked.
"Well, there goes that plan. Get ready for a fight! We have to find the enemy ship. Advance on its possible location and fire on those rafts as soon as they are in range. It's up to us to make these waters safer."
Oden takes a spot to get good visibility and prepares his longbow. "Take the kobolds below deck, I don't want them to get in the way."
Beatrice will let out an aggravated huff and set herself up next to a cannon that will probably end up closer to the other ship so that she can leap over and/or into the sea if needs be, readying her axe. (Next to regular cannon P or S, depending on which one is facing towards the oncoming rafts.)
Dajarkal will set herself up next to arcane cannon P or S (again just depending which one is facing the oncoming rafts), ready to help both with firing that and using her spells.
With Oden's perception and looking through Beorth's spyglass, he can see that there are about the same number of kobalds on the two of the three rafts as the one that you all came across last time (there were 7 on that one and he makes out 6 on the closest raft and he thinks 7 on the next closest) and you assume four to five lacedons per raft given they are moving against the waves again. The third raft is very hard to make out. The roll was not good enough to get an accurate idea of how far away the rafts are yet, though good enough to estimate that the raft which is in front of you (bow) is currently around 800 to 1,100 ft, the next closest one is 1600 to 2100 ft to the port stern, the final one is greater than 2400 ft to the port side. Two of the three are in long range for the cannons, and the closest one is in range of the arcane cannons, though you would need to turn the ship to use those (which would also delay getting into regular range for the one currently in front of you). As a reminder, long range has disadvantage.
I'll get Oden to roll initiative for The Bounty - 1d20+3 (made up of the ship dex bonus (-2) and the crew quality bonus (+5)). I'll get everyone to let me know what the longest distance regular (as in not siege weapon) spell/weapon attack they plan to use is, as that will be the start of creature-to-creature combat range. Until the rafts get into that range only ship actions can be taken. On its turn, the ship can take 3 actions, choosing from the options below. These are decided by the Captain and there needs to be Officers (PCs, sidekicks or Beorth) available to perform the tasks.
- Move. Move up to speed (currently 35 ft), with one 90-degree turn. Requires someone manning the helm (currently Beorth, he will not move) AND two spare pairs of hands on deck, so 3 Officers.
Control: Helm Armor Class 18 Hit Points 50 Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the warship can’t turn.
Movement: Sails Armor Class 12 Hit Points 100; –10 ft. speed per 25 damage taken Locomotion (water) sails, speed 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind
Movement: Oars
Armor Class 12 Hit Points 100; –5 ft. speed per 25 damage taken Locomotion (water) oars, speed 20 ft. with 80 or more rowers, 10 feet with 40 or more rowers, 5 ft. with 20 or more rowers
- Fire Cannon. Requires target to be on either starboard or port side. 2 to 3 Officers - It takes one action to load the weapon, one action to aim it, and one action to fire it, so 3 officers are needed to fire it in a round, less can be assigned to fire it less frequently. Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 8d10 bludgeoning damage
- Fire Arcane Cannon. Requires target to be on either starboard or port side. 2 Officers - It takes one action to aim it, and one action to fire it. 5 minute recharge time (where officers can be doing other things). See uses below.
It takes one action to aim the cannon and one action to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again.
The creature firing the cannon chooses the effect from the following options:
Acid Jet. The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2d10) acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water.
Fire Jet. The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Frost Shot. The cannon shoots a ball of frost to a point you can see within 1,200 feet of the cannon. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (4d10) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn’t reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Lightning Shot. The cannon shoots a ball of lightning to a point you can see within 1,200 feet of the cannon. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save.
Poison Spray. The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn’t poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Fire Ballista. Ballista S can fire against any enemy in the 90 degrees of starboard-bow, Ballista P can fire against any enemy in the 90 degrees of port-stern. 2 to 3 Officers - It takes one action to load the weapon, one action to aim it, and one action to fire it. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 3d10 piercing damage. There are 30 ballista bolts with each ballista.
- Fire Mangonel. Mangonel P can fire against any enemy in the 90 degrees of port-bow, Mangonel S can fire against any enemy in the 90 degrees of starboard-stern. 3 to 5 Officers - It takes two actions to load the weapon, two actions to aim it, and one action to fire it. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 feet of it), one target. Hit: 5d10 bludgeoning damage.
During an encounter, the captain, first mate, and bosun each have access to two special action options described below as well: Full Speed Ahead and Fire at Will:
Full Speed Ahead As an action while on deck, the captain, first mate, or bosun can exhort the crew to work harder and drive a ship forward. Roll a d6 and multiply the result by 5. Apply the total as a bonus to the ship’s speed until the end of the ship’s next turn. If this bonus is applied to a ship’s speed when the ship is already moving faster than normal, use the higher result. Don’t add the two bonuses together.
Fire at Will As an action, the captain, first mate, or bosun aids the crew in aiming one of the ship’s weapons. Select one of the ship’s weapons that is within 10 feet of the officer. It gains advantage on the next attack roll it makes before the end of the ship’s next turn.
Kenton has a handaxe which he can throw - that's the extent of his ranged combat capabilities!
Kenton will move with Firische and Dillyu (if available) to a cannon and prepare to fire at the further raft (at long range) as soon as the Arcane Cannon has been fired at the nearer raft.
Kenton has a handaxe which he can throw - that's the extent of his ranged combat capabilities!
Same - Beatrice can throw her spears or her javelins, but otherwise she's gonna have to get up close and personal :P
I think we need another person on the Arcane cannon to help Dajarkal - does the person manning it have to have arcane abilities themselves, or is it just the cannon itself that's magic?
Oden, below is visual representation of where The Bounty is in relation to the three rafts (R1 bow, R2 port/port-bow, R3 port-stern). It is not quite to scale (especially the rafts), though it gives a good approximation. Each square is 100 ft, which means that at normal speed the ship moves around 1 square every 3 rounds (this can be increased using Full Speed Ahead special action) and the rafts seem to be moving slightly slower than that.
I currently have an orange circle showing normal cannon fire distance of 600 ft, and a grey circle showing long distance of 2,400 ft, though cannons can only be fired from the sides of the ship (port side cannon 'danger zone' shown). The rafts do not seem to have any way of attacking from distance.
Oden, let me know what order you are giving - as a reminder the Captain gives an order, the First Mate provides specific instructions to crew on how to get it done (unless it is obvious from the Captain's order, such as "fire cannons at will").
If you are just giving the order to close distance to regular cannon range (600 ft) raft R1, I'll skip to that. You may be able to get a few shots in before that though and the rafts (and creatures on board) do not appear to have any way of fighting back from this distance. Don't forget, there is also an invisible ship somewhere between the three rafts. They have all moved, so the mid-point from where they are is hard to determine now - though it is likely somewhere in the top-left quarter of the battle-map.
Oden says: "Turn to port and full speed ahead. Let's give both out cannons something to target." [I don't know how to describe it in nautical terms, but I mean going towards NW, x17y7 on the grid, to get one raft in normal range and one in long range of cannons.]
While the ship is maneuvering, Oden looks through the spyglass in the area between the center and the upper-left corner for disturbances at the surface of the water left by the invisible ship, if it's moving.
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I should probably post the Bounty Ship Stats, so when you get in range you have all the info:
Creature Capacity: up to 40 crew, up to 60 passengers
Max Cargo: 8 tons (after food stores and ammunition etc)
Movement: The Bounty moves either with its oars or its sails
STR 20 (+5) DEX 7 (–2) CON 20 (+5) INT, WIS, CHA 0 (–5)
Damage Immunities poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Hull
Armor Class 17
Hit Points 500 (damage threshold 20)
Control: Helm
Armor Class 18
Hit Points 50
Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the warship can’t turn.
Movement: Sails
Armor Class 12
Hit Points 100; –10 ft. speed per 25 damage taken
Locomotion (water) sails, speed 35 ft.; 15 ft. while
sailing into the wind; 50 ft. while sailing with the wind
Movement: Oars
Armor Class 12
Hit Points 100; –5 ft. speed per 25 damage taken
Locomotion (water) oars, speed 20 ft. with 80 or more rowers, 10 feet with 40 or more rowers, 5 ft. with 20 or more rowers
I'll go through how combat will play out when you are in range.
Okay, that's a lot of information to digest! :)
So we have eleven crew: Oden, Kenton, Boerth, Firische, Dajarkal, Beatrice, The Champion, Gumerawan, Dillyu, Rosan, Lonzar
Captain Oden needs to keep free to look at the battle and give orders, and Boerth is steering the ship I assume. That leaves nine people. Unless we're including the kobolds?
I assume we're not trying to ram the other ship? So we're approaching, firing weapons as soon as we're in range, and then boarding when we come alongside the other ship.
What would turn an invisible ship visible? Is it enough that we come near to it, or jump on it? Kenton asks this question to everyone and thinks about it too: Arcana 24
Kenton would suggest that we approach keeping the enemy ship to our port, and fire the port side weapons, starting with the longer range ones like the cannon and mangonel, then switching to other weapons depending on what proves effective, and then using hooks and ropes (we have these?) to attach ourselves to the ship and board it. He'll suggest this plan to the Captain first.
With that roll and having read about smaller scale invisibility magic before you surmise that if it fires or attacks in another way it will stop being invisible. The nat 20 means that you also have a strong suspicion that if you hit it with the arcane cannon's jets, shots or spray, you would be able to make out the part of the ship that is hit (even if it is only temporarily).
[Yep, apologies, a big info dump. When you are in range of the area that Gumerawan pointed out I'll go through ship combat and try to make it that you don't all need to read all of the information from the last few posts. If some people are only operating a certain siege weapon or are casting spells/making ranged attacks, they will not need to know much of the above information. The Captain, First Mate and Bosun will need to know a bit more of it.]
Oden considers Kenton's plan and says: "They might just flee if we start shooting from a distance. They are invisible, after all, and they might decide we're not worth the risk."
"If we use the kobolds to call the ship and we hide or pretend we're dead on the deck, we could catch them by surprise. But if they figure it out... we'd be giving them the first shot. I feel this way there's a better chance to force an engagement, at least, and we could end the fight before all their rafts converge on us. We'd have to trust the kobolds to give the correct signal and not double-cross us. Risky. But if we scare them off, they will just return after we're gone and continue capturing people."
" Just remember they could have a lot more forces under the water, if we get too close we could get swarmed by Lacedons...and they're not nice."
The Champion hangs out near a cannon, ready to help load and fire.
Paladin - warforged - orange
Aye aye, captain, says Kenton, and he attempts to put Oden's plan into action.
Best not to aim the cannons yet, Kenton says. The enemy may notice and guess that we are hostile. We should conceal ourselves, so that watchers on the enemy ship do not see us. Kobolds, he says sternly, you will make your call and attempt no foolishness, or it will go badly for you. Once the call is made, what normally happens?
Ce'cil "No foolishness..." Eth'il "...I promise..." Ce'cil "...I promise too..." Eth'il "...after we call out the in-vis-bubble ship normally comes..." Ce'cil "...and the La-see-dons drag the sleeping pirates into the water and over to the in-vis-bubble ship..." Eth'il "...though only after the fish-lady makes it not in-vis-bubble anymore."
With Kenton looking at the two kobolds menacingly and the crew on deck hidden Ce'cil lets out a long high pitched shriek, followed by a short shriek, then another long shriek. You all wait and wait, but nothing happens.
Ce'cil is looking very worried and after a couple of minutes without prompting lets out the patterns of shrieks again, looking to Kenton for approval. A very worried look then comes over Ce'cil's face "I think the rafts are coming towards your pirate ship. They are not supposed to come. Don't kill poor Ce'cil please."
If anyone wants to make an insight check, on a DC12 you can tell:
Both kobolds are terrified and seem to have truly believed that the call would have worked.
The Champion insight 21
Paladin - warforged - orange
Insight: 8
"Well, there goes that plan. Get ready for a fight! We have to find the enemy ship. Advance on its possible location and fire on those rafts as soon as they are in range. It's up to us to make these waters safer."
Oden takes a spot to get good visibility and prepares his longbow. "Take the kobolds below deck, I don't want them to get in the way."
Perception for getting a count on the enemy: 16
Insight check: 16
Beatrice will let out an aggravated huff and set herself up next to a cannon that will probably end up closer to the other ship so that she can leap over and/or into the sea if needs be, readying her axe. (Next to regular cannon P or S, depending on which one is facing towards the oncoming rafts.)
Dajarkal will set herself up next to arcane cannon P or S (again just depending which one is facing the oncoming rafts), ready to help both with firing that and using her spells.
With Oden's perception and looking through Beorth's spyglass, he can see that there are about the same number of kobalds on the two of the three rafts as the one that you all came across last time (there were 7 on that one and he makes out 6 on the closest raft and he thinks 7 on the next closest) and you assume four to five lacedons per raft given they are moving against the waves again. The third raft is very hard to make out. The roll was not good enough to get an accurate idea of how far away the rafts are yet, though good enough to estimate that the raft which is in front of you (bow) is currently around 800 to 1,100 ft, the next closest one is 1600 to 2100 ft to the port stern, the final one is greater than 2400 ft to the port side. Two of the three are in long range for the cannons, and the closest one is in range of the arcane cannons, though you would need to turn the ship to use those (which would also delay getting into regular range for the one currently in front of you). As a reminder, long range has disadvantage.
I'll get Oden to roll initiative for The Bounty - 1d20+3 (made up of the ship dex bonus (-2) and the crew quality bonus (+5)). I'll get everyone to let me know what the longest distance regular (as in not siege weapon) spell/weapon attack they plan to use is, as that will be the start of creature-to-creature combat range. Until the rafts get into that range only ship actions can be taken. On its turn, the ship can take 3 actions, choosing from the options below. These are decided by the Captain and there needs to be Officers (PCs, sidekicks or Beorth) available to perform the tasks.
- Move. Move up to speed (currently 35 ft), with one 90-degree turn. Requires someone manning the helm (currently Beorth, he will not move) AND two spare pairs of hands on deck, so 3 Officers.
Control: Helm
Armor Class 18
Hit Points 50
Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the warship can’t turn.
Movement: Sails
Armor Class 12
Hit Points 100; –10 ft. speed per 25 damage taken
Locomotion (water) sails, speed 35 ft.; 15 ft. while
sailing into the wind; 50 ft. while sailing with the wind
Movement: Oars
Armor Class 12
Hit Points 100; –5 ft. speed per 25 damage taken
Locomotion (water) oars, speed 20 ft. with 80 or more rowers, 10 feet with 40 or more rowers, 5 ft. with 20 or more rowers
- Fire Cannon. Requires target to be on either starboard or port side. 2 to 3 Officers - It takes one action to load the weapon, one action to aim it, and one action to fire it, so 3 officers are needed to fire it in a round, less can be assigned to fire it less frequently. Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 8d10 bludgeoning damage
- Fire Arcane Cannon. Requires target to be on either starboard or port side. 2 Officers - It takes one action to aim it, and one action to fire it. 5 minute recharge time (where officers can be doing other things). See uses below.
It takes one action to aim the cannon and one action to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again.
The creature firing the cannon chooses the effect from the following options:
Acid Jet. The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2d10) acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water.
Fire Jet. The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Frost Shot. The cannon shoots a ball of frost to a point you can see within 1,200 feet of the cannon. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (4d10) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn’t reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Lightning Shot. The cannon shoots a ball of lightning to a point you can see within 1,200 feet of the cannon. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save.
Poison Spray. The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn’t poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Fire Ballista. Ballista S can fire against any enemy in the 90 degrees of starboard-bow, Ballista P can fire against any enemy in the 90 degrees of port-stern. 2 to 3 Officers - It takes one action to load the weapon, one action to aim it, and one action to fire it. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 3d10 piercing damage. There are 30 ballista bolts with each ballista.
- Fire Mangonel. Mangonel P can fire against any enemy in the 90 degrees of port-bow, Mangonel S can fire against any enemy in the 90 degrees of starboard-stern. 3 to 5 Officers - It takes two actions to load the weapon, two actions to aim it, and one action to fire it. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 feet of it), one target. Hit: 5d10 bludgeoning damage.
During an encounter, the captain, first mate, and bosun each have access to two special action options described below as well: Full Speed Ahead and Fire at Will:
Full Speed Ahead
As an action while on deck, the captain, first mate, or bosun can exhort the crew to work harder and drive a ship forward. Roll a d6 and multiply the result by 5. Apply the total as a bonus to the ship’s speed until the end of the ship’s next turn. If this bonus is applied to a ship’s speed when the ship is already moving faster than normal, use the higher result. Don’t add the two bonuses together.
Fire at Will
As an action, the captain, first mate, or bosun
aids the crew in aiming one of the ship’s weapons. Select one of the ship’s weapons that is within 10 feet of the officer. It gains advantage on the next attack roll it makes before the end of the ship’s next turn.
( I have Snillocs Snowballs at 90ft range.
Will assist with Move actions in the rigging. Triton friend will do the same.)
The Champion will move to the forward mangonel for now and Rodan will assist with the sails (the move team for the helm, which should have 3 now)
Paladin - warforged - orange
Ship initiative: 10
Kenton has a handaxe which he can throw - that's the extent of his ranged combat capabilities!
Kenton will move with Firische and Dillyu (if available) to a cannon and prepare to fire at the further raft (at long range) as soon as the Arcane Cannon has been fired at the nearer raft.
Same - Beatrice can throw her spears or her javelins, but otherwise she's gonna have to get up close and personal :P
I think we need another person on the Arcane cannon to help Dajarkal - does the person manning it have to have arcane abilities themselves, or is it just the cannon itself that's magic?
[No arcane abilities needed. It does have a 5 minute cool down time though.]
Raft 1: 5
Raft 2: -4
Raft 3: 8
Raft R1 and R2 move, The Bounty is up.
Oden, below is visual representation of where The Bounty is in relation to the three rafts (R1 bow, R2 port/port-bow, R3 port-stern). It is not quite to scale (especially the rafts), though it gives a good approximation. Each square is 100 ft, which means that at normal speed the ship moves around 1 square every 3 rounds (this can be increased using Full Speed Ahead special action) and the rafts seem to be moving slightly slower than that.
I currently have an orange circle showing normal cannon fire distance of 600 ft, and a grey circle showing long distance of 2,400 ft, though cannons can only be fired from the sides of the ship (port side cannon 'danger zone' shown). The rafts do not seem to have any way of attacking from distance.
Oden, let me know what order you are giving - as a reminder the Captain gives an order, the First Mate provides specific instructions to crew on how to get it done (unless it is obvious from the Captain's order, such as "fire cannons at will").
If you are just giving the order to close distance to regular cannon range (600 ft) raft R1, I'll skip to that. You may be able to get a few shots in before that though and the rafts (and creatures on board) do not appear to have any way of fighting back from this distance. Don't forget, there is also an invisible ship somewhere between the three rafts. They have all moved, so the mid-point from where they are is hard to determine now - though it is likely somewhere in the top-left quarter of the battle-map.
[is the N on this grid actually N?]
Oden says: "Turn to port and full speed ahead. Let's give both out cannons something to target." [I don't know how to describe it in nautical terms, but I mean going towards NW, x17y7 on the grid, to get one raft in normal range and one in long range of cannons.]
While the ship is maneuvering, Oden looks through the spyglass in the area between the center and the upper-left corner for disturbances at the surface of the water left by the invisible ship, if it's moving.