I realised there was a typo in my previous post, I used a name now owned by the Raven Queen: Vincent, The Champion as one of the ship surgeons, you may be able to allow Beatrice to heal up hit dice over a short rest without using up those hit dice. Roll a medicine check, with advantage if Beatrice as the other ship surgeon is assisting. A very good roll (DC17+) will allow healing up one hit dice for free, a great roll (DC20+) will allow healing up two hit dice for free.
I'm happy for Beatrice to roll for it instead with The Champion providing advantage instead. If you roll below DC17, then Beatrice can still heal using hit dice over a short rest.
Oden [...] gets everyone together to confirm what the plan is. "We can reach Palma Flora this evening. I'd like to hunt that Sahuagin with the invisible ship while we're in the area, to stop more people from being turned into abominations. What are your thoughts?"
Dillyu and Dajarkal seem very keen on this plan of action, but are happy to go with the majority. Beorth looks concerned and asks "how do we fight an enemy we can't see?"
Gumerawan the octopus has been fairly well tenderised by the battle and you realise that if you slice up the tentacles fairly thinly (minute steak thickness), marinade them and grill then over charcoal, they will be very tasty and there will be enough for all of the crew to have some. Please roll a d20 with advantage (Dillyu helps you prepare the meal) and add your DEX modifier. A good roll (DC15+) or great roll (DC20+) will impact positively on crew morale to different degrees.
- You know there is an invisible ship near Palma Flora (around where Flora Isle previously was) with a sahuagin sending out rafts of kobolds and lacedons to capture people.
- Gumerawan knows that an item was procured by Elisa in Stillben prior to the trip in which the ship was attacked. [Unrelated: Beorth was "born into a family of muckdwellers in Stillben on the Lucidian Coast of Tal'Dorei"].
Cooking: 77 ( Prestidigitation as a backup if things go horribly wrong).
Gumerawan is pleased to hear they will be heading near home but less pleased to hear the invisible ship is so close to her mum.
Gumerawan this isn't the best meal you have cooked. The octopus is a bit rubbery and the marinade is a slightly too sweet and spicy and missing some important savoury flavours, though it is definitely still edible. You offer to re-flavour people's meals and a number of people take you up on the offer. Most of the crew eats at least some of the octopus, though nobody comes back for seconds and a few of the crew seem to be eating dried rations from their own supply instead (don't worry, only a natural 1 or less than 5 total will have negative consequences).
The the rest of you recognise the item Gumerawan describes to be a Sceptre of the Devourer, so it appears that Elisa was sold one of the powerful artifacts related to Dajobas in Stillben shortly before her ship was attacked. The timing would also put this as happening well before Flora Isle was attacked. This may mean very little and/or may be coincidence or it may be important.
With both the Captain and First Mate in agreement about the destination, the ship continues towards where you came across the raft with the kobolds.
It is earlier in the evening than last time, just as the sun is setting when Beorth spots a raft drifting on the ocean. He then spots another much further away, then another and points them out through the ship spyglass. Anyone that passes a DC12 investigation check can tell:
They are moving away from each other, suggesting that the invisible ship is somewhere in the middle of the three.
Ce'cil and Eth'il both seem to want to show that they are more useful than the other and talk over each other again, Ce'cil "the ship is somewhere between the rafts..." Eth'il "...and towards where the island was more..." Ce'cil "...we have a howl-call we are supposed to make when the La-see-dons have made all the pirates on a ship go to sleep..." Eth'il "...but usually it is dark and usually we defeat the pirates on a ship first..." Ce'cil "...the in-vis-bubble ship only attacks if another ship gets too close to it..."
[The location is in line with what you figured outGumerawan. If anyone who wants to make any other type of check, make a roll and tell me how the check is relevant (including if anyone wants to make an INT check, but in that case let me know what you are trying to figure out).]
Gumerawan points out a general location she estimates the invisible ship would be to the rest of the Officers (the party and sidekicks), which is a mid-point between where the rafts are drifting from. The rafts do not move at a constant speed or in a steady direction, so you cannot pinpoint the location yet, you just know a fairly large area the ship is likely to be in. Until the invisible ship gives its location away, you can make pot shots on a grid to see if it hits, though you will have to wait until you are within range of that grid (it will be somewhat like a battleship game, though only for as long as the ship is invisible).
It is still a significant distance off and would require a course change to get in range, best estimate 15 minutes to half an hour - though I will skip to being in range of the siege weapons with the greatest range fairly quickly. Only PCs and sidekicks that will be manning the siege weapons and I will provide the further details of The Bounty's siege weapons in a subsequent post.
You can also see the three rafts, so could also go towards one of them (that is genuinely not a hint/suggestion, just another option so you don't think I am herding you toward an invisible ship).
Let me know where you are relative to any weapon. If you are changing course toward the area Gumerawanhas pointed out, the 'grid' will be to the port-bow of the ship:
Mangonel P can fire against any enemy in the 90 degrees of port-bow (from directly in front of the ship to at right angle on the port (left) side), Mangonel S can fire against any enemy in the 90 degrees of starboard-stern (from directly behind the ship to at right angle on the starboard (right) side).
Mangonel Specs:
Large object, Armor Class: 15, Hit Points: 100, Damage Immunities: poison, psychic
A mangonel is a type of catapult that hurls heavy projectiles in a high arc. This payload can hit targets behind cover. Before the mangonel can be fired, it must be loaded and aimed. It takes two actions to load the weapon, two actions to aim it, and one action to fire it.
A mangonel typically hurls a heavy stone, although it can hurl other kinds of projectiles, with different effects.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 feet of it), one target. Hit: 27 (5d10) bludgeoning damage.
There are 20 mangonel stones with each mangonel (so 40 total, though half would need to be moved if you run out at one of the magonels).
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 without issue. Both weapons may be able to fire outside of those angles if people can explain narratively how the weapons can be turned a greater angle (where the crew-member operating it would appear to be over the ship railing).
Ballista specs:
Large object, Armor Class: 15, Hit Points: 50, Damage Immunities: poison, psychic
A ballista is a massive crossbow that fires heavy bolts. Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
There are 30 ballista bolts with each ballista (so 60 total, but half would need to be moved if you run out at one of the ballistas).
The cannons and arcane cannons can only fire from the side of the ship that they are on, so you would need to have the other ship on the starboard or port from you to aim and fire (though loading can happen prior to that.
Cannon Specs:
Large object, Armor Class: 19, Hit Points: 75, Damage Immunities: poison, psychic
A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds.
A cannon is usually supported in a wooden frame with wheels. Before it can be fired, the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.
Cannon Ball. Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.
There are 15 cannon balls with each cannon.
Arcane Cannon specs:
Large object, Armor Class: 19, Hit Points: 75, Damage Immunities: poison, psychic
This Large cannon is imbued with magic. It requires no ammunition and doesn’t need to be loaded. 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.
The Bounty also has a Naval Ram if someone decides to crash the ship into another vessel or creature:
The Bounty has advantage on all saving throws relating to crashing when it crashes into a creature or an object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don’t apply if another vessel crashes into The Bounty.
Crashing a Ship:
If a ship moves into the space occupied by a creature or an object, the ship might crash. A ship avoids crashing if the creature or object is at least two sizes smaller than it.
When a ship crashes, it must immediately make a DC 10 Constitution saving throw. On a failed save, it takes damage to its hull based on the size of the creature or object it crashed into, as shown on the Crash Damage table. It also stops moving if the object or creature is one size smaller than it or larger. Otherwise the ship continues moving and the creature or object collided with moves to the nearest unoccupied space that isn’t in the ship’s path. At the DM’s discretion, an object that is forced to move but is fixed in place is instead destroyed.
A creature struck by a ship must make a Dexterity saving throw with a DC equal to 10 + the ship’s Strength modifier, taking damage based on the ship’s size (as shown on the Crash Damage table) on a failed save, or half as much damage on a successful one.
Crash Damage:
Size
Bludgeoning Damage
Small
1d6
Medium
1d10
Large
4d10
Huge
8d10
Gargantuan
16d10
Rollback Post to RevisionRollBack
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I realised there was a typo in my previous post, I used a name now owned by the Raven Queen:
Vincent, The Champion as one of the ship surgeons, you may be able to allow Beatrice to heal up hit dice over a short rest without using up those hit dice. Roll a medicine check, with advantage if Beatrice as the other ship surgeon is assisting. A very good roll (DC17+) will allow healing up one hit dice for free, a great roll (DC20+) will allow healing up two hit dice for free.I'm happy for Beatrice to roll for it instead with The Champion providing advantage instead. If you roll below DC17, then Beatrice can still heal using hit dice over a short rest.
Dillyu and Dajarkal seem very keen on this plan of action, but are happy to go with the majority. Beorth looks concerned and asks "how do we fight an enemy we can't see?"
I'll roll for it - hopefully the dice gods will be kinder to me today!
Medicine check: 18
Cooking: 7 7 ( Prestidigitation as a backup if things go horribly wrong).
Gumerawan is pleased to hear they will be heading near home but less pleased to hear the invisible ship is so close to her mum.
She mentions the item to the others over dinner.
“Here, I’ll hold it shut, you sew it up.” The Champion pulls the sides of one of her wounds closer together.
Paladin - warforged - orange
Hit dice rolling (free one): 8
[That's left me 3 off full health so I might just leave it at that for now and save the rest of my hit dice for if I need them later]
Destroying the invisible ship is the best option in my view too, captain, Kenton says. It's nearby and a clear threat to innocents.
Gumerawan this isn't the best meal you have cooked. The octopus is a bit rubbery and the marinade is a slightly too sweet and spicy and missing some important savoury flavours, though it is definitely still edible. You offer to re-flavour people's meals and a number of people take you up on the offer. Most of the crew eats at least some of the octopus, though nobody comes back for seconds and a few of the crew seem to be eating dried rations from their own supply instead (don't worry, only a natural 1 or less than 5 total will have negative consequences).
The the rest of you recognise the item Gumerawan describes to be a Sceptre of the Devourer, so it appears that Elisa was sold one of the powerful artifacts related to Dajobas in Stillben shortly before her ship was attacked. The timing would also put this as happening well before Flora Isle was attacked. This may mean very little and/or may be coincidence or it may be important.
[Hehe, fantastic/gross description nschrock.]
With both the Captain and First Mate in agreement about the destination, the ship continues towards where you came across the raft with the kobolds.
It is earlier in the evening than last time, just as the sun is setting when Beorth spots a raft drifting on the ocean. He then spots another much further away, then another and points them out through the ship spyglass. Anyone that passes a DC12 investigation check can tell:
They are moving away from each other, suggesting that the invisible ship is somewhere in the middle of the three.
Investigation 11
Investigation: 7
Investigation: 3
We all have water in our eyes :P
Champion investigation 4
Paladin - warforged - orange
Oden asks for the two kobolds to be brought on deck.
"You said you'd help us find your former master's ship. You said you have a way to call it. All we've seen so far are rafts. What can you tell us?"
Investigation: 5
Ce'cil and Eth'il both seem to want to show that they are more useful than the other and talk over each other again, Ce'cil "the ship is somewhere between the rafts..." Eth'il "...and towards where the island was more..." Ce'cil "...we have a howl-call we are supposed to make when the La-see-dons have made all the pirates on a ship go to sleep..." Eth'il "...but usually it is dark and usually we defeat the pirates on a ship first..." Ce'cil "...the in-vis-bubble ship only attacks if another ship gets too close to it..."
[The location is in line with what you figured out Gumerawan. If anyone who wants to make any other type of check, make a roll and tell me how the check is relevant (including if anyone wants to make an INT check, but in that case let me know what you are trying to figure out).]
Gumerawan moved to the crew and instructed all the gunners to aim at the apparently empty location she indicated.
Gumerawan points out a general location she estimates the invisible ship would be to the rest of the Officers (the party and sidekicks), which is a mid-point between where the rafts are drifting from. The rafts do not move at a constant speed or in a steady direction, so you cannot pinpoint the location yet, you just know a fairly large area the ship is likely to be in. Until the invisible ship gives its location away, you can make pot shots on a grid to see if it hits, though you will have to wait until you are within range of that grid (it will be somewhat like a battleship game, though only for as long as the ship is invisible).
It is still a significant distance off and would require a course change to get in range, best estimate 15 minutes to half an hour - though I will skip to being in range of the siege weapons with the greatest range fairly quickly. Only PCs and sidekicks that will be manning the siege weapons and I will provide the further details of The Bounty's siege weapons in a subsequent post.
You can also see the three rafts, so could also go towards one of them (that is genuinely not a hint/suggestion, just another option so you don't think I am herding you toward an invisible ship).
Let me know where you are relative to any weapon. If you are changing course toward the area Gumerawan has pointed out, the 'grid' will be to the port-bow of the ship:
Mangonel P can fire against any enemy in the 90 degrees of port-bow (from directly in front of the ship to at right angle on the port (left) side), Mangonel S can fire against any enemy in the 90 degrees of starboard-stern (from directly behind the ship to at right angle on the starboard (right) side).
Mangonel Specs:
Large object, Armor Class: 15, Hit Points: 100, Damage Immunities: poison, psychic
A mangonel is a type of catapult that hurls heavy projectiles in a high arc. This payload can hit targets behind cover. Before the mangonel can be fired, it must be loaded and aimed. It takes two actions to load the weapon, two actions to aim it, and one action to fire it.
A mangonel typically hurls a heavy stone, although it can hurl other kinds of projectiles, with different effects.
Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can’t hit targets within 60 feet of it), one target. Hit: 27 (5d10) bludgeoning damage.
There are 20 mangonel stones with each mangonel (so 40 total, though half would need to be moved if you run out at one of the magonels).
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 without issue. Both weapons may be able to fire outside of those angles if people can explain narratively how the weapons can be turned a greater angle (where the crew-member operating it would appear to be over the ship railing).
Ballista specs:
Large object, Armor Class: 15, Hit Points: 50, Damage Immunities: poison, psychic
A ballista is a massive crossbow that fires heavy bolts. Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
There are 30 ballista bolts with each ballista (so 60 total, but half would need to be moved if you run out at one of the ballistas).
The cannons and arcane cannons can only fire from the side of the ship that they are on, so you would need to have the other ship on the starboard or port from you to aim and fire (though loading can happen prior to that.
Cannon Specs:
Large object, Armor Class: 19, Hit Points: 75, Damage Immunities: poison, psychic
A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds.
A cannon is usually supported in a wooden frame with wheels. Before it can be fired, the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.
Cannon Ball. Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.
There are 15 cannon balls with each cannon.
Arcane Cannon specs:
Large object, Armor Class: 19, Hit Points: 75, Damage Immunities: poison, psychic
This Large cannon is imbued with magic. It requires no ammunition and doesn’t need to be loaded. 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.
The Bounty also has a Naval Ram if someone decides to crash the ship into another vessel or creature:
The Bounty has advantage on all saving throws relating to crashing when it crashes into a creature or an object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don’t apply if another vessel crashes into The Bounty.
Crashing a Ship:
If a ship moves into the space occupied by a creature or an object, the ship might crash. A ship avoids crashing if the creature or object is at least two sizes smaller than it.
When a ship crashes, it must immediately make a DC 10 Constitution saving throw. On a failed save, it takes damage to its hull based on the size of the creature or object it crashed into, as shown on the Crash Damage table. It also stops moving if the object or creature is one size smaller than it or larger. Otherwise the ship continues moving and the creature or object collided with moves to the nearest unoccupied space that isn’t in the ship’s path. At the DM’s discretion, an object that is forced to move but is fixed in place is instead destroyed.
A creature struck by a ship must make a Dexterity saving throw with a DC equal to 10 + the ship’s Strength modifier, taking damage based on the ship’s size (as shown on the Crash Damage table) on a failed save, or half as much damage on a successful one.
Crash Damage: