[All good, I have no idea about nautical terms either. I am trying to figure out how to simplify the ship combat rules - I'm definitely open to suggestions. Yes to N being up on this map.]
The ship won't be able to get into normal range for a few rounds (each square is 100 ft, the ship moves 35 ft unless you use a special action), but with turns to move NW in a bit of a zig-zag pattern you could do the following:
Round 1: turn so R3 is in the port cannon (and/or arcane cannon) 'danger zone' make an attack at long range (use special actions as you, the First Mate and Bosun see fit).
Round 2: turn slightly so R1 is in the starboard cannon (and/or arcane cannon) 'danger zone' make an attack at long range (use special actions as you, the First Mate and Bosun see fit).
Round 3: turn back so R3 is in the port cannon 'danger zone' again and make an attack at long range (use special actions as you, the First Mate and Bosun see fit).
This would be taking you in the direction you are wanting and in those turns any rafts that have not sunk will just be moving toward The Bounty. Feel free to take the next three rounds and specify if you are targeting a creature (will be somewhat random which one) or the raft itself.
"Kenton, Firische, help with the cannons and fire at will." [not actually using the command, but the other two officers can relay it and decide what they target]
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.
Kenton will head to a cannon as Firische heads to another. This is a first for me, he calls over to the sea elf as he eyes the cannon with enthusiasm and begins to load it.
Beatrice will help Dajarkal load cannon balls into the arcane cannon and begin to ready it in the direction of the closest raft. "For me as well!" she calls.
This post has potentially manipulated dice roll results.
For Round One, Kenton, Firische and Dillyu will take the port cannon. As the ship turns, we aim and fire (with disadvantage) at the only target in sight, Raft 3, aiming at the raft rather than any specific occupant:
[As a reminder, you have another two rounds before the rafts (that aren't sunk) can do anything except move, so please post what you are doing with those rounds.]
This post has potentially manipulated dice roll results.
Beatrice, Dajarkal and the Champion would have readied the starboard Arcane Cannon in round 1, so for round 2 we're going to aim it at R1 and fire off a Frost Shot.
Attack (w/ disadvantage): 10
Not sure if I should be rolling damage since the description says they take 22 on a failed save, but here's a roll anyway: 13
Oh, I didn't see trustlife's post until just now - since we have both Dillyu and the Champion helping us fire the cannon, can I reroll without disadvantage or advantage? All good if no, it can wait til the next go otherwise :)
[Just checking with the last two messages whether it was the regular or arcane cannon fired?
If the regular cannon, it is a hit with the 11+6 attack roll (there was no disadvantage) so please roll 8d10 bludgeoning damage for the raft.
If it was supposed to be the arcane cannon, no attack roll is needed anyway and I need you to roll 4d10 cold damage for all creatures in the 30ft radius and the raft instead. I’ll then roll some saving throws. That arcane cannon won’t be able to be used for 5 minutes in game (30 rounds).]
Oden can give me a perception check to get an idea where the invisible ship is, though it is a very high DC.
With your movement on round 3 and the remaining raft's movement on the previous rounds you could get within long range canon firing range (just under 2,400 ft), though you would need to turn NE to get the starboard cannon to the correct angle. Let me know what you want to do.
Kenton will advise Captain Oden to do just that - fire on the remaining raft - and give the order to operate the cannon. (I assume he can't do this as well as fire it himself?)
Your assumption is correct, to perform the special action which provides advantage/cancels the disadvantage you cant be one of the crew firing the cannon.
Fortunately given the distance between the cannons and the number of crew able to assist, it is not an issue having three other crew members move to the cannon and fire (at least currently - written forebodingly).
One of the crew should follow the First Mate's order and make an attack roll: +6 to hit and roll 8d10 bludgeoning damage for the raft.
I will get you all to roll personal initiative as well, as a ship (with two held attacks) appears 100 ft behind you as soon as your cannon is fired.
This post has potentially manipulated dice roll results.
The dice gods have been absolutely against me of late so I'm gonna let someone else roll the attack and damage! Also Beatrice and Dajarkal are happy to help with the firing of the cannon in the next round.
[All good, I have no idea about nautical terms either. I am trying to figure out how to simplify the ship combat rules - I'm definitely open to suggestions. Yes to N being up on this map.]
The ship won't be able to get into normal range for a few rounds (each square is 100 ft, the ship moves 35 ft unless you use a special action), but with turns to move NW in a bit of a zig-zag pattern you could do the following:
Round 1: turn so R3 is in the port cannon (and/or arcane cannon) 'danger zone' make an attack at long range (use special actions as you, the First Mate and Bosun see fit).
Round 2: turn slightly so R1 is in the starboard cannon (and/or arcane cannon) 'danger zone' make an attack at long range (use special actions as you, the First Mate and Bosun see fit).
Round 3: turn back so R3 is in the port cannon 'danger zone' again and make an attack at long range (use special actions as you, the First Mate and Bosun see fit).
This would be taking you in the direction you are wanting and in those turns any rafts that have not sunk will just be moving toward The Bounty. Feel free to take the next three rounds and specify if you are targeting a creature (will be somewhat random which one) or the raft itself.
[sounds good to me]
"Kenton, Firische, help with the cannons and fire at will." [not actually using the command, but the other two officers can relay it and decide what they target]
Also,
Kenton will head to a cannon as Firische heads to another. This is a first for me, he calls over to the sea elf as he eyes the cannon with enthusiasm and begins to load it.
Beatrice will help Dajarkal load cannon balls into the arcane cannon and begin to ready it in the direction of the closest raft. "For me as well!" she calls.
For Round One, Kenton, Firische and Dillyu will take the port cannon. As the ship turns, we aim and fire (with disadvantage) at the only target in sight, Raft 3, aiming at the raft rather than any specific occupant:
Attack: 11 Damage: 39
The first raft is sunk in one shot. Even from this distance, you can see that the kobolds on the raft appear to be panicking, splashing around.
[As a reminder, you have another two rounds before the rafts (that aren't sunk) can do anything except move, so please post what you are doing with those rounds.]
"Good shot! Dillyu, help Beatrice and Dajarkal with the other cannon, and Kenton, give the command to fire when ready. You have a knack for this."
Round two, we shoot at the raft in the upper-right corner. That should be enough people to cancel the disadvantage if Kenton gives the fire at will.
Oden continues to look for any sign of the invisible ship on the surface of the water.
Beatrice, Dajarkal and the Champion would have readied the starboard Arcane Cannon in round 1, so for round 2 we're going to aim it at R1 and fire off a Frost Shot.
Attack (w/ disadvantage): 10
Not sure if I should be rolling damage since the description says they take 22 on a failed save, but here's a roll anyway: 13
Oh, I didn't see trustlife's post until just now - since we have both Dillyu and the Champion helping us fire the cannon, can I reroll without disadvantage or advantage? All good if no, it can wait til the next go otherwise :)
[Just checking with the last two messages whether it was the regular or arcane cannon fired?
If the regular cannon, it is a hit with the 11+6 attack roll (there was no disadvantage) so please roll 8d10 bludgeoning damage for the raft.
If it was supposed to be the arcane cannon, no attack roll is needed anyway and I need you to roll 4d10 cold damage for all creatures in the 30ft radius and the raft instead. I’ll then roll some saving throws. That arcane cannon won’t be able to be used for 5 minutes in game (30 rounds).]
Oden can give me a perception check to get an idea where the invisible ship is, though it is a very high DC.
Arcane :)
Damage: 13
[catbert, damage roll should be 4d10]
Oden's perception: 17
[i was wondering why it was so low!! my bad - thank you!]
proper roll this time: 20
Oden: You keep an eye out for waves breaking in a weird manner or other signs of the invisible ship, but you are unable to tell where it is.
Some private rolls:
K1:15 - All the kobolds die even if they pass.
K2:19
K3:15
K4:3
K5:12
K6:13
K7:14
L1:1 - All Lacedons are still alive even if they fail.
L2:14
L3:8
L4:15
L5:16
All the kobolds on the raft seem to stop moving, with some falling off the raft and floating lifeless. The raft also stops moving towards you.
With your movement on round 3 and the remaining raft's movement on the previous rounds you could get within long range canon firing range (just under 2,400 ft), though you would need to turn NE to get the starboard cannon to the correct angle. Let me know what you want to do.
Kenton will advise Captain Oden to do just that - fire on the remaining raft - and give the order to operate the cannon. (I assume he can't do this as well as fire it himself?)
Your assumption is correct, to perform the special action which provides advantage/cancels the disadvantage you cant be one of the crew firing the cannon.
Fortunately given the distance between the cannons and the number of crew able to assist, it is not an issue having three other crew members move to the cannon and fire (at least currently - written forebodingly).
One of the crew should follow the First Mate's order and make an attack roll: +6 to hit and roll 8d10 bludgeoning damage for the raft.
I will get you all to roll personal initiative as well, as a ship (with two held attacks) appears 100 ft behind you as soon as your cannon is fired.
The dice gods have been absolutely against me of late so I'm gonna let someone else roll the attack and damage! Also Beatrice and Dajarkal are happy to help with the firing of the cannon in the next round.
Beatrice initiative: 5
Kenton's initiative: 23