Ruby Thorne's Siege of Kalvin Harbor
Ruby Thorne has returned with an armada, no longer content with raids and petty revenge. From the docks of Kalvin she begins a siege of punishment and conquest, turning the harbor into a killing ground with disciplined broadsides, boarding arrows, and shouted commands backed by charm, terror, and hard-earned treasure. This hazard represents the opening assault of her takeover, a living enemy attack that punishes anyone caught on the waterfront until the party breaks her command.
Ruby Thorne's Siege of Kalvin Harbor
Defenses
Detection
“At the City Docks, the water blackens with hull shadows as three captured warships glide into firing position behind the flagship Crimson Crown. Red lanterns burn in the rigging, tar smoke curls from the decks, and Ruby Thorne stands on a gilded quarterdeck beneath a stolen pirate banner, barking orders through a silver trumpet. Every cannon is painted with a red ruby mark, and the chain-shot glints like a net of knives in the dusk.”
Standard Engagement
The hazard activates when Ruby Thorne's armada reaches firing range of the City Docks and begins her opening barrage. It continues as long as Ruby remains in command.
On each of her turns in initiative order, Ruby Thorne maintains the siege from her flagship. She chooses one visible target area on the docks for a broadside or one visible creature for a boarding order. Her attacks are more precise if she can speak, signal, or see the battlefield clearly. If she is deafened, blinded, restrained, or denied line of sight, the hazard's next attack has disadvantage or is redirected to a less optimal target at the DM's discretion.
The hazard persists until Ruby Thorne is defeated, captured, or forced to withdraw. If she survives and escapes, she can reappear at another harbor or dock district after 1d4 days with repaired ships and renewed command.
At initiative count 20, Ruby Thorne directs one coordinated broadside against a point she can see within 120 feet of the docks. Each creature in a 15-foot-radius area must make a DC 15 Dexterity saving throw, taking 14 (4d6) bludgeoning damage plus 7 (2d6) fire damage on a failure, or half as much on a success. Creatures and objects that fail by 5 or more are also knocked prone or pushed 10 feet, chosen by the DM based on the terrain.
Also at initiative count 20, Ruby Thorne can order a boarding rush. Up to two sail lines, gangplanks, or grappling hooks lunge from the ships toward the docks. One creature in range of each line must succeed on a DC 14 Strength or Dexterity saving throw or be pulled up to 10 feet toward the waterline or a waiting boarding position. If the target is pulled into difficult terrain, crowded crates, or open water, it also falls prone.
Queen of the Tide: While Ruby Thorne is conscious and not incapacitated, allied pirate crews gain advantage on checks and attack rolls made to maintain the siege or board the docks. If she is killed or kidnapped, those crews lose coordination and retreat or surrender at the end of the round.
Harbor Under Fire: The dock area within 120 feet of the ships is difficult terrain for creatures not using cover. Creatures ending their turn in the open on unstable piers, crane arms, or narrow gangways must succeed on a DC 12 Dexterity saving throw or be jostled, losing their reaction until the start of their next turn.
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