GeneCortess says:
did that ship move out of my area of effect? or can I flood it again?
Yes, it has moved outside the area of effect. I've gone back and edited every map posted after Control Water was cast. The area of effect is shown as a dotted square.
CaveJohnson says:
Skills/ability: Does loading and helping the cannon require anything?
CURRENT MECHANICS
With our current mechanics, it doesn't take any of a character's actions to load or fire a cannon. In fact, because ships have their own actions, the cannons will fire without any of the PCs intervening. Although Grog and Phillip taking over gunner duties is cool, there's no mechanical effect. The only effect a PC can have on the cannons is when an officer spends their action on Take Aim, granting one weapon Advantage on its next attack roll before the end of the ship's next turn.
PROPOSED CHANGE
Any PC commandeering a cannon is considered as taking the Help action, granting that weapon Advantage on its next attack roll before the end of the ship's next turn.
The officer action, Take Aim does NOT grant advantage, but adds the officer's CHA modifier to ALL ship's weapon attack rolls. If the officer is proficient with firearms, they may add their Proficiency bonus instead. The effect lasts the end of the ship's next turn.
In this game, for the sake of simplicity, if you are proficient with martial weapons, then you are also proficient with firearms. Artificers are proficient with firearms.
SPECIAL CIRCUMSTANCES IN THE CURRENT SCENARIO
The Kestrel's NPC crew are Frightened. All cannon attacks have Disadvantage unless affected by a PC's Help action.