Storm Rising - Kraken Week - Pointy Hat
Storm Rising - Kraken Week - Pointy Hat
Storm Rising - Kraken Week - Pointy Hat
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Storm Rising
A Pointy Hat Kraken Week Adventure
Introduction
Welcome to Storm Rising, an epic Kraken Week adventure! Every year, Cape Coral has been
attacked by a monstrous Kraken, and the next attack is predicted to come in two days. It’s up to
the players to help the town prepare and save as many lives as they can. Will they save the
coastal city, or will their preparations all be for naught? And what secrets live deep in the
Kraken’s heart?
I’d like to give a huge thank you to everyone that has made Kraken Week possible! Thank you
to Ginny Di for helping me create this event, and to each of the creators who have made content
for this week and helped turn it into the amazing event it is. Thank you so much to everyone
who watches my videos and enjoys my work, without whom none of this would exist in the first
place. Thank you to Bia, for her fantastic video editing; Robin, for their indispensable help with
additional art; and Briar, for their editing and for co-writing this very adventure.
Credits
Writing, Art, and Game Design by Antonio Demico @PointyHat
Additional writing for Princess Lua by Ginny Di @GinnyDi
Additional Character Art by Santiago Varela Taborda @bluepigart
Additional Monster Art by Pilar Hernández @dyinglikeicarus
Video Editing by Bia @BnazF
Additional Video Art by Robin Fey Milde @feymilde
Additional Writing and Text Editing by Briar Banerji @theminism_
A Short Summary
Every year, on the very same day, the city of Cape Coral has been besieged by a giant Kraken,
killing dozens of people and destroying huge chunks of the town. That day this year is
approaching quickly -- in fact, the town has only two days left to prepare. Princess Lua, the
daughter of the former king of Cape Coral, has reached out to the party to beg their aid in
protecting the town. The Kraken is far too formidable a foe to try to attack alone, so instead the
party must convince as many factions of townsfolk as they can to aid them in the fight, set traps,
and fortify or evacuate the town. After their two days are up, the Kraken attacks, and the party,
supported by whoever they managed to convince, must face it in battle. Along the way, though,
the players have a chance to figure out why the Kraken attacks in the first place -- and, if they
are quick and clever enough, they can stop the attacks for good.
The Specifics
• This is a level 8 adventure designed for a group of 4 players.
• This adventure clocks out at around 2 to 4 sessions of 3 to 4 hours to complete.
• This adventure can be a standalone adventure, the beginning of a campaign, or
part of an ongoing game with minimal tweaking.
• If battles are too easy or too hard for your party, we recommend adjusting
enemies’ HP accordingly.
• No encounters in this adventure are classified as easy, or even medium,
following the CR calculation system. However, experienced adventures will most
likely find that most encounters other than two climactic fights skew towards
being too easy for their liking. If this is the case -- and since players are not likely
to even do three combat encounters in one day -- we suggest that you increase
the level of difficulty by increasing the HP and AC of the provided stat blocks, and
even exchange the stat blocks referenced with similar stat blocks of higher CRs.
• All monsters in this adventure are brand new. Their stat blocks can be found
embedded throughout the adventure text.
• We encourage you to change the details of this adventure to fit into your
campaign or setting. Use your party’s existing knowledge of gods and Krakens --
or lack thereof -- to guide and subvert their expectations for the plot of the
adventure.
• Content Warnings:
Reading these content warnings will spoil twists and parts of the adventure. If
you are a player, you might want to reconsider reading this section and instead
ask your GM or a trusted friend to read these and see if there is anything you
would rather not have come up during play. We strongly encourage you to play
with all necessary precautions and safety tools for a smooth and enjoyable
experience at the table.
Where to Start
If you are running this as a standalone adventure not tied to an ongoing campaign, we
recommend giving the players an introduction to the adventure and starting right as they arrive
in town. The players can be an existing party of adventurers looking for work or seeking to do
good, or a group of like-minded individuals who were individually invited by Princess Lua, who
band together to solve this problem.
If you are running this adventure as part of an ongoing campaign, here are some hooks for you
to connect this adventure to your existing story:
• Princess’ Plea: An NPC the party knows, or one or more members of the party
themselves, has met Princess Lua before and proved themselves competent.
She sends them a letter asking for their support against the threat to her city.
• Kraken’s Call: The heart, eye, or other part of a Kraken or its legendary lair is an
essential part of a potion or magical contraption the party needs. When they seek
out word on where one of these rare creatures can be found, they hear word of
Cape Coral, and arrive just in time to help prepare for the fight.
• Port in Every Storm: In a campaign that involves travel, Cape Coral can be a
stop along the way. Every tavern and shop is buzzing with talk of the upcoming
attack, but if the adventurers inquire about it, they’re pointed to Princess Lua.
Stat blocks are embedded in the adventure text at the appropriate locations. Use the Outline
function of Google Docs to quickly find the stat blocks and details you need!
The bulk of the adventure will involve several encounters of various types with different factions,
culminating in the Siege itself. Make sure the party knows to choose carefully which factions to
visit, as they have a very limited amount of time and cannot speak with everyone without risking
exhaustion. Each faction has a boon to offer, but the combination of boons the players choose --
and, of course, whether or not they succeed in convincing each faction to help -- will determine
how the Siege and battle will go for them. Meanwhile, they will also have the opportunity to look
deeper into the town’s history in order to find out who the Kraken is and why it’s attacking. If
they spend time with Mariano and find success in pursuing that line of inquiry, they will have the
chance to free Princess Lua from her pact -- but they won’t have as much time to gather support
against the siege.
The stakes in this adventure are very high, and the countdown to the Kraken’s arrival will help
keep the tension high for the party, but don’t be afraid to use exposition and NPCs’ dialogue to
show just how dire the circumstances are. Consider using music and ambiance to slowly ramp
the pressure up as time goes on, or keeping a visible countdown to the time of the attack.
Princess Lua welcomes provide the characters with the following information:
• Cape Coral has been attacked by a monstrous, gigantic Kraken on the exact
same day and time for the past two years. Each attack has been completely
devastating, killing dozens and destroying huge swaths of the town.
• The Coral Council has been busy fortifying the wall of coralite that now serves as
the city’s first and only line of defense between them and the sea, and funded a
formal artillery to assist their armada in any combat, but Princess Lua still
believes that this will not be enough.
• Lua has been personally overseeing preparations with Rita, the Captain of the
Royal Armada, and Fernán, Cape Coral’s artillerist. While they finish their work,
she needs the party to go out into the town.
• Some of the townsfolk are attempting to make preparations on their own, while
others are expecting the attack with fear and resignation or blind optimism. They
need to be rallied to work together with the Princess -- and with each other.
• It’s far more important to save the lives of the citizens of Cape Coral than to
protect or preserve their businesses. Buildings can be rebuilt much more easily
than people can be un-killed.
• Lua suggests speaking with the following people:
• Atop a Rock, the leader of the Merfolk kindred, in the Kin-Grounds; the
kindred song may distract or disable the Kraken.
• Aurum, captain of the Golden Carvers, at the Merry Mermaid; their pirates
are formidable, cunning fighters.
• Mama Magda, the leader of the Fishing Guild, at the fishing docks; her
nets are famously strong, and could slow the Kraken down.
• Rayco, a prominent whaler, at the harbor; he has been working on
harpoons that could impair the Kraken’s abilities.
• Saltmother Cathaysa, the leader of the Cult of the Sunken Harridan, at
their temple in Reek Reef; her goddess could protect the population.
• The townspeople at large in the main plaza; they need to be convinced to
evacuate or take shelter.
What Lua doesn’t tell the party is that she knows exactly why the Kraken attacks every year,
and what it is -- or, more accurately, who. Contrary to the claims of the Council and, therefore,
the beliefs of the townsfolk, Princess Lua was beloved by her father and treated as part of the
family despite her bastard status. When the people rose up against his tyranny, they killed her
family but spared her, positioning her as a figurehead of the revolution and coming up with a
tale of abuse to stir sympathy for their cause.
Furious and grieving, Lua made a pact with a powerful entity in the ocean’s depths. It would
grant her power -- the power to avenge her family, in Kraken form. When she was transformed
and made to attack a second time, though, Lua began to regret her deal. She got her revenge.
Now she doesn’t want anyone else to die.
The Merfolk
To the north of Cape Coral, past the harbor, past the docks and the last long piers, there is a
long stretch of rocky beach. The waves lap gently at your feet, but the riptide is strong and
cruel, tugging hard as if to pull you deeper. A few vaguely humanoid shapes in the distance
turn their heads as if hearing or smelling you on the breeze, then dive quickly into the sea,
swimming out only a short distance before diving deep.
Mere moments later, a head breaks the surface of the water near you, followed by a pair of
powerful shoulders. A selkie regards you with large, impassive black eyes.
“My kindred warned me of your approach.”
ATOP A ROCK
Medium Humanoid (Merfolk)
Atop a Rock can use this trait a number of times equal to his Strength
modifier (4). He regains all uses of this trait when he finishes a long rest.
ACTIONS
Multiattack. Atop a Rock makes three melee attacks: two with his trident
and one with his bite.
Trident. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6
+ 4) piercing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4)
piercing damage.
Spellcasting. Atop a Rock casts one of the following spells, requiring no
material components and using Charisma as the spellcasting ability (spell
save DC 15, +7 to hit with spell attacks):
• At will: bless
• 2/day each: cure wounds, healing word, inflict wounds, lesser
restoration
• 1/day: mass healing word, revivify
REACTIONS
Defensive Bite. Whenever a creature within 5 feet of Atop a Rock makes
an attack against him, he can use his reaction to make a Bite attack
against that creature.
MERFOLK BRUISER
Medium Humanoid (Merfolk)
ACTIONS
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9
(1d12 + 3) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
piercing damage.
REACTIONS
Defensive Bite. Whenever a creature within 5 feet of the merfolk bruiser
makes an attack against it, it can use its reaction to make a Bite attack
against that creature.
MERFOLK WAVESINGER
Medium Humanoid (Merfolk)
ACTIONS
Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh),
reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, 3 (1d8 - 1)
bludgeoning damage if wielded with two hands, or 6 (1d8 + 2)
bludgeoning damage with shillelagh.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 - 1)
piercing damage.
Spellcasting. The merfolk wavesinger casts one of the following spells,
requiring no material components and using Wisdom as the spellcasting
ability (spell save DC 12, +4 to hit with spell attacks):
REACTIONS
Defensive Bite. Whenever a creature within 5 feet of the merfolk
wavesinger makes an attack against it, it can use its reaction to make a
Bite attack against that creature.
ACTIONS
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6
+ 4) piercing damage.
BONUS ACTIONS
Blood Magic. After Aurum deals Sneak Attack damage to a creature, they
can use their bonus action to control the creature’s blood to inflict one of
the following effects:
This trait has 5 uses. Aurum regains all uses at the end of a long rest.
Cunning Action. Aurum can use a bonus action to Dash, Disengage, or
Hide.
REACTIONS
Uncanny Dodge. Aurum can use their reaction to halve the damage
against them as long as they can see the creature attacking them.
The Townspeople
Basic Information: one or two dozen humanoids of all ages and genders.
Appearance: Like most members of coastal communities, Cape Coral’s townspeople are
extremely diverse, since many families only came to settle there a couple of generations ago at
most. The population is largely human, although there are sizeable orc and sea elf communities.
Halflings and dwarves, and their descendants, are rare in Cape Coral because of its
geographical location, though not unheard of.
Tone and Mannerisms: Most of the people who speak up in discussion with the party are those
who are defiant, fervent believers in their own ability to fight the Kraken. Others want to hide
their heads in the sand, believing that the last attacks were coincidental and another won’t
actually come.
History and Goals: The townspeople of Cape Coral are proud of their new form of government,
as most remember what life was like under the now-dead king. They love their town, and they
believed in its bright future after the revolution, but the last two Kraken attacks killed many and
convinced some survivors to pack up and flee. Those who remain are the most passionate
believers in their town -- who wish to fight and defend their home, but are not fighters, and
would not be helpful in any way to the upcoming fight -- or the most deliberately ignorant
optimists, who deny that more attacks will come at all.
Boon: Safe Haven - grants Cape Coral an additional 10 HP, reducing casualties.
Rayco
Basic Information: human, he/him, early 50s.
Appearance: Rayco can’t be taller than 5’7”, and yet he cuts a striking figure. He has olive skin,
a bushy salt-pepper beard, and a shaved head. Tattoos of waves and harpoons snake down his
well-built arms and portly belly. He wears a simple white linen shirt with the sleeves rolled up
and waxed canvas breeches tucked into high boots to keep the sea water away.
Tone and Mannerisms: Crass, rude, and boisterous, Rayco is a fierce believer in Cape Coral
and a staunch supporter of the rebellion.
History and Goals: Rayco has been hunting whales around the Coral Shores for the better part
of forty years. Rumor has it that he started sailing as a pirate, but fell in love with a woman in
Cape Coral. In order to settle down with her, he abandoned the pirate’s life in favor of the
marginally less dangerous life of whale hunting. Unfortunately, his beloved wife did not survive
the first Kraken attack, and he’s harbored a deep resentment towards the beast ever since. His
whale-hunting crew left town after the second attack, but Rayco stayed behind, determined to
kill the creature and avenge his wife. He’s been designing a harpoon that could strike a decisive
blow against the Kraken; now he just needs to test it out.
Boon: Whaler Turned Hunter - permanently disables one of the Kraken’s Siege Actions (one
use).
OLD GRAYBEARD
Huge Beast
Armor Class 17 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 0 ft., swim 40 ft.
Amphibious. Old Graybeard can breathe air and water (for all intents and
purposes).
Wide Berth. All of Old Graybeard’s melee attacks affect both the target
and all creatures within 5 feet of Old Graybeard.
ACTIONS
Multiattack. Old Graybeard makes two attacks: one ram attack and one
tail attack.
Ram. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 25 (4d8
+ 7) bludgeoning damage. If Old Greybeard moves 30 feet towards a
target and then hits it with a Ram attack, it deals 34 (6d8 + 7)
bludgeoning damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 21 (4d6
+ 7) bludgeoning damage.
Mariano
If the party passes the skill challenge, Mariano gets a wild light in his eye and starts scribbling
notes. He tells the party that he needs time to consolidate all of his two years’ worth of research,
and dismisses them until later.
Mariano’s Aid
If the party spent time helping Mariano do research, he arrives just as the Kraken does.
Mariano dashes down the hill towards you, gasping for breath, eyes wide and filled with terror.
“Stop,” he cries, “stop! Don’t hurt her! It’s the Princess!”
Thanks to the players’ help, Mariano found an account of warlocks who worshiped the Deep
itself, and served its will. Every year, the warlocks slowly gathered power from their patron, until
they had accumulated enough to transform their very bodies into Krakens and lay siege to the
surface world. The text did not mention any motivation for them to do this, other than the total
annihilation of the surface.
Mariano went to report his findings to Lua, but he found her bedchambers, where she was
supposed to hide from the Kraken attack, empty. A record of the Cult of the Deep lay on her
bed.
Mariano believes that he can perform a ritual that will interrupt the connection between Lua and
her patron for long enough to disrupt her transformation into the Kraken. This adds a timer to
the fight against the Kraken: after four rounds without losing concentration, Mariano will stop the
Kraken fight short, potentially saving the lives of many citizens of Cape Coral.
Please refer to the “Mariano’s Ritual” subsection in the “Fight Against the Kraken” section in this
same act for details on how to run this particular part of the fight.
If the party did not help Mariano, or did not succeed, proceed immediately to the Kraken’s
arrival.
The light shower of rain turns quickly into an all-out deluge. Thunder booms, deafeningly loud
in your ears, followed by screams. From the shoreline comes a cracking sound: the wood of
the docks splinter, then shatter, as colossal tentacles, each the width of a warship, come
curling out of the water, twisting and lashing at anything within reach.
Then, at last, a shadow falls, darkening the rainstorm’s dimness to almost total black. At first
glance, it looks like a mountain rising from the deep, gray-green like the sea itself, shedding
water in rivulets down its slick sides. Then one enormous, yellow eye opens, and the
gargantuan shape resolves itself into the form of the Kraken. It bears a crown of dawn-pink
coral on its head; fangs the height of houses protrude from its lower lip; and tentacles seethe
from its neck and chest, whipping out to wreak destruction.
Time is up. The Siege has begun.
Siege Rules
This is the set of rules you will be using to run the Kraken’s attack. These Siege Rules have
been designed to help you put massive fights in your games that 5e is not built to handle,
adding another, larger dimension to an important combat scenario without overburdening your
players with a complex second system. The Siege acts as part of a combat encounter rather
than replacing it, allowing players to still make use of all of their abilities and let their characters
shine individually.
Siege Rules can be used in many contexts, from fights against massive Krakens to armies
besieging a fortress. They are meant to be used either when the number of participants in a
fight is far too high for normal combat or when the enemy is far too big to be simply fought using
traditional combat rules. This Kraken encounter offers an example of both.
Siege Actions
When you run a Siege, each side of the conflict is represented as a party. Both the player’s
party and the enemy party gain a list of abilities called Siege Actions. Siege Actions happen at
initiative count 20, winning ties and before lair actions, during what is called the “Siege Phase”
of the combat encounter. Imagine the camera following the action pulling out to a bird’s eye
view of the conflict and showing what is happening on a larger level.
At the start of the Siege Phase, each party rolls 1d20. Whichever party rolls higher goes first for
that round and performs a Siege Action. This is immediately followed by a Siege Action from the
party that rolled lower; for example, if the players roll higher than the Kraken, the order goes
players - kraken - players - kraken, and so on. Both parties roll at the start of every round to
determine who goes first.
The GM decides what Siege Actions the enemy takes each turn; the players collectively decide
what Siege Actions their party takes each turn.
[TIP: If the players are having a hard time coming to a consensus on what Siege Action to
take during a turn, consider having your players take turns deciding, following initiative order.
If this is a recurring issue, it might be a good idea to figure out how to improve your party’s
teamwork -- a siege must be withstood together!]
A party can take a maximum of three Siege Actions per Siege Phase. Each has to be different --
each Action can only be used once per round. Some Siege Actions can only be used a certain
number of times total. All information about a party’s Siege Actions can be found on their Siege
stat block (included below).
Siege Actions are divided into Siege Attack Actions and Siege Effect Actions. Siege Attack
Actions directly damage the enemy party, whereas Siege Effect Actions disable or debuff the
enemy party in some way. All Siege Actions require the party to make a roll against the enemy
party’s AC. A Siege Attack Action that misses deals half damage, whereas an Siege Effect
Action that misses has no effect, but does not consume any uses, if applicable. Natural 20s do
not double damage dice in the Siege Phase.
Once both parties have used all their Siege Actions, normal combat resumes. Imagine the
camera pushing in back to ground level and following the actions of individual PCs.
Below you’ll find the Siege stat block of Cape Coral, which represents the players’ party in this
encounter. The Siege Actions available to the player depend on who they managed to convince
to help them in the defense against the Kraken. In the Cape Coral stat block you’ll find all
possible Siege Actions the players could have unlocked; cross out the actions that are not
available to the players and hand them each a copy of their Siege stat block.
SIEGE ABILITIES
Casualties. Whenever Cape Coral loses 10 HP (HP total: 40, 30, 20, 10),
Cape Coral loses one of its Siege Actions. With Safe Haven, there are no
casualties when the HP of Cape Coral reaches 50.
Blaze of Glory. Whenever Cape Coral loses one of its Siege Actions, it
performs that Siege Action immediately. This use does not count against
the three actions available to the party during the Siege Phase.
SIEGE ACTIONS
Cape Coral can perform three siege actions during the Siege Phase.
Armada Attack. Siege Attack Action: +5 to Hit. Hit: 7 (2d4 + 2) damage.
“Rita, silent and stoic as ever, raises her hand and then drops it. As she does,
her armada converges upon the Kraken, tearing into its flesh with cannon
fire.”
Artillery. Siege Attack Action: +5 to Hit. Hit: 5 (1d4 + 2) damage.
“Fernán screams, ‘Fire!’ and a roll of thunder that rivals that of the storm
overhead cuts through the chaos of the fight.”
Pirate Quartering. Siege Attack Action: +5 to Hit. Hit: 7 (1d8 + 2) damage. If
the Kraken is below 25 HP, it deals 8 (1d10 + 2).
“Aurum and the Golden Carvers descend upon the kraken like they would a
merchant ship, slicing into the monster with blade and fire.”
Kindred Song. Siege Effect Action: +5 to Happen. Imposes disadvantage on
the Kraken’s attack rolls until the start of the next Siege Phase.
“Atop a Rock and the merfolk of the kindred sing an inhuman song that cuts
through the cacophony of the battlefield and penetrates into the kraken’s
psyche.”
Trapping Net (1 use). Siege Effect Action: +5 to Happen. The Kraken has 2
rather than 3 Siege Actions per Siege Phase until it frees itself from the
net.
“Mama Magda ties the last knot as the Kraken tries to raise its tentacles
against the city. Thick ropes of net cut into its flesh, pinning it down into the
ocean floor and slowing its movements.”
Whaler Turned Hunter (1 use). Siege Effect Action: +5 to Happen.
Permanently disables the last Siege Action performed by the Kraken.
“Rayco laughs as a massive steel rod erupts from his whaleship, flies through
the air, and lodges itself deep into the Kraken’s body, disabling a key part of
its anatomy.”
Character Death
The Cape Coral Siege stat block contains the HP of the town. Each time the town of Cape Coral
loses HP, some of its inhabitants die.
The HP of Cape Coral is divided into tiers of 10. Every time it the town’s HP dips below a
multiple of 10 (40, 30, 20, 10), flip a coin (or roll a d4). Tails (or an odd number) means that
whatever Siege Action the Kraken took to attack the town has claimed the life of a named NPC.
[TIP: We recommend flipping the coin in the view of the players (or rolling publicly if using a
VTT) to increase the dramatic potential of this moment.]
You can go about deciding which NPC has succumbed to the Kraken Attack in a few different
ways. You can assign a number to each NPC and roll a die; decide yourself as a GM, based on
the narrative or the Siege Action that lowered the HP of Cape Coral to that threshold; or even
draw a name from a (pointy) hat or a random generator on the web.
The only NPCs safe from the Kraken’s destruction are Rita and Mariano: Lua loves Rita so
much that she’s incapable of harming her, even in Kraken form, and Mariano, if the party aided
him, is protected by the players.
When an NPC dies, their Siege Action is activated one last time as they go out in a blaze of
glory. Take your time describing their sacrifice and their subsequent end; do your best to make
this an emotionally poignant moment that will stay with players.
After an NPC’s death, their Siege Action is, naturally, no longer available to the players during
the Siege Phase.
Below you’ll find the Siege stat block of the Kraken, containing its party’s Siege Actions. Keep
this Siege stat block and do not show it to your players.
KRAKEN - SIEGE
Armor Class 15
Hit Points 50
Attack Bonus +5
Damage Bonus +2
SIEGE ABILITIES
As Above So Below. The Siege Actions taken by the Kraken during the
Siege Phase affect which lair action is active in the combat phase.
SIEGE ACTIONS
The kraken can perform three Siege Actions during the Siege Phase.
Lightning Crown. Siege Attack Action: +5 to Hit. Hit: 5 (1d4 + 2) damage.
“The coral growing on the Kraken’s back glows with electricity as lightning
passes from its tail to its head, and then shoots out in a ray of concentrated
energy, cutting through the city like a hot blade.”
Monstrous Wave. Siege Attack Action: +5 to Hit. Hit: 5 (1d4 + 2) damage. If
used directly before the Lightning Crown action, the Lightning Crown
action does an additional point of damage.
“The Kraken rears back and bellows an awful song. Behind it, a massive wave
rises from the ocean and crashes against the city.”
Tentacle Slam. Siege Attack Action: +5 to Hit. Hit: 7 (2d4 + 2) damage.
“The Kraken uses its tentacles to ravage the city, knocking over entire
buildings as its long limbs twist around the structures, reducing them to
rubble.”
Targeted Attack. Siege Effect Action: +5 to Happen. The GM selects a
specific Siege Action in the player’s Siege stat block. On a success, that
action is disabled until the end next Siege Phase.
“The Kraken zeroes in on a specific foe and redirects a lightning strike from
the storm above -- directly to them.”
Unchaining (costs 2 actions). Siege Effect Action: +5 to Happen. The
kraken rids itself from an ongoing negative effect. On a success, the
action that caused that effect is disabled until the next siege phase.
“The kraken collects itself, sinking under the waves for a tense moment -- just
enough for everyone to wonder if the fight is over -- only to reemerge from
the waves reinvigorated.”
Lair Actions
Despite the Kraken having no regular stat block for this fight, as it cannot be targeted directly, its
lair actions still take effect. Some Siege Actions have a corresponding lair action: each lair
action only becomes available to use after its corresponding Siege Action has been used. Use
this to ease the transition between the large-scale Siege and the smaller-scale combat, and
describe how both parties’ Siege Actions continue to take place around the scene of the fight.
• Lightning Crown: The storm crackles with electricity, charging the atmosphere
with its current. Attacks that deal lightning damage are rolled at advantage, and
one additional die is added to their damage roll until the start of the next round.
• Monstrous Wave: A wave crashes over the docks, bringing in more enemies.
Bring forward as many Dredge Scullions and Dredge Servitors as you need to
replenish the numbers of the fight.
• Tentacle Slam: The unmitigated assault of the Kraken shakes the ground itself.
All creatures currently in contact with the ground must make a Dexterity saving
throw (DC 14) or fall prone.
• Unchaining: The sight of the Kraken emerging from the water once more,
dashing the frail hope of the fight being over, shakes the defenders’ morale.
Creatures hostile to the Kraken must make a Wisdom saving throw (DC 14) or
become frightened of the Kraken Tentacles until the start of the next round.
Mariano’s Ritual
If the players helped Mariano during Act II, he will be present for the fight against the Kraken.
Mariano is a capable magic practitioner, albeit not one suited for combat. His goal is to cast the
ritual he’s devised to interrupt Lua’s connection with her warlock patron, hoping to stop her
assault.
Mariano has an AC of 14 because of the protective shield he cast around himself before the
ritual. He is immune to the Dredge Servitor’s Call of the Deep action, has positioned himself far
enough away to not be in range of the Kraken Tentacles’ attacks, and does not need a hit point
amount. His sole and unique goal in this fight is to complete the ritual.
Place a counter on the battle map -- a physical d6 if you’re playing in person, or a text
countdown, if you’re playing virtually -- starting at 4. On initiative count 20, after the Kraken’s lair
action, Mariano’s ritual counter decreases by 1. If Mariano takes is hit with any attack, he must
make a Constitution saving throw to maintain concentration (he has a +4 to this roll).
On a failure, the ritual counter does not decrease that round; however, Mariano can use this
chance to cast a spell and relocate. The ritual does not reset on a failure, and continues to lower
after the next round, provided Mariano doesn’t fail his next Constitution saving throw.
Encounter Guidance
• Any creatures that rolled above 20 for initiative take their turns in combat.
• The Siege Phase takes place, each party taking three Siege Actions.
• One of the Kraken’s lair actions goes into effect.
• Mariano’s ritual counter decreases by one, provided he is present and did
not lose concentration.
• All creatures that rolled below 20 for initiative take their turns in combat.
KRAKEN TENTACLE
Large Monstrosity
ACTIONS
Multiattack. The kraken tentacle makes two slam attacks, each of which
it can replace with one use of Fling.
Slam. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 16 (3d6
+ 6) bludgeoning damage. The target is grappled (escape DC 14). Until
the grapple ends, the target is restrained.
Fling. One medium or smaller object held or creature grappled by the
kraken tentacle is thrown up to 30 feet in a random direction and
knocked prone. If a thrown target strikes a solid surface, the target takes
3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target
is thrown at another creature, that creature must succeed on a DC 14
Dexterity saving throw or take the same damage and be knocked prone.
DREDGE SCULLION
Medium Monstrosity
ACTIONS
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12
+ 4) bludgeoning damage.
DREDGE SERVITOR
Medium Monstrosity
Aides of the Deep. If at least one dredge scullion is within 60 feet of the
dredge servitor, the DC of its Call of the Deep action increases by 1.
Amphibious. The dredge servitor can breathe air and water.
Electromagnetic Field. The dredge scullion uses electromagnetic waves
to “see” its surroundings. It automatically sees through illusions,
invisibility, and magical darkness. Its truesight is limited in that it cannot
see into the Ethereal Plane and cannot see through true shapechangers.
ACTIONS
Water Jet. Melee Weapon Attack: +6 to hit, reach 120 ft., one target. Hit: 13
(2d8 + 4) piercing damage.
Call of the Deep. The dredge servitor bellows a whale-like cry. A number
of creatures equal to its proficiency bonus (2) must make a Wisdom
saving throw (DC 13). On a failure, the target is compelled to use its full
movement to approach the dredge servitor at the start of its next turn.
Spellcasting. The dredge servitor casts one of the following spells,
requiring no material components and using Charisma as the
spellcasting ability (spell save DC 13, +5 to hit with spell attacks).
All spells cast by the dredge servitor inflict lightning damage instead of
the damage type stipulated in the spell’s text:
The only way to lower the Kraken’s HP is through siege actions. If the players lower the
Kraken’s HP to 0, the Kraken will retreat. The Kraken is a gargantuan monster of impossible
power, making its retreat a victory absolutely worth celebrating. Make sure to take the time to
make this moment shine for your players’ hard work and sacrifice.
If the players did not help Mariano in act II, this marks the end of the adventure; see Act V for
the possible endings. If they did help Mariano, continue on to Act IV.
The Kraken’s goal in its attack is to completely destroy the town of Cape Coral, not its
inhabitants. The Kraken will retreat when it considers this goal met, after which it will retreat.
This does constitute a failure in this encounter -- but there’s ways to continue despite that, since
the death of the PCs is not mandatory for this encounter to end in failure. Make sure to give
plenty of space to describe the ravaged town and the losses that its inhabitants have suffered to
the Kraken attack; failure only makes subsequent victories that much sweeter!
If the players did not help Mariano in act II, this will be the end of the adventure; see Act V for
the possible endings. If they did help Mariano, continue on to Act IV.
If Mariano completes his ritual before either the Kraken or Cape Coral reaches 0 HP, Lua’s
connection to her patron is interrupted. The Kraken’s form shifts and becomes distorted. Its eye
goes from beastly to humanoid, and it retreats in a hurry, plunging beneath the waves.
Onlookers can see flashes of magic under the water as the Kraken continues to change
beneath the waves. It flees north, further up the coast.
This end to the encounter can only be achieved if the players help Mariano during act II.
Continue on to Act IV.
We recommend starting this chapter the day after the Kraken attack. The town of Cape Coral --
or what remains of it, depending on how Act III went -- is licking its wounds. This is a great time
to sell the tragedy of the loss of life during the siege. If you wish to emphasize the sober mood,
start this act at the end of the service for those who lost their lives in the attack, making specific
mention of any named NPCs that died.
As the service draws to a close, sniffling survivors begin to filter out, leaving the graveyard to
mourn and rebuild. There are a few pats on your backs and handshakes offered your way, but
soon, you are left alone at the top of the cliff overlooking Cape Coral. Before you extends a
neat line of freshly dug graves. Behind you stretches [Cape Coral: still standing proud against
the deep blue waters of the Coral Shore] / [the wreckage of the city: what little of Cape Coral
you were able to save.]
After the attack concluded, the party found that Rita and her ship were missing, her crew left
behind on the shore. The plan had been for Rita, with her Armada, to patrol the seas
immediately after the attack to protect the town from any stragglers, but given how close Rita
and Princess Lua were, it’s very likely they are together.
Mariano’s Plea
Based on the direction in which the kraken fled, Mariano believes that Princess Lua is hiding in
the King’s Cove, the ancient burial grounds of the now-extinct royal family of Cape Coral.
For untold generations, the royal family of Cape Coral practiced their own version of burial at
sea. The bodies of dead members of the family were laid in the shallow tide pools of the cave
called the King’s Cove. Crabs and other sea creatures feasted on the bodies, ensuring the souls
passed into the sea, from which they could look upon Cape Coral and defend it from harm.
Mariano remembers Princess Lua arguing with the Council that her family should still be given
their proper death rites. When the Council finally acquiesced, she oversaw the rites herself.
Mariano thought at the time that the bastard princess was surprisingly empathetic, for one who
had suffered at the king’s hands more than anyone, but Princess Lua continued to make regular
trips to the King’s Cove under the cover of night. Now, given the direction in which the Kraken
fled, Mariano believes that’s where the party will find her.
No one but Mariano and the party know of the Kraken’s true identity. Mariano urges the party
not to tell anyone until they know more. If the party tells the Council, they reply that it’s much too
early after the Kraken attack for them to worry about the princess -- but they take note of that
suspicion. The party’s choice to inform the Council or not affects the endings available later for
the adventure.
Mariano urges the party to go after Lua. He knows the princess well, as she spent countless
days enjoying the library both before and after her father’s death, and he finds it hard to believe
that Lua would bind herself to the Deep and attack Cape Coral for no reason.
Only a member of the royal family of Cape Coral, or one of their servants, can enter the King’s
Cove. Fortunately for them, nobody in the Council thought to replace Mariano or change his title
with the change of regime. He gives the party a key carved out of coralite. The key is enchanted
with abjuration magic: if presented at the mouth of the King’s Cove, the veil that protects it will
fall momentarily, allowing the party through.
Aurum
“My dearest darling, I would be ecstatic to slay your bastard of a princess! But... we haven’t
discussed the subject of payment.”
Aurum is only available to be brought to King’s Cove if the party defeated at least two Tentacles
during the fight against the Kraken. If so, Aurum can be found at the docks, overseeing the
loading of the Tentacles onto their flagship. They can be persuaded to accompany the group
with a Charisma (Persuasion) check (DC 14), provided that they get to keep any and all
valuable treasure found in King’s Cove. No exceptions.
If the party did not destroy two Tentacles, Aurum considers the Golden Carvers’ payment for
their support insufficient, and they are busy negotiating with the Council to pay the difference.
Atop a Rock
“I was spawned on the sacred grounds you call the ‘King’s Cove.’ Give them to my kindred,
and I am yours to command.”
Atop a Rock’s eponymous rock is, in fact, the King’s Rock: the altar upon which the royal
family’s bodies are traditionally laid to be consumed by the creatures of the sea. Long ago,
before the last king of Cape Coral was even born, the selkie kindred used the King’s Cove as
the spawning ground for those who were to become their leaders. The last king revoked this
privilege, worried that the mingling of life and death magics would somehow stop the souls of
his family from passing into the sea. The key around Atop a Rock’s neck does not work
anymore, but he keeps it as a reminder of what was taken from them.
He will go with the group on the condition that he be allowed to keep Mariano’s key to the Cove,
and that his kindred are given irrevocable access to it.
Saltmother Cathaysa
“There’s a place on this coast my Lady’s brine cannot seep in. Give me the Cave of Kings for
the Harridan, and I will see that your princess feeds the crabs that feasted on her father’s
flesh far sooner than she expected.”
SALTMOTHER CATHAYSA
Medium Humanoid (Human)
ACTIONS
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if
wielded with two hands.
Spellcasting. Saltmother Cathaysa casts one of the following spells,
requiring no material components and using Wisdom as the spellcasting
ability (spell save DC 14, +6 to hit with spell attacks):
Saltmother Cathaysa is very upset that she and her cult are not allowed into a cave where sea
vermin are ritualistically allowed to eat corpses. Ever since she first learned of the Cove’s
existence, she has taken it as a personal offense that she is barred from entering. She believes
the Sunken Harridan would be most pleased if Cathaysa claimed it for her.
She will accompany the party on the condition that the King’s Cove is granted to the Sunken
Harridan and her followers. Since her goals are diametrically opposed to those of Atop a Rock,
they cannot both be recruited to join the party.
A Princess’s Proposal
If given the chance, Lua will explain her circumstances. Read aloud or paraphrase:
”The first year, I very much intended to kill as many as I could. That’s why I made the pact to
become a Melusine -- for revenge. It was in this very room, as I cried for my family, that the
Deep came to me the first time, and offered me power. My father was unjust, cruel to his
people, and a tyrant; that much is true. He was also the best father anyone could have ever
hoped for. He loved me just as much as he loved my siblings. My mother did as well, even if
she didn’t birth me. My siblings never called me half-sister, much less bastard. No, only the
rebels did.
“Imagine seeing the family that loved and cherished you put to the sword. Imagine seeing
your mother and father cry for their children to be spared, for the rebels to only take them,
only for their pleas to fall on deaf ears. And then, imagine if those very people who murdered
your family made you a symbol of their victory. Made you tacitly cosign the murder of what
you loved most, and what loved you most in this world. I was made the public face of my
family’s killers.
“I don’t regret the first attack. If I could, I would do it again... but not at this price. In my grief, I
was blind to the ramifications that my decision would have, years after. I thought I would relish
attacking Cape Coral year after year. I thought I would love the feeling of becoming an
unthinking, unfeeling creature of destruction, and taking my revenge.
“But even last year it felt so… futile. I killed and destroyed, but when I came back to myself I
found out that most of the rebels had died the first year, and most of the Council managed to
flee. This year, it felt even worse. It doesn’t feel like revenge anymore. It feels like being a true
monster, what the rebels accused my father of being. And yet... I can’t stop.”
Princess Lua regrets her pact with the Deep. She no longer feels like revenge will bring her
succor for what the rebels did to her. Unfortunately, she has no choice in the matter anymore.
She has become a Melusine, a warlock of the Deep. Every year, her patron bestows more and
more power upon her, and every year, she transforms into a Kraken and lays siege to the
surface world. The Deep doesn’t care for the death of surface dwellers, only for the destruction
of the surface world, which is why Lua was so intent on saving lives and actively encouraged
the party to prioritize saving people over ensuring that the town itself remained unharmed.
Lua is horrified by the destruction she’s wrought and wants to be free of the Deep, but if she
were to resist or try to break the pact, she would become a Dredge, like the creatures the party
fought in the Siege.
Princess Lua offers the party a deal. She pleads for them to help her break her pact with the
Deep. They will have one year to do so. If they don’t manage to find a way for Lua to break her
pact, she will put an end to her life herself rather than become a Dredge, or, worse, remain a
Kraken forever.
In exchange, Lua offers to double the payment that the party would receive for the original
mission, along with Rita’s ship and both their help. (If the players told the Council about the
Kraken’s identity, she is unable to offer the gold.) In addition, as the Deep is an extremely
powerful being with extremely powerful warlocks, pursuing this path is bound to lead the party to
even more riches than Cape Coral could ever afford.
The party may then choose whether to take Lua’s deal or to fight her and Rita, putting an
immediate end to the Kraken threat. If they choose the former, proceed on to act IV. If they
choose the latter, continue reading.
Encounter Guidance
RITA
Medium Humanoid (Half-Elf)
ACTIONS
Multiattack. Rita makes two melee attacks with her longsword. She can
choose to use her Smite on either or both of them. Alternatively, she can
make one longsword attack and use her Channel Divinity.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8
(1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with
two hands.
Channel Divinity. Rita has one use of Channel Divinity. She can choose
between two options:
Divine Smite. When Rita hits a creature with a melee attack, Rita can
expend one use of a spell to deal radiant damage to the creature in
addition to the weapon’s damage. She deals 9 (2d8) radiant damage if
she gets 2/day uses of that spell and 14 (3d8) radiant damage if she gets
1/day uses of that spell.
Spellcasting. Rita casts one of the following spells, requiring no material
components and using Charisma as the spellcasting ability (spell save DC
14, +6 to hit with spell attacks):
BONUS ACTIONS
REACTIONS
Protection. When a creature Rita can see attacks a target other than her
that is within 5 feet of Rita, she can impose disadvantage on the attack
roll.
THE MELUSINE
Medium Monstrosity
BONUS ACTIONS
Armor of Storms (Recharge 4-6). The melusine envelops herself in
thunder and gains a +1 to her AC until her next turn. Any creature that
starts its turn within a 5-foot radius of the melusine while her Armor of
Storms is active takes 11 (3d6) lightning damage. If the High Tide lair
action is active, this radius increases to 10 feet.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the melusine takes a lair
action to cause one of the following effects. She can’t use the same effect
two rounds in a row.
High Tide. The water level rises by one foot inside the lair, turning the
space into difficult terrain. Both the melusine’s Storm Blast action and
the Armor of Storms bonus action are affected by this lair action. The
water lowers to its normal level at the start of the next round.
Inky Black Storm. A black cloud fills the lair, lightly obscuring all those
within and granting the melusine half cover against enemies without
true sight or blindsight until the start of the next round.
Pool of Many Faces. The melusine turns to water as jets of water rise
from the pool in the lair and coalesce into perfect likenesses of the
melusine. The melusine can use any action or bonus action from the
location of any of these copies. The copies have an AC of 10 and and hit
point total of 1. An Intelligence (Investigation) check (DC 16) can be made
to ascertain if any of them is a copy or the true melusine. The copies
remain active until hit by an attack or until the start of the next round.
LEGENDARY ACTIONS
The melusine can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and only
at the end of another creature's turn. The melusine regains spent
legendary actions at the start of her turn.
Briny Step. The melusine turns to water and immediately reforms into
her normal form in an unoccupied space that she can see within 30 feet
of her. Any grappled creature or object she’s not wearing is dropped.
Tentacle. The melusine makes one Tentacle attack.
Wave Convergence. The melusine calls the water in a 100-foot radius
around her to rush towards her. All creatures hostile to the melusine
must make a Dexterity saving throw (DC 14) or be pushed 15 feet
towards the melusine. Creatures with a swim speed make this check with
advantage.
• The party drove back the Kraken before Cape Coral’s HP reached 0.
• The party did not meet the Melusine.
Cape Coral, though battered and bruised, still stands tall. The town has survived a Kraken
attack, something that many cities are, sadly, not able to say. Revelry takes over the streets in
an impromptu festival, and the party is celebrated as heroes. The Council awards the party 120
times the remaining HP of Cape Coral in gold. Perhaps the party can come back next year; it
seems like Kraken defense might be a lucrative venture.
• Cape Coral’s HP reached 0 before the party could drive back the Kraken.
• The party did not meet the Melusine.
The destruction of Cape Coral might lead the party to believe that this was also the end of the
town, but nothing could be further from the truth. These people wrestled control of their town
from a tyrant just three years ago, and they will not let anyone or anything take it from them --
not even a Kraken. The Council of Cape Coral has decided to rebuild the town anew, but this
time, they will build it specifically to withstand the attack of the Kraken. The heroes have failed in
their mission, but Cape Coral promises a much more handsome payout if they stay and help
them make sure that the new Cape Coral can withstand the siege of the Kraken when it
emerges from the the deep next year.
After the Kraken’s siege, the party member with the highest passive Perception is awoken by
the sound of water dripping on the floor of their room. A hunched figure emanating a putrid smell
of fish and brine looks upon the party’s sleeping figures. It’s Saltmother Cathaysa! She has the
perfect plan to make sure that next year Cape Coral does not have to worry about a Kraken
attack at all. Cathaysa wants to summon a Kraken loyal to the Sunken Harridan and use it to
fight the one that terrorizes the city every year, and she needs the party’s assistance to make
this plan a reality.
A Golden Ticket
Requisites:
Nobody can make such a large sum of money within a hundred miles of Aurum and expect
them to not hear about it. Aurum invites the party over to the Merry Mermaid to talk business.
They have a very secretive client deeply interested in Krakens, the same client they plan on
selling the Kraken Tentacles to. Aurum offers the party a deal: give them half of what they
earned here in Cape Coral, and they will bring the party to meet with this secret client.
Introductions to the right people are worth more than gold, and as the ones that drove the
Kraken away from Cape Coral, it’s more than likely that this client will have a very lucrative job
to offer to the party -- even more lucrative than what they made here in Cape Coral. If the party
met the Melusine and took her deal, this is a promising lead; someone willing to pay thousands
for Kraken parts might know something about how to break Lua’s pact.
After three years of fear and fruitless rebuilding, the shadow of the Kraken and the memory of
the royal family no longer looms over Cape Coral. Finally, the town can build a future that they
can trust will last. The Council grants the party all the royal regalia that litters the King’s Cove,
adding an additional 1,500 gold’s worth of jewelry to their reward for defending the town.
Atop a Rock knows about the Deep. It features in the legends of the kindred as the mother of all
living things. Legend says she loved her creations so much that she could not stand the thought
of them ever leaving her -- so, when they learned to breathe air and left her seas for the surface,
she grew to hate them. Ever since then, she has sought to drown all of them, plunging the
whole world under water and into her embrace once more, as it was at the beginning of time.
Atop a Rock knows of selkies who worship the Deep, who believe those like Atop a Rock and
his kindred to be traitors, poisoned by breathing surface air. They live in underwater kindreds
and never leave the surface. Hoping to establish a connection between the surface selkies and
those of the Deep; Atop a Rock’s father left years ago and never came back. The selkie wants
nothing more than to know what fate befell his father, and will take the party to the settlements
of the merfolk that worship the Deep. It will be dangerous, but few know more about the Deep --
and, potentially, how to break Lua’s pact.
Royal Entourage
Requisites:
And so, the party sets off with two new members alongside them: a Paladin of Love and a
warlock princess bound to a fathomless entity older and more powerful than the gods. They
have the riches of King’s Cove (if they didn’t take Aurum along), along with whatever they made
defending Cape Coral, but they have also acquired a warship, two new companions -- and a
quest.
License
Creative Commons
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by
Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-
reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0
International License available at https://creativecommons.org/licenses/by/4.0/legalcode.