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Storm Rising

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0% found this document useful (0 votes)
165 views58 pages

Storm Rising

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Storm Rising - A Pointy Hat Kraken Week Adventure minutos

PLAYTEST CONTENT
Hello! This is Playtest Content! As such, it
might change in time, this is not a final release.
There’ll be channels to give feedback on this
article and future articles soon!

DISCLAIMER: This material is protected under


the copyright laws of the United States of
America. Any reproduction or unauthorized use of
the material or artwork contained herein is
prohibited without the express written permission
of its author.
This product is a work of fiction.

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
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@GinnyDi Denunciar abuso Saiba mais
Additional Character Art by Santiago Varela
Taborda @bluepigart Atualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken Week Monster
Additional Adventure
Art by Pilar Hernández minutos
@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
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combat encounters in one day -- we Denunciar abuso Saiba mais
suggest that you increase the level of
difficulty by increasing the HP and AC of theAtualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken Week Adventure
provided stat blocks, and even exchange minutos
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.
○ Natural Disasters: The Kraken attack
is framed deliberately as analagous
to a hurricane or tsunami, and many
of the NPCs’ experiences and
reactions to the previous attacks are
reminiscent of survivors of natural
disasters. If you feel that this topic is
likely to make players at your table
uncomfortable or upset, you can
play up the monster-hunting aspect
of the preparations and gloss over
the long-term effects of the previous
attacks.
○ Abuse: The Council of Cape Coral
alleges that Princess Lua’s late
family brutally abused her, which is
why she was used as the figurehead
of the revolution. This is not true,
and Lua herself does not claim that
it is. While this is not treated lightly
and is an important part of Lua’s
backstory and plot, it is a very
sensitive topic. If you or any of your
players would be made
uncomfortable by this, you can
simply reference her being
mistreated by her family and not go
into any further detail; or have the
Council instead claim that she chose
to rebel against her father for his
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○ Child Death: Mama Magda’s
motivation to take care of the town is
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Storm Rising - A Pointy Hat Kraken Week Adventure
informed by her loss of her two sonsminutos
during the rebellion. If this is a line
for you or any of your players, you
can have her sons remain alive, and
have her motivation to support the
rebellion and fight the Kraken be
purely out of empathy rather than
grief.
○ Spouse Death: Rayco’s motivation
to fight the Kraken is informed by his
loss of his wife to the Kraken’s first
attack. If this is a line for you or any
of your players, you can have his
wife remain alive, and have his
motivation to kill the Kraken tie into
his whale-hunting career or revenge
for an injury his wife sustained.

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,
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they’re pointed to Princess Lua. Denunciar abuso Saiba mais

Running the Adventure


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In order to help you run this game smoothly, the


adventure is organized into six main sections:
● A Town with an Ocean View: The party’s
introduction to Princess Lua, containing the
quest information they’re given.
● The Calm before the Storm: The options
for how the players can spend their
preparation time, containing each of the
factions and their leaders they can meet
and how to convince them.
● Storm Rising: How to run the Kraken’s
siege, with brand new Siege Rules and
Siege stat blocks for the Kraken and the
town.
● The Eye of the Storm: An additional
encounter after the siege, which can only
occur if the players learn the true identity of
the Kraken.
● After the Rain: All of the possible endings
to the adventure, which vary based on the
players’ decisions and successes.
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
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time Google
goes on, or keeping a visible countdown to the Denunciar abuso Saiba mais
time of the attack.
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Act I: A Town with an


Ocean View
The adventure begins as the characters arrive in
Cape Coral, quest in hand. Read aloud or
paraphrase:

The sun is rising over the ocean as you enter


Cape Coral for the first time, spilling like flame
across the gray, choppy waters. The main street
of Cape Coral runs parallel to the waterline, and
is made of shells so crushed over time that they
have hardened into a road. A few shops line the
street, although some look to still be in the
process of being built – or rebuilt. A few wooden
stalls sit between the shops and the roadway
proper, providing a barrier between foot traffic
and passing carts. The stalls sell everything from
clothing and housewares to vegetables and
prepared food -- and, of course, fish -- but most
of them have the look of either temporary shacks
or half-rebuilt works in progress. The citizens of
Cape Coral, it seems, are either in the process of
reconstructing their shops or have given up
entirely, knowing that Kraken will come to destroy
them once again no matter what.

The end of the road bends sharply away from the


ocean and begins to incline toward a white stone
cliff. At the top sits the Coral Castle: once the
home of the royal family, now the seat of the City
Council. The castle, made from great blocks of
sandstone and the city’s signature bright coralite,
stands out from the white cliff below it in its
colorful splendor. Depending on the time of day,
the walls seem to vary in color from pink to
orange, but they always give the impression that
this is a place of power.

Cape Coral is a large, prosperous port city, a


growing hub of trade. It is home to a thriving fishing
guild and a whaling enterprise; it is the home base
of both a wealthy pirate band and a prominent cult
to the sea goddess known as the Sunken Harridan;
and it is closely allied with a local Merfolk
settlement. Ever since the people banded together
three years ago and overthrew their tyrannical king,
Cape Coral has been led by a representative
Council. Princess Lua, the bastard daughter of the
former king, aided in the uprising against the royal
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family, and now sits on the Council. Denunciar abuso Saiba mais

Princess Lua receives you in the Council room. Atualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken Weekthe
Formerly Adventure
throne room of her father, the King, minutos
it is still a grand space, with high, arching ceilings
and huge windows that open to the sea, but
frescoes and statues depicting the royal family’s
history have been replaced by simple
landscapes and artisan crafts. Instead of a
throne, a large, round table sits on the dais; its
surface is made of polished driftwood, its legs
huge branches of coral. The room’s peach-
colored sandstone walls muffle the sounds and
the heat from outside, despite the open windows
which allow in the cool ocean breeze. A beautiful
young half-orc woman sits in an unassuming
rattan chair at the Council table, a half-elf in full
armor standing at her shoulder.

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
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preparations with Rita, the Captain of the Denunciar abuso Saiba mais
Royal Armada, and Fernán, Cape Coral’s
artillerist. While they finish their work, she Atualizado automaticamente a cada 5
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needs the party to go out into the town. minutos
- 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.
- Lua gives the party a map, marking each of
these locations.
- She warns the party specifically against
speaking with and getting tangled up in the
research of Mariano, the Royal Librarian.
He’s one of the few members of the king’s
court who has retained his position -- mostly
because nobody is interested in taking his
place. He’s been wasting his time trying to
research the Kraken, believing that there’s a
solution to its attacks in his books
somewhere, but he hasn’t found anything in
two years.
What Lua doesn’t tell the party is that she knows
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exactly why the Kraken attacks every year, and Denunciar abuso Saiba mais

what it is -- or, more accurately, who. Contrary to


the claims of the Council and, therefore, the beliefsAtualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken Week Adventure
of the townsfolk, Princess Lua was beloved by her minutos
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.

Act II: The Calm before


the Storm
The party has two days and one morning to
prepare for the attack. Each day is divided into
three sections: Morning, Afternoon, and Night.
Trying to convince a faction to help in the defense
of Cape Coral against the Kraken will take up one
of these time periods -- and if the party wishes to
work at Night, they must succeed on a
Constitution saving throw (DC 10) or take a point
of exhaustion.

We strongly suggest communicating to your


players that nearly all of these activities must be
completed by a full party. Dividing the group is
dangerous, as many of the encounters are combat
scenarios. We also suggest that you communicate
to your players what the boons of each faction will
be during the upcoming fight, either through Lua or
out of character, before they commit to spending
their time convincing them.

Before Princess Lua sends the party off to meet


any of the factions, she will discuss with them the
preparations she’s already made (see The
Artillerist and the Captain below). After that, the
players are free to proceed in whatever order they
choose.

The Artillerist and the Captain:


The great doors to the Council room swing open
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dramatically, and the hand of the paladin at Lua’s
side jumps to the hilt of her sword -- but she
relaxes immediately upon seeing the newcomer. Atualizado automaticamente a cada 5
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A human man, broad and imposing, tattoos
peeking out from underneath his black leather
attire, crosses the room in a few long strides,
greeting Rita with a sloppy salute and Lua with a
nod and a smile, mostly hidden behind his dark
mustache.

“This is Fernán, the lead artillerist of Cape


Coral,” Princess Lua introduces. “He and Rita --
Captain Rita, that is -- have been working hard
on preparations for the attack.”

The woman at Lua’s shoulder finally takes off her


helm, resting it on her hip to speak with you. She
has a sunburnt, freckled face set in a seemingly
perpetual scowl, but the expression seems more
determined than belligerent. “Here’s what we’ve
got,” she says.

Fernán and Rita will fight alongside the players


during the siege against the Kraken. As they do not
need to be convinced, it does not take up a section
of the players’ time to speak with them.

Fernán, the Artillerist


Basic Information: human, he/him, late 30s.
Appearance: Behind the soot and gunpowder,
Fernán is a rather handsome man, with the
muscular build of a man who does hard manual
labor. His tan skin is covered in tattoos, which peek
out from under his coarse black leather artillerist’s
gear. He has black hair, though his hairline is
receding, and a thick mustache over a grim-set
mouth.
Tone and Mannerisms: Though Fernán is a man
of few words, his deep love for and loyalty to Cape
Coral is apparent through his determination to
support Princess Lua’s plan.
History and Goals: Fernán was one of the leaders
of the Coral Revolution against the royal family; he
was offered a seat on the Council, but chose to
keep his job as artillerist. The scars that his
cannons left on the Coral Castle have been left
unrepaired as a reminder of what was hard-won
that day. He would never abandon his city in a time
of need, and would be gearing up to defend it with
the full strength of his artillery even if Lua hadn’t
asked.
Boon: Artillery - deals 5 (1d4+2) damage to the
Kraken.
Rita, Captain of the Cape Coral
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Armada
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minutos

Basic Information: half-elf, she/her, early 50s.


Appearance: Rita stands ever at Princess Lua’s
back, perpetual scowl on her sunburnt face. She
has light skin covered with copious freckles and
light brown hair that she wears cropped short. She
wears shining, perfectly maintained plate armor
over her military uniform, which is emblazoned with
countless medals for her many accomplishments.
Tone and Mannerisms: Rita is, above all,
determined to protect Princess Lua. She is
doggedly stubborn and fiercely defensive of her
charge. She speaks with a gruff brusqueness, but
softens visibly when she interacts with Lua.
History and Goals: Rita was a common girl from
Cape Coral who dreamed of serving in the city’s
armada, and she stopped at nothing to make that
dream a reality. When she was eleven, she spent a
week straight standing guard outside the armada’s
then-captain, following him whenever he left the
house and pestering him until he finally acquiesced
and made her his squire. She served the royal
family and their city as squire, then paladin, and
eventually as captain of the armada herself. So
faithful was Rita that she refused to participate at
all in the revolution, causing some to accuse her of
being a loyalist -- but when the revolt was won, she
immediately offered her armada, her crew, and
herself to Princess Lua and the new Council. She’s
pledged to defend the residents of the town, and
their princess, with her life.
Secretly, though, Rita is Princess Lua’s lover,
and loyal to her alone. She is also the only person
aware that Lua is the Kraken. Though it hurts her,
she will obey her Princess’s command to fight the
Kraken -- but she will be ready the moment the
Kraken falls to hide her lover away and nurse her
wounds.
Boon: Armada Attack - deals 7 (2d4+2) damage to
the Kraken.

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
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theirGoogle
heads as if hearing or smelling you on the Denunciar abuso Saiba mais
breeze, then dive quickly into the sea, swimming
out only a short distance before diving deep. Atualizado automaticamente a cada 5
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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, Leader of the Kindred

Basic Information: merfolk (selkie), he/him,


unknown age.
Appearance: Atop a Rock has an almost alien
appearance, with an unearthly beauty and
grandeur. His build is largely humanoid, but clearly
adapted to life underwater, with broad, sloping
shoulders that reduce drag while swimming; long,
muscular arms that end in long, webbed fingers;
extremely developed pectoral muscles; and a long
torso that gives way to a tail similar to the lower half
of a sea lion. His hair is long, silvery, and mottled
like the fur on his body, with a coarse texture more
like the hide of a beast than a humanoid’s hair. His
eyes are wide-set and large, his nose snout-like,
and his lips thin and black.
Tone and Mannerisms: Atop a Rock’s speech is
measured, calm, and deliberate; as the only
member of his kindred who can speak Common,
he’s used to dealing with land-dwellers.
History and Goals: As the leader of the Merfolk
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kindred, Atop a Rock’s only goal is to keep his Denunciar abuso Saiba mais
people safe and thriving. He does not count his age
in years, but he has led his people for countless
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Storm Rising - A Pointy Hat Kraken Week
tides. Adventure
His name might seem strange to above-sea minutos
cultures, but every member of Atop a Rock’s
kindred is named after the place where they were
spawned. In the Merfolk’s own language, these
names are easy and fast to say, but they can get
unwieldy when translated to the common tongue --
for example, the previous leader of the kindred was
named Under the Dead Portion of the Coral Reef.
Boon: Kindred Song - imposes disadvantage on
the Kraken’s attack rolls until the end of the Siege
Phase.

Encounter: Trial by Combat

Long ago, the city of Cape Coral made a pact with


the Merfolk kindred who resided in the Kin-
Grounds, this stretch of beach and underwater
cave systems: the city would recognize the
kindred’s sovereign land and respect their
independence, and in turn, the Merfolk would
contribute to the city’s fishing efforts, corralling
schools of fish into the city-folk’s nets and sharing
the yield. They have maintained this symbiotic
relationship for generations -- but the new
government has not reinitiated diplomacy with the
kindred to prove that they are still worthy hunt-
mates. Since the party has been chosen by the
princess, Atop a Rock asks them to represent her
in a trial by combat. They’ll choose a number of
fighters equal to the party’s numbers to make it a
fair fight.

● Enemies: Atop a Rock, 2 Merfolk Bruisers,


1 Merfolk Wavesinger

● Atop a Rock will swear -- and make the


player characters swear -- that the fight
won’t turn deadly. He and his kindred will
deal non-lethal damage, and he expects the
party to do the same.

● Atop a Rock and the Merfolk Bruisers will


use Pack Tactics and Atop a Rock’s Might of
the Kindred trait to go on the offensive,
while the Merfolk Wavesinger concentrates
on support and healing from the backlines.
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Atop a Rock will forfeit when he’s the last Denunciar abuso Saiba mais
one standing and his HP is low enough
(below 20).
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Storm Rising - A Pointy Hat Kraken Week Adventure minutos

● If the party has maintained their agreement


and has not used lethal force during
combat, the kindred will heal their wounds
during a Short Rest after combat,
regardless of the outcome.

ATOP A ROCK
Medium Humanoid (Merfolk)

Armor Class 16 (Natural Armor)


Hit Points 90 (12d8 + 36)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 17 (+3) 10 (+0) 14 (+2) 14 (+2)
Saving Throws Con +6, Wis +5
Skills Athletics +7, Nature +3, Persuasion +5,
Survival +5
Senses passive Perception 12
Languages Common, Aquan
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Aquatic Affinity. If Atop a Rock spends at least 4
hours submerged in water, he adds 10 feet to both
his walking and swimming speed until the end of his
next long rest.
Amphibious. The merfolk Atop a Rock can breathe
air and water.
Might of the Kindred. Atop a Rock gains a +1 to all
attack rolls and damage when a friendly merfolk he
can see is within 30 feet of him.
Next in Line. Atop a Rock gains a +1 to all saving
throws when he starts his turn with 45 hit points or
fewer.
Pack Tactics. Atop a Rock has advantage on an
attack roll against a creature if at least one of Atop a
Rock's allies is within 5 ft. of the creature and the ally
isn't incapacitated.
Trident Tactics. When Atop a Rock makes a
successful melee attack with his trident, he can use
one of the following maneuvers as part of the attack
action.
● Paralyzing Strike. The target’s speed is
reduced to 0 and it cannot use any abilities,
spells, or actions that change its current
position until the end of its next turn.
● Sprinting Strike. Atop a Rock can move up
to half his movement speed without
provoking attacks of opportunity after
dealing damage to the creature.
● Shutdown Strike. The creature cannot
perform the same action it last performed,
including legendary actions, until the end of
its next turn.
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
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ft., one target. Hit: 7 (1d6 + 4) piercing damage. Denunciar abuso Saiba mais

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 7 (1d6 + 4) piercing damage. Atualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken Week Adventure minutos
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)

Armor Class 13 (hide Armor)


Hit Points 67 (9d8 + 27)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 17 (+3) 10 (+0) 12 (+1) 10 (+0)
Saving Throws Con +5
Skills Athletics +5
Senses passive Perception 11
Languages Common, Aquan
Challenge 2 (450 XP)
Proficiency Bonus +2

Amphibious. The merfolk bruiser can breathe air


and water.
Aquatic Affinity. If the merfolk bruiser spends at
least 4 hours submerged in water, it adds 10 feet to
both its walking and swimming speed until the end
of its next long rest.
Pack Tactics. The merfolk bruiser has advantage on
an attack roll against a creature if at least one of the
merfolk bruiser’s allies is within 5 ft. of the creature
and the ally isn't incapacitated.

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)

Armor Class 13 (hide Armor)


Hit Points 27 (5d8 + 5)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
9 (-1) 14
Publicada usando o Documentos Google(+2) 14 (+2) 10 (+0) 15 (+2) 10 (+0) Denunciar abuso Saiba mais
Saving Throws Wis +4
Skills Nature +2, Perception +4, Survival +4
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Storm Rising - A Pointy Hat Kraken Week
Senses Adventure
passive Perception 14 minutos
Languages common, aquan.
Challenge 2 (450 XP)
Proficiency Bonus +2
Amphibious. The merfolk wavesinger can breathe
air and water.
Aquatic Affinity. If the merfolk wavesinger spends
at least 4 hours submerged in water, it adds 10 feet
to both its walking and swimming speed until the
end of its next long rest.
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):
● At will: poison spray, resistance, shillelagh
● 2/day each: cure wounds, faerie fire, healing
word, thunderwave
● 1/day each: enhance ability, flaming sphere,
moonbeam

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.

The Golden Carvers


Despite the tension in the air around you, the
Merry Mermaid always bustles with life and good
cheer. Several pairs of shrewd eyes follow you,
though, as you climb weather-worn stairs all the
way up to the third floor and knock on the door
with the golden handle.

A well-dressed half-elf, bedecked in jewelry,


shows you in through an apartment twice as
opulent as Coral Castle itself, and into... the
bathroom? The room is richly appointed, with
painted tilework, gold and porcelain fixtures, and,
in pride of place by the open window, a claw-
footed, solid gold bathtub.

A human reclines in the tub, arms splayed out to


rest on its lip and head lolled to the side in
complete relaxation. They regard you with
hooded eyes, gold shimmering on their lids, and
a crooked smile.
“I hear
Publicada usando o Documentos you have a business... proposition for
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me.”

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Storm Rising - A Pointy Hat Kraken Week Adventure minutos

Aurum, Captain of the Golden


Carvers

Basic Information: human, they/them, early 30s.


Appearance: Fitting their name, Aurum is covered
in gold. They have deep brown skin and jet black
hair, immaculately laid in finger waves framing their
face. When not in the bath, they wear high-waisted
pants, mostly covered by thigh-high black leather
boots that tie with leather garters to their belt; a
floor-length black leather coat matches their boots,
with nothing but their exposed, scarred torso
underneath. The tall heels of their boots, the
jewelry that drips from their ears, neck, and fingers,
and the gold eyeliner perfectly applied to their lids
betray a penchant for form over function that even
extends to their choice of weapon. Their scimitar
and cutlass have been gilded from pommel to tip,
their true, deadly steel only peeking through the
scuffs on the blades.
Tone and Mannerisms: Aurum is confident and
cunning -- and not at all interested in hiding it from
anyone who speaks to them. They draw out their
words and lace them with double meaning, taking
as much space as possible both with their gestures
and their sheer presence. They have an
exaggerated, cocky way of moving their body when
they talk, and a certain performativity to all they do,
but that shiny veneer is replaced with cold, hard
calculation and short, cutting sentences when
Publicada usando o Documentos Google
talking business. Denunciar abuso Saiba mais
History and Goals: Aurum is the latest captain of
the Golden Carvers, an extremely rich pirate band
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Storm Rising - A Pointy Hat Kraken
that Week Adventure
allied itself minutos
with the rebels of Cape Coral during
the revolution. They took leadership of the crew in
a bloody battle against the Carvers’ previous
captain -- Aurum’s former lover. Rumor has it that
Aurum won by turning the former captain’s blood
magic against her, and that upon her death Aurum
stole her power and became a Blood Thief. Aurum
transformed the Bloody Carvers into the Golden
Carvers, and made a series of strategic moves that
filled their coffers into the fortune they hold today.
Since they helped the rebels, the Golden Carvers
have become a mainstay in Cape Coral, using it as
their base port. Unlike most pirates, they have little
interest in making a quick buck. They’ll only take
jobs that pay handsomely, or that might lead to
enormous profit down the line.
Boon: Pirate Quartering - deals 7 (1d8+2) damage,
or more if the Kraken is bloodied.

Encounter: Trial by Combat


To convince Aurum to help, the party must first face
them and their Golden Carvers in a fight; if the
party is to lead the defense, they need to prove
they are up to the task and that this is not a losing
battle. Aurum does not take jobs that can go wrong.
They pit their entire crew against the party,
regardless of the party’s own numbers.

No matter who wins, Aurum will only agree to help


if they are promised the spoils from the Kraken: its
corpse, and any parts, pieces, and secretions it
leaves behind. They plan to sell it to the northern
wizards as spell components, flood the market to
drive down the astronomical price until all their
competitors are forced to retire, and then form a
monopoly. With the right preservation methods, a
Kraken’s corpse can last centuries; with the size of
this one, the Golden Carvers could sell its parts for
generations.

The Golden Carvers currently at the tavern are a


crew of 5, plus Aurum themself. The crew is
comprised of Argentum, Margarita, Carbuncle,
Sapphyrus, and Cuprum, who are all Bandit
Captains. If you prefer a higher challenge,
consider raising the damage of Aurum’s weapon
attack and change the stat blocks to be 2 Bandit
Captains, 2 Veterans, and 1 Knight.

● Enemies: Aurum, 5 Bandit Captains


Publicada usando o Documentos●Google
Aurum has no desire to kill the party, but Denunciar abuso Saiba mais
does want to dispatch them quickly if they
are no match for them. They will not hold
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Storm Rising - A Pointy Hat Kraken Week
back,Adventure
but won’t kill any of them unless the minutos
party kills one of their crew.

● Aurum will use their blood magic to extend


their survivability in combat, and they’ll
make liberal use of their Cunning Action trait
to weave in and out of the front lines.

● Aurum will forfeit if the party threatens to kill


one of their crew or if their HP goes below
20 and they have no uses of Blood
Transfusion left.

● A Golden Carver cleric will take care of


Aurum’s wounds as they get back into the
tub, along with the injuries of the rest of the
Carvers.

● Aurum will gladly command their cleric to


heal the party, too, for only 100 gold pieces
per person. Anyone who agrees receives a
level 2 cure wounds and a lesser restoration
to cure Aurum’s poison.

AURUM
Medium Humanoid (Human)

Armor Class 15 (studded leather)


Hit Points 78 (12d8 + 24)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
9 (-1) 19 (+4) 14 (+2) 16 (+3) 14 (+2) 15 (+2)
Saving Throws Dex +7, Int +6
Skills Deception +8, Insight +5, Investigation +9,
Perception +5, Sleight of Hand +7
Damage Resistances poison
Senses passive Perception 15
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Blood Purge. Aurum has advantage on saving
throws against poison.
Evasion. When Aurum is targeted by an effect that
allows them to make a Dexterity saving throw to
take only half damage, they take no damage if they
succeed on the saving throw, and only half-damage
if they fail.
Sneak Attack. Once per turn, Aurum deals an extra
14 (4d6) damage when they hit a target with a
weapon attack and have advantage on the attack
roll, or when the target is within 5 feet of an ally of
Aurum that isn't incapacitated and Aurum doesn't
have disadvantage on the attack roll.
Turn Bloody (Recharge 5-6). When Aurum inflicts
damage to a creature, Aurum can turn the creature’s
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bloodGoogle
against it. The creature must make a Denunciar abuso Saiba mais
Constitution saving throw (DC 14). On a failure, it
takes 11 (3d6) poison damage.
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Storm Rising - A Pointy Hat Kraken Week Adventure minutos
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:
● Blood Transfusion. Aurum heals for an
amount equal to half the damage inflicted by
their Sneak Attack, rounding down.
● Blood Stain. The creature damaged by the
Sneak Attack must make a Constitution
saving throw (DC 14). On a failure, the
creature is poisoned for 1 minute. It can
repeat this saving throw at the end of each
of its turns.
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.

Cape Coral’s Citizens


The main plaza of the town, leading into the
harbor, still bears clear signs of last year’s attack.
Scaffolding supports the façades of the buildings
lining the square, and the sandstone and coralite
paving-stones are cracked and worn beyond
normal use. Even more obviously evident,
though, are the signs of preparation for the
upcoming attack. Some townsfolk rush around,
building barricades from sandbags and old
furniture, gathering makeshift weapons like
fishing harpoons and smithing tools, piling up
stores of drinking water and salted food. Others
watch with disapproval, murmuring to each other
in doubt or disbelief.

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.
Publicada usando o Documentos Google is largely human, although there are Denunciar abuso
The population Saiba mais
sizeable orc and sea elf communities. Halflings and
dwarves, and their descendants, are rare in Cape
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Storm Rising - A Pointy Hat Kraken Week
Coral Adventure
because of its geographical location, though minutos
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.

Encounter: Skill Challenge


The common folk of Cape Coral have no chance
against the Kraken and its minions, and it’s too late
to fortify the town and protect the buildings. The
only solution is for the townspeople to flee, and
only come back when the coast is clear. Present
the party with a skill challenge: allow them to be
creative in what methods, skills, and even spells
they want to use to persuade the citizens. Prompt
each member of the party to make one skill check
(base DC 16), describing how they use that skill to
convince -- or coerce -- the people of Cape Coral to
flee. For example, they can use a Charisma
(Persuasion) check to speak convincingly, but they
could also use an Intelligence (Arcana) or Wisdom
(Survival) check to explain the details of how
dangerous the Kraken is.

This is a hard challenge: the players need to get


four successes before they get three failures.

[TIP: reward your players for creativity and


cleverness! If they come up with a brilliant idea
or roleplay especially well, lower the DC or grant
them Advantage. If it’s a bit of a reach, raise the
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DC Google
or grant them Disadvantage on their checks.] Denunciar abuso Saiba mais

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Storm Rising - A Pointy Hat Kraken Week Adventure
Skill Challenge Rules
minutos

In order to pass a skill challenge, the party must


achieve a certain number of successes before they
get a certain number of failures. Similar to death
saving throws, it’s two simultaneous counters. Also
like death saving throws, natural 20s count as two
successes. Allow the party to keep making skill
checks, explaining how they use that skill to work
on the challenge, until they fill either the success
counter or the failure counter.

Feel free to add nuance to the result depending on


the degree of success or failure they achieve. They
acquire the boon concerned if they succeed, and
don’t if they fail -- but if they fail by a very slim
margin, consider giving them a weaker version of
the boon, or only one use of it, or grant them the
mechanical effect but not the full narrative effect. If
they succeed by a high margin, perhaps their
success carries over to the next task they tackle in
some way, or grants them advantage on their first
use of the boon they’ve acquired.

The Fishing Guild


At the center of Cape Coral’s coast lies the great,
imposing harbor, where warships and trading
galleons dock. To the south is the armada’s
shipyard, masts proudly flying the Cape Coral
standard. To the north, though, are the docks the
humbler vessels call home. Rickety wharfs lined
with little fishing-boats give way to long piers,
stretching towards the horizon. There is, of
course, a pervasive stink of fish, but the smell of
rich spices overpowers even that.

You follow your noses to the front of the Fishing


Guild, where a middle-aged half-orc stirs a
bubbling cauldron filled with enough delicious-
smelling fish stew to feed an army. She looks up
as you approach, beaming in welcome.

Mama Magda, Guildmaster of the


Fishing Guild
Basic Information: half-orc, she/her, early 50s.
Appearance: Mama Magda has the well-built
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frameGoogle
of someone who hoists and carries nets full Denunciar abuso Saiba mais
of fish for a living, and the belly of someone who
cooks fish for groups that never go below the Atualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken Week
double Adventure
digits. Her green skin is a shade darker on minutos
her shoulders and forehead from the constant sun,
and lines are carved deeply into her face from a
lifetime of broad smiles. She has a scar across her
nose that she tells the children of Cape Coral she
got during the uprising -- but that she actually got
when she first got on a boat and slipped.
Tone and Mannerisms: Mama Magda greets
everyone with a wide, welcoming grin and a
motherly hug, and listens carefully to the party’s
proposal before agreeing unconditionally to help.
However, her maternal demeanor belies a core of
grief and a spine of steel.
History and Goals: Mama Magda joined the Cape
Coral revolution when she heard about the way the
previous king and his family abused his bastard
daughter. She agreed with the revolutionaries’
cause, but it was the mistreatment of that young girl
that pushed Magda, a mother of two herself, to
finally take up arms. She and her two sons
swapped their nets for blades and fought in the
uprising. Mama Magda became a mother figure to
many of the young rebels, stitching their wounds
with fishing line and covering them from enemy fire
-- but while she gained many surrogate children
during the fight for Cape Coral, she lost her own
two sons in battle. Once the king was deposed and
the child who inspired her to take up arms was
freed from her torment and added to the ruling
Council, Mama Magda grieved her children the only
way she knew how: she took care of the town she
loved nearly as much as her two boys. She
continues to do so to this day, and has risen as the
new guildmaster for the fishing guild. She takes her
twin fishing boats, which she named for her sons,
sets sail before the sun rises in the morning, and
comes home with nets full of food to share every
evening.
Boon: Trapping Net - limits the Kraken to two
Siege Actions per round while in effect (one use).

Encounter: Skill Challenge


Mama Magda is very willing to help, and needs no
convincing to stand with Princess Lua. She does
need a hand putting her plan together, though.
Magda is famed for her never-breaking fishing nets,
and she’ll share her secret with the party: they’re
made out of Mermaid Hair. No, not the actual hair
of actual merfolk, but a thin, wiry substance
secreted by a type of crab that lives in the coral
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reefsGoogle
close to Cape Coral. With enough Mermaid Denunciar abuso Saiba mais
Hair, Mama Magda could reinforce some of her
nets enough to withstand even the Kraken -- and Atualizado automaticamente a cada 5
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evenWeek
slow itAdventure
down. The only problem is that minutos
Mermaid Hair Crabs are notoriously difficult to find.

The party must dive into the waters off the shore
and look for Mermaid Hair Crabs. Have each of the
players make a skill check (base DC 15). They
might use a Wisdom (Survival) check to find the
crabs’ habitat; a Wisdom (Perception) or
Intelligence (Investigation) check to find the crabs
themselves; or Wisdom (Animal Handling) or
Dexterity (Sleight of Hand) checks to acquire the
Mermaid Hair. However, feel free to let your players
come up with different strategies and ways to
gather the hair! This is a medium-difficulty
challenge: they must achieve four successes
before they get four failures.

The Whale Hunters


The harbor is the heart of any port town, and
Cape Coral is no different. The road from the
castle leads straight through the city’s main plaza
directly down to the large marina. It’s not nearly
as full as it could be; most of the docks --
themselves clearly rebuilt from pieced-together
detritus -- stand empty.

The biggest ship currently docked is a battered


behemoth of a whaleship. Smoke pours from a
furnace behind the mast, and smaller boats
swing from its sides. A lone man sits on the
bowsprit, a smaller plume of smoke rising from
his pipe.

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
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whales around the Coral Shores for the better part Denunciar abuso Saiba mais
of forty years. Rumor has it that he started sailing
as a pirate, but fell in love with a woman in Cape Atualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken Week
Coral. Adventure
In order to settle down with her, he minutos
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).

Encounter: Trial Combat


Rayco wants to take revenge on the Kraken for
killing his wife. He’s designed a harpoon he
believes could cripple the Kraken, but he doesn’t
feel comfortable putting his life in mortal danger
without being sure that it does. He made a promise
to his wife that he wouldn’t do anything stupid, so
he’s going to test this plan’s stupidity before
committing to it. He asks the party to act as a
replacement for his whale-hunting crew -- or, more
accurately, as bait.

The party must dive into the sea and distract Old
Graybeard, an ancient, formidable whale that
Rayco has been attempting to hunt for years, while
Rayco uses his harpoons against it to test their
efficacy. While the fight will end if the party
successfully reduces Old Graybeard’s HP to zero,
all they truly need to do is survive for three rounds.
At the end of each round of combat, Rayco
launches a harpoon from his ship, automatically
hitting Old Graybeard. Once Old Graybeard has
taken three harpoons, it falls to 0 HP, allowing
Rayco to capture it.

OLD GRAYBEARD
Huge Beast

Armor Class 17 (natural armor)


Hit Points 184 (16d12 + 80)
Speed 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA
25 (+7) 9 (-1) 21 (+5) 8 (-1) 18 (+4) 6 (-2)
Saving Throws Str +11, Dex +3, Con +9
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SkillsGoogle
Perception +8 Denunciar abuso Saiba mais
Damage Resistances cold
Condition Immunities prone
Senses passive Perception 18 Atualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken Week11Adventure
Challenge (7,200 XP) minutos
Proficiency Bonus +4
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.

The Cult of the Sunken Harridan


South past the harbor, past the shipyard, past
the docks, past all the hustle and bustle of life, a
sheer cliff rises above the sea. It’s a slippery
climb down to where the rocks meet the sea, and
the tide is already beginning to rise as you finally
stand before the mouth of Reek Reef. It laps at
your heels, urging you forward into the damp,
fetid darkness of the caverns.

Even within the cave system, torches guttering


from the water that drips from the walls and
ceilings, the way is treacherous. The slow,
inevitable force of the tides have carved divots
and pools into the rock floor; slick algae and
seaweed grow wherever they can find purchase;
and tiny sea vermin scuttle underfoot and chitter
in your ears.

Finally, you find the cavern opening up before


you. The damp dimness is lit only by the glow of
bioluminescent algae, casting everything in an
eerie blue-green light. Against the backdrop of
salt-crusted stone, the shape of a humanoid,
hunched and gnarled and half overtaken by
barnacles, greets you.

“Who comes to grovel before the Sunken


Harridan?”
Saltmother Cathaysa
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Storm Rising - A Pointy Hat Kraken Week
Basic Adventure
Information: human, she/her, early 70s. minutos
Appearance: Saltmother Cathaysa endeavors to
look as much as possible like the worshippers’
image of the Sunken Harridan. She has
successfully cultivated several colonies of
barnacles on her body. Her eyes are glassy and
clouded by cataracts and constant exposure to salt
water, and she reeks of brine and dead fish. She is,
in fact, human, and only around 70 years of age,
but looks nothing like it.
Tone and Mannerisms: Cathaysa is consumed by
her devotion to her goddess and her leadership of
her flock. Her voice has been almost completely
destroyed by salt water, and she alternates
between slow, painful-looking hobbling and quick,
jerky movements.
History and Goals: Saltmother Cathaysa has led
the cult to the Sunken Harridan since anyone can
remember, and has taken much joy in the attacks
of the Kraken, a monster she believes was sent by
the Harridan herself to bring destruction down upon
those who do not worship her. She could not care
less about local politics or the fate of the town, as
she’s completely consumed by trying to please her
goddess.
Boon: Harridan’s Help - reduces damage to
buildings, increasing the town’s AC by 2.

Those who follow the Sunken Harridan worship the


sea in its most destructive, cruel form. Many do so
out of fear, but just as many follow her out of a
sense of awe and deference. They see the
immeasurable power of the sea as something so
much greater than themselves that it simply must
be worshiped. They do so by praying to the Sunken
Harridan, a monstrous deity who takes the form of
a woman ravaged by age and the ocean in order to
remind mortals the power of the sea against their
fragile bodies. Her skin is pale and blotched with
purples and greens; her lips are blue and torn by
crabs, crayfish, and other sea vermin; her body is
bloated like a corpse left to decompose in water;
she oozes salt water through barnacles that dig into
her flesh. Prayer and religious rites include using
the corpses of the drowned as conduits to the
Harridan’s word; submerging for long periods of
time in salt water until the skin shrivels and cracks
to “let the sea in”; and drinking salt water to induce
thirst, which they believe is a boon granted by the
Sunken Harridan. Needless to say, these rituals
and beliefs do not endear her worshippers to the
general populace.
Encounter: Trial by Combat
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Storm Rising - A Pointy Hat Kraken Week Cathaysa
Saltmother Adventure
will only aid Cape Coral if it isminutos
the will of her goddess. Therefore, she requires the
party to undergo the Trial of the Sunken Harridan.
She leads the group deep into the caves of the
Reek Reef, then prays to her goddess to test them.
The trial in question is a minion rush: At the start of
the trial, 5 Sahuagin appear and 2 Hunter
Sharks attack the party. On initiative count 20 of
the third round, 5 more Sahuagin and 2 Merrows
appear. On initiative count 20 of the fourth and final
round, a statue of the Sunken Harridan awakens as
a Gargoyle and attacks the party. At least one of
the players must survive four rounds, after which all
enemies dissolve into a briny puddle and the statue
will return to inanimate stone.

Cathaysa does not believe for an instant that the


Sunken Harridan might want to stop the Kraken, so
she submits the party to trial in an effort to
incapacitate them. If she succeeds in downing all of
the party members, she plans to drown them as
sacrifices to her goddess. If the party prevails,
though, and survives the Trial, Saltmother
Cathaysa deduces that the Kraken was not, in fact,
sent by the Sunken Harridan, and that the goddess
was in fact testing the party to see whether they
were worthy of fighting alongside her worshippers
against it. Upon realizing this, Cathaysa pledges
wholeheartedly to lend a hand in the upcoming
attack.

The Royal Librarian


Despite the grandeur of its name, the Royal
Library looks more like an enormous storage
closet than a fount of knowledge. Meager shafts
of sunlight peek through shuttered windows,
illuminating thick motes of dust in the air. The
pleasant scent of old books mingles with the
ever-present smell of salt and damp that hangs
over all of Cape Coral. Only a few old
bookshelves, sagging with the weight of their
burden, tower over a huge table in the center of
the room, which itself groans under piles of
manuscripts and stacks of loose papers. The
sound of a scribbling quill fills the room, but it’s
not until you come all the way around the table
that you see its source: a small, elderly gnomish
man, head bent over a sheaf of paper.
Mariano
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Basic Information: gnome, he/him, mid-400s.


Appearance: Mariano could probably reach nearly
four feet in height if he stood up straight, but
centuries of bad posture while reading have
permanently hunched his back. His skin is a deep
brown, the color of old leather, dotted with age
marks and wrinkles. It contrasts sharply with the
pristine white tufts of hair that grow wild at each
side of his face and the equally silvery beard that
grows longer as it travels down his cheeks, ending
at a sharp point.
Tone and Mannerisms: Despite Mariano’s age,
he’s never been more spry than in the last couple
of years. It seems like it was boredom and routine
that slowed him down, rather than old age, and his
once perpetually half-lidded eyes now are wide
open, constantly darting around the room as he
trips over his words.
History and Goals: Mariano is the Royal Librarian
of Cape Coral, and has been for the better part of
four centuries. This isn’t because he’s particularly
gifted at his job -- as a matter of fact, it’s a position
so often overlooked that the new Council hasn’t
even gotten around to changing the “royal” part of
the title. He spends most of his days taking
inventory, stretching the meager monthly stipend
the library gets as much as possible to order new
books, and using his mending pen on broken books
that are nearly as old as himself, but for two years
now he’s added something else to his routine:
research.
Boon: Research - stops the Kraken entirely after 4
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Storm Rising - A Pointy Hat Kraken Week Adventure
Encounter: Skill Challenge minutos

After more than two years of study, Mariano is


convinced he’s close to a breakthrough that could
help stop the Kraken. All he needs is a little more
research, and a fresh perspective. The party can
undergo a skill challenge to help him in his
research. Have each of the players make a skill
check (DC 14) to aid him. The obvious skills to use
are Intelligence (Arcana, History, Nature,
Investigation, or Religion), but encourage your
players to come up with creative ways to help him
with his research through other skills. This is an
easier one: for this challenge, they need to achieve
four successes before they get five failures.

We have prepared specific pieces of information


that the party can glean from their research that will
help you set up the reveal later on in the adventure.
Give these to your players if they succeed with any
of the following skills:
- Arcana: It takes enormous amounts of
power to summon a Kraken, let alone
control it. If the Kraken is not attacking
Cape Coral of its own volition, it’s being
guided by a magic-user or other being more
powerful than Cape Coral has ever seen.
- History: Both the first and second attacks
proceeded nearly the exact same way: the
Kraken swam almost deliberately into the
Cape Coral harbor, laid siege to it,
destroyed roughly two thirds of the town,
and then suddenly dove back into the sea
and disappeared.
- Nature: Krakens do not normally attack the
same place more than once. Indeed, they’re
not known to leave the deepest fathoms of
the ocean at all, unless driven by starvation
or summoned by a powerful outside force.
- Religion: Krakens are associated with an
entity known only as the Deep, a being
more ancient and powerful than many gods.

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.
Act III: Storm Rising
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The Kraken attacks at noon on the third day. Its Atualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken Week Adventure minutos
presence is heralded by a roiling storm that blocks
out the sun.

As the day wears on, the sun rises higher in the


sky, reflecting so brightly off the ocean and the
bright coralite of Cape Coral’s buildings that it
strains the eye. After two days of this, you’ve
grown used to the brilliance of noon on the coast,
and the heat that rises.

Today, though, as morning turns to noon, it


begins to grow colder. The world dims around
you, rather than brightening. People around you
begin to gasp and murmur, pointing at the sky,
where the sun at its zenith is slowly being
covered by thick, black clouds. They move
unnaturally fast, like seafoam rushing in to cover
the shore. Soon, the sun has completely
disappeared from the sky, leaving Cape Coral
shrouded in a dismal gloom. And then it begins
to rain.

The Kraken is coming.

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
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concentration, Mariano will stop the Kraken fight
short, potentially saving the lives of many citizens Atualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken Week
of Cape Adventure
Coral. minutos

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.


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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
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Whichever party rolls higher goes first for Denunciar abuso Saiba mais
that round and performs a Siege Action. This is
immediately followed by a Siege Action from the Atualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken
partyWeek Adventure
that rolled lower; for example, if the players minutos
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.

Cape Coral Siege Stat Block

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
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stat block.
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Storm Rising - A Pointy Hat Kraken Week Adventure
CAPE CORAL - SIEGE minutos

Armor Class 15 (17 with Harridan’s Help)


Hit Points 50 (60 with Safe Haven)
Attack Bonus +5
Damage Bonus +2
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.”
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The Cape Coral Siege stat block contains the HP ofAtualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken Week Adventure minutos
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.

Kraken Siege Stat Block

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
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SIEGE ABILITIES
As Above So Below. The Siege Actions taken by the
Kraken during the Siege Phase affect which lair Atualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken Week
action Adventure
is active in the combat phase. minutos

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.”

The Fight against the Kraken


When not in the Siege Phase, combat proceeds as
usual against the Kraken. As it is far too large and
formidable to fight directly, the small-scale combat
takes place against its tentacles and minions.

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
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● Lightning Crown: The storm crackles with
electricity, charging the atmosphere with its
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Storm Rising - A Pointy Hat Kraken Week Adventure
current. Attacks that deal lightning damage minutos
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
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next round, provided Mariano doesn’t fail his next
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Encounter Guidance

● Enemies: 1-2 Kraken Tentacles, 3 Dredge


Scullions, 1 Dredge Servitor

● This is classified as a deadly encounter by


official CR rules. Though official CR
calculations tend to be lenient, be careful. If
your party has struggled with previous
fights, which were classified as hard, you
might have to readjust this one accordingly,
and vice versa.
● The most dangerous enemies on the board
are the Kraken Tentacles. They can inflict a
ton of damage; to stay safe, the party must
out-maneuver them, since they cannot go
on land and have no ranged attacks.
● The Dredge Scullions are easy to dispatch,
but have a ranged attack and can move on
land. They are most dangerous because
they can use their reactions to empower the
Dredge Servitors and their Call of the Deep.
● The Dredge Servitors will use their warlock
spells to attack the party, but will
concentrate on using their Call of the Deep
to lure them towards the range of the
Kraken Tentacles, so position them for the
most part near Tentacles. A smart party will
be sure to take out the Dredge Servitors
first, once they see their Call of the Deep
ability.
● This encounter uses reactions extensively
to make it feel dynamic and ever-changing,
so keep an eye on all of the enemies’
reactions. Consider using a marker of some
sort to track which enemy has used their
reaction every round.
● Make sure to remember that PCs will trigger
attacks of opportunity whenever they move
out of the Tentacles’ large range. However,
remember that forced movement does not
trigger attacks of opportunity.
● Make sure to use the Kraken’s “Monstrous
Wave” lair action to summon more enemies
whenever necessary. You should strive to
have the same number and balance of
enemies as were present at the start of the
fight (or whichever one you felt best suited
your party’s level of expertise). The
encounter ends when the Kraken retreats
(as detailed below), not when all enemies
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more through the lair actions.
● If Mariano is present in the fight, keep him
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Storm Rising - A Pointy Hat Kraken Week Adventure
present. If enemies are not engaged with a minutos
PC, they will attack Mariano to try to break
his concentration. That being said, reward
the players for helping Mariano during Act II;
don’t punish them by making Mariano’s
ritual impossible to complete.
● None of the dredges have a self-
preservation instinct; they will fight to the
death.
● The order of each round goes as follows:
○ 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

Armor Class 17 (natural armor)


Hit Points 76 (9d10 + 27)
Speed 0 ft., swim 50 ft.
STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 16 (+3) 10 (+0) 18 (+4) 2 (-4)
Saving Throws Dex +5, Con +6
Skills Athletics +9, Perception +7
Damage Immunities lightning
Condition Immunities blinded, charmed,
paralyzed, prone
Senses truesight 120 ft., passive Perception 17
Languages understands Common, Celestial,
Primordial, and Aquan, but can’t speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Electromagnetic Field. The kraken tentacle 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.
Heads of the Hydra. Whenever the kraken tentacle
dies, another kraken tentacle takes its place at the
end of its turn. The new kraken tentacle maintains
the same place in the initiative order as the one it
replaces.
Part of a Whole. The kraken tentacle is a part of a
bigger creature, and therefore does not need to
breathe.
Reactive. The kraken tentacle can take two
reactions per turn.
ACTIONS
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Multiattack. The kraken tentacle makes two slam
attacks, each of which it can replace with one use of
Fling.
Atualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken Week
Slam. MeleeAdventure
Weapon Attack: +9 to hit, reach 20 ft., minutos
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

Armor Class 13 (natural armor)


Hit Points 37 (5d8 + 15)
Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 17 (+3) 5 (-3) 16 (+3) 4 (-3)
Saving Throws Con +5
Skills Athletics +6, Perception +5
Damage Immunities lightning
Condition Immunities blinded, charmed, paralyzed
Senses truesight 120 ft., passive Perception 15
Languages understands Common, Celestial,
Primordial, and Aquan, but can’t speak
Challenge 2 (450 XP)
Proficiency Bonus +2

Amphibious. The dredge scullion 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.
Fresh Blood. The dredge scullion gains advantage
on attacks against creatures that are not missing
any hit points.

ACTIONS
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 10 (1d12 + 4) bludgeoning damage.

DREDGE SERVITOR
Medium Monstrosity

Armor Class 15 (natural armor)


Hit Points 52 (7d8 + 21)
Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 14 (+2) 16 (+3) 9 (-1)
Saving Throws Wis +5
Skills Investigation +4, Perception +5
Damage Immunities lightning
Condition Immunities blinded, charmed, paralyzed
Senses truesight 120 ft., passive Perception 15
Languages Common, Celestial, Primordial, Aquan
Challenge 3 (700 XP)
Proficiency
Publicada usando o Documentos GoogleBonus +2 Denunciar abuso Saiba mais
Aides of the Deep. If at least one dredge scullion is
within 60 feet of the dredge servitor, the DC of its
Call of
Storm Rising - A Pointy Hat Kraken the Deep
Week action increases by 1.
Adventure Atualizado automaticamente a cada 5
minutos
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:
● At will: chill touch, eldritch blast (2 beams)

Ending the Encounter

The encounter can end in three different ways:

The Kraken’s HP reaches 0

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.

Cape Coral’s HP reaches 0

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
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continue despite that, since the death of the PCs is Denunciar abuso Saiba mais
not mandatory for this encounter to end in failure.
Make sure to give plenty of space to describe the Atualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken Week
ravaged Adventure
town and the losses that its inhabitants minutos
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.

Mariano finishes his ritual

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.

Act IV: The Eye of the


Storm
This act taking place at all is contingent upon the
choices of the players during Act II. If players do
not help Mariano, they will not learn the true identity
of the Kraken, and the adventure ends with the end
of the Siege.

After the Dust Has Settled

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
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survivors begin to filter out, leaving the graveyard
to mourn and rebuild. There are a few pats on
your backsAdventure
and handshakes offered your way, Atualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken Week minutos
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
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the princess well, as she spent countless days
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enjoying the library both before and after her


father’s death, and he finds it hard to believe that Atualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken Week Adventure minutos
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.

Gather Your Allies and Venture Forth


The party may attempt to bring one or more of the
NPCs who fought in the Kraken Siege alongside
them to the King’s Cove.

Not all NPCs will go with them: Fernán, Mama


Magda, Mariano, and Rayco, busy with relief efforts
and rebuilding from the attack, refuse to
accompany them. Allowing the party to bring allies
will make any fights easier for them, and might
make them harder for the GM to manage. If you
foresee this being a difficulty, consider handing
control of any allied NPCs to one or more
experienced players during any battles that might
occur, or simply not allowing them along.

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.
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AtopGoogle
a Rock Denunciar abuso Saiba mais

Atualizado automaticamente a cada 5


Storm Rising - A Pointy Hat Kraken Week
“I was Adventure
spawned on the sacred grounds you call minutos
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)

Armor Class 14 (scale mail)


Hit Points 82 (11d8 + 33)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 16 (+3) 13 (+3) 17 (+3) 8 (-1)
Saving Throws Wis +6, Cha +2
Skills Insight +6, Perception +6, Religion +4
Senses passive Perception 16
Languages Common, Aquan
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Healing Brine. Whenever Saltmother heals a
creature that is currently in contact with seawater, it
receives extra hit points equal to her Wisdom
modifier plus her Proficiency Bonus (6).
The Sea Giveth. Whenever she heals a creature,
including herself, Saltmother Cathaysa is healed for
an amount of hit points equal to her Wisdom
modifier plus her Proficiency Bonus (6).
Watery Grave. If a creature is in contact with
seawater, Saltmother Cathaysa can cast Gentle
Repose on it as a bonus action and with a range of
60 feet.
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ACTIONS
Quarterstaff. Melee Weapon Attack: +5 to hit, reach Atualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken
5 ft., Week Adventure
one target. Hit: 5 (1d6 + 2) bludgeoning minutos
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):
● At will: guidance, light, mending, sacred flame
● 3/day each: create or destroy water, cure
wounds, healing word
● 2/day each: bestow curse, gentle repose, hold
person
● 1/day each: control water, spirit guardians,
spiritual weapon

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 Cove for Kings


The journey to the King’s Cove is uneventful,
though it takes two days by foot. Allow the
characters to discuss the many, many happenings
of the adventure; get to know the NPCs
accompanying them better; and plan how to
approach Lua and Rita. On the evening of the
second day, they reach the King’s Cove.

The sun is setting behind the curve of land as


you step out onto rock and sand, finally
approaching the King’s Cove. The beach here is
pockmarked with little pools of water: tide pools,
each filled with colorful coral and little darting sea
creatures. The pools are scattered across the
shore before you like stars, still water reflecting
the dusk sky -- and they’re connected like
constellations, tiny streams linking one to the
next like an astral map, leading you right to the
cave.

The cave itself is made of jet black stone, stark


against the sand, low enough that as the tide
rises the sea must flood the floor of the cave.
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Pointed pillars of coralite jut out from the top of Denunciar abuso Saiba mais
the cave entrance like teeth, making it look truly
like a great mouth -- or, you realize, like a crown. Atualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken Week Adventure minutos
At the mouth of the cave there is a small rowboat;
farther out to sea, Rita’s ship is anchored, empty
and eerily silent. It’s close enough to see that
nobody seems to be onboard.

As you approach, Mariano’s key glows a soft


pink in your hand -- then tugs out of your grasp,
floating toward the cave. The coralite pillars over
the mouth of the cave, too, begin to glow the
same pink, and then the key meets the entrance
of the cave. From its tip a barrier shimmers into
existence, an iridescent membrane like a veil
made of mother-of-pearl. A hole opens where the
key touches, then grows wider and wider. The
membrane parts to let you into the dark cavern,
now lit with glowing coral.

The cave is low-ceilinged and silent for long


minutes, then widens into a large room, flooded
with ankle-deep water. Under the water, the floor is
covered with signet rings, pendants, and crowns,
all glimmering with the coat of arms of Cape Coral.
In the center of the room stands an altar in the
shape of a crown, made out of glowing coralite
rock. Princess Lua sits on the altar, looking
resigned; Rita stands behind her, unwavering, her
hand on the pommel of her greatsword.

“So you came.”

If the party attacks immediately, skip to “A Fight


Against a Melusine.” If they allow her a chance to
speak, Princess Lua will explain herself to the party
and offer a deal.

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
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lessGoogle
bastard. No, only the rebels did. Denunciar abuso Saiba mais

“Imagine seeing the family that loved and


Atualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken Week you
cherished Adventure
put to the sword. Imagine seeing minutos
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
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become a Dredge, or, worse, remain a Kraken Denunciar abuso Saiba mais
forever.
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Storm Rising - A Pointy Hat Kraken Week Adventure
In exchange, Lua offers to double the payment thatminutos
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.

A Fight Against a Melusine

If the party rejects Lua’s deal, a fight ensues.


“I was hoping to take no more lives -- at least,
Publicada usando o Documentos Google Denunciar abuso Saiba mais
this year.”

Princess Lua’s words are filled with regret, but Atualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken
sheWeek Adventure
hunches her shoulders forward in grim minutos
determination. No, she’s not hunching over -- the
skin of her shoulders is bulging unnaturally,
rippling, moving. Growing.

And then, all at once, thick tentacles uncurl from


Lua’s shoulders and back, twisting and coiling as
they lengthen, bright suckers on their undersides
flexing. Lua throws her head back as coral
sprouts from her forehead and scalp, parting her
hair to make way for a beautiful, dawn-pink
crown.

Two final tentacles, thick and powerful, slowly


descend from Lua’s back to the ground, helping
support her weight. Her hands clench and flex,
webbing growing between her fingers. Then, with
unsettling, impossible speed, Lua snaps her
head back up, hair falling over her face. She
stares at you from cross-pupiled yellow eyes,
almost glowing with unnatural, abyssal rage.

The Melusine stretches out her hand from the


roiling mass of tentacles -- and attacks.

Encounter Guidance

● The Melusine is a monster designed to be


deployed in fights where there are many
more players than enemies.
● The Melusine excels at crowd control and
battlefield control. At any time, she should
be able to move out of harm’s way either
during her turn or with a legendary action.
● Have Rita beeline for the backline and exert
pressure on casters. Both Rita and the
Melusine are accomplished spellcasters
and smart enemies; they understand
concentration rules and know who to target
with what abilities.
● The Melusine’s abilities have been designed
to combo with each other. Use her Armor of
Storms to protect her, then use her Tentacle
attacks or her Wave Convergence
legendary action to pull multiple enemies
into range of her Armor of Storms.
● She can also combine her High Tide lair
action with her lightning attacks for extra
damage, or with her Briny Step to get out of
harm’s way.
● Rita can heal the Melusine, and will come to
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her side if the Melusine falls below half HP Denunciar abuso Saiba mais
to protect her with her fighting style.
● When the Melusine falls under half HP, start
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Storm Rising - A Pointy Hat Kraken Week Adventure
playing her more defensively. Use her Inky minutos
Black Storm lair action for half cover and
her Pool of Many Faces lair action to create
confusion among the party.
● After she falls below half HP, the Melusine
will also begin to plead with the party to
reconsider and take her deal; that the fight
is senseless.
● Both the Melusine and Rita will try to deal
non-lethal damage to enemies close to
death. Neither will attack a downed enemy
unless that downed enemy has killed one of
the two and the other still stands.
● Neither Rita nor Lua will abandon each
other. Rita will not flee on her own, but Lua
might attempt to if her HP is low enough.
She will, however, not leave Rita behind,
which means she won’t put more than 30
feet of distance between her and Rita.
● If either Rita or Lua die, the other will refuse
to leave and fight to the death, regardless of
their odds.

RITA
Medium Humanoid (Half-Elf)

Armor Class 18 (half plate, shield)


Hit Points 105 (14d8 + 42)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 16 (+3) 12 (+1) 13 (+1) 16 (+3)
Saving Throws Wis +4, Cha +6
Skills Athletics +7, Intimidation +6, Perception +4,
Persuasion +6
Senses passive Perception 14
Languages Common, Elvish
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Aura of Love. Whenever a friendly creature within
10 feet of Rita makes an attack roll, she can use her
reaction to add her Charisma modifier to the
creature’s attack roll.
Knight of Hearts. Rita’s Aura of Love and Dearly
Beloved traits extend to a range of 30 feet when the
creature affected is the melusine/Lua.
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:
Publicada usando o Documentos●GoogleLoving Embrace. Rita touches a creature. Denunciar abuso Saiba mais
The creature is immediately free of the
following conditions: charmed, frightened,
incapacitated, paralyzed, petrified, and Atualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken Week Adventure
stunned. The creature is also free of any minutos
other effects that negate its free will, such as
possession.
● Galvanizing Affection. Rita chooses a
number of willing creatures (including
herself) equal to her Charisma modifier (3).
For 1 minute, these creatures add half of
Rita’s Charisma modifier, rounded up (2), to
their damage rolls.
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):
● 2/day each: bless, command, cure wounds,
shield of faith
● 1/day each: branding smite, enhance ability

BONUS ACTIONS
Dearly Beloved. Rita chooses a friendly creature
within her aura to be her beloved. While the
creature remains in Rita’s aura, it enjoys the
following bonuses:
● It adds Rita’s charisma modifier (3) to one of
its attack rolls per round.
● Its AC increases by 1.
● It is instantly stabilized if it drops to 0 hit
points.

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

Armor Class 17 (natural armor) (18 with Armor of


Storms)
Hit Points 157 (15d8 + 90)
Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 22 (+6) 19 (+4) 18 (+4) 17 (+3)
Saving Throws Con +10, Wis +8, Cha +7
Skills Deception +7, History +8, Perception +8,
Persuasion +7
Damage Resistances lightning
Condition Immunities blinded, paralyzed
Senses truesight 120 ft., passive Perception 18
Languages Common, Elvish, Aquan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Amphibious. The melusine can breathe air and
water.
Electromagnetic Field. The melusine uses
electromagnetic waves to “see” its surroundings. It
automatically sees through illusions, invisibility, and
magical darkness. Its truesight is limited in that it
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through true shapechangers.
ACTIONS
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minutos
Multiattack. The melusine makes three attacks,
choosing between her tentacle attack or her storm
ray attack for each.
Tentacle. Melee Weapon Attack: +9 to hit, reach 15
ft., one target. Hit: 16 (2d10 + 5) bludgeoning
damage. The target is grappled (escape DC 15). Until
this grapple ends, the target is restrained. As part of
the attack action, the melusine can pull a grappled
creature up to 10 feet toward herself.
Storm Blast. Ranged Spell Attack: +8 to hit, reach 60
ft., one target. Hit: 14 (3d6 + 4) lightning damage. If
the High Tide lair action is active, the damage
increases to 18 (4d6 + 4) lightning damage.

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.
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Atualizado automaticamente a cada 5


Storm Rising - A Pointy Hat Kraken Week Adventure minutos

Act V: After the Rain


Because Storm Rising has a lot of room for player
choice, there are many ways it can end.

Regardless of the ending, the party is paid, either


by Princess Lua or the Council, 120 times the
remaining HP of Cape Coral. If the party reaches
the King’s Cove, they also get 1,500 gold’s worth of
jewelry from the regalia that covers the floor of the
altar room... unless they brought Aurum along with
them.

A Town with an Ocean View


Requisites:
● 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.

Rebuild, Restore, Renew


Requisites:
● 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
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Let Them Fight


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Storm Rising - A Pointy Hat Kraken Week Adventure minutos

Requisites:
● The party recruited Cathaysa in Act II.
● Cathaysa is alive at the end of Act II.
● Cathaysa is alive at the end of Act III.
● The party did not meet the Melusine.

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:
● The party recruited Aurum in Act II.
● The party killed at least 2 tentacles in the
fight against the kraken.
● Aurum is alive at the end of Act II.
● The party won at least 1,000 gold pieces
after defending Cape Coral.
● Aurum is alive at the end of Act III.

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.
A Town Without a Crown
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Requisites:
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Storm Rising - A Pointy Hat Kraken●Week
The Adventure
party met the Melusine. minutos
● The party killed Lua.

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.

Call of the Deep


Requisites:
● The party recruited Atop a Rock in Act II.
● Atop a Rock is alive at the end of Act II.
● The party met the Melusine.
● The party took Lua’s deal.
● Atop a Rock is alive at the end of Act III.

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:
● The party met the Melusine.
● The party took Lua’s deal.
And so,
Publicada usando o Documentos the party sets off with two new members
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alongside them: a Paladin of Love and a warlock
princess bound to a fathomless entity older and
Storm Rising - A Pointy Hat Kraken
moreWeek than the gods. They have the richesAtualizado automaticamente a cada 5
Adventure
powerful
minutos
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.

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