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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
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                                  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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Storm Rising - A Pointy Hat Kraken Week Adventure                                       minutos
                                 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 of the attack.
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Storm Rising - A Pointy Hat Kraken Week Adventure                                        minutos
                                  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
Storm Rising - A Pointy Hat Kraken Week Adventure
                                    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
Storm Rising - A Pointy Hat Kraken Week   Adventure                                      minutos
                                  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
Storm Rising - A Pointy Hat Kraken Week Adventure                                    Atualizado automaticamente a cada 5
                                                                                     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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                                      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
Storm Rising - A Pointy Hat Kraken Week Adventure                                          minutos
                                    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
      Publicada usando o Documentos Google
                               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
                                    Google                                                    Denunciar abuso          Saiba mais
                                    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
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                               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
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                                      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
     Publicada usando o Documentos
                              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
     Publicada usando o Documentos
                                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
      Publicada usando o Documentos
                               frameGoogle
                                     of someone who hoists and carries nets full             Denunciar abuso   Saiba mais
                                     of fish for a living, and the belly of someone who
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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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                                     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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                                       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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                                                                                          Atualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken Week Adventure                                         minutos
                              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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                                                                                     Atualizado automaticamente a cada 5
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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                                                                                       Atualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken Week Adventure                                      minutos
                              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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                               1d20.Google
                                     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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                              players and hand them each a copy of their Siege                Denunciar abuso          Saiba mais
                                 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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                               Character                                                         Denunciar abuso   Saiba mais
                                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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                               around the scene of the fight.                                  Denunciar abuso   Saiba mais
                                        ●     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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                                    on a failure, and continues to lower after the          Denunciar abuso         Saiba mais
                                   next round, provided Mariano doesn’t fail his next
                                   Constitution saving throw.                            Atualizado automaticamente a cada 5
Storm Rising - A Pointy Hat Kraken Week Adventure                                        minutos
                                   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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                                      are dead. If all enemies are dead, summon                   Denunciar abuso   Saiba mais
                                           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
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                                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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                                     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.
                                                                                  Atualizado automaticamente a cada 5
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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                              cannot see into the Ethereal Plane and cannot see                  Denunciar abuso          Saiba mais
                              through true shapechangers.
                                    ACTIONS
Storm Rising - A Pointy Hat Kraken Week Adventure                                              Atualizado automaticamente a cada 5
                                                                                               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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                                   it emerges from the the deep next year.                    Denunciar abuso          Saiba mais
                                 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:
                                                                                         Atualizado automaticamente a cada 5
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.