Staging
This adventure was designed as a one-shot for a party of six level 3 PCs. Scaling is complex; fewer players will probably need more combat aid from the NPCs. During setup describe the players meeting in a tavern common room, but the actual game begins with the text below. For the plot the players are stripped of their equipment and weapons but can keep their armor.Awake. Your head is pounding. It’s dark, but light leaks in between the planks. You hear waves lapping against the wall. You and your companions are sprawled in a tiny room, but your packs and weapons are nowhere to be seen…
Background
The Kraken’s Wrath is a pirate ship with a full crew capacity of 25. Between disease, combat losses, and executions for insubordination only 15 remain so they’re recruiting aggressively. The loyal crew hit the tavern last night, threw a big party, and broke out a “special” keg near the end of the night that knocked out the PCs for kidnapping onto the ship.
However those same crew losses have kindled a faction of mutineers. With the PCs added to their number they believe they can flip the balance of power and take the ship.
Captain Silverlock suspects the impending mutiny but has an ace up his sleeve: a baby kraken trailing the ship. Either the mutineers yield to his control or the whole ship sinks…
Characters
Captain Silverlock
Captain of the Kraken's Wrath
Armor Class 15
Hit Points 58
Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Actions
Pistol. Ranged: +5 to hit, range 30'/90', one target. Hit: 8 (1d10+3) piercing damage.
Pistol Offhand. Ranged: +5 to hit, range 30'/90', one target. Hit: 5 (1d10) piercing damage.
Scimitar. Melee: +5 to hit, reach 5', one target. Hit: 6 (1d6+3) slashing damage.
Scimitar Offhand. Melee: +5 to hit, reach 5', one target. Hit: 3 (1d6) slashing damage.
The captain is a grizzled dwarf ranger. He carries two scimitars and wears a brace of six pistols in combat. At all times he wears a silver horn on a chain around his neck. Unhappy crew may complain to the party that Silverlock dumps good food into the ocean as part of some weird religious rite - this is the only clue to the kraken’s presence. Silverlock spends most of his time in his cabin but may come out on deck to supervise or to consult Arsenault.
The Whip
Captain's Enforcer
Armor Class 11
Hit Points 59
Speed 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 8 (-1) 16 (+3) 5 (-3) 11 (+0) 10 (+0)
Damage Resistances slashing, piercing, or bludgeoning while raging.
Actions
Extra Attack. The Whip makes two attacks per turn.
Greataxe. Melee: +6 to hit, reach 5', one target. Hit: 12 (1d12+4+2) slashing damage.
Rage. As a bonus action may enter rage for 1 minute, gaining damage resistance per above and +2 melee damage (included above).
The Whip is an enormous half-orc, half-giant barbarian. He is Silverlock’s enforcer, trusted to deal out the beatings that maintain authority. The Whip speaks fluent Orcish but only broken Common; overwhelming force is his preferred communication. He sleeps in the captain’s cabin (has his own cot there) but spends most time on deck maintaining order.
Sailing Master Arsenault
Arsenault is a human guild merchant. He uses his knowledge and maps to chart the ship’s course as the captain orders. Like the PCs he was press-ganged into service some time back; unlike the PCs he has no combat skill or spine. He never leaves his cabin in the foc’sle and avoids interaction with anyone but Silverlock.Hobb Sixfingers
Cannon Master
Armor Class 11
Hit Points 25
Speed 25 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 11 (+0) 12 (+1) 13 (+1) 15 (+2)
Actions
Firecracker. Ranged: +3 to hit, range 15', 5' radius. Hit: 3 (1d6) thunder damage.
20lb Powder Keg. Special: +3 to hit, cannot throw but can light and roll at target, 10' radius. Hit: 13 (3d8) thunder damage.
Hobb is the goblin responsible for maintaining the cannons in and out of combat. His job fills him with joy and he will take advantage of the mutiny to toss bombs and spur chaos. Whichever side wins, he’ll claim he was supporting them the whole time.
Chiptooth Killian
Ship's Cook
Armor Class 11
Hit Points 32
Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
Actions
Kitchen Knife. Melee: +4 to hit, range 5', one target. Hit: 5 (1d6+2) slashing damage.
Killian is an orc commoner. She spends most of her time below decks in the galley, emerging to serve meals. The galley includes most of the ship supplies so she also serves as quartermaster. She is a loyalist and will swing a kitchen knife at any mutineer within reach.
Stormcaller Cataline
Tempest Cleric
Armor Class 11
Hit Points 45
Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 14 (+2) 11 (+0) 16 (+3) 13 (+1)
Actions
Spellcasting. Cataline is a 6th level spellcaster. Spell save DC 14, +6 to hit with spell attacks.
Cantrips: light, spare the dying, thaumaturgy, toll the dead (9 or 13 necrotic dmg)
1st (4 slots): fog cloud, thunderwave (9 thunder dmg), guiding bolt (14 radiant dmg)
2nd (3 slots): gust of wind, shatter (13 or max 24 thunder dmg)
3rd (3 slots): call lightning (16 or max 30 lightning dmg), sleet storm
Channel Divinity. Twice per long rest Cataline can choose to deal max thunder or lightning spell damage instead of rolling.
The stormcaller is a sea elf who has been on board between several months and a year, long enough to be trusted by Silverlock but not long enough that they are friends. Her job is to summon winds and prevent the ship from falling becalmed. She is paid well but the recent crew losses have convinced her that Silverlock is unstable.
Poxy Jane
Cook's Mate
Armor Class 12
Hit Points 32
Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 13 (+1) 10 (+0) 13 (+1) 12 (+1)
Actions
Knife. Melee: +4 to hit, range 5'., one target. Hit: 5 (1d6+2) slashing damage.
Jane is a halfling commoner. Her insulting nickname is a reference to her freckles. In public she is always silently following Killian; in private she is the person Cataline trusts most and responsible for sounding out crew members for the mutiny.
Generic Crew
Armor Class 12
Hit Points 20
Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 13 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Actions
Scimitar. Melee: +3 to hit, range 5', one target. Hit: 4 (1d6+1) slashing damage.
The eight-ish remaining crew don’t need any more characterization than you’re willing to invest. Bring your best pirate names: Bosun Red Tide, Carpenter Pretty Bastian, Sailor Blackwood, etc.
The Kraken's Wrath
The Kraken’s Wrath is a single-mast sloop with one triangular sail running forward from the mast and a second swinging on a boom behind. So long as Cataline is aboard the sails are always full.
Below Deck
The open space is punctuated by supports for the deck above and a couple bolted-down tables. Everyone who does not have a cabin sleeps here in hammocks.Brig
This is where the PCs wake up. It is at the bow under the fore cabin and filled with heavy sandbags as ballast.Galley Storeroom
This is the primary storage. Killian and Jane are usually at work here cooking or maintaining inventory. Most ship supplies are under Killian’s watchful eye, initially including the party’s gear.Main Deck
The open deck has two cannons on each side locked into firing position. There is always at least one sailor walking the deck on watch plus one at the helm above the captain’s cabin. During the day there is either a sailor at the fore or in the crow’s nest.Cannon
Ranged: +[user's Dex mod] to hit (no one is proficient), range 120'/600'. Hit: 22 (4d10) bludgeoning damage.
One action to lock its wheels in place, bonus action to unlock them. If fired while unlocked it deals ½ its damage to target and ½ to the user. Action to reload.
Fore Cabin
This cabin near the bow is where Arsenault spends all of his time. The door is always barred from the inside and only Silverlock is allowed to enter. Outside the cabin stairs ascend to its roof and the bow.Captain’s Cabin
This cabin is at the stern directly above the same-size galley. Outside the cabin stairs lead up to the stern platform with the helm.Above Decks
These are spaces raised above the Main Deck.Forecastle
This is the deck space above the fore cabin. During the day a sailor is either here or in the crow's nest.Sterncastle
This is the deck space above the captain's cabin. The helm is near the stern and always lit by light courtesy of Cataline.Events
Day 1
The PCs are too hungover to do much for the first day (+1 level of exhaustion). The brig door is barricaded from the other side. Let players get their bearings and discover their missing equipment. At some point (possibly interrupting an escape attempt) the Whip will push the door open a crack. If they spring an attack either no-sell their hits or just close it back up until they’re ready to listen. The Whip introduces himself (“I Whip. You work. Ok?”) and will allow out anyone who agrees to work. Willing PCs are issued a bucket of salt water and a mop to swab the deck - clearing debris and wiping it down to keep it . They can scope the map while they’re working. At the end of their shift Killian feeds them and they are dumped back in the fore cabin.
Night 1
During the night there is a light knock on the door. Jane is sneaking food to the PCs. She explains that Cataline is planning a mutiny and she wants the PCs to support it. If they agree, Jane tells them to play along with the Whip’s orders and she will get their weapons tomorrow night.
Day 2
Encourage the PCs to take a shift swabbing the deck as recon for the mutiny. If at any point the players go aggro then jump to the final fight below, with added wrinkles for getting their weapons/equipment from the galley storeroom below decks. Cataline and Jane won’t launch the mutiny unless it looks like the PCs are getting the upper hand. Worst case the PCs get their asses handed to them and stuffed back in the brig for a few days. If they work without protest then they are allowed to take a hammock below decks instead of the brig.
Night 2
At midnight Jane brings the PCs their weapons but not their full packs. She tells them to be ready to fight when Cataline calls out.
Buffer Time
GM can add days if needed for the PCs to earn their way out of the brig. Cataline doesn't start the mutiny until they all have run of the ship.
Day 3 - The Fight
Midmorning Cataline climbs to the forecastle. For the first time she lets the wind lapse and the sails go slack. She uses thaumaturgy to call Silverlock out. Silverlock takes a minute to don his brace of pistols and then sounds his horn to summon the kraken. When he steps out the cabin door the Whip lumbers to his side. Give him a brief exchange, something like:
Cataline: “Your time’s up, Silverlock! You’ll lead us all to the depths. Climb in the dinghy now and you’ll leave the ship alive.”
Silverlock: “You’re a traitorous wench Cataline! I should have killed you when I killed your sister.”
The party can take these few seconds to position before combat begins. The Whip charges Cataline and will hack her to death in a few turns. Silverlock takes no action unless he is challenged, then engages with his six pistols at range (dropping once fired so he can ignore reloading) or scimitars in hand-to-hand. Below deck Jane pulls a knife and sneak-attacks Killian who immediately turns on her. Hobb starts chucking explosives. The rest of the sailors descend into mayhem as personal squabbles turn political. It’s up to the party to protect Cataline, help Jane, and fight Silverlock.
In combat Cataline uses thunderwave to try to push the Whip away from her. If she has support from PCs she'll use guiding bolt on a common target, otherwise she'll focus on gust of wind to try to push the Whip overboard.
The baby kraken heard Silverlock’s horn and will introduce itself into combat at an appropriate point such as when Silverlock is pinned down, when the Whip dies, or when the party is launching a tactical plan. It swims up to the side of the boat and starts grabbing and eating anyone it can reach. Silverlock smiles and says to anyone nearby, “You’ll never stop it without me.” If he sees he’s losing the fight he’ll try to throw either himself or the horn overboard.
The party has three good ways to deal with the kraken.
- They can capture the horn from Silverlock and blow it, which cues the kraken to retreat into the depths.
- They can use the deck cannons for major damage. The cannons can be repositioned but the wheels must be locked before firing or the user takes ½ the total damage.
- If Cataline is alive and protected she can use call lightning, burning her two channel divinity uses to max the damage. Ignore the kraken's Dex save vs this spell.
- Lacking any of those, the party has to kill the kraken themselves.
Baby Kraken
Armor Class 15
Hit Points 175
Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 11 (+0) 20 (+5) 2 (-5) 10 (+0) 70 (-1)
Actions
Multiattack. The kraken makes two tentacle attacks at different targets and one bite only on a target already grabbed by a tentacle.
Tentacle. Melee: +8 to hit, range 30', one target. Hit: 10 (1d10+5) bludgeoning damage and grab DC 14.
Bite. Melee: +8 to hit,5', one target. Hit: 12 (2d6+5) piercing damage.
Resolution
For the PCs to survive the kraken must be driven off or slain. Silverlock refuses to surrender but can be rendered unconscious, paralyzed, or grappled and restrained. If so the Whip and the loyalist crew lay down arms. Jane can lead Killian a merry chase but will eventually lose unless a PC assists.
If all goes well then our heroes have just captured a ship! Cataline takes over as captain and claims Silverlock's horn, if available. Silverlock, the Whip, Killian, and one or two more crew are dumped in the dinghy and left to row away. Cataline may offer to carry the party wherever they'd like to go, but maybe the party wants to try a life of piracy for a few months...