Karkinos at the Keel
One-Shot · 6 PCs Lvl 8 · ~3–3.5 hrs · Single trireme · Sharks / Octopus / Nymph / Karkinos
Style: Beasts → Fey parley → Crab boss |
Win: Defeat or drive off Karkinos (0 HP or ≤30 HP after Horn)
Ship: 40×50 +15 +25 = 90 ft · mast · 15 ft ram · no second ship.
"When the sacred crab climbs for blood that is not the sea’s, sound this horn — hunger hears the true feast." — Coral Feast-Horn
Major Beats
- Nereid herald + Coral Feast-Horn aboard mist-trireme.
- Enc. 1: 3 sharks + octopus on oars.
- Enc. 2: Thalassa parley / recruit (+ dolphin omen).
- Enc. 3: Karkinos climbs the ram; Horn payoff.
Creature List
| Creature | E/M/H | Mini |
| Hunting Shark | 2/3/3 | ×3 |
| Giant Octopus | 0/1/1 | ×1 |
| Thalassa (Nymph) | —/1/1 | Sea nymph |
| Sea Spirit | 0–5 | ×5 |
| Karkinos (Boss) | 1 | Cancer the Crab |
Difficulty
| Tier | Adjust |
| As Written ★ | 6 PCs · APL 8 |
| Library Standard | 6 PCs · APL 8 — Identical to As Written — this guide’s baseline is already 6 PCs at average level 8. |
| Easier | APL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option. |
| Harder | APL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave. |
A Nereid herald boards through Misthaven mist with the Coral Feast-Horn . Blood-chum in the water has drawn a sacred crab mad. All three encounters play on and around one hull — no enemy ship. Main deck 40×50 ft · raised bow +15 ft · raised stern +25 ft · 90 ft total length (tapered ends) · center mast/sail · 15 ft ram at bow. No second ship — water, sky, and creatures only. Place shark/octopus minis in water adjacent to hull; Karkinos climbs the ram or stern in Enc. 3.
Creature / Enemy List
| Creature | Counts / Notes |
|---|
| Hunting Shark | 2 · 3 · 3 · Enc. 1 |
| Giant Octopus | 0 · 1 · 1 · Enc. 1 |
| Thalassa | 1 · 1 · Enc. 2 recruit |
| Sea Spirit | 0–2 · 0–3 · 0–5 · Optional |
| Karkinos | 1 adj · 1 · 1 · Boss |
DM Tips
- As Written ★ — 6 Players, Average Level 8: Baseline for this guide. Numbers, DCs, and win tracks assume six PCs at average level 8.
- Easier: APL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.
- Harder: APL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.
Encounter 1 — Blood in the Oar-Wash
Enc. 1–2. Action: blow once (1/short rest) — sharks or octopus within 30 ft. make a DC 13 Wisdom save or end their next turn moving away from the hull. · 3× Hunting Sharks and 1× Giant Octopus boil up from chum-stained water. Win: clear the beasts; keep oars usable (≥2 oar banks intact).
- Oar banks: 4 zones (AC 12 / HP 12). If ≥3 destroyed → Short Rest only before Enc. 2; else Long Rest.
- Non-combat: Coral Feast-Horn + Animal Handling/Religion group challenge — 3 successes before 3 failures (DC 13) drives sharks off; octopus still must be cut free or contested Ath DC 14.
- Overboard: Ath DC 12 to climb ram/oar-ports; sharks get OA.
- Tip: Wondrous Item (maguffin), Unique
Encounter 2 — The Nymph’s Shoal
Thalassa rises with 3× Sea Spirits . She demands the false feast-horn the poachers used — the party has the true one. Calm her, return a pearl-net tangled on the ram, or fight briefly.
- Non-combat path: Show Coral Feast-Horn + Persuasion/Religion DC 14 (Insight DC 12 for advantage) → she believes you. Return pearl-net (Investigation DC 12 on ram) drops DC to 10.
- Combat path: Thalassa + spirits for 2 rounds or until she hits ½ HP, then flees.
- RECRUITMENT: Peaceful resolution → Thalassa aids Enc. 3; Delphinus arrives as omen.
- Tip: RECRUITMENT. Spare her shoal / return a stolen pearl-net (skill path) → she joins Enc. 3: once casts healing word and can use Help to expose Karkinos’s underbelly.
- Tip: RECRUITMENT. If not attacked: Persuasion DC 12 → one spirit warns when Karkinos will surface (party cannot be surprised in Enc. 3).
- Tip: Poseidon’s omen — appears if Thalassa is recruited or horn blown in Enc. 2
Encounter 3 — Karkinos Climbs (Boss)
Soft Underbelly. While prone, restrained, or after Coral Feast-Horn success: attacks have advantage; its AC is 15 until start of its next turn. · Karkinos heaves onto the bow via the 15 ft ram, then scuttles toward the mast. Optional: 1 shark remains in water (if Enc. 1 leftover).
- Win: 0 HP or ≤30 HP after a successful Coral Feast-Horn blow this fight (it plunges away).
- Horn payoff: incapacitate 1 round + soft underbelly (see item card).
- Ally: Thalassa Help / healing word; Delphinus rescues overboard PCs.
- Tip: Wondrous Item (maguffin), Unique
- Tip: RECRUITMENT. Spare her shoal / return a stolen pearl-net (skill path) → she joins Enc. 3: once casts healing word and can use Help to expose Karkinos’s underbelly.
DM Callouts
- Wondrous Item (maguffin), Unique
- RECRUITMENT. Spare her shoal / return a stolen pearl-net (skill path) → she joins Enc. 3: once casts healing word and can use Help to expose Karkinos’s underbelly.
- RECRUITMENT. If not attacked: Persuasion DC 12 → one spirit warns when Karkinos will surface (party cannot be surprised in Enc. 3).
- Poseidon’s omen — appears if Thalassa is recruited or horn blown in Enc. 2
Extra Encounter Detail (from session guide)
- Tip: Keep page-3 creature AC/HP lines visible while resolving Enc. 3.
- Tip: Favor non-combat paths in Enc. 1–2; Enc. 3 should still feel Hard.
Quick combat reference
- Hunting Shark — AC 12 | HP 45 (6d10+12) | Speed 0 ft., swim 40 ft. · Large Beast, Unaligned · CR 2 · Mini ×3
- Giant Octopus — AC 11 | HP 52 (8d10+8) | Speed 10 ft., swim 60 ft. · Large Beast, Unaligned · CR 1 · Mini ×1
- Thalassa (Sea Nymph) — AC 14 | HP 58 (9d8+18) | Speed 30 ft., swim 40 ft. · Medium Fey, Neutral · CR 3 · Mini: Sea/Water Nymph ×1
- Sea Spirit (Lesser Nereid) — AC 12 | HP 22 (5d8) | Speed 30 ft., swim 30 ft. · Medium Fey, Chaotic Neutral · CR 1/2 · Mini ×5
- Delphinus (Dolphin Ally) — AC 12 | HP 27 | Speed 0 ft., swim 60 ft. · Medium Beast, Neutral Good · CR 1/2 · Mini ×1
- Karkinos, Sacred Crab of Poseidon — AC 18 (natural) | HP 168 (16d12+64) | Speed 30 ft., swim 40 ft., climb 20 ft. · Huge Monstrosity, Neutral · CR 9 · BOSS · Mini: Cancer the C
Additional DM notes
- **Non-combat:** Coral Feast-Horn + Animal Handling/Religion group challenge — 3 successes before 3 failures (DC 13) drives sharks off; octopus still must be cut free or contested Ath DC 14.
- 18 (+4)**STR**13 (+1)**DEX**15 (+2)**CON**1 (−5)**INT**10 (+0)**WIS**4 (−3)**CHA
- Senses:** blindsight 30 ft. · Blood Frenzy: adv vs. creatures missing HP
- Hull Circler.** Can make opportunity attacks against creatures that leave the water within 5 ft. of the hull or ram.
- 17 (+3)**STR**13 (+1)**DEX**13 (+1)**CON**4 (−3)**INT**10 (+0)**WIS**4 (−3)**CHA
- Skills:** Stealth +5 · Hold Breath 1 hour on land
- Appearance:** small coral trumpet, warm and faintly pulsing
- Handout (22 words).** "When the sacred crab climbs for blood that is not the sea’s, sound this horn — hunger hears the true feast."
- Enc. 1–2.** Action: blow once (1/short rest) — sharks or octopus within 30 ft. make a DC 13 Wisdom save or end their next turn moving away from the hull.
- Enc. 3.** Action adjacent to Karkinos or at the bow rail: sound the true feast (once). Karkinos must succeed DC 15 Wisdom or be incapacitated until end of its next turn and lose Legendary Actions that round; soft underbelly exposed (attacks vs. it have advantage until it moves).
Pacing helpers
- Enc 1: End by ~45–50 min; if stuck, telegraph the non-combat path once.
- Enc 2: Spend recruitment / maguffin early so Enc 3 is not a blank check.
KEY ITEM / NPC
Coral Feast-Horn
- 1/SR: sharks/octopus ≤30 ft Wis DC 13 or move away next turn.
- Finale once: Karkinos Wis DC 15 → incapacitate 1 rd + soft underbelly.
Nereid Herald
- Motivation: Stop sacred crab frenzy from poachers’ chum.
- Secret: True horn reverses hunger; false horns caused this.
Ship Reminder
- 90 ft deck · 15 ft ram · 0 extra ships · water ring for beasts.
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