The Kraken's Toll

One-Shot · 6 Players · Level 8 · ~3.5 Hours · Greek Mythology

📜 Session Summary

Style Maritime Mythic Adventure / Escape Sequence
Win Condition Survive the harpy assault, navigate the Siren's Shoals, and escape the Kraken's grasp with the trireme intact
Players 6 × Level 8
Est. Duration ~3.5 hours
Encounters 3 — Enc 1: Combat (Hard) · Enc 2: Social/Skill, fully avoidable · Enc 3: Escape Combat (Deadly)
Key Item Seal of the Deep — given at session start; critical payoff tool in Encounter 3

Description

The party has been hired by a blind sea oracle to deliver a sealed clay amphora to the Temple of Poseidon on the distant Isle of Threnoi — a simple courier run across the Aegean. But the sea does not yield its prizes without a toll, and something vast beneath the waves has been watching since they left port.

"Three days east-northeast, past the Siren's Shoals — you cannot miss them, the rocks sing at dusk. Do not anchor near them. Deliver the amphora to the high priest, speak only your names, and leave before nightfall on the second day. Take this." [Presses the Seal of the Deep into the party's hands.] "This medallion kept my family safe for four generations. If the depths themselves rise against you — and I pray they will not — cast it into open water and call Poseidon's name. He will remember what it cost my grandfather to earn it." Kallinikos, at the docks before departure

Key NPCs

🧿

Kallinikos — Blind Sea Oracle & Questgiver

Ancient white-bearded harbormaster, blind for thirty years. Gives the party the sealed amphora, the delivery contract, and the Seal of the Deep. Cryptically certain they will need it. Secret: He once bargained with a Nereid to calm a storm that killed half his crew; the amphora contains his written oath of penance, and the Kraken is Poseidon's instrument sent to test the delivery, not destroy it.

Captain Theron — Trireme Captain

Gruff, competent, fiercely protective of his ship and crew. Will fight aboard his ship if boarded. Secret: He has sailed past the Shoals twice before and knows more about the Sirens than he admits — he fears them, not the sea monsters.

Creature / Enemy List

CreatureEasyMediumHardNotes
Harpy 246 Enc 1 — swarm deck, lure crew overboard
Aello, Storm Harpy Queen 11 (buffed) Enc 1 boss; flees below 25 HP
Siren of the Shoals 233 Enc 2 — fully avoidable; combat triggered only by party
Sea Hag 1 Enc 2 combat only (Hard variant); emerges if fighting starts
Kraken Tentacle 34–56 Enc 3 escape goal; each active tentacle = +1 Grip Counter
The Kraken's Maw Optional (Rnd 5)Yes Enc 3 — unkillable; use for drama; Seal payoff target
Sahuagin Raider 2+24+4 Enc 3 — boards ship on rounds 2 and 4

Major Beats

  • Port of Departure: Kallinikos hands over the amphora and the Seal of the Deep with his warning. He is unhurried, specific, and completely certain the party will need it.
  • Day 1 at Sea: Smooth sailing. Captain Theron and his 6-man crew are introduced. A player character may notice Theron studying the Seal nervously but won't say why unless pressed (Insight DC 12).
  • Day 2, Midmorning: Storm clouds spiral in from nowhere. Harpies descend. Aello leads the assault — her goal is the amphora in the hold. (Encounter 1)
  • Day 3, Dusk: The rocks of the Siren's Shoals appear ahead. The helmsman's hands go slack on the oar. Song drifts across the water. (Encounter 2)
  • The Warning: If the party negotiates with the Sirens, one leans close and whispers: "The thing the old man gave you is not yours to keep. When the sea itself rises — debts repaid in kind make calm the deepest waters."
  • Night 3: The sea goes glassy still. The stars vanish behind a bruised sky. Something vast stirs below the keel. Then the first tentacle rises. (Encounter 3)
  • Escape or Sacrifice: Destroy tentacles, hold off Sahuagin boarders, and build enough speed — or sacrifice the Seal to end it outright. Either way, the debt is paid.
  • Arrival at Threnoi: The high priest opens the amphora to reveal Kallinikos's written oath of penance — proof the old man sent the party to fulfill a promise, not just run cargo. Whether they feel used or honored is up to them.

Encounter 1 — The Harpy Storm

Hard ·  ~50–60 min  ·  ~5–6 rounds  ·  Day 2, open sea

Overview

Storm clouds spiral down from a clear sky and four Harpies scream out of them, their song already threading through the crew's ears. High above them, on massive grey-streaked wings, Aello the Storm Harpy Queen circles — she has tracked the ship since port. Her goal is the sealed amphora in the hold, and she will drive every sailor overboard to get it.

  • Style: Aerial boarding action — defend the crew from being lured overboard while keeping the hold locked
  • Win Condition: Drive off or destroy all Harpies and force Aello to flee
  • Subgoal: Keep at least 3 of 6 crew alive and aboard; each lost sailor increases rowing DCs in Encounter 3 by 1

Creatures

  • Harpy — CR 1 (200 XP ea.)
  • Aello — CR 5 (1,800 XP)

Aftermath Rewards

  • Aello's storm-gold feather (80 gp to collectors; vibrates near ocean creatures — Arcana DC 12 reveals it is tethered to something deeper)
  • A surviving charmed crew member mutters one phrase in Aquan they don't understand: "The deep toll must be paid"
  • Crew morale intact → standard rowing DCs in Enc 3

🗺 Terrain & Features — Trireme Deck

Open-sea deck — 60×20 ft bow to stern · Captain Theron at the stern steering oar

  • Mast & Rigging: 25 ft tall. Difficult terrain to climb (DC 12 Athletics). Atop the mast: advantage on ranged attacks vs. flying targets; disadvantage on melee. Creatures on rigging who are knocked prone fall.
  • Oar Benches (both sides): Difficult terrain. Charmed crew seated here rise and walk toward the nearest railing.
  • Cargo Hatch (center): Iron-reinforced lid. AC 16, 20 HP. Aello targets this on her first two turns — if opened she dives in next turn.
  • Strong Headwind: Ranged weapon attack rolls against flying targets −2. Creatures with Fly speed gain +10 ft this encounter.
  • Crew (6 sailors): Each starts within 10 ft of an oar bench. Charmed crew use all movement toward the nearest railing. They do not fight back.
Scaling
Easier: Reduce Harpies to 2; Aello does not use Gale Shriek. Crew Wisdom saves DC 9 instead of 11.
Harder: Add 2 Harpies (6 total). Aello's Legendary Resistance refreshes once if she's dropped below 50 HP. Cargo Hatch only has 15 HP.

Mechanics

Harpy Luring Song — Group Rule
  • At the top of each round, the 4 Harpies sing in concert. All humanoids within 300 ft that can hear must succeed DC 11 Wisdom save or be charmed. Charmed creatures are incapacitated and must use their full movement to approach the nearest Harpy by the most direct route.
  • A creature that succeeds its save is immune to all Harpy Luring Song for 24 hours. Aello's Song (DC 15) is separate — a creature can be immune to one but not both.
  • Ear Plugging: Action. A PC can jam wax, cloth, or rope into a willing adjacent creature's ears (or their own) — automatic immunity. Under combat stress: DC 10 Sleight of Hand. If improvised material is poor, the DM may require a save with advantage only.
  • Captain Theron rolls his own save each round (Wis +1). If charmed, the ship begins drifting — the next round's rowing is impossible and the ship swings 45° off course.
Crew Overboard
  • A charmed crew member who reaches the railing falls in (no save; they want to go). Drowning rules begin immediately. Recovering them requires a swimming action (Athletics DC 12) and uses the full movement of whoever jumps in.
  • Grapple a Crew Member: Action; DC 11 Athletics contest to restrain them before they reach the railing. They remain charmed but cannot move.
  • Tie a Crew Member to the Bench: Action; DC 8 Sleight of Hand. Safe from movement but still charmed (incapacitated).
  • If 4+ crew go overboard, Theron is demoralized. Enc 3 rowing DCs increase by 2 (see Enc 3 mechanics).
Aello's Objective
  • Round 1–2: Aello targets the Cargo Hatch with Talon attacks. She ignores PCs unless attacked.
  • Round 3+: If the hatch is open (dealt 20 damage), Aello dives inside; she can be followed. Inside the hold she fights with full stats in a cramped 10×10 ft space.
  • Aello flees when reduced below 25 HP or when all 4 Harpies are dead — she dives into the waves and does not resurface. She cannot negotiate; she is bound.
Non-Combat Options
  • Counter-Song (Bard or Instrument Proficiency): DC 16 Performance. All charmed creatures within 30 ft of the performer get a free repeat Wisdom save this round. On a natural 20, the effect extends to the whole ship. This draws Aello's personal wrath — she targets the performer exclusively.
  • Distraction Offering: Drop a shiny item worth 50+ gp overboard → 1 Harpy dives for it, skipping its next turn on a failed DC 12 Wisdom save.
  • Address Aello: DC 20 Persuasion/Intimidation. She is bound to a greater will and cannot stop — but she hesitates one full round, allowing the party a free action to secure the hatch or retreat.

Resolution

✅ Victory — Harpies Routed, Aello Fled
Full crew morale. Standard rowing DCs in Encounter 3. Theron admits the attack was unnatural — "The sea doesn't send its children without a reason." Foreshadows Enc 3.
⚠️ 1–3 Crew Lost Overboard
Victory at cost. Rowing DCs in Enc 3 increase by 1 per lost sailor (max +3). Theron is visibly shaken but functional.
💀 Aello Seized the Amphora
Aello escapes with the amphora. The party can still sail to Threnoi but arrives empty-handed. In Enc 3 the Kraken is angrier — Escape Progress target increases to 7, and the Kraken's Maw surfaces on round 4 instead of 5.
Aftermath — Aello's Feather
  • The golden feather crackles faintly when held near the sea. Arcana DC 12: it is magically tethered to something far below — the attack was coordinated, not opportunistic.
  • If the party shows the feather to the Sirens in Encounter 2, the Sirens' attitude shifts from indifferent to immediately respectful. Persuasion DCs for parley drop by 3.

Creature Cards

🦅

Harpy

Medium Monstrosity, Chaotic Evil · CR 1 (200 XP)

AC 11  |  HP 38 (7d8+7)  |  Speed 20 ft., Fly 40 ft.

12 (+1)STR
13 (+1)DEX
12 (+1)CON
7 (−2)INT
10 (+0)WIS
13 (+1)CHA

Senses: Passive Perception 10  |  Languages: Common

Multiattack. One Claws + one Club attack.

Claws. +3 to hit, reach 5 ft. Hit: 6 (2d4+1) slashing.

Club. +3 to hit, reach 5 ft. Hit: 3 (1d4+1) bludgeoning.

Luring Song. Bonus action to maintain each round. All humanoids within 300 ft that can hear must succeed DC 11 Wis save or be charmed. Charmed: incapacitated, must move toward Harpy. Success: immune 24 hrs.

Aello, Storm Harpy Queen

Large Monstrosity (Harpy), Chaotic Evil · CR 5 (1,800 XP) · BOSS

AC 14 (natural armor)  |  HP 97 (13d10+26)  |  Speed 20 ft., Fly 60 ft.

16 (+3)STR
14 (+2)DEX
15 (+2)CON
10 (+0)INT
12 (+1)WIS
18 (+4)CHA

Saves: Wis +4, Cha +7  |  Skills: Perception +4, Performance +7

Immunities: Lightning, Thunder  |  Senses: Darkvision 60 ft., Passive Perception 14

Flock Commander. Harpies within 30 ft have advantage on attacks against charmed or incapacitated targets.

Legendary Resistance (1/Day). Choose to succeed on a failed save.

Multiattack. Two Talon attacks.

Talon. +6 to hit, reach 5 ft. Hit: 10 (2d6+3) slashing.

Luring Song. All creatures within 300 ft that hear must succeed DC 15 Wis save or be charmed + incapacitated; move toward Aello on their turn. Repeat save at end of each turn. Success: immune 24 hrs.

Gale Shriek (Recharge 5–6). 30-ft cone: DC 14 Con save, 4d8 (18 avg) thunder on fail; pushed 10 ft + knocked prone. Half damage, no push on success.

Windborne Dash. Move up to 20 ft without provoking opportunity attacks.

Talon Strike (Cost 1). One Talon attack.

Rally the Flock (Cost 2). One Harpy within 60 ft may fly up to 30 ft and make one Claw attack as a free reaction.


Encounter 2 — The Siren's Shoals

AvoidableHard (if combat) ·  ~30–40 min  ·  Day 3, dusk

Overview

As the sun touches the horizon on day 3, a jagged cluster of black rocks rises from the amber sea ahead — the Siren's Shoals. Three Sirens recline on the tallest rocks, their song already threading through the ship. The helmsman's hands have gone slack. The ship is beginning to turn toward the rocks. The party has time to act — but not much.

  • Style: Skill challenge / social encounter — navigate a enchanted passage safely
  • Win Condition: Pass the Shoals without the ship running aground — combat is never required
  • Combat Trigger: Party attacks first, or fails all three skill phases and the ship grounds on the rocks
  • Special: Showing Seal of the Deep to the Sirens or carrying Aello's feather immediately gains their respectful attention — opens parley automatically

🗺 Terrain & Features — Siren's Shoals Approach

Open sea, shoals cluster — 200 ft approach corridor between rocks, narrowing to 40 ft at the tightest point · dusk lighting (disadvantage on Perception checks beyond 120 ft)

  • The Shoals: Rocks protrude 5–10 ft above water. Creatures can clamber onto them (DC 12 Athletics). The Sirens are on rocks 60 ft off each side of the ship's path.
  • Current: The water between the rocks runs with a subtle Siren-guided current pulling toward the rocks. Each round the ship is not actively steered, it drifts 10 ft toward the nearest rock cluster.
  • Collision Damage: If the ship strikes rocks: 2d10 structural damage (cosmetic in Enc 2; in Enc 3 reduce max Escape Progress by 1 per collision). Captain Theron's morale breaks.
Scaling
Easier: Only 2 Sirens. Song DC drops to 12. Reduce all skill check DCs by 2.
Harder: Add 1 Sea Hag from beneath the ship on round 1 (even before combat is triggered). Sirens' Song affects the ship's hull too — dealing 1d6 structural damage per round they are unaddressed.

Mechanics

Phase Structure — 3 Rounds of Approach

Run this as 3 escalating rounds regardless of party approach. Each round, the party must address one element or things get worse.

Round 1 — The Song Begins
  • All creatures within 300 ft that can hear the Sirens must make DC 15 Wisdom saving throws or be charmed. The helmsman fails automatically (he has no bonus).
  • The ship begins turning toward the rocks. If no PC takes the steering oar this round, the ship drifts 10 ft toward the closest rocks.
  • Theron shouts to the party — he's stuffed wax in his ears already ("always carry wax," he says if later asked).
Round 2 — The Rocks Loom
  • A PC must be at the steering oar to keep the ship on course (DC 12 Water Vehicles or Navigator's Tools to hold course; failure = another 15 ft drift).
  • A charmed crew member has climbed to the prow and is about to dive in. DC 11 Athletics to grapple them.
  • If a PC initiates parley: Sirens pause their song for 1 round — this is their only interruption without combat. Use it.
Round 3 — Final Approach
  • If the ship is still drifting toward rocks: DC 14 Water Vehicles or Strength (Athletics) to make an emergency turn. Failure = collision (see terrain notes).
  • If parley has been opened: one Siren offers to guide the ship through the safe channel in exchange for a gift or deed (see Parley table below).
  • If neither navigation nor parley has succeeded: the ship grounds. Sirens stop singing and approach the stricken vessel — combat begins on their terms (they are not surprised).
Parley Options

Initiating Parley — Any of These Opens It

  • Display the Seal of the Deep visibly — automatic; Sirens recognize it and pause
  • Display Aello's golden feather (from Enc 1) — automatic; Sirens become curious and respectful
  • DC 14 Persuasion, Performance, or Arcana to call out appropriately to Fey

Siren's Exchange — Choose One

  • Perform something beautiful: DC 14 Performance — the Sirens applaud and clear the path
  • Answer their riddle correctly (see below): auto-success — they guide the ship through
  • Offer a worthy gift: gems or pearls worth 50+ gp, or a deeply personal possession — they accept with grace
  • DC 16 Persuasion to tell a compelling story of why the voyage matters — they are moved and stand aside
The Riddle: "What is more powerful than Poseidon, older than the sea itself, and cannot be taken by force?"
Accepted answers: A promise. A debt. An oath. Wrong answers prompt 1 round of full-strength song before the Sirens allow another attempt.
The Warning — Seal Payoff Setup
  • If the party passes the Shoals peacefully and at least one Siren was engaged in parley, a Siren drifts alongside the ship as it passes and whispers (the words carry supernaturally, even through plugged ears): "The thing the old man gave you is not yours to keep. When the sea itself rises — debts repaid in kind make calm the deepest waters."
  • This is a direct hint to sacrifice (not just invoke) the Seal in Encounter 3. Players who remember it are rewarded; those who forget still have the option.
Combat (Optional — Party Triggers)
  • If combat starts: 3× Siren of the Shoals engage from their rocks (they have half-cover, +2 AC).
  • On round 2 of combat: a Sea Hag surfaces beneath the ship and boards from the port side — she is their mistress and very angry.
  • Sirens do not pursue if the ship sails away — they return to their rocks and resume singing. The party can disengage freely as long as they are moving away.
  • Killing all Sirens: the channel is safe but the party receives no warning about the Seal. Theron is deeply unsettled. A Siren's silvery comb (worth 120 gp) can be recovered from the rocks.

Resolution

✅ Peaceful Passage + Warning Received
Best outcome. Party is primed for the Seal's role in Enc 3. One Siren also mentions "the old man's debt runs deep — the one who holds the trident seal carries more than bronze." Party can prepare intelligently.
⚠️ Ship Grounded (1 Collision)
The ship takes structural damage. In Enc 3, reduce maximum Escape Progress by 1 (need 5 instead of 6). Sirens still offer to let the ship pass if the party immediately ceases any aggression.
⚔️ Combat Completed
Ship passes, no warning about the Seal. A Siren's silvery comb (120 gp) is on the rocks. No further consequence — but Enc 3 is harder without the hint.

Creature Cards — Combat Only

These cards are only needed if the party triggers combat. Full stats in the Appendix.

🎶

Siren of the Shoals

Medium Fey (Siren), Chaotic Neutral · CR 3 (700 XP)

AC 12  |  HP 52 (8d8+16)  |  Speed 30 ft., Swim 40 ft.

10 (+0)STR
14 (+2)DEX
14 (+2)CON
14 (+2)INT
14 (+2)WIS
20 (+5)CHA

Saves: Wis +4, Cha +7  |  Skills: Performance +9, Deception +7, Perception +4

Senses: Darkvision 60 ft., Passive Perception 14

Amphibious. Breathes air and water.

Alluring Presence. First attack against the Siren by a creature that can see it: DC 13 Wis save or make it with disadvantage.

Siren's Song. All creatures within 300 ft that hear: DC 15 Wis save or charmed 1 hour; must move toward water. Damage allows new save. Success: immune 24 hrs.

Coral Strike. +4 to hit, reach 5 ft. Hit: 9 (2d6+2) piercing. Target has disadvantage on its next Wisdom save.

Bewitching Gaze (Recharge 5–6). One creature within 30 ft: DC 15 Wis save or stunned until end of its next turn.

Beguiling Deflection. When targeted by an attack, force attacker: DC 13 Wis save or make attack with disadvantage (declare before roll).

🌊

Sea Hag

Medium Fey, Chaotic Evil · CR 2 (450 XP) · Combat trigger only

AC 14 (natural armor)  |  HP 52 (7d8+21)  |  Speed 30 ft., Swim 40 ft.

16 (+3)STR
13 (+1)DEX
16 (+3)CON
12 (+1)INT
12 (+1)WIS
7 (−2)CHA

Senses: Darkvision 60 ft., Passive Perception 11

Amphibious. Breathes air and water.

Horrific Appearance. First sight: DC 11 Wis save or frightened 1 minute. Success: immune 24 hrs.

Claws. +5 to hit, reach 5 ft. Hit: 10 (2d6+3) slashing.

Death Glare. One frightened creature within 30 ft that can see the hag: DC 11 Wis save or drop to 0 HP. Success: 3 (1d6) psychic.

Illusory Appearance. Appears as a beautiful person of her choice. Dispel DC 14; Insight vs. Deception (+5) to see through.


Encounter 3 — Wrath of the Deep (Boss)

Deadly ·  ~60–75 min  ·  Escape-based (no kill condition)  ·  Night 3, open sea

Overview

The sea goes glassy and completely still. The stars vanish. Then — silently — four massive Kraken Tentacles rise from the black water and wrap around the trireme's hull. The ship groans. Two more tentacles crash down onto the deck on round 3. Sahuagin Raiders — drawn to the chaos — clamber over the gunwales on rounds 2 and 4. The goal is not to kill the Kraken: it is to sever enough tentacles that the ship can build speed and sail free.

  • Style: Desperate nautical escape — manage multiple threats while building Escape Progress
  • Win Condition: Reach Escape Progress 6 (or 5 if ship was grounded in Enc 2) before the party is overwhelmed
  • Alternate Win: Sacrifice the Seal of the Deep — instant escape, all tentacles retract
  • The Kraken cannot be killed in this encounter — see The Kraken's Maw for details

Creatures

  • Kraken Tentacle (start) — CR 3 (700 XP ea.)
  • +1 Tentacle, round 3 (5th mini)
  • +1 Tentacle, round 5 (6th mini)
  • Sahuagin Raider, round 2
  • Sahuagin Raider, round 4
  • Kraken's Maw, round 5 (optional) or when 4+ tentacles severed

Using Your Miniatures

  • Place 4 tentacle minis at the start around the ship: port bow, starboard bow, port stern, starboard stern
  • Round 3: add 5th tentacle mini (midship, port side)
  • Round 5: add 6th tentacle mini (midship, starboard or mast)
  • Severed tentacle: remove mini from table
  • Kraken Head mini: place it 5 ft off the bow on round 5, or hold it back for dramatic reveal if 4+ tentacles are destroyed first

🗺 Terrain & Features — Trireme Deck (Night)

Same trireme deck — 60×20 ft · no moonlight · lanterns only (dim light beyond 20 ft from a lantern)

  • Slick Deck: Seawater rushing over the sides. When a creature moves more than 15 ft in a single turn, DC 13 Dex save or fall prone at the end of that movement.
  • Damaged Hull (if grounded in Enc 2): The hold takes on water — the ship lists 5° to port. Creatures moving westward (port) on deck must succeed DC 11 Dex save or slide 5 ft toward the railing.
  • Mast & Rigging: Still climbable (DC 12 Athletics). Tentacle 6 (the late arrival) specifically targets the mast — on its first turn it tries to Seize the mast itself (treating it as a Large object, AC 15, 30 HP).
  • Overboard: The water is ink-black. A creature that goes overboard is immediately pulled 30 ft down by a tentacle on the Kraken's next turn (DC 16 Strength save to resist). Swim back up: DC 14 Athletics; disadvantage while any tentacle is in the water.
Scaling
Easier: Start with only 3 tentacles (Grip Counter 3). No 6th tentacle emerges. Sahuagin Raiders have 14 HP. The Kraken's Maw does not surface.
Harder: Start with 4 tentacles, all with 50 HP. Sahuagin Raider waves are 3 each instead of 2. Maw surfaces on round 3. Invoke use of the Seal requires a DC 12 Charisma check (the Kraken resists briefly).

Mechanics

The Grip Counter

The Grip Counter equals the number of active (non-severed) tentacles currently clasping the hull. It starts at 4 and fluctuates. Every destroyed tentacle reduces it by 1. New tentacles on rounds 3 and 5 raise it by 1 each.

Grip CounterShip StatusEscape Progress Action
5–6Held fast — hull creaking, listingNo progress possible
4Barely held — rowers strainingNo progress possible
3Slipping free — ship shuddersDC 15 Water Vehicles or Athletics to gain 1 Progress
2Almost free — wake begins formingDC 12 Water Vehicles or Athletics to gain 1 Progress
1One tentacle remainsAutomatic 1 Progress; may attempt DC 10 for a 2nd
0Free! Sails fillAutomatic 2 Progress per round; escape next round
Who makes the Progress check? One PC at the steering oar or shouting commands to the rowers (Captain Theron grants +4 to this check as a free bonus action on his turn, or +2 if demoralized from Enc 1). Only one Progress check per round regardless of how many PCs are at the oars.
Interactive Tentacle Tracker

🐙 Tentacle Tracker

Click a tentacle to mark it severed. Click again to restore (e.g., Kraken's Maw Legendary Action regrows one). Use "+ Emerge" when new tentacles appear on rounds 3 and 5.

Active tentacles (= Grip Counter): 4  ·  Max: 6
Interactive Escape Progress Tracker
⚡ Escape Progress (Target: 6)
1
2
3
4
5
🌊
6 ✓

Click each pip to mark progress. Pip 6 = the ship escapes. If ship was grounded in Enc 2, mark pip 6 as blocked — escape at pip 5.

Tentacle Behavior Each Round (Initiative 20)
  • Each tentacle acts on initiative count 20 (loses ties). It takes one action per round.
  • Hull-Grappling Tentacle (Tentacles 1, 2, 3, 4): Uses its action to Constrict — automatically deals 15 (2d8+6) bludgeoning to the ship's hull (narrative only; track Hull HP only if you want drama). On a creature it has Seized, it uses Drag instead.
  • Free Tentacle (Tentacles 5, 6): Targets a PC with Slam or Seize.
  • A tentacle switches between hull-grappling and creature-targeting if it has nothing to hold. DM chooses.
Sahuagin Boarders
  • Round 2:Sahuagin Raiders clamber over the port gunwale (Medium creatures, no Athletics check needed). They begin adjacent to the midship oar benches.
  • Round 4: 2 more Raiders board from starboard.
  • Raiders drawn overboard by tentacles may climb back up on a DC 12 Athletics check on their turn — they have 40 ft Swim and will board again if able.
  • Raiders use Blood Frenzy freely — they target whichever creature on deck has the lowest HP.
The Seal of the Deep — Payoff
  • Invoke (Action, once): Hold the Seal of the Deep aloft and speak Poseidon's name. One tentacle of your choice immediately withdraws — remove its mini, reduce Grip Counter by 1. It cannot be regrown by the Kraken's Maw Legendary Action.
  • Sacrifice (Action, permanent): Throw the Seal into the open water while calling Poseidon's name. The Kraken immediately releases all tentacles, the Kraken's Maw submerges, and all Sahuagin Raiders dive back into the sea. Encounter ends. The Seal is gone forever. Kallinikos, when told, says: "Good. That is how it was always meant to end."
The Kraken's Maw — If It Surfaces
  • The Kraken's Maw surfaces on round 5, or whenever 4 or more tentacles have been severed (it rises in fury) — DM's choice of which trigger to use.
  • Place the head mini 5 ft off the ship's bow. It acts on its own initiative (roll separately, or use initiative 15).
  • While the Maw is visible: severed tentacles regrow (Legendary Action, Cost 1) — this creates real pressure to consider the Seal sacrifice.
  • The Maw cannot be killed this encounter (HP never goes below 1). Damaging it causes it to flinch dramatically but it does not retreat unless the Seal is sacrificed or all tentacles are severed AND Escape Progress reaches 6.

Resolution

✅ Escape Progress Reaches 6 — Ship Sails Free
The trireme bursts from the Kraken's grip. The tentacles slide off the hull and vanish beneath the foam. If the Maw surfaced, it holds the party's gaze for a long, terrible moment — then sinks. No attack. Just a test, measured and passed. The Isle of Threnoi is visible at dawn.
🔱 Seal Sacrificed — Instant Escape
The Kraken's grip releases all at once. Everything — tentacles, Sahuagin, the dark in the water — simply withdraws. Silence. Stars reappear. Captain Theron stares at where the Seal hit the water. "That was a family heirloom." He says nothing else. The debt is paid; Poseidon was watching all along.
⚠️ Partial — 2+ PCs Overboard at Escape
Victory, but the ship must circle back to pull crew from the water. The Kraken's tentacles do not re-emerge — but a PC who was dragged deep must succeed on a DC 14 Constitution save or gain one level of exhaustion (the cold and pressure).
Aftermath
  • If the amphora survived: the high priest at Threnoi opens it to reveal Kallinikos's handwritten oath of penance — an old man settling a lifelong debt. The party was the instrument of a thirty-year-old promise.
  • If the amphora was taken by Aello in Enc 1: the high priest is disappointed but accepts the news. He mentions the Seal was already "repayment enough" — Kallinikos knew what he was sending.
  • Reward (suggested): 1,200 gp (delivery fee + bonus from the temple treasury), a Potion of Water Breathing per PC, and a formal letter of commendation from the Temple of Poseidon (useful as a story hook or social credential).

Creature Cards

🐙

Kraken Tentacle

Huge Appendage (Kraken), Neutral Evil · Encounter CR 3 per segment (700 XP ea.)

AC 12 (natural armor)  |  HP 40 (each)  |  Speed 0 ft.

22 (+6)STR
8 (−1)DEX
12 (+1)CON
INT
WIS
CHA

Resistances: Cold; Bludgeoning, Piercing, Slashing from nonmagical weapons

Condition Immunities: All conditions  |  Senses: Blindsight 30 ft.

Mindless Appendage. Acts on initiative 20. No mind — immune to charm, fear, or social effects. Reducing to 0 HP severs the tentacle; remove its mini and reduce Grip Counter by 1.

Regeneration (Maw Active). If the Kraken's Maw is surfaced, one severed tentacle can be regrown by the Maw's Legendary Action (Cost 1); it returns with 20 HP and Grip Counter rises by 1.

Slam. +8 to hit, reach 20 ft. Hit: 15 (2d8+6) bludgeoning. Target: DC 16 Str save or knocked prone.

Seize. +8 to hit, reach 20 ft, one Large or smaller target. Hit: 13 (2d6+6) bludgeoning, target grappled (escape DC 16) and restrained while grappled.

Drag (Grappled Target Only). Grappled target: DC 16 Str save or dragged 20 ft toward the sea. A creature dragged off the ship's edge falls into the water.

🌑

The Kraken's Maw

Gargantuan Monstrosity (Kraken, Partial), Neutral Evil · Unkillable — see trait

AC 18 (natural armor)  |  HP 250 (cannot drop below 1)  |  Speed 0 ft. (head only)

30 (+10)STR
8 (−1)DEX
25 (+7)CON
22 (+6)INT
18 (+4)WIS
20 (+5)CHA

Saves: Str +14, Dex +3, Con +11, Int +10, Wis +8, Cha +9

Immunities: Lightning, Thunder; nonmagical B/P/S  |  Condition Immunities: frightened, paralyzed, prone

Senses: Truesight 120 ft., Passive Perception 18

Encounter Rule (Unkillable). The Maw's HP cannot drop below 1 during this encounter. Escape is the goal, not defeat. The Seal of the Deep (sacrifice) immediately ends this encounter regardless of HP or tentacle count.

Legendary Resistance (3/Day). Choose to succeed on a failed save.

Reactive (3 Reactions/Round). Can take up to 3 reactions per round, each different.

Multiattack. One Bite + Thunderous Bellow.

Bite. +14 to hit, reach 10 ft. Hit: 29 (3d12+10) piercing. Reduced to 0 HP: swallowed — blinded, restrained; 21 (6d6) acid at start of each of Kraken's turns.

Thunderous Bellow. All creatures within 60 ft: DC 19 Con save, 4d8 (18 avg) thunder on fail + deafened 1 min. Half, no deafen on success.

Tentacle Surge (Cost 1). One severed tentacle regrows with 20 HP. Grip Counter +1.

Crash Wave (Cost 2). All creatures on deck: DC 16 Dex save or 2d8 (9 avg) bludgeoning + knocked prone.

Ink Cloud (Cost 3, 1/Day). 60-ft radius centered on the Maw: heavily obscured until end of Kraken's next turn.

🔱

Sahuagin Raider

Medium Humanoid (Sahuagin), Lawful Evil · CR 1/2 (100 XP)

AC 12 (natural armor)  |  HP 22 (4d8+4)  |  Speed 30 ft., Swim 40 ft.

13 (+1)STR
11 (+0)DEX
12 (+1)CON
12 (+1)INT
13 (+1)WIS
9 (−1)CHA

Skills: Perception +5  |  Senses: Darkvision 120 ft., Passive Perception 15

Blood Frenzy. Advantage on melee attacks against any creature not at full HP.

Limited Amphibiousness. Breathes air and water; must submerge at least 1 hour per 4 hours or begins suffocating.

Multiattack. One Bite + two Claw, or one Trident + one Bite.

Bite. +3 to hit, 5 ft. Hit: 3 (1d4+1) piercing.

Claws. +3 to hit, 5 ft. Hit: 3 (1d4+1) slashing.

Trident. +3 to hit, 5 ft or 20/60 ft. Hit: 4 (1d6+1) piercing; 5 (1d8+1) two-handed.


⚖️ Difficulty Scaling

As Written ★ — 6 Players, Average Level 8

  • Baseline for this guide. Numbers, DCs, and win tracks assume six PCs at average level 8.

Library Standard — 6 Players, Average Level 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.

📋 Appendix — Cards

Full stat blocks for every creature, NPC, and item in this session. Click any tag-link in the encounter text to pop these up as modals.

Creature Cards

🦅

Harpy

Medium Monstrosity, Chaotic Evil · CR 1 (200 XP)

AC 11  |  HP 38 (7d8+7)  |  Speed 20 ft., Fly 40 ft.

12 (+1)STR
13 (+1)DEX
12 (+1)CON
7 (−2)INT
10 (+0)WIS
13 (+1)CHA

Senses: Passive Perception 10  |  Languages: Common

Multiattack. One Claws + one Club attack.

Claws. +3 to hit, reach 5 ft. Hit: 6 (2d4+1) slashing.

Club. +3 to hit, reach 5 ft. Hit: 3 (1d4+1) bludgeoning.

Luring Song. Bonus action to maintain each round. All humanoids within 300 ft that can hear: DC 11 Wis save or charmed. Charmed: incapacitated, must move toward Harpy. Success: immune 24 hrs.

Aello, Storm Harpy Queen

Large Monstrosity (Harpy), Chaotic Evil · CR 5 (1,800 XP) · BOSS

AC 14 (natural armor)  |  HP 97 (13d10+26)  |  Speed 20 ft., Fly 60 ft.

16 (+3)STR
14 (+2)DEX
15 (+2)CON
10 (+0)INT
12 (+1)WIS
18 (+4)CHA

Saves: Wis +4, Cha +7  |  Skills: Perception +4, Performance +7

Immunities: Lightning, Thunder  |  Senses: Darkvision 60 ft., Passive Perception 14

Languages: Auran, Common

Flock Commander. Harpies within 30 ft have advantage on attacks against charmed or incapacitated targets.

Legendary Resistance (1/Day). Choose to succeed on a failed save.

Multiattack. Two Talon attacks.

Talon. +6 to hit, reach 5 ft. Hit: 10 (2d6+3) slashing.

Luring Song. All within 300 ft that hear: DC 15 Wis save or charmed + incapacitated; must move toward Aello. Repeat save end of each turn. Success: immune 24 hrs.

Gale Shriek (Recharge 5–6). 30-ft cone: DC 14 Con save, 4d8 (18 avg) thunder on fail + pushed 10 ft + prone. Half, no push on success.

Windborne Dash. Move 20 ft without provoking opportunity attacks.

Talon Strike (Cost 1). One Talon attack.

Rally the Flock (Cost 2). One Harpy within 60 ft flies 30 ft and makes one Claw attack as a free reaction.

🎶

Siren of the Shoals

Medium Fey (Siren), Chaotic Neutral · CR 3 (700 XP)

AC 12  |  HP 52 (8d8+16)  |  Speed 30 ft., Swim 40 ft.

10 (+0)STR
14 (+2)DEX
14 (+2)CON
14 (+2)INT
14 (+2)WIS
20 (+5)CHA

Saves: Wis +4, Cha +7  |  Skills: Performance +9, Deception +7, Insight +4, Perception +4

Senses: Darkvision 60 ft., Passive Perception 14  |  Languages: Aquan, Common, Elvish

Amphibious. Breathes air and water.

Alluring Presence. A creature that can see the Siren and makes its first attack against it must succeed DC 13 Wis save or make that attack with disadvantage.

Siren's Song. All within 300 ft that hear: DC 15 Wis save or charmed 1 hour; must move toward water on their turn. Damage forces new save. Success: immune 24 hrs.

Coral Strike. +4 to hit, reach 5 ft. Hit: 9 (2d6+2) piercing. Target has disadvantage on its next Wisdom saving throw.

Bewitching Gaze (Recharge 5–6). One target within 30 ft: DC 15 Wis save or stunned until end of its next turn.

Beguiling Deflection. When targeted by an attack, force attacker: DC 13 Wis save or attack made with disadvantage (declare before roll).

🌊

Sea Hag

Medium Fey, Chaotic Evil · CR 2 (450 XP)

AC 14 (natural armor)  |  HP 52 (7d8+21)  |  Speed 30 ft., Swim 40 ft.

16 (+3)STR
13 (+1)DEX
16 (+3)CON
12 (+1)INT
12 (+1)WIS
7 (−2)CHA

Senses: Darkvision 60 ft., Passive Perception 11  |  Languages: Aquan, Common, Giant

Amphibious. Breathes air and water.

Horrific Appearance. First sight: DC 11 Wis save or frightened 1 minute. Success: immune 24 hrs.

Claws. +5 to hit, reach 5 ft. Hit: 10 (2d6+3) slashing.

Death Glare. One frightened creature within 30 ft that can see the Hag: DC 11 Wis save or drop to 0 HP. Success: 3 (1d6) psychic.

Illusory Appearance. Covers herself in illusion to appear beautiful. Ends if she dies or takes a bonus action to end it. Dispel DC 14; Insight vs. Deception (+5) to detect.

🐙

Kraken Tentacle

Huge Appendage (Kraken), Neutral Evil · Encounter CR 3 per segment (700 XP ea.)

AC 12 (natural armor)  |  HP 40 (each)  |  Speed 0 ft.

22 (+6)STR
8 (−1)DEX
12 (+1)CON
INT
WIS
CHA

Resistances: Cold; nonmagical Bludgeoning, Piercing, Slashing

Condition Immunities: All conditions  |  Senses: Blindsight 30 ft.

Mindless Appendage. Acts on initiative 20. No mind. Severing (0 HP): remove mini, reduce Grip Counter by 1.

Regeneration (Maw Active). While Kraken's Maw is surfaced, can be regrown by Maw Legendary Action (Cost 1) at 20 HP; Grip Counter +1.

Slam. +8 to hit, reach 20 ft. Hit: 15 (2d8+6) bludgeoning. DC 16 Str save or knocked prone.

Seize. +8 to hit, reach 20 ft. Hit: 13 (2d6+6) bludgeoning + grappled (escape DC 16) + restrained while grappled.

Drag (Grappled Only). DC 16 Str save or dragged 20 ft toward sea. Off the edge = overboard.

🌑

The Kraken's Maw

Gargantuan Monstrosity (Kraken, Partial), Neutral Evil · Unkillable — see trait

AC 18 (natural armor)  |  HP 250 (cannot drop below 1)  |  Speed 0 ft. (head only surfaced)

30 (+10)STR
8 (−1)DEX
25 (+7)CON
22 (+6)INT
18 (+4)WIS
20 (+5)CHA

Saves: Str +14, Dex +3, Con +11, Int +10, Wis +8, Cha +9

Immunities: Lightning, Thunder; nonmagical B/P/S  |  Condition Immunities: frightened, paralyzed, prone

Senses: Truesight 120 ft., Passive Perception 18

Encounter Rule (Unkillable). Cannot be reduced below 1 HP. Escape is the objective. Seal of the Deep sacrifice ends this encounter immediately.

Legendary Resistance (3/Day). Choose to succeed on a failed save.

Reactive (3 Reactions/Round). May take up to 3 different reactions per round.

Multiattack. One Bite + Thunderous Bellow.

Bite. +14 to hit, reach 10 ft. Hit: 29 (3d12+10) piercing. 0 HP: target swallowed (blinded, restrained; 21 (6d6) acid at start of each Kraken turn).

Thunderous Bellow. All within 60 ft: DC 19 Con save, 4d8 (18 avg) thunder + deafened 1 min on fail. Half, no deafen on success.

Tentacle Surge (Cost 1). One severed tentacle regrows at 20 HP. Grip Counter +1.

Crash Wave (Cost 2). All creatures on deck: DC 16 Dex save or 2d8 (9 avg) bludgeoning + knocked prone.

Ink Cloud (Cost 3, 1/Day). 60-ft radius: heavily obscured until end of Kraken's next turn.

🔱

Sahuagin Raider

Medium Humanoid (Sahuagin), Lawful Evil · CR 1/2 (100 XP)

AC 12 (natural armor)  |  HP 22 (4d8+4)  |  Speed 30 ft., Swim 40 ft.

13 (+1)STR
11 (+0)DEX
12 (+1)CON
12 (+1)INT
13 (+1)WIS
9 (−1)CHA

Skills: Perception +5  |  Senses: Darkvision 120 ft., Passive Perception 15

Languages: Sahuagin

Blood Frenzy. Advantage on melee attacks against any creature not at full HP.

Limited Amphibiousness. Breathes air and water; must submerge at least 1 hr per 4 hrs or begins suffocating.

Shark Telepathy. Magically commands sharks within 120 ft.

Multiattack. One Bite + two Claw, or one Trident + one Bite.

Bite. +3 to hit, 5 ft. Hit: 3 (1d4+1) piercing.

Claws. +3 to hit, 5 ft. Hit: 3 (1d4+1) slashing.

Trident. +3 to hit, 5 ft or 20/60 ft ranged. Hit: 4 (1d6+1) piercing; 5 (1d8+1) two-handed.

NPC Cards

🧿

Kallinikos

NPC — Blind Sea Oracle & Questgiver · No combat stat block

Ancient man, mid-70s. White beard braided with sea-glass beads. Clouded white eyes — blind for thirty years. Moves by touch and smell along the docks he has tended for four decades. Always smells of brine and old cedar even indoors.

Kallinikos owes Poseidon's court a debt of blood — thirty years ago a Nereid calmed a storm that should have killed his entire crew. Half his sailors died anyway. The sealed amphora carries his written oath of penance, composed over three decades. Delivering it finally settles the account. The Kraken is Poseidon's test, not his enemy.

He knows the Kraken will come. He knew before the party left port. He said nothing because he feared they would refuse the job — and the debt must be paid while he still lives to commission it. He is ashamed of this. If the party returns safe, he does not defend himself; he just says, "I am sorry. I knew."

Measured. Never raises his voice. Uses nautical metaphors for everything ("Some debts can't be reckoned until the tide turns"). Deflects direct questions with philosophical tangents. His blindness does not slow him; he navigates the familiar docks with complete confidence.

Captain Theron

NPC — Trireme Captain · Veteran stat block if combat (CR 3)

AC 17 (breastplate + shield)  |  HP 58 (9d8+18)  |  Speed 30 ft.

Gruff, practical, fiercely proud of his ship. Won't spend sailors on someone else's gamble — but once committed, unshakeable. Respects competence over titles. Privately terrified of deep-ocean nights; he has bad dreams since leaving port.

Multiattack. Two Shortsword attacks. +5 to hit, 1d6+3 piercing.

Parry (Reaction). Adds +2 to AC against one melee attack that would hit him; must have a melee weapon in hand.

Commands the rowers. Grants +4 to one Water Vehicles or Athletics check per round (his bonus action, free to the party). Reduced to +2 if 4+ crew were lost in Enc 1 (he is demoralized). Will fight Sahuagin if they get near the steering oar.

Theron has sailed past the Shoals twice. Once he stuffed his ears with pitch, but once he listened for two full seconds before catching himself. He has never told anyone. He recognizes the Sirens' singing style and avoids eye contact when the topic comes up. Insight DC 13.

Item Cards

🔱

Seal of the Deep

Wondrous Item (requires attunement) · Heirloom — Not for Sale · Given by Kallinikos

A palm-sized bronze medallion on a fraying leather cord, engraved with a three-pronged trident encircled by stylized ocean waves. Always cool to the touch. Smells faintly of brine even in a sealed pouch. Hums almost imperceptibly near open water.

Warding Aura (Passive). While attuned and holding the Seal, you have advantage on saving throws against fear effects caused by aquatic creatures.

Invoke (Action — 1/Encounter). Hold the Seal aloft and speak Poseidon's name. One Kraken Tentacle (or similar aquatic grapple) within 60 ft immediately releases its hold and withdraws — remove its mini, reduce Grip Counter by 1. This withdrawal cannot be reversed by the Maw's Tentacle Surge.

Sacrifice (Action — Permanent). Throw the Seal into open water while speaking Poseidon's name. The Kraken immediately releases all holds, the Maw submerges, Sahuagin raiders dive back into the sea. Encounter ends. The Seal is lost forever and cannot be recovered.

Crafted for Kallinikos's grandfather by a Nereid of Poseidon's court in exchange for a promise — the terms of which are in the sealed amphora. The Seal is essentially an unredeemed favor from Poseidon's court: invoking it calls in one moment of mercy; sacrificing it cancels the entire ancient debt. Kallinikos knew both options when he gave it away.