The Kraken’s Wrath is a pirate ship with a crew capacity of 25. Between disease, combat losses, and executions for insubordination only 15 remain and 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 players for kidnapping onto the ship.
However those same losses have kindled a faction of mutineers. With the players added to their number they believe they can flip the balance of power and take the ship.
Captain Silverlock is aware of 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…
A grizzled dwarf ranger. He carries two scimitars and wears a brace of six pistols for 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 visit Arsenault.
A human guild merchant. He charts the ship’s course based on the captain’s 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.
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.
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 dual pistols at range (dropping once fired so he can ignore reloading) or dual scimitars in hand-to-hand. Below decks Jane pulls a knife and sneak-attacks Killian who enrages and counters immediately. 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.
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 throw either himself or the horn overboard.
The party has three good ways to deal with the kraken. They can capture the horn from the captain and blow it, which causes the kraken to retreat into the depths again. They can use the deck cannons for major damage. If Cataline is alive she can use call lightning repeatedly for major damage. Lacking any of those, the party has to kill the kraken themselves. Use NPCs as damage buffers if necessary.