Georg, Jürgen, Cersten, Joachim... raus hier ! 
OK, I just created a truely to be used solo monster from scrap, featuring the Classic Kraken, attacking the ship from underneath.
To get that to work, I did some major adjustments on the fly based on DMG / MM 1 solos. It is made to be scary and actually give the party a hard time in many ways (hindering them and dragging them out, the recurring Maw attack on semi-random targets, the nightmare of wildly drumming tentacles over the ship while bloodied). On the other hand it has some weaknesses (multi target attacks, acids, good postioning) to be found out or even forshadowed.
The party will be 14 level, probably go through 3-4 encounters of level 14 to 16 (depending on successes on skill rolls) before being attacked by this baddy. They'll be a 2h weapon Golith Warden, Barbarian / Sorceror Genasi Hybrid, charge focused Genasi Taclord and Dwarven Wrath Invoker, so not too squishy. In a different group set-up with me still as player we have gone through six level +2 to +6 Encounters (median being +4) on one day. Meaning that all of them are quite fit at challenging D&D encounters, although I'm probably a bit better at tactics than they are.
At the start of the encounter about 10 crewmen will help out, each holding a tentacle at bay. Each will have a 10% chance to be taken out each round, doubling when the Kraken gets bloodied. The players can dismiss them at any time, because losing one (random chance afterwards) will have consequences for the further trip with the ship.
What I'd like to hear if I did any major ommissions, making it either to easy (not likely) or to hard (rather possible) for the party. Any cool hints for improvement are also welcome.
Note that while we usually play the dice as they fall, we don't mind making sensible decisions on the fly to cover open questions in the rules. Nor do I have a problem if my players find a creative way out to avoid a TPK if the situation is dire.

OK, I just created a truely to be used solo monster from scrap, featuring the Classic Kraken, attacking the ship from underneath.
To get that to work, I did some major adjustments on the fly based on DMG / MM 1 solos. It is made to be scary and actually give the party a hard time in many ways (hindering them and dragging them out, the recurring Maw attack on semi-random targets, the nightmare of wildly drumming tentacles over the ship while bloodied). On the other hand it has some weaknesses (multi target attacks, acids, good postioning) to be found out or even forshadowed.
The party will be 14 level, probably go through 3-4 encounters of level 14 to 16 (depending on successes on skill rolls) before being attacked by this baddy. They'll be a 2h weapon Golith Warden, Barbarian / Sorceror Genasi Hybrid, charge focused Genasi Taclord and Dwarven Wrath Invoker, so not too squishy. In a different group set-up with me still as player we have gone through six level +2 to +6 Encounters (median being +4) on one day. Meaning that all of them are quite fit at challenging D&D encounters, although I'm probably a bit better at tactics than they are.
At the start of the encounter about 10 crewmen will help out, each holding a tentacle at bay. Each will have a 10% chance to be taken out each round, doubling when the Kraken gets bloodied. The players can dismiss them at any time, because losing one (random chance afterwards) will have consequences for the further trip with the ship.
What I'd like to hear if I did any major ommissions, making it either to easy (not likely) or to hard (rather possible) for the party. Any cool hints for improvement are also welcome.
Note that while we usually play the dice as they fall, we don't mind making sensible decisions on the fly to cover open questions in the rules. Nor do I have a problem if my players find a creative way out to avoid a TPK if the situation is dire.
Attachments
Last edited: