Next Week

Dramatis Personae
Heroes:
 * Durden Ironblood (Male paladin, played by Matt Baker)
 * Joel Karristan (Male fighter/eldritch knight played by Brian Kittrick)
 * Don Diego II (Male sorcerer played by Samuel Corbin)
 * Geoff (Male cleric played by Ryan Loughlin)

NPCs:
 * Ullman (Male wizard, highly placed in the Threfall magehold)
 * Aria Nightblade (Female rogue, highly placed in the Vost Nazaan)
 * Kyros (Male gliding snake, pet of Aria Nightblade)
 * Jace Fletcher (Male wizard, acolyte of the magehold)
 * Senior Knight Broderic (Male knight, commander of troops in the Ash Legion)
 * Various undead minons and dark henchmen, in league with Aria Nightblade
 * Frakes (Male battle-scarred cleric, ex-army, runs the magehold's infirmary)
 * Jensen (Male human, Threfall representative of the South Seas Mining Consortium)
 * Knight Commander Renegast (Male Knight, Commander of troops in the Ash Legion)
 * Joran Snythe (Male human, survivor of the Ice Flyer

Events

 * 1) Alice, the harbor mistress, approaches our heros with a problem: an expedition sent to explore the northern coast of Arnast has disappeared (how do they know?) leaving a sole survivor bearing a tale of a being encased in ice waking up and enslaving the survivor's crewmates, leaving only oil and scorch marks behind. While in her office they note that she has had Stott's head pickled and placed in a jar in a prominent location in the room.
 * 2) Jensen, a representative of the South Seas Mining Consortium, approaches the players with a business opportunity: a mine in the Irinatas has been overrun by "natives" (actually Kraken cultists). If the players clear it out for them . But Jensen doesn't tell them everything...
 * 3) I want Aria Nightblade and That Fucking Snake to make an appearance in which the snake is a fuckass.
 * 4) There is some return from the bait Joel and Broderic laid out last session-Broderic intercepts Vost Nazaan necromancers at one of the locations, but NOT the one he told Jace. Broderic is then called away on urgent and possibly related Legion buisness, leaving the Heros with a Sending Stone should they need to contact him.

Encounters
===Dockyard Thugs and the Theives Guild (optional) === Twists: "Stan" the Ogre
 * There are barrels scattered around that stan can toss using 'bench toss' and barrels scattered about that anyone can roll.

Large 3rd level troop [giant]

Initiative: +5

Big honkin’ club +7 vs. AC—18 damage

Miss: Half damage.

Big shove +9 vs. PD (each enemy engaged with ogre)—1d6 damage, and the target pops free from the ogre

Quick use: This power only requires a quick action (once per round) instead of a standard action when the escalation die is even.

AC 19 HP 90

PD 16 MD 12

Dockyard Thug x2

4th level blocker [Humanoid]

Initiative: +6

Barrel Hook +9 vs. AC—1d6+10 damage

Natural even roll: The target is stuck (cannot move) until the end of its next turn.

AC 20 HP 54

PD 18 MD 13

Unscrupulous Sailor x10

4th level mook [Humanoid]

Initiative: +6

Broken Bottle +9 vs. AC—1d6+4 damage

Natural 16+: The target takes 5 ongoing bleeding damage

AC 20 HP 14 (mook)

PD 18 MD 14

Lair of the Kraken Cultists in Threfall
The floor in the central chamber is covered in several inches of water, and extremely slippery. A pool at the back of the cavern leads to the ocean-the cultist leader can summon large waves from it as a standard action when the escalation die is even-it is a dex check (DC 15+) to avoid being knocked down. Additionally, when moving players must make a normal save to avoid being vulnerable until the start of their next turn. Standing up is a quick action.

Kraken Cultist Leader

4th level caster [humanoid]

Initiative: +9

Stone Daggers +8 vs. AC (2 attacks)—5 damage

Natural 16+: The cultist can pop free from the target and cast one of the following close quarters spells.

Inky Blackness: All nearby cultists gain a +1 bonus to attacks and defenses until the end of the mad cultist's next turn (cumulative).

Shriek of the Kraken: Two random nearby non-cultist creatures take 2d8 thunder damage.

R: Song of the Deep +9 vs. MD (one nearby or far away enemy)—15 psychic damage, and the target is confused(save ends); OR the target can choose to avoid the confusion effect by taking 6d6 psychic damage to clear their head. ..

C: Sow discord +9 vs. MD (2 nearby enemies engaged with the same creature or with each other)—one target makes an at-will melee attack against this power’s other target

Limited use: 1/day, as a quick action.

AC 19 HP 52

PD 14 MD 18

Mad Cultist x8

4th level mook [humanoid]

Initiative: +9

Harpoon +10 vs. AC—1d6+4 damage

Natural 16+: The cultist can cast one of the following close- quarters spells as a quick action this turn.

Inky Blackness: All nearby cultists gain a +1 bonus to attacks and defenses until the end of the mad cultist's next turn (cumulative).

Shriek of the Kraken: Two random nearby non-cultist creatures take 2d4 thunder damage.

Thrall of the Watery Horror: When a mad cultist is slain, roll a d6. If the roll is less than or equal to the escalation die, the cultist's head explodes and tentacles erupt out of his severed neck, transforming him into a Spawn of the Kraken.

AC 20 HP 10 (mook)

PD 18 MD 14

Spawn of the Kraken x?

4th level mook [humanoid]

Initiative: +9

Writhing Tentacles +10 vs. AC (4 attacks)—1d6 damage

Natural even hit or miss: The spawn’s next writhing tentacles attack, if it has an attack left this turn, can be against any nearby enemy instead of against a creature engaged with it.

Natural 16+: The cultist can cast one of the following close- quarters spells as a quick action this turn.

Inky Blackness: All nearby cultists gain a +1 bonus to attacks and defenses until the end of the mad cultist's next turn (cumulative).

Shriek of the Kraken: Two random nearby non-cultist creatures take 2d4 thunder damage.

AC 20 HP 10 (mook)

PD 18 MD 14

Barbarians in the North
8 warrior mooks

3 archers

2 berzerkers