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The tiny beach where you land is a handfull of sand tossed like an afterthought on the side of the rocky isle. A small village lies ahead squeezed between the cliffs and the sea. The ship that brought you to the island lies at anchor a few hundred yards off shore to the south. A smalll boat lies on the beach, its rows stored inside. Do you want to tow out to the ship and return to Neverwinter? 2. A hand painted sign on the cottage to the east says: 'Visitors welcome! Clean rooms, No dirty boots please!' The on the cottage to the north reads: 'Jaalaya's Guest House - Miss Jaalaya Theyenberg Proprietress' 3. No sooner do you enter the cottage than a beautiful young woman rushes up to you. 'My mother, she was bitten by a large spider! She's in the bedroom! You have to help her! Hurry, please!' This cottage appears empty. 4. You rush into the bedroom, the girl following behind, but instead of an old woman, you find only monsters! You turn to the girl in surprise -- but her beautiful face has transformed into the twisted leer of a hag! Greenhags and Margoyles (7.5K exp) 5. This house looks bigger and better-built than the other structures in this tiny village. 6. After a conversation in which the village leader tries politely to say nothing at all, you realize that the terrified man will be of no use to you. Knowing that your presence here places him in danger, you depart. 7. This is the small residence of a terrified villager 8. Across the strait, you see a massive stone fortress rising from the island of Trisk, its tentacle like columns an unmistakable signature. It is the headquarters of the Krakens. 9. Two men are struggling with four Margoyles and two large monsters in this outpost trying to attach their chains to the wall. They see you and attack. Umber Hulks, Kraken Spies, and Margoyles (6.4K exp) 10. A large sea chest sits in one corner of this room... but contains nothing but old clothes. In a pocket of one foul-smelling coat is a note that reads 'the dragons are housed on all four sides of the arena. You will live longer if you let Gozz feed them.' 11. Suddenly you find yourself stuck in a thick translucent web that has been spread across the passageway. Spiders! If only you'd been more careful as you walked. Giant Spiders and Electric Spiders (5.6K exp) 12. The delicate tower of a small lighthouse rises to the north. Its powerful lamp is visible, burning through a thin mantle of whirling fog. 13. You stand before the lighthouse, its narrow white stone tower rises high above you. 14. Several men are in the lighthouse keeper's quarters rummaging through its cabinets and chests. They attack and great monsters come out of the shadows. Kraken Spies, Kraken Mages, Stone Golems 15. A narrow stone staircase spirals up to the top of the tower. Do you wish to climb it? From the top of the lighthouse you can see a small fortress on the north end of the Isle of Trisk. Another small island, little more than a rock lies to the north of you across a narrow strait. It is heavily fortified You descend the staircase and again find yourself at the base of the lighthouse. 16. The door to the west appears to be the entrance to a coastal fortress built of stone. 17. This appears to be an area where men and monsters are waiting for something. Guards leap to thair feet as you enter the room, and monsters join them as they rush to attack. Otyughs, Neo-Otyughs, Kraken Mages, and Kraken Fighters (16K exp) 18. Across the strait you see a massive stone fortress rising from another island, its tentacle-like columns an unmistakable signature. It it the headquarters of the Krakens. A small boat is moored beside this pier. It looks old and well worn, but still appears to be sea worthy. Do you wish to take it to the other island? As you reach the point midway between the islands, the current starts to pull you sharply to the north -- and the open sea. Do you want to let it carry you, or row harder and continue west to Trisk? You leave the sheltered waters between the islands and the weather starts to become rough. The tiny boat is tossed. If not for the courage of your fearless heart, you surely will be lost! The current carries you tiny boat due north, growning stronger every minute. Frightened, you try to escape its clutches by rowing east, but to no avail. The great waves of the Trackless Sea lie straight ahead. But instead of hurling you into the stormy waters, the current deposits you on a cold, black sand beach. This is neither of the main isles, but a tiny fortified crag that stabs through the surface north of Utheraal. 19. You pull the small boat up on a narrow beach, the massive Kraken fortress rises above you to the west. A small boat lies here on the beach. Do you want to roe it back across the strait to Utheraal? 20. Two Krakens occupy this guardhouse. They sound an alarm. 21. Responding to the alarm, men and monsters rush forward and attack you. Kraken Mages, Kraken Fighters, Margoyles and Stone Golems 22. On a promontory to the south, a small fortress has been built. Great waves crash on the rocks below its parapets. 23. This room smells terrible, and a glance tells why! Its full of garbage ... Wait! Some of the garbage is moving Otyughs and Neo-Otyughs 24. You surprise the guards at this outpost, but they quickly grab their weapons and attack. Kraken Mages, Kraken Spies, and Stone Golems (24K exp) 25. The path is very steep here, rising from south to north. 26. The path to the west is blocked by a stone wall, although it does contain a heavy wooden gate. to Kraken Complex(15,9) 27. A hastily built stone wall blocks the passageway ahead. A wooden door in the wall is slightly ajar. to Kraken Complex(15,7) 28. To the north a small outpost fortress has been carved into a crag jutting out into the ocean. 29. A stone wall blocks the coastside path as it leads west. A wooden gate is set into the wall. to Kraken Complex(15,3) 30. One of the Krakens was writing a letter when the battle began. It begins 'The fire giants from the compound below ground have tunnelled out and into the old castle on the north shore of Trisk. The sea trolls who lived there have disappeared -- probably burned to nothingness. We don't dare tell the giants to go back underground, for their...' The letter says nothing more. 31. Your tiny boat lies here on the beach. A rock has pierced its bow. It will never be seaworthy again. 32. Rising to the west is an ancient fortress of weathered stone. The insignia of an iceberg appears above the door. 33. You step through the gate and enter a warm bustling fortress. Soldiers and villagers pass in each direction, hurrying on their way. But where are they all going on such a tiny rock? The man with the booming voice greets you and seems to read you mind. 'Yes, the upper levels of the Fortress of the North Wind are small, but our caverns reach far underground.' The man introduces himself as Lovaarg, a captain of the guard. 'The Kraken Society is headquartered on Trisk, to the west,' he explains. 'They also have forts on Utheraal where they hold the people in virtual slavery. The Fortress of the North Wind offers sanctuary to anyone who escapes from Trisk or Utheraal. In the generations since the Krakens took over here, many have come. Even the Krakens power cannot breach these ancient walls.' You explain that you are an enemy of the Krakens and wish to travel to Trisk to learn more about what they plan in Neverwinter. Lovaarg listens intently, nodding as you tell of your voyage from the new docks. 'There is a way,' he says. 'We have a tunnel that runs beneath the strais. It leads to ancient catacombs deep beneath the Kraken fortress. But once you pass through, we must secure the opening. You cannot return this way. Before you go you should rest thoroughly and prepare yourself. You may use either room to the north or that to the south. When you return, I will lead you to Trisk myself.' Lovaarg greets you once again. 'I hope you rested well for the fight ahead will be difficult. Follow me.' He leads you down many flights of steps, then through several long damp narrow passageways. 'We are here,' he announces. Finally! 'May Tyr guide you on the trail of Justice, and may Helm strengthen you hand when it is raised against the forces of dishonor. Pass through this way....' to Kraken Complex(0,1) 34. As you start to climb the causeway that leads to the great fortress, several Krakens appear leading a mass of great green monsters. Shambling Mounds, Kraken Mages, and Kraken Spies (14.9K exp)