Kraken's Gamble

A module designed to introduce the Kraken is associated Society before their sudden appearance in Chapter 11.

Kraken Society

Should ideally take place while the characters are in/around the Dessarin Valley, somewhere between level 6-8

Background
The Kraken Society has long sought to grasp the mid-sized city of Yartar in its slimy tentacles, and now the time has come to make a bold move. A few weeks ago, the Kraken Society sent one of its most capable operatives, the aboleth Oosith, to aid Society member Lord Drylund in becoming the Waterbaron of Yartar.

Over the past few weeks, Oosith, Lord Drylund, and a young psionic named Atalia have abducted young nobles. Lord Drylund invites them to his riverboat casino, where lady Atalia seduces them and leads them into Oosith's sewer lair. Here the aboleth infects them with an insidious disease,wraps them in a watertight cocoon, and sends them floating down the Dessarin River to Waterdeep. When they find their destination, other members of the Kraken Society gather them up, and then use them as hostages to blackmail their families, ensuring the noble houses' allegiance against the current Waterbaron Nestra Ruthiol.

Our heroes become entagled in the kraken's slimy appendages, when the third of these abducted nobled, young Lord Artran, is intercepted by a pack of giant birds, while floating down the river towards Waterdeep.