Giantslayer

That painting isn't playing around.
It doesn't look that deep.
We began with Blazemore and the shortstacks:) deciding to swim to the bottom of a lake to see what was so interesting down there. You overcame a giant gar, (which you kindly let escape), some nasty toxic forge dust, several merrow and for old times sake a chuul. But in the end you found a prayer called the blessings of Rosag which you think is important but you have no clue what it might be used for. Next you headed north and came upon a dark passage that you wisely decided to investigate. In the cave you battle some cave giant, rock trolls led by Grumchog who was something called a buggane. There was also a mongrel cave giant with two pet frilled lizards but last and most strange of them all was the room with living cave painting, hopefully the strangest thing you will ever run into. But they like all that came before them were defeated. Giving you time to figure out that the floor is a map and with some items found earlier in the cave you figured out which direction was true north. Once you accomplished this you realized there were special places marked on the map and now you knew where they were. Indeed you realized that the temple at the bottom of the lake was marked on the map. There are three more places marked on the map. Could there be something important in each of these places? There are only a certain number of ways to find out. If you decide to head to the next closest place marked on the map you will have to follow the trail the giants took the captured humans earlier. We’ll see where your adventures take you on Saturday. We can go over the loot to make sure we didn’t miss anything. Feel free to ask any questions, I’ll see you Saturday.

JS

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Gristlecrack and friends
She don't play no games
The adventure began with our favorite heroes deciding to continue their search of Minderhalls valley aboveground. They came upon what had certainly been a giants camp. In the ashes of the fire pit they found the remains of some eaten humans but none of the group can speak with the dead so no more answers were found. A couple days later they met the giant led by a huge female mongrel hill giant (of Taiga ancestry) named Gristlecrack. She travel with a small group of regular and moss trolls. With good tactics it was a tough fight. But the heroes were able to survive with a few rather large scars. p. That evening they were attacked by an advanced spire drake named Karrak. Not a particularly difficult battle but it did catch them unarmored. Note, I liked the random encounter when you rest so that will be more common when you rest. Ideas for a fair chance are gladly accepted. You were also given a deck of cards that could grant a great boon or more than one but there is a challenging guardian(based on your level). All characters will not be required to draw. Each character can draw one time whenever they choose. If you decide to draw at different times you have to face the guardian each time. There are good, bad and good/bad possible results. I’m also still coming up with ideas for cards and welcome any thoughts. It will be weighted towards good results. Sorry to wander off on that tangent. p. The next day they came upon a temple as shown on the cave floor map. This was named the Aduromi’s chapel. Built in honor of her god Zursvaater. The main guardian was an enormous giant flytrap that was quite challenging. After defeating the huge plant they found a pile of false geodes that were trapped to explode if cracked in to. This had little if any effect on you. Eventually you found a secret door and inside you found a giant sized bag of holding and the real fire geodes. There are three and each weighs 750 pounds. These seem like they could be useful but you’re not exactly sure what you need to do with them. p. The last battle of the night came against several marsh giant wight. They hunted the spire drakes in this area and were turned into drakes when they died. Not a tough fight. Nearby you found a cave on a cliffside that was the lair of three spiredrakes, Scarrak and two found dead, killed by the marsh giants. In the lair you found several nice items including the drakesbane horn. But most importantly you found several tablets chiseled with archaic giant ruins. You were able to translate the runes and learned the process for lighting the fires of Minderhalls forge. p. This is where we will begin the next session. I’m looking forward to Saturday, it is unlikely you will level up mid session(not impossible, so think about it), if you don’t you will level up at the end of the night. See you then.

JS

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What's a Benaioh
Thats disgusting

We started with Kane rejoining the group. Then you happened upon a group of marsh giants guard some dwarven caves. you didn’t try to go in at the time but there is something of dwarven historical value if you ever want to back track. As for the advanced marsh giants, with an impressive spell-attack combo by Thornbeard the battle went pretty quick but giants almost always leave marks.

p. It took a few days to reach the next temple, you fought your way across a bridge defended by a couple well prepared stone giant. You also had the pleasure of learning about deep bogs and the kindly water trolls that live there. The next day you arrived at the shrine of Fandara. Fandara is the ancient stone giant goddess of earth, knowledge and the cycle of life. Inside was all of the equipment required to prepare deceased giant warriors for burial. The only guardian were called benaiohs. They began in clay vessel form and when the clay vessels were destroyed they exploded and became oozes. They infected o few of the party members with -wormrot but you were able to defeat the benaiohs and remove the disease. p. With all of the items required to restart Minderhals forge you made your way to where there appears to be a gate on the map(Onteros confirms this). On your way you came upon a group of giant hunters, they were out making sure that giants not accepted into *******s army left the vale. You dispatched the ogre barbarian guard so quickly the leader ran away after casting a stinking cloud on the party.This is where we left off. You haven’t n

made it back to the bridge where you fought the stone giants yet. If you track the diseased mongrel slag giant you see that you come to a fork int the path to the right leads to the stone giant bridge the footprints go to the left. Will you let Nakurrh live and possibly follow you or will you hunt him down. In the sky over the trail on the left far in the distance you see something. It’s not a drake or anything what could in be……

p. Maybe you’ll find out Friday or to the gates either way leads to adventure and maybe even loot.

See you at Joes Friday

JPS

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Minderhals cathedral at last
Whats that smell?

Having found all of the ingredients to relight Minderhals forge you began making your way to the cathedral. On the way you were attacked by several barbarian ogres led by a disgusting diseased mongrel slag giant of ash giant ancestry named Nakurrh. You beat off the ogres so quickly Nakurrh ran away. This session began with the group deciding to hunt her down and remind her why no one messes with the Blazemore bunch.
It didn’t take long to find Nakurrh, who had found a few manticore hunters one hill giant(one shot kill by Pigpen) and a cyclops(with a tied up manticore) to join with her. It wasn’t a long or difficult battle but in the end the blight that was Nakurrh was ended. She would truly not be missed by anyone that knew her. You wisely decided to kill the manticore it would have just attacked if you hadn’t.
Next up you had to get through the gate into the valley of Minderhals cathedral. The gate was guarded by a pair of smilodons a hill giant and an ettin. They fell like all that had come before them and you were able to see the cathedral you had been searching for. The head of recruiting was within. But there were hundreds of giants in between here and there. With some scouting Pigpen was able to find the toilet drain to sneak into and avoid fighting an impossible number of giants. So you may be a bit stinky but that is certain to go unnoticed in this camp. You made your fortitude save so you can manage.
When you reached the top you found a tent with the cathedrals chef Rotter Bloodfreckle with over 100 hit points, also one shot killed by Pigpen. That was amazing and caught me off guard for sure. Well done. The noise brought the Occulus a ogre mage (in disguise as a super ugly marsh giant witch) she blasted off a few lightning bolts before being vanquished. You found some stuff in the two tents and this is where we finished.
You can figure how you want to enter the cathedral. There are 4 stone giants at the top of the staircase but with care they shouldn’t notice you. As long as things don’t get noisy. There is a door into the cathedral right by Rotters tent. This doesn’t appear to be the main entrance. There are two smaller entrances on either side of the building with the main entrance in the center. You would have seen this as you approached the sewers. I believe that is all. See you on the 16th.

JS

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Blazemore bunch in da house!
Like you knew they would be
Our intrepid heroes and their faithful sidekick Onteros finally entered the fabled cathedral of Minderhal with two purposes. First stop the recruiting of giants into the storm tyrants army and find Minderhals forge. I hope someone knows how to work a forge. To do this they would have to do what they do best. Kick literally tons of giant ass and they didn’t disappoint. Ogre barbarians, cyclops(one advanced). two headed troll, ettin, several hill giants including Ruddig Headstomper their drunk leader and your first frost giant. Surely they took some big hits but all fell p. In the last room of the night you defeated Surog an advanced cyclops and a bunch of juvenile rukhs. As the battle finished you could hear the sound an extremely deep voice urging someone or something to prepare for a fight. There are a bunch of maps and paperwork lying around that has important information but that will probably have to wait until you meet the challenge waiting for you upstairs. p. This Saturdays session should end book three and maybe give you a hint of what is coming in book four. You still have to find the sure to be unguarded forge and relight it. I predict a very fun night. I can’t wait, I hope you’re excited this Saturday should be fun.

Your unintrepid GM,

JS

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The last stand of Urathash
His skin was very rough
The final battle for the cathedral of Minderhal (before the other final battle) was at hand. The BB bravely ascended the staircase to meat the infamous Urathash. Stone giant, devoted servant of Minderhal, head recruiter for the storm kings army and all around swell guy. It was his turn to fall to the Blazemore bunch. He put up a solid fight, he even tried to call his red dragon messenger to aid him but nothing could stop his inevitable demise. Jahlvoraz the red dragon was able to escape the tower. Due to slow pursuit he was able to grab some of his more valuable items. Onteros believes this dragon to be a messenger between Urathash and the storm tyrant.

Next the party found the forge and it’s guardian Etena its venerable slag giant guardian and her apprentice Ferin. She told you about the how to relight the forge. After finding a way to replicate a red dragons breath the forge was relit. At this point Etena demanded the group hand over all of their giant artifacts and be on their way. The party found this unacceptable and killed her instead. Ferin laid down his weapon and offeredt o help you use the forge.

p. You now have access to the forge but it may be hard to get back to. You learned that Volstus the storm tyrant possesses a flying cloud castle. Of more immediate importance you learned of a giant training camp in the frost giant village of Skirgaard. This is a threat that must be dealt with.

We ended the night with an encounter as you were nearing Skirgaard. A red dragon named Naximarra approached you from behind, not using its fearful presence to ask the party to do him a favor. Volstus has possession of a red dragon orb that was made with the soul of his grandfather. He wants it destroyed. He can’t come within a hundred miles of the orb without risking being controlled by Volstus. He can offer you a lot of information about Skirgaard and is willing to give you a ring that will allow you to call him to you for assistance one time. Onteros believed the dragon is earnest in his need for their help and will likely honor his summoning but he recommends using it before the orb is destroyed. At the moment he believes Naximarra is more than a match for the group. But if it were to help you for one fight……. You haven’t responded to his request as of yet.

p. You will be in Korvosa to begin the night. We’ll assume you did all you wanted to do at the forge. Lastly Onteros informs you that upon reaching level 10, he is now able to go by his hero name. A hero name is his families tradition where when he was born he was given a name he could only use if he reached a certain level of status. He has now reached that level and wished to be known forever more as Ferris Onteros O’Finnigan. You can call him Ferris from now on. I’m doing this because an acquaintance of mine on twitters son who had been suffering from a traumatic brain injury committed suicide and they asked people to use him as an NPC in their campaigns so that is why. He hopes to be with you until the end.

Can’t wait for Saturday
JS

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Frost giant training grounds
It's all about disruption

It all started in Korvosa getting new gear etc. Then the journey to Skirgaard began. As a group you were able to easily survive an avalanche, started by some glacier toads. Overcame a random encounter with a frost worm and made it to Skirgaard.
*When*you reached Skirgaard you decided to climb a cliff on the west side of the camp and were able to sneak into a building that turned out to be the camps tannery. You were able to defeat Lachnir the frost giant and 2 hills giants without alerting the camp which gives you your first sabotage point. You found a letter on a sheet of crudely produced vellum that reads “You will continue to do as I have tasked you. I anticipate a new group will be sent south to our fiery brethren soon. They’ll have no need for tents where they’re going, so I will order the tents left behind. Keep the production going and stop your sniveling, or I will assure the Queen hears of it” the note is signed by Hersir Gregganor. Those that speak giant know hersir translates to sub-jarl or sub-chieftain.
The tannery is a disgusting place and you think guest probably aren’t very common with a little investigation you may learn more. It’s still morning so you you think you’ll have at least the day to scout and maybe cause more disruption. If you’re brave you might even be able to use use the building as a base until more giants come to visit. There is a guard tower just outside this building with at least one frost giant inside. There is another building just past the tower and what appears to be some kind of stables past that. With some stealth and planning maybe you can disrupt hear and head back into the mountains to plan future infiltrations.
p. If I didn’t mention it the camp is empty of almost all of the trainees who head to a training area somewhere in the mountains. There are still guards in the towers and all of the big daddies are still at home. Over aggression may be Extremely dangerous so plan your work and work your plan. It should be fun, if you have any questions don’t hesitate to ask. See you Saturday at Joes.

JPS

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There and back again
Sabotage

For a change of pace I’m writing the recap the morning after playing.

In a hole in the ground lived a.. Oh wait wrong story. It all began with our intrepid heroes in the tannery having just defeated Lachnir and his servant. You decided to have Pigpen head out for a scouting mission to see what other building are nearby. He was able to hear some cooks in the mess hall mention making sure the food was fully cooked because he didn’t want to be here if they sickened the village again. He also heard him brag about leaving for dome fire giant camp soon. Unfortunately he was spotted shortly after this and the party was chased away by a small hunting party. After luring the party away for several miles you set up to ambush the giants and winter wolves that were foolish enough to try to hunt you down. While you go a few scars in the process you were able to defeat the group. The next day you spent scouting out the camp from the air. You saw some of the other building could see that if the giants were pushed in the right way there was potential for a massive giant brawl. Putting that information aside for later, you decided to make a night time raid on the stables. Due to a slight miscalculation you wound up on the outside of the fences just below a guard tower. p. You attempted to sneak up and kill the guard but he was on his toes and the fight was on. The watch tower guards are not your everyday run of the mill frost giants. He put up a strong fight. It started with Blazemore with incredible bravery running up and taunting the giant. The giant foolishly decided to attack Blazemore neglecting to light the warning firework and failing to set of the alarm. While he nearly killed Blazemore, he was eventually put down like all the rest. For his awesome bravery Blazemore will be awarded with a bonus hero point. p. Next you decided you would try to climb the fence enter the stables and unleash the mammoths into the camp to cause some serious anarchy. But, the mammoths were a lot more protective than you expected and after one tried to trample you, you decided to spare the mammoths and dimension doored outside the camp and return to the camp later. Alli in all you have caused a bit of disruption and have only been spotted once. You should have more information and be better prepared for you next foray into the camp. I hope you had fun. When I was stating potential problems with different ways to approach your situation it wasn’t so you wouldn’t try at all it was to help you consider the problems you will have to overcome. Hopefully making it easier to decide which thing to try first. It’s a tough situation the more info you have the better you can plan. I can’t wait to see what you try next. We’ll try to set up a date for February maybe the 17th? I’ll send out a invite later.

Peaceout,

JPS

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Bugbears?
We don't need no stinkin bugbears.

FYI- I just wrote this and accidentally erased it so this may be quick. Also sorry it’s so late.

p. We started with the party hearing screams and rushing to rescue what turned out to be a fire gnome named Whit. He was nearly captured by a group of bugbears. You decided to join up and figure out where these bugbears came from and what they were doing. You ran into a few more groups along the way, surprisingly powerful and even a trap. You eventually tracked them to a hidden base where they were amassing a group of mostly human slaves that they were planning to sell to the frost giants. p. You were able to clear out he base. In the final battle you were fighting against a powerful spellcaster. Since I designed the days encounters and I felt it was too much for one day of adventuring I let up fearing it would have likely been a TPK. I didn’t want my ignorance of how much you can handle in one day to be the reason it happened. I’ve had a hard time killing PCs but I hope to be better in the future. Not kill just to kill but if it happens it happens. p. I had the spellcaster leave so she is still out there somewhere. In clearing out the base you found a note stating the frost giants would be arriving to pick up the slave over the next day or two. So you can deal with that or let them recapture the slaves. p. Lastly it appears that Whit intentionally ignored his curse. Not a massive deal but I feel it needs to be addressed. My solution for purposely ignoring negative effects is that he can’t be cured of the curse until he spends one day of actually adventuring (including combat). I’m not at all mad I just think you should have to deal with the curse for at least a day. You will be happy to know that Ferris was able to remove the curse from Topps. p. I hope I covered the necessities if you have question get them in and I will answer them before we play. It can be the next morning and you have your spells and have had a full chance to heal as much as you are able. Also this base is well hidden and since the slave trading was arranged for a place a mile or so away the giants probably don’t know where it is. Do with this as you will. The spellcaster might be the last person that know of it’s existence. You could try to hunt her down, will she meet up with the frost giants and lead them to the base? p. We will all learn tonight. I can’t wait.

JPS

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And thats that.
What are you doing?

The evening began with the party tracking the place where the bugbear sorceress was meeting with some frost giants to sell some slaves. You were eventually able to find the spot and dispose of the sorceress and her companions. I as far as you know no one else knows how to open the secret entrances into the cave/compound where you saved the slaves in the first place. You can feel free to design the layout, there are entrances at two ends, a sealed adamantine door in the floor(DC 50 disable device) you got the key from the body of the spellcaster. The cells don’t have to be permanent. there is plenty of space for up to 100 slave and yourselves. You don’t have to do anything with this if it doesn’t interest you.p.

p. Then you headed back to the frost giant camp. You were able to get into the mess hall, kill Qupenarth and his twin female hill giant assistant cooks. Which gave you the sabotage point for the mess hall. You also found a giant bane torc of enmity(if I didn’t before I can show a sidebar about this item) and a large frost giant-hide armor. When you left the mess hall someone got bold and gave away your secrecy costing you one outrage point. These were all of the significant happenings from the last session. p. p. I would just like to say that this book has been a struggle for me to run. I’m terrible at note taking. I’m slow at it and to be honest I don’t usually remember to do it. With this being a more wide open “sandbox” adventure and I realize I need to make a concerted effort to do better. The most difficult part for me is being ready for a wide variety of potential encounters at the same time. I can do it, I may have to occasionally take a minute here or there to reread the scenarios to make sure i don’t forget the good stuff. When I feel rushed(I do this to myself) my reading comprehension gets shaky so…… I just thought I’d let you know how this has been trying me. Feel free to go to any of the places I’ve read up on all of them so I’m “ready” for any of the lower levels. You should make another level before you try the top level. There are a ton of things to do, the silo, the mammoth stockade and a few other places you’ve seen and every place has something to do in it. p. When you get back to the cave Ferris informs you that his friend in Vigil is willing to shop for any items you need that you have the gold to buy. He won’t sell your loot for you. So if you need something feel free to do some shopping if you have cash. So you will be level 11 and free to do some shopping. I am looking forward to tomorrow, see you then.

JPS

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