Just about finished
One more dance
The evening began with the party entering the Laboratory where you encountered a pair of unique necrocraft called gluttoners and their creator Nephandros one of those crypt giants you like so much. You were pretty dominant in the battle and nearly able to kill Nephandros before he turned ethereal retreated to a hidden room. He removed an item from a chest which you later learned was a chain link from Skirkatlas armor. Since she is a grave night this piece can be used to return her to undeath. You got all the valuable loot though.
  • The next area was catacombs with some giant mohrg guardians. The mohrgs were not match for your might and were dispatched like all others foolish enough to stand against you. In the catacombs you found a secret entrance into Skirkatlas chamber. The biggest battle of your life was about to begin.
  • The battle was a very tough fight with Skirkatla joined by a pair of baykoks (a skeletal type undead that used their own bones as paralyzing arrows) and a pair of witchfire named the Normuggru sisters. Due to a resist or protection from fire the sisters were not a major factor. Lastly was Skirkatla herself, she the mighty gravenight whose aura empowered her guards. But her mighty blows are what made this battle tough. A lot of damage went both ways. She and Thornbeard went toe to toe for a few rounds and hundreds of points of damage were shared. As the battle was turning against her she began taunting the party. No matter the outcome of our fight I cannot be destroyed and I will hunt you down and have my vengeance. This is due to the link of chainmail Nephandros escaped with. You did finish her off and with this the book was successfully defeated.
  • There are still a few loose ends you may want to clean up. There is one room you haven’t searched and putting the decapitant lord to his final rest. I believe you learned his name Throderrin Skysunder by speaking with the haunt of Anthurim Rimebeard outside Skirkatlas chamber. By using a speak with haunt you can learn the Decapitant lords name this destroys the haunt and end the DLs rejuvenation ability. so he won’t be able to join Skirkatlas hunt for vengeance.
  • This is where we left off, You can decide what you want to do. We may want o have some entertaining city time to relax but that can be decided Saturday at Joe’s. See you then
Necrocraft, worms and haunts oh my.
Ass-kickers anonymous
  • Your first victim of the night was Soulgouger and his handler. Soulgouger was an undead mammoth used as a mount by Skirkatla herself. They went down as all who dared stand against your might.
  • Next up was a pair of frost worms that proved to be a very dangerous. From their frost breath to their exploding at the moment of their death made them tons of fun. There are caves made by the worms leading who knows where.
  • While you were basking in your victory, by healing as fast as possible. You were rudely interrupted by an enormous necrocraft called the baelmourn. It was a unique, built from a somewhat strange combination of bones. Some were formed into bladed claws. All of it’s might wasn’t enough and it’s bones will never moves again. Unless you want to collect some to bring with you.
    You also saw the meat locker. A room used to keep corpses to be built into necrocraft.
  • Next you met a headless undead svarthurim called the decapitant lord. His is an unfortunate story, maybe you will hear it all late. You were able to defeat him even though two of you that will go unnamed (Pigpen and Whit, for future clarification) failed their save versus his frightful presence. You learned later that you must learn his true name to get into Skirkatlas chamber. Unless rumors of a secret entrance prove true.
  • Next Thornbeard was called to a room with the remains of powerful foes defeated by Skirkatlas clan to dishonor them in death. He approach the pedestal of Akargrim an dwarf that put the party under a geas requiring them to kill the undead giant Hhurrun that defeated them with a dishonorable act. Allowing them to take his ax to use in the fight (even though it was unusable due to age). When Thornbeard carried it into the room of Hhurrun it turned into a vorpal ax for the battle. It was a tough fight but you were an unstoppable force this night.
You returned to returned to Akargrim he was pleased, his ax was now a +1 undead bane great ax. He mentioned there may be a secret way into Skirkatlas chambers. He also told you that to defeat the decapitant lord forever, you must cast a consecrate spell and speak the decapitant lords true name. He believe you can get the answer from the haunt standing guard(?) at the door to Skirkatlas room. Which will require speak with undead or haunt to get the answer you want.
  • You guys did a great job and since you’re trudging through without rest you each get 2 hero points you use for the next session only. I hope it was enjoyable, I always find haunts confusing. There is a good chance this will be the final session of this book so there will be new challenges on the horizon. See you all Saturday.
Now thats a sturdy door
A really sturdy door
  • The evening began with the party returning to the training ground only to realize it was in complete disarray. There were no guards in the towers and giants were slowly filtering out of the camp. You were able to easily make your way wherever you wanted. You decided to investigate the temple of Urgathoa first.
  • Upon entering the temple, you came in through the shrine which you searched and found a few minor treasures. Upon entering the sanctuary you were set upon by the high priestess Dybellos, Ruthok a male tomb giant that was able to drain levels and 2 temple servitors (mummified frost giants) it was a rough battle but you all made it although I believe some levels were drained. You got some decent treasure and were ready to head for a place you would soon learn was called Skirkatla’s crypt.
  • * But as you exited the temple you were attacked by a Wickerman, the final guardian to Skirkatla’s crypt. A massive ever burning wicker monstrosity that was capable of grabbing foes and stuffing the into the burning wicker cage that was it’s chest. But none of this could slow your advance and you dispatched it with relative ease.
  • At long last you made it to Skirkatla’s tomb. You were so excited you entered without resting. Please let me know if you have levels drained. The writing on the doorway gave a birthday but no death day for Skirkatla (whoever that is). It wasn’t too difficult to open the enormous door. But when you entered the crypt the doors crashed shut behind you. You realize that it would be very loud and nearly impossible to get through the door without proper tools. You couldn’t worry about that at this time. Upon searching the vestibule you found a secret door with a frost giant ready to ambush you, which triggered a second giant across the room. You were able to take care of them adroitly. This is where we left off, you should be in the exact condition we finished at.
  • You guys are in the toughest spot you’ve ever been in. I for one am excited to see how you get out of it. At the moment you’re trapped in the sealed tomb until you find a way to open the door or find another exit. There should be a lot of fun challenges Saturday, I can’t wait to see all of you at Chris’s.
Sub Jarl Gregganor please stand up.
Please stand up, Please Stand up
The Blazemore bunch come round the outside.
  • * Thought I’d drop some lyrics for you all. So you’re
  • It was a gloomy night in the Mindspin mountains and our heroes were out for blood. With your sights on the Longhouse you used a proven tactic to kill the watchtower sentry.
  • Next you headed to a windowless building that had enormous equine footprints heading into. Making you think it was time to meet a svarthurim, a centaurlike frost giant head to head. You were correct there were two waiting in the structure. In what turned out to be a pretty rough fight you once again proved to be too much for your foes to handle. For your heroics you claimed a pretty cool item called Thremyr’s beard. You were also awarded one sabotage point.
  • Next you decided to guide a group of 50 human slaves back to your secret hide out. To keep them safe and give you a chance to cover some of your tracks on the way back. Standard operating procedure right.;) It was a good idea to keep them safe. You were awarded one sabotage point.
  • The next day the longhouse was the target. When you first opened the door sub jarl Gregganor introduced himself by hurling a table across the room doing a little harm to Thornbeard and Ferris just to let you know he wasn’t a pushover. He was definitely the toughest foe you have encountered. It was a serious big boy fight with large amounts of damage heading both ways. I think Thornbeards fire storm(?) really helped you guys out. With his long reach and mighty swings limiting his overall number of attacks was crucial. Ferris was able to use invisibility to get within his reach and struck the killing blow. But it was you guys that did almost all of the earlier damage. There were also 4 frost giant guards and Rohkinirr the wimpy witch who ran away once again. You got a little more loot and were granted 3 yes 3 sabotage points giving you a grand total of Twenty! This is where we finished.
  • Let me know what you want to do next. Obviously you can teleport back to camp immediately if you want. Ferris thinks that it might be interesting to spy out the camp the next day to see how things are functioning. You can feel free to come up with some other options. If you go back to your base(no matter what else you do) you can take that time to advance your level. Please let me know what you want to do, If you spy out the camp I’ll write up what you see before we play.

Hope it was fun


They riseth up
5 sabotage byatches
It was a very successful night of sabotage. You were able to destroy the camps supply of alcohol although the brewer of said alcohol recognized your prowess early on and fled like a complete wuss. He is still around and you will definitely run into him again. In the brewers room you found a number of alchemical ingredients that you used to spoil the food stored in the camps silo.
  • You rigged the mine to collapse when giants passed through. This will shut down the mine for the near future.
  • You shut down the camps forge. The forge was a pretty unique version of a forge. A female frost giant named Aerndel(?) has tamed two remorhaz to rest under surface the small lake with its incredibly hot ridges on their back protruding through the ice supplying the heat necessary to forge metal. This method was used because frost giant aren’t good at forging metal due to their vulnerability to hot temperatures. There was a fire giant there that was teaching and doing most of the actual work. You killed all four and earned your fourth point of the day.
  • You were having so much success you decided to destroy the camps shrine to Themmyr. It was guarded by 3 thremmindyrs. Evil cold outsiders that were no match for your might.
  • You are now attacking the buildings at the top level, there is a large slave pen with a lot of slaves. There is a building near the shrine that appears to be some kind of lodging. Those seem like places to consider. Maybe clear them out before hitting up the Longhouse. The biggest building in the camp.
  • It was a very productive night, setting up the culmination of your assault on the giant training grounds. Bigger stronger better foes lie ahead and better treasure will be the reward. If you have any questions feel free to ask. I’m excited for you to get to meet some of the decision makers. Whenever the next date is, Thanks for the fun, we’ll plan our next foray in the near future until then stay beautiful.


Onward to the grist mill!
And my teeth are gritty
The session began with the planning of a raid into the mammoth pen. You were able to silently (with a silence spell)dispatch the guard on the tower. Descend into the mammoth pen, calm the dominant male and let the animals out of the pen to freely wander the camp. Thornbeard was also able to cast a spell calling some swarms of wasps to disrupt the giants evening activities. Then then were able to head back to their cave unbeknownst to the giants.p. p. The next day they tried a similar tactic, but were unable to stop the guard from lighting off a warning firework, never got off a silence spell and alerted the camp of out of the ordinary circumstances with the loud boom of a fireball. Something frost giant don’t like or see very often(especially in their own camp). Not a big deal but it was kind of funny. The party was forced to retreat as their area was stating to be set upon by the giant army.p. p. The next day the party went for a more direct assault on what turned out to be the grist mill. Inside were machines used to crush bones into flour for world famous giant baked goods. There were somewhere around twenty slaves guarded by a frost giant barbarian names Margrunda with two frost giant subordinates. They had mancatchers, great axes and Margrunda had an earth breaker. They were supposed to try to push the party into the grinders but that plan didn’t work out. Instead we had an old fashioned Blazemore bunch-giant bloodbath, hundreds of hit points of damage were done on both sides. But our intrepid heroes won the day. You were able to loot the giants and this is where we left off. We’ll say you are still in the grist mill ready to head back at your leisure. If you decide in between sessions that you want to start back at the cave just let me know. If there is anything else you want to do in the mill before you leave that is also an option. No giants appear to know your here. But you do have the slaves to consider. So whatever you do would likely be inside the mill????

That is all for now, I like it when I do the recap right after to make sure I don’t forget any details. We’ll figure out a time for June after other campaigns have chosen their dates. I hope you had fun, I did. I know planning raids can take time so feel free to make some plans in between sessions, or we can stay at the pace we’re on. I don’t mind at all. Hail the giant slayers!!!!!!!!!


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.


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.


There and back again

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.



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.



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