Category Archives: RotR Journal Entries

Journal entries for the Rise of the Runelords campaign

Character: Nolin

Nolin’s journal entry

Oathday, Sarenith 19

The giants’ attack on Sandpoint was as bizarre as it was ferocious. As we have made our way across the plains towards Wolf’s Ear we have seen the signs of raiding and scouting parties– campsites, pillaged towns, even a makeshift grave– and heard many stories of the same, but none seemed as well coordinated as what we faced. Perhaps they were just more prepared since Sandpoint is large enough a city to have resources to defend itself, and such an assault cannot be done ad-hoc, but what we have learned suggests that it simply has the misfortune of having been built in an important place, one with ties to the Thassilonian age that is somehow important to a larger scheme. This makes Sandpoint special, and deserving of a level of attention that is sure to make life difficult there for the forseeable future.

The raid, as it was, seems to have served two purposes. The first was exactly what it appeared to be on the surface: attack the town and drag away valuables and people. The second, however, was an attempt to retrieve a piece of the old lighthouse, for purposes that are not yet clear. Our wizards tell us that there are spells for communing with stones, and they suggest that there is something that the artifact…witnessed?…that is of great importance.

It was through a combination of luck, skill, and trickery that we managed to stop them short of their goal. While we have fought a number of foes, we have not been in a position where we have had to defend so many fronts, and so many people, at one time since the goblin assault many months ago. Of course, this time the attackers were larger, stronger, and though fewer, much deadlier. Faced with only bad options, we split our party up into smaller teams to deal with each threat as it came, and some of us very nearly lost our lives for it. And as bad as each encounter seemed, with each new one the situation grew more dire.

I’ll admit to being frightened at the sight of, not one, but two dragons flying over the city. One red that breathed fire, and one white that I am told spread ice and frost. I later learned that the second dragon was, in fact, a clever and well-timed (if not poorly communicated) illusion from Trask, created to keep the real dragon at bay. In that, I can say that Trask was largely successful, as the dragon did little more than torch a few buildings, and only claimed a few lives. Yes, the damage was severe, but what was intended to be a vehicle of panic and fear was instead kept somewhat to the edges of the city, wary and mistrustful of its surroundings.

The giants and dire animals, in contrast, were very real. Fortunately, we were able to use our numbers and our knowledge of the city to gain the upper hand and quickly turn the tide. I am told the last giant was felled just a few hundred yards from the city walls.

From his interrogation we learned of Mokmurian, a sort of upstart, insurgent leader with ambitions of uniting all giants under his reign. His plan appears to be to whip up a frenzy with promises of retaking the human lands, and these widespread raids appear to be early rewards for his followers. While I do speak of it a little flippantly, I have no doubts that he is very dangerous and very capable, and he certainly has the mettle to make it happen. We are told that he has a great deal of magical talent, and was audacious enough to claim a taboo site in his homelands as his fortress. These are the signs of one who knows they have power, and knows how to use it to wrestle control from others.

Though we have so far been successful, sometimes comically so, in defeating the bands of giants as we come across them, I do worry about what is on the road ahead. After entering Jorgenfist, we will no longer be dealing with isolated raiding parties of overconfident and under-prepared adversaries. We will be quite literally surrounded by giants. Though our resources are numerous, they are not unlimited and even these small skirmishes have left us drained. And then, there is still the matter of the dragon, a creature that breathes fire and flies high where it is difficult to fight. I fear that we are neither prepared to defend against it– we can all be burned by fire as easily as we burn others– or to take meaningful combat to it.

I will raise this concern with the party in the morning. We need to think, and to plan.

Character: Takkad

Takkad’s journal entry for January

== Moonday, Sarenith 16, 4708; The Devil’s Platter; noon ==

We took the time to identify the handful of magical items taken from the fallen giant leader, and immediately put one of these to use.

[604] +2 giant hide shirt
[605] +1 heavy dwarf bane pick
[606] +1 light pick
[607] +1 ring of protection (Sabin)

I found Mayor Devlin and asked her about her abducted cousin, the paladin Gavin. She said he and his brother, Brak, had settled in Sandpoint and opened the Two Knights Brewery forty years ago. Sadly, Brak was killed in the “late unpleasantness” some years back.

This was startling news, because that earlier disturbance in the town appeared (now) to have been related to the Rune Lords, as is (apparently) our latest problem with giants. Coincidence? Perhaps.

Meanwhile Trask and Avia were dealing with the survivors of the Scarnetti family, whom Trask managed to rescue by lobbing a fireball at a trio of giants that had been hauling them away.

After a little healing from Avia they all looked like they’d live, and the old woman found hiding in the ruins of the manor turned out to be the matriarch of family. She suggested that we hang around to help the family rebuild, but when Avia said we needed to pursue the giants, she pulled out a box and opened it. Within was a large and heavy translucent red gem, which she handed to Avia with a, “We Scarnettis always remember those who help us.”

[609] large, translucent red gem (ruby?) ~1500 gp

We were anxious to follow after the giants, but I thought it best if we gather additional information if possible. The slain leader would require a Speak with Dead spell, which none of us had memorized, and so we settled for talking with the living giant we had captured.

Sabin and I entered his cell, looking as conspiratorial as we could, and tried approaching him as an agent of Mokmurian ready to help. But the giant was far too suspicious, and so I quickly changed tactics. He was obviously very much enthralled by Mokmurian, and I was able to play off his obsession.

We found that the name of the invading giant leader was Taractynous, and blame was placed squarely at his feet for the failure of the assault, what with only puny little humans standing in the giants’ way.

On Mokmurian himself our giant gushed enthusiastically. Long ago great and immensely powerful lords of magic ruled the world, subjugating even the mighty giants. Most of the great ruins found about Varisia were built by the giants (the “sons of stone”). Occasionally a giant was born with the ability to use the same powers as their masters — even long after these overlords were overthrown and their empire reduced to dust. Mokmurian was one such giant who was born with the ability to wield this ancient power.

Mokmurian could turn his enemies to stone, while making his own skin into hard as granite armor. He could even make the very ground reject his foes, flinging them into the air.

He was so great that he defeated a mighty red dragon in power, and forced it to do his will. This was in fact the same dragon that had brought fiery ruin upon Sandpoint.

He had united all giants, ogres, trolls and ettins to a single cause of taking the lowlands from the puny scum that infested them.

Mokmurian had entered the forbidden Valley of the Black Tower (a place of ill omen in giant history) and claimed it for his own. Only one such as mighty as he dared to tempt fate. And there he built a magnificent fortress, which he called Jorgenfist after the entryway to the giant’s land of the dead. Truly a blasphemous act, but so powerful is Mokmurian that he need not fear the repercussions of his actions.

As far as the stones from the Old Light, Mokmurian had commanded that they be brought to him. The stones themselves would reveal great secrets that he would find useful in his plan to reclaim all the lowlands for the giants.

If memory serves correct, in one of Olithar’s journal entries he had mentioned that the local Sandpoint arcane expert and historian, Quink, had a theory that the Old Light may have been used as a mighty weapon in ancient times. Perhaps the secret of such a weapon is what Mokmurian wished to find.

I continued to question the giant about Mokmurian, and stated that I greatly desired to see this great Lord of the giants, and to visit his mighty fortress from which he controlled all of giant kind.

From a “Read Thoughts” spell Sabin was using, I later learned that the idea of what Mokmurian would do to us tickled the giant’s fancy, and so he proposed a deal. If we would take him to the Devil’s Platter, a hard scrabble of barren rocks to the south east of Sandpoint, and released him, he would tell us how to find Jorgenfist.

I stated that this might be an acceptable agreement, if we could arrange the details with the city officials. Sabin left at this point to confer with the rest of our group. It was my intent that they would set off ahead of us and set up an ambush at the Devil’s Platter, taking down the giant after he had given us directions.

Mayor Devlin had no objections to our taking the giant out from Sandpoint and doing away with it.

And so I agreed to the giant’s terms. Sabin and I would take him to the Devil’s Platter, unharmed, and there we would release him. Neither Sabin nor I would harm him or attempt to track him down afterward.

We returned in an hour’s time and left town with the giant. The large fellow was still in chains, because the townsfolk would have been enraged to see him walking freely out of Sandpoint.

As it was there were a few knots of people standing along the way to the gate, and they shouted insults and threw stones at the giant as we passed.

Soon we were a good distance from Sandpoint and we removed the giant’s chains, and continued on to the Devil’s Platter. Along the way I continued to question the giant about Mokmurian, both to glean additional information and to make sure we could be heard from far away.

I discovered that Mokmurian was regularly sending out scouting and raiding parties, which came down the Storval Stairs and fanned out into the lowlands to the south and west.

We reached the first round top of our rocky destination, and standing in the old campsite that the invading force of giants used on the way in we stopped and the giant looked around in all directions, and then waved eastward.

“There, in the very middle of the the Iron Peaks, you will find the Valley of the Black Tower, where Jorgenfist sits in all its splendor. Head east, and climb the Storval Stairs, that great and ancient work of giant kind, and continue east. Scale the mighty heights of the Iron Peaks and find the Muschkal River. Follow that river and it will lead you to the Valley and to Jorgenfist.”

We asked if the giant was heading back now, but he said no, he could better serve Mokmurian by spying out the lands for a while longer before returning.

At this point Sabin said, rather loudly, “Well then, we are off to Jorgenfist!”

And with that the other members of our party quickly sprang out from the surrounding scrubby brush and quickly killed the giant.

Interestingly Nolin had picked up a new skill and charged in on his horse, skewering the giant like a pig on a spit.

For our part, Sabin and I kept our words and simply walked away.

After the killing was done, and the giant dead, I searched the body thoroughly and found a sihedron rune tattoo on his right shoulder. It was the same tattoo we saw on citizens of Turtleback Ferry who were regular customers of Lucretia.

What could it mean? I have no idea, but I removed the patch of skin with a knife and am keeping it with Barl’s head.

== Moonday, Sarenith 16, 4708; Road from Windsong Abbey to Galduria; evening ==

The Storval Stairs is a well known landmark, though none of us had seen it. My home is on the vast Storval Plateau, and I have been at the northern most feet of the Iron Peaks, and of course Hook Mountain, where we had slain Barl Breakbones, is the southern most outlier of that range. I knew that the Muschkal River flowed out from the mountains and feeds into the Storval Deep, but I had never seen that river, and have only seen the northern and southern extremes of the Deep itself.

We decided to head down to the Lost Coast Road and try to pick up the trail of the fleeing giants. We suspected they were making for the Storval Stairs, and aimed to overtake them before they reached it.

Our path would lead us over to the town of Galduria, some three days distant, and then up to the settlement of Wolf’s Ear. We had already planned to visit these villages as part of our original mission from Magnimar, and so this way we could kill two birds with one stone.

We found the trail of the giants we were pursuing, which mostly followed the road to Galduria, and so we set off at a good pace.

Just before stopping for camp we came across the grizzly sight of a merchants’ caravan that had been waylaid by the giants, as they had made their way to Sandpoint some days before. The pulped bodies of the victims lay about, and we took the time to bury the remains.

== Toilday, Sarenith 17, 4708; Road from Windsong Abbey to Galduria; evening ==

The weather has held steady and if it weren’t for the urgency to overtake the giants before us I would have enjoyed the ride through the bright green undulating countryside. All trees, thickets and shrubs have given way to a rich grassland stretching away as far as you can see in wave upon wave of gentle rolling hills.

Just after lunch we spotted the lumbering forms of half a dozen or more giants up ahead, perhaps a mile away. We picked up our pace a little and debated our options for engaging the enemy.

I suggested we act like drunken and unwary travelers and entice the giants to come to us. We began to sing and laugh loudly, and sure enough, the giants — there were eight: a few with bags of loot, and two others holding onto ropes binding a string of half a dozen human prisoners — stopped and watched us as we approached. Four giants came rushing towards us, and so we all dismounted, except for Nolin, and made ready for combat, singing and laughing and calling out for the giants to join us.

They did not know what to make of us, and no doubt thought that four giants were more than enough to handle the eight of us.

Avia, Sabin and Derel all waded in against one, with weapons and fists flying, while Nolin charged another on his steed. Trask used magical attacks (involving plenty of fire, which was quite effective) while Rigel was peppering them with arrows. Kane and I provided healing as needed, and the occasional supportive spell, such as Prayer, or Kane’s special lucky touch.

One of the giants realized we were a little bit tougher than anticipated, and he called over to two of his companions that had remained behind and they came trotting over just as the first giant dropped. A second dropped before they backup pair arrived, which stopped them in their tracks with mouths gaping and drool puddling at their feet.

We were still singing and calling out to them in the friendliest of terms as the two remaining giants were being slaughtered. The third fell, and just as the fourth was thinking he might want to retreat I used Hold Person to keep him still while Avia finished him off.

Meanwhile one of the pair of reinforcements began to run, but was blocked by a wall of fire that sprang up courtesy of Trask. In the meanwhile Derel, who had earlier been made invisible, ran over to the two giants standing guard and began to cut the prisoners free.

Nolin charged the fleeing giant, while Sabin, Trask and Rigel swarmed another, turned and tried to join his companion by the wall of fire.

Concerned that the guard giants might slay the prisoners in desperation, Kane charged them, screaming wildly like a madman. Keep in mind that Kane is a halfling, and the giants were, well, giants.

A look of confusion and utter bewilderment crossed both of their faces as one turned to the other as if to say, “What fuck, Bob?”

They decided to flee, but yanking on their ropes they found that they were no longer tied to their prisoners. Derel tripped one of the giants as Avia showed up and chopped it into pieces and Derel pummeled it into giant juice. Likewise his companion only managed to flee a short distance before he too succumbed to the onslaught of the “crazy little people.”

Eight giants dead in about a minute’s time.

The prisoners looked to be in rough shape, and after Kane channeled some healing energy their way I called out asking if Gavin Devlin was among them.

He was, but he had no idea why he was abducted, nor any notion why his devotion to Abadar would single him out for special giant attention.

We surmised that since Abadar was the patron deity for merchants, and the invaders had explicitly demanded that the town surrender them or face destruction, that whatever was uniting the giants had a special need for or hatred of the sort of people who excel at this line of work.

Devlin was keen to lead the other five freed townsfolk back to Sandpoint, via Windsong Abbey, which he thought they could reach by nightfall if they left right away. And so we equipped him with some leather armor and a quality longs word, as well as handing out simple weapons to the others, and waved them off.

We would be relying entirely upon Kane and my spells for creating food until we reach Galduria because we sent them off with all of our travel rations.

I have confidence that they will make it back to Sandpoint unhindered. It seems that all wild creatures or robbers have been driven away from the road by the passage of the giants.

We encountered more rotting remains from the giant incursion by late afternoon, and one of the giants’ allies, an ogre, was among the victims. It too had a sihedron tattoo on its right shoulder, and I sliced it off and burned it later.

We rode until past dark, and set up camp next to the road. If we ride all day tomorrow we should just reach Galduria before sunset.

== Wealday, Sarenith 18, 4708; Galduria; evening ==

We started early and traveled hard throughout the day. By mid afternoon the tips of the distant Malgorian Mountains could be seen peeping above the eastern horizon. An hour later and we were making our way through the outlying farm lands and hamlets on the outskirts of Galduria.

Talk about the depredation of giants and their kind was found anywhere you lent a sympathetic ear. A farmer who had lost his son was lamenting the fact that if his boy had not been off gambling with his friends he’d still be around to muck out the pig sty. I wondered if young master Gregor had really been taken or if he had simply walked off, but the old man’s words gambling convinced me he was just the sort the giants were after.

We reached Galduria before nightfall, and hastily arranged for a meeting with the mayor. The town itself had been spared from all but a few raids, and these were simple loot and pillage affairs. Indeed the mayor took the issue rather lightly until we told him of Sandpoint’s recent encounter. But Galduria was even less defensible than its distant neighbor to the west, and so we advised that they set up alarms for early warning in case the giants decided to visit en masse.

Galduria is a nice town, somewhat larger than Sandpoint, and perched upon the western shore of Ember Lake. We watched the sun sink behind the mountains on the far eastern shore as we made our way to a comfortable inn just off the main street near the center of town.

The town has a reasonable sized garrison, and the watch seems alert and able, but we have still set our usual watch.

== Oathday, Sarenith 19, 4708; Wolf’s Ear; evening ==

As we rode northward on the way to Wolf’s Ear the land to the west became wilder and wilder. By early morning we met the first few stragglers of trees from the Churlwood to the north, and be mid afternoon the road had plunged into the forest itself, providing only glimpses of Ember Lake to our right.

Maybe half an hour from the town itself was a cairn by the road. It was giant sized, and pushing away some of the stones I saw a giant’s face stuck with spines like a pin cushion. “Manticore,” I heard someone behind me say. Moving a few more stones I discovered he too had a tattoo on his right shoulder. Yet another scrap of skin for the fire.

Wolf’s Ear would have been a quaint trading village on the edge of the wild had much of it not been burned out, torn down, or deserted. We found a village elder who claimed that the giants regularly passed through the town from the northeast on their way to parts south and west.

The worst of the traffic started up about a month earlier, and at first the giants would make a point of stopping in Wolf’s Ear to knock down a building, eat someone’s livestock, or snatch someone out from their house. But now everyone in the town kept an eye and ear open for them, and whenever anything larger than the blacksmith approached, the citizens ran off into the woods and waited for them to pass.

We were given an abandoned house in which to stay for the night, and we are on high alert. The towns folk confirmed that manticores and a host of other deadly creatures lurked in the Churlwood, but they mostly kept to themselves if you did not go out of your way looking for trouble.

Tomorrow morning we will begin our journey following the Lampblack River to the outpost of Ravenmoor, several days to the northeast. We then continue on even further still to the distant Storval Rise, and there, not far from where the river drops down in a thundering cataract from the plateau above, are the Storval Stairs.

It has been more than a year since I came down from my home lands on the Storval Plateau, but I have never ventured to the western ends of that high place. My family’s trade routes extend mostly to the east and south. And yet we share tales around camp fires about the horrors of the Gnashers, and what really lies beneath Chorak’s Tomb upon frigid Lake Skotha.

But our goal lies in the Iron Peaks to the south, and already I have cast my gaze too far ahead. There are many long leagues between us and the Valley of the Black Tower, where Mokmurian holds his sinister court.

Character: Trask

The Journal of Trask Feltherup

Moonday, Sarenith 16

I can barely hold the quill as I write. I am still weak from laughter. I did not realize I’d signed up with a troupe of comedic bards; nor did I recognize how contagious such skills were.

In short, by appearing (quite convincingly, apparently) to be drunken buffoons, we managed to kill eight giants and rescue five hostages. And the good news is that since none of them escaped to tell of the tale, it may well work again!

But as usual, I must back up.

After the giants’ bodies in Sandpoint were gathered up, we were disappointed that we didn’t find more good to be resold. In fact, after identifying things, all we found worth mentinoning was

[604] +2 hide (giant sized)
[605] +1 pick, dwarf bane (giant sized)
[606] +1 light pick (giant sized)
[607] +1 ring of protection (being worn by Sabin)

In talking with the mayor, we learned the missing paladin (Gavin Devlin) was her cousin, and his brother Brak, who had helped him co-found the brewery, had died in the “late unpleasantness” several years ago. Interesting, in that this seemed to be yet another tie, even across years, to the Rune Lord mysteries we keep bumping into. The mayor mentioned that she was going to institute mandatory longbow practice and draw up evacuation plans. No telling when the giants may return, and while there was rebuilding to be done, it was also important that as much of the town’s people be protected as possible. The tunnels under the city may serve a good and useful purpose yet.

The woman that Avia and I had saved from the house was, in fact, a Scarnetti matriarch. Perhaps the Scarnetti matriarch; somehow I felt that I should not speak unless spoken to so I never got to ask directly. For saving her and their family, she succinctly (and yet almost warningly) said, “We Scarnetti remember those who help us out.” And they brought out a box, within which was a red jewel which turned out to be a ruby worth about 1000gp [609].

Sabin, after some contemplation, was able to tell me more about red dragons. Yes, of course they breathe fire; we picked up on that. Yes, they are particularly vulnerable to cold; makes sense. They are probably not magic resistant, and one probably doesn’t need magic weapons to hurt it … but then killing a dragon is no small feat.

So, Takkad said he wanted to interview the giant prisoner we had. He thought he might be able to get some information from it by “befriending” it. I was skeptical but he’d done it once before with the ogres so, no harm in trying I suppose. Sabin would be “bad cop” and Takkad would be “good cop”; I was to be backup “bad cop”.

I was not needed.

Takkad quickly realized the best way to this giant’s heart was through Mokmurian. The behemoth went on and on about Mokmurian’s splendor and the splendor of Jörganfist, the great vacation place and spa for right-thinking giants. He went on and on about how he had seen Mokmurian himself, and he had been to Jörganfist, and how the giants would take back the lowlands that were rightfully theirs anyway, and blather blather blather.

And Takkad hanging on his every word – Really? Could I see it? It sounds wonderful! Oh if only I could see it, I would certainly see exactly what you mean!

The giant was amused that a puny human should want to see Jörganfist, but equally amused at the thought of what would happen to a human entering there. He struck (what he thought was) an extremely lopsided deal. Let me go, he said, and I will tell you how to get there.

Takkad and Sabin agreed to find a plausible way to lead the giant out of town to the Devil’s Platter, and unchain him. They would not harm him. In return, he would tell them how to find Jörganfist. Careful phrasing meant that while they would not harm him, the rest of us certainly would.

Why did you want a rock from the Old Light? asked Takkad. Legends have it that it is possible to get information from stone. But I don’t know how to do that, he added.

Why the dragon? Mokmurion forced him into servitude. Mokmurion strong! Mokmurian can cause stones in the earth to reject intruders by flinging them into the air! He can turn his own skin into granite! To hear him talk, he’s a god. But I remember hearing similar stories about Barl Breakbones, and, well …

Having been informed of the plan we took off sufficiently early to get to the Platter about an hour before they would. There happened to be a large fire bowl where trees (yes trees, not branches) had been burned, probably by the giants on the way in. Provided a fair amount of cover. By about 3pm we were good to go.

About 5pm they reached the same spot and found it a convenient place to stop. Apparently the giant had been released from his chains earlier and he and Takkad had continued to yak on about Mokmurian and his splendiferousness. At this point, though, Takkad reminded him it was time to keep up his part of the bargain.

He said (paraphrasing a bit): Go to the valley of the Black Tower; that is where Jörganfist is. It’s technically blasphemy for Mokmurion to call it that because it isn’t really, but he’s cool enough and it’s cool enough that he can get away with it. To get to this valley, climb the Storval Stairs, go due east and cross the Iron Peaks. Find the Muschal River and it will lead you to the valley. There you will find your doom, er I mean be enlightened.

With a hearty, “well then, off to Jörganfist!” Sabin announced that we were done with him, and sure enough, the rest of us made short work of the previously injured giant. Nolin’s been practicing with a big pointy stick on his horse and was able to kebab the giant.

We huddled for a quick conference. The track was still relatively fresh and so far as we knew, the giants had hostages including the paladin brewmeister. The giants could take longer strides than we could, but were probably unaware they were being followed and we were mounted; if we pressed our mounts we thought it possible to catch up with them.

When we stopped for the night, we thought from the signs that we might be gaining ground. The tracks seemed a bit fresher. Still nothing in visual range though, even now at night. We kept our fire low.

Toilday, Sarenith 17

We rose quickly and resumed the chase. We were rewarded just after lunch by the distant sight of lumbering giants. We could pretty much guess from our conversations with giants how much respect they accorded humans — that is to say, none — and Takkad suggested we use that to our advantage. If we appeared to be easy marks, we might be able to pick off one or two at a time instead of all five or six that appeared to be in the group ahead of us.

We closed the gap and immediately started shouting like drunken soldiers: Heya! We still got some left if you want to come over. We’ll share and all, cuz that’s the friendly thing to do! Kane fell off his horse. “At least, I THINK we have enough,” I shouted, eyeing the giants. “How mush do ya drink ennyway??”

Four of the (now we could see) eight giants pointed, and chuckled and started walking over. Their companions stopped and watched. They too seemed amused. But as the group approached, Nolin’s clumsy handling of the lance and meandering of his horse suddenly because much crisper. A couple of the fighters dismounted from their horses, slapped their horses to the back line and sloshingly announced that the new guests looked positively huge! Giant like, in fact!

But about this time, a fireball exploded, engulfing three of them. One also got skewered by the galloping lance of Nolin. All four stopped, momentarily confused. I yelled, “Hey, do you have fireworks too?” as five magic missiles leapt from my fingers and struck a giant. The fighters moved in with their swords and the healers moved in with their healings and suddenly the four were in dire straits. Two more were pointing and laughing it up before they good-naturedly started over to help their obviously clumsy companions.

But giants started dropping. And just as two of them decided maybe this wasn’t so funny anymore, a wall of flame erupted near them to cut them off from their escape path. I had cast greater invisibility on Derel and in a flash he was over there cutting the ropes of the prisoners. The two giants holding on to the prisoners gave a sharp yank in an effort to retreat, only to find that there were no prisoners anymore. Derel gladly beat up on them and they looked confused as his invisible blows rained upon them. To add to the confusion, we kept a constant chatter of conversation and song, and for the full effect, Kane, the halfling, charged at two giants babbling nonsense.

They clearly had no idea what was going on.

In surprisingly short time (and using a very modest amount of magic) the giants were dead. Eight this time.

The prisoners were understandably grateful. The old paladin was among them, and even largely devoid of weapons and armor he volunteered to lead the rescued prisoners home by way of Windsong Abbey. I cast a mage armor upon him so he’d have some protection, and it seemed likely that would last for the duration of his journey there. There were bags of loot from the giants, but we surmised they were simply items all taken from Sandpoint so even though I did detect magic items among the bags, we sent them along with the townspeople and counted on the paladin to make sure that the right things ended up in the right hands.

With light left, we have continued on to Galduria. We likely will not reach it by nightfall, but stand a good chance of reaching it the next day.

Wealday, Sarenith 18

We reached the outskirts just before evening. While there was not utter ruin about, such as almost happened to Sandpoint, it took only light conversation to hear about the giants that had been appearing and raiding almost at will here. Not only livestock were affected — as with Sandpoint, people had also been lifted and taken away.

One farmer mentioned his son had been taking while gambling at a neighbor’s house. We were reminded again of the link to the gambling boat near Turtleback.

Upon arriving in town we hastily arranged for a meeting with the mayor. Having the credential of a giant’s dismembered head (ala Takkad) is a wonderful way to establish credibility. The mayor was happy for the help, but although this town is comparable in size to Sandpoint or perhaps a bit larger, it is not nearly so defensible. There are no natural barriers, nor a city wall, that could protect even a part of the city. There is a city guard and they are vigilant but we’ve seen how useless that can be against the giants when they are intent on a task.

We set up usual watches again, although we were able to spend the night in nicer than usual accommodations.

Oathday, Sarenith 19

Leaving Galduria behind, we headed north to Wolf’s Ear.

Along the way, Takkad found a cairn that contained a giant killed by a manticore.

We expected a much smaller town, but it seemed even smaller. Apparently it has been more frequently visited by giants and others, because I believe there was not a building in town that did not show signs of having been damaged, burned, or completely rebuilt lately. An elder in the town confirmed the frequency of destructive visitors and was happy to see some skilled protectors stop in. He also confirmed that the woods around did contain manticores as well as other ill-tempered creatures. We stayed in an abandoned house, and although slept uneasily, found that nothing bothered us overnight.