Ooogity boogity booo!

-fire-giants

There is an interlude during which spells are cast and loopholes are explored. After some time, the group start looking around for the next set of evil to kill…and plunder..’don’t forget the plunder’ say the folks who are carrying enough wealth to bankrupt several small kingdoms without affecting the bottom line.

Anyway – they cast about ans discover that the threat from the west is not gone, but has changed in scope. It seems that a band of marauding hill giants have started attacking caravans bringing trade from the western nations to Cormyr.

Hmm. Encirclement? Is this another of Coburn’s tactics, or just some opportunistic giants seeking to capitalize on the situation? Who knows? Who cares? They must be stopped!
Off they go in their airship – floating above the hillsides and eventually locating a large timber fortress. There is an outdoor courtyard stuffed with wolves and bears. There are several entrances, each guarded by no less than two well equipped giants. There is a watchtower with an alarm bell that can be rung. A single opening at the peak of the roofline emits a trickle of smoke, indicating the place is occupied.

Invisible flying wizards land on the roof and deploy an arcane eye into the interior. They scout what they can and discern that there are many ogre servants roaming about the place. Some dithering follows and then the assault is launched.

They passwall into the rear of the place and Kiko unleashes a swarm of insects that devour the sleeping occupants of the first room. They decide to leave via the same passwall, then deploy a second passwall and surprise a couple of fire giants working as torturers. These are swiftly and silently slain, so the group presses on before their luck runs out…which happens rather soon.

They engage with a trio of giants near the entrance but one manages to escape and ring the alarm. With that, the game is afoot. The group increases their speed and starts moving along hallways and opening doors while groups of ogres and packs of wolves are sent to find them. They soon find themselves trapped in a trophy room of some sort. There is a brief discussion and then Ivan deploys his Mace of Terror and charges into the halway.
The terror-inducing effect of the weapon produces unexpectedly good results and the attackers now turn tail and flee. The group pursues and fell as many as they can. While they are assaulting the barracks they see a trio of stone giants and a cloud giant making haste to depart the place. Though they know you never split the party, they deploy the druid in bird form to track the fleeing stone giants while the rest continue the terror and slaughter. The group is not without injuries, as Goldpiece has his lower jaw removed and Cosmic has his skull pulped by a wild swing of a giant, but he is up and about within a few seconds of being taken care by Justicar.

Before too long they have emptied most of the place, have discovered a secret door to an underground treasure room – protected by caged manticores and elaborate illusions (seems less and less giant-y) – they set about plundering. One interesting item is a large obsidian chain that apparently is used to teleport to the lair of ‘the master’. It is set aside for now.

Another secret door leads them to a larger set of chambers – prisons, hallways, mining operations in full swing, barracks full of guards (swiftly slain or terrorized) – and soon enough they find themselves the sole living occupants. They ponder a bit then return topside to await the return of the prodigal druid. Cosmic uses his crystal ball and communicates telepathically with Kiko and reports that the giants were tracked to a cleft in a cliff in the foothills located a few miles away.

The group retreats, refreshes and resupplies in Immersea and then sets about investigating the stone giant’s escape route. It leads them to a series of dry caves that show signs of temporary habitation, but any occupants are long gone by now. Given the choices – follow the sea-litch’s offer to destroy Coburn with an ancient artifact or teleport wherever the chain leads – they opt for the blind teleport and find themselves on a volcanic island in the middle of a sea. The long sloping lava flow leads to a large set of doors guarded by some fire giants.

Let the games begin!

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