Shadows Of Giants

Session 12 - Downtime

Eidolon wakes to Arun’s prodding claw- the gnome assists him with recovering a few coins that had fallen through a tiny hole in the cave. The rest of the team awakes and decide to head to town. Arriving at Rollsing, they see their respective God Polls, each one covered in notes about fey, artifacts, and the symbol recovered from the Kragspeak teleportation circle. The party head to Master Gold’s house, meeting and introducing Meliora to Eidolon as the deity warns the team to not stray within the house just yet. The iron dagger is delivered to Master Gold, who is then persuaded to construct a cloak from Appolomi’s portable hole, and gives a red letter to Eidolon to assist with procuring a shop space.
Attempting to finally have Did Tur pay for his crimes with the magical items fiasco weeks before, the party question him. The interrogation does not end well – after a chase and tying him to one of the God Polls, the sheriff and barkeep Rod is summoned and settles the dispute, favoring Did Tur’s side after a quick magical sweep of his shop reveals no remaining jinxed magical items being put up for sale. The team visit Mina and quickly acquire a small section of the blacksmith as a starting place for Eidolon’s magic shop.
A month goes by, where Bhuroin sets up a permanent shrine for the adventurers that were lost against Arun, Ricky assists with the construction of the shop, Appolomi goes hunting, Galatea collects the no-longer jinxed magical items that were delivered from Kragspeak, and Eidolon creates several items for the party with enough spare time to make experimental potions from harvested spider parts.

Session 11 - Be-Trade

Arriving back in Rollsing, they are met with a stampede of cattle. Settling that affair and guiding the farmer to tend to the cows, they make their way into town to recover one last cow. There, they meet Mina the minotaur, head of the Bronze Age blacksmith shop, who wrestles the cow into their custody and bids them leave. Bhuroin coaxes the minotaur to give her one of the scales of her armor, a copper scale. The group head out to the Hill and ask Arun why he sent them to the battlefield. Arun apologizes, but his protective instinct to guard his horde got the better of him. He accepts Bhuroin’s scale and agrees to give them the dagger if they recover the small horde in the Hill’s caverns for him. He flies off as the group heads for the Hill cave opening.
With wolves on the prowl outside, Galatea turns into a wolf and learns that they help protect Arun’s lands in trade for hunting rights. The druid convinces the wolves to wait until Arun returns to confirm the party has approval to be on his lands. Eidolon guides his construct to break through the first barriers of rock, the party harvesting spiders as they go. Upon reaching the horde, it is collected with Apollomi’s portable hole, and they return to the surface to an awaiting dragon; the wolves are seen leaving. Arun accepts the horde and gives them the iron dagger. After a brief performance by Bhuroin for Arun’s pleasure, the party are invited to stay the evening in a small cavern off to the side, made out to be a guest quarters.

Session 10 - Soldier, Spy

Making their way to Master Gold’s house, they arrive and try to explain about breaking and entering. Master Gold waves it aside and demands a quest be completed for compensation: they must retrieve an iron dagger. He points them to Arun, the copper dragon; such a powerful magical beast should be aware of such an item, and likely has it in his care. They accept and meet a surprise at the inn – a small mountain of food had been collecting for them, a token of appreciation from the peoples of Tiaman for vanquishing the evils of two deities. They make a feast of the collection and call on Arun, asking about the dagger. He gives them direction to a nearby battlefield, and returns to his lands.
After a scuffle with scarecrows protecting the surrounding farmlands, they arrive at the battlefield at night. Seeing the eerie glow of Will-o-wisps, Apollomi finds a pattern in the patrolling souls, while Galatea uses Pass Without a Trace. They creep to every building, discovering an empty box that used to house a dagger. It’s gone?
As the group retreats, they are attacked by the wisps, the souls only letting up for a short time to return as skeletons! Ricky quickly takes down the minotaur corpse, and they retreat to an unusual stone archway, created by gnomes, sitting amidst a circle of dead grass. The God of Death bids them pass through the archway as more undead charge at the group- he touches the stone which glows and shoots out a terrible beam of light, destroying several of the approaching opponents. The party inquires about the archway, something that also puzzles the deity. They determine that the dagger is not here, and decide to head back to confront Arun about his apparent deception.

Session 9 Tinker, Tailor

Returning to Rollsing the party join a good portion of the town outside of its walls for a picnic, watching Arun making his rounds in the distance. After checking the god-posts for any quests, they ask around the town for the whereabouts of Ton Nor. A gnome named Eidolon Cogsworth with an unusual mechanical cart overhears the party and requests to tag along – he is also looking for Ton Nor. Venturing to the manor on the hill that was recently purchased by the spellcaster, they break in and enter through the back door and basement. They stumble upon a terrible discovery – a vampire’s coffin! But no site of their query. Running back out of the house they decide to try looking in one last place – the spot on Arun’s lands where they had buried the cursed amulet.
Traveling out of town they come across the site and see it has been disturbed. They follow a trail of hoof prints to a burnt clearing with a strange metal apparatus. Just as Cogsworth figures out the controls a troll attacks the party. It is finally overtaken with the assistance of the apparatus’ flamethrower. Rivalchon spots Ton Nor in the woods nearby and intercepts him. He claims to have nothing to do with the troll, beyond tracking it down. He cuts into its torso and pulls out the cursed amulet, the troll shrinking down into the form of a dead halfling; a thief Ton Nor had hired to bring him the amulet. Overhearing about the break in of his home, Ton Nor demands to see the party the next morning and rides off.
As the party prepare to leave, one of the apparatus’ levers breaks and it takes on a life of its own. It returns to the clearing and begins to burn down the forest. The party manage to avoid its dangerous barrel roll attacks and break the contraption, harvesting some components to study and use later. They travel back to Rollsing, arriving at the town once more mid-day.

Session 8 Sickness

Making a copy of the glyph, the party take their leave of the deities and step out of the ruins of Kragspeak to find Clemmins. He says that the glyph is unknown to him, but he had seen it once in a book Ton Nor had one in his shop. The party break into the magic shop to find it emptied and up for sale. With little to go on they venture to the post office and ask if Ton Nor had forwarded anything to Rollsing. According to the postman, that spellcaster had a few wagons sent his way. Deciding that Ton Nor can wait, they turn their attention to the more pressing news of a sickness infesting Tiaman, the mountain village, as written by Satoyu Efor the young tradesman. The party grab a wagon from the stables and start on their way back to Tiaman, chasing a few willow-the-whips and discovering a magical dust of unknown properties buried in the woods.
After arriving at Tiaman and having a chat with the sick guardsman, the party interview a few people in town including Aggy the drow cleric. Tracing the cause to the water source, the group climb down a well and into newly carved caverns. They find their way to the final room and discover a deity playing with Kek’s cursed gold in the water. At first she is overtaken easily- but with a sudden resurgence, she transforms into a chuul! With quick use of stunning strike by Richard, the second form is overtaken and she is finally defeated.
The body of the chuul is brought to the surface and burned. After sending Aggy to bring the clerics of the Temple down from the mountain, they help pass out blessed water to those affected throughout the evening, and complete the half-day journey to Rollsing.

Session 7 God of Greed
Or as we fondly call him, the walking salad

Back at Mask’s Altar in the Ruins, the Adventurers see the shadowy mask once more- it reaches out and drains many of the thieves of their life-force. Re-stabilizing Theif Guild Leader Feton Sat and Priest Morias, Feton suggests the party does not venture down further into the Ruins; much of the guild is still down their, possessed. Instead, he points out a few storeroom locations on the map Richard had been drawing, as well as the approximate location of where Greed’s chamber was in relation to the rooms already searched. The party decide to excavate their way to the chamber.

Off to the storerooms, they avoid green slime, slippery ice, and foul air. Putting an entire storeroom full of mining equipment into their portable hole, they venture to the spot where they expect Greed’s chamber to be and dig. After an hour, they break through and make their way to the floor. Greed sits atop a throne, situated precariously on horde of gold! They exchange some words, Greed taking a fascination with Galatea’s wand, and the battle commences. With the situation looking grim, Richard quickly runs and brings back Onet Danderfluff who summons the Temple of Mask’s statue to help. The statue breaks through the ceiling and grapples Greed while the party throw punches and spells, Galatea using the wand which causes Greed to sprout leaves all over his body. Defeated, Greed sweeps up his throne and horde in a small whirlwind, escaping through the hole in the ceiling. The party climb out of the ruins, rest, buy and sell items, and spread the word of the God of Journeys and the God of Death.

The god posts reappear again on the main road through town, the two deities waiting nearby. What interests them is this: who was Greed summoning, and why did he think that would ensure Greed became the most powerful deity? A single character from the summoning circle is their only clue. Now, to find someone who knows what it means…

Session 6 Hope

After closing the summoning circle, a large shadow in a shape of a mask appears and attacks the group. The group grab the two unconscious thieves and run, the shadow lashing at their backs with such force it causes a cave-in. The party and everyone down in the ruins are now trapped. They follow the halfling for a time and get hopelessly lost. They leave the thieves in a safe area and explore the ruins for Morias, the God of Greed, and a way out. They meet thieves and their families all along the way and rally them to abandon Greed and pray to Mask. With every new follower Mask in the cape grows in strength. At long last they find Morias half dead and fend off a hungry displacer beast. They bring him back to the safety area and prepare to meet Greed in person.

Session 5 Retaliation

Walking away from the wizarding university, Yarzjereh Bhuroin is spotted just as a pair of thieves begin to swing an ax in the air – dangerously close to the god post. The adventurers intervene, only to be addressed by the god who is responsible for the possessions, speaking through a thief as a vessel. He destroys the god post, and releases the thief, the thief having just enough time to point the party towards finding Feton Sat before being killed by the god. The party learn from Priest Morias about a ceremony to summon Mask, collect his cross amulet, defend themselves from thugs, and return to find every last thief missing. They complete the ceremony and discover Mask has been sheltered in a halfling’s cape. The party quickly deliver the cape to the halfling in jail and convince her to join them in the ruins, where the god is likely to take his next step. They save the thieves from being slain with a clever group illusion to demonstrate diety-like powers, and stop a summoning ceremony that was calling an entity with double canines to this realm.

Session 4 Flee and Fall of the Wizarding Factory

Waking up to pouring rain, the adventurers hear rumors of the cursed magical items originating from a magical shop in town. Stepping into the shop they meet the proprietor, Master Gold, who has gold eyes, much like the ones being seen around town during possessions. He attempts to hurry them out as he is expecting company. The party successfully deceives the owner into thinking they are the company. The proprietor thinks he is being used as a scapegoat- whomever is possessing people around town is using him as cover. He needs an escort to escape the town safely. With a clever use of the druid’s horse transformation and quick bedroll cover and scatter tactic, the party is able to safely deliver the shop owner out of town. They give him a horse from the stables and directions to Rollsing.
Returning to town, the party attends a service at the Tempe of Mask and Azuth. At the Temple of Azuth, they speak with Clemmins the wizard apprentice, and discover something strange is going on at the university. They convince him to lead them to the university, and negotiate the translation of research papers about removing curses from magical items. After taking care of the university’s security measures, they meet Tal Imosefa the Headmaster in his office. The party determines he is under the influence of a particularly powerful possession from a gold bracelet he is wearing. With a quick distraction they pin him and remove the bracelet. He thanks them but feeling a slight tremor in the ground he quickly urges them to run. The party follow him without hesitation and safely exit the university just in time to see it be overtaken by a mountain of magically generated scrolls- a failed experiment to make spell scrolls at an accelerated rate.

Session 3 Thieves will be Thieves

As the party enters the abandoned Tannery Factory, they fight a plethora of various creatures, from a cockroach-like rust monster to a non-corporeal shadow. They end up in a chase of the halfling that pick-pocketed them when they first entered Kragspeak. The halfling, Onet Danderfluff, returns the gold she stole and Chaos’ deck of cards, revealing she is a kleptomaniac, and has come under a strange charm that is spreading over Kragspeak. She is slowly returning what she steals to people over time, fighting the charm.
The party return to the Cackling Cauldron Tavern, and return the deck of cards. Chaos retrieves Onet and bids her take a card from the deck. Galatea draws one herself and summons a golden wand of unknown power into her hand. Onet draws a card and summons an avatar of the God of Death who commands the room to not interfere and chases the halfling out to the streets. The party visit the god-post and take a message written in thieves’ cant. They rest for the evening and venture to the Deadly Aim Tavern to speak with Feton Sat. He becomes angry at them and shouts for them to leave, secretly slipping the paper back into Richard’s hands. The message, now translated, speaks to a shipment down at the docks that midnight. The party spend their day reading and visiting the two Temples in the city, Mask and Azuth. That night, they interrupt the shipment and force the thieves to escape via boat. Their shipment is claimed and brought with them to the Lazy Devil Inn for safekeeping.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.