In a castle, under the city of Mirabar, the gang is called to a very special meeting that requires guards and seems very secret, set up by the Martian of the city, Phallen.
In walks Kowan from old times giant fighting, one of the Harpers, who had to get permission to have the meeting.
A chest is presented with gifts of magic and weapons for the gang to help them fight the giants.
The chest contains:
- The Mantle of Spell Resistance Cape.
- The other Cape of Mountebank – you appear in a cloud of smoke and leave in a cloud of smoke. It’s a disappearing and teleportation cape, with a specified range.
- Sexy boots of springing. Jump 3 x the normal distance, including vertically.
- Adamantine plate armour.
- Gleaming, glistening Blue Rune. Hums with magical energy. Kowan says, “This is Old Sparky, the weapon that a high-tier blacksmith puts in your weapon; your weapon is granted the ability of lightning damage. You can use a bonus action to speak the words and it will cause flames/lightning to erupt from the blade. It illuminates. When it is sizzling it causes more damage to any target it hits.”
Mirabar is in cahoots with the Harpers in this magnificent offering of armour and weapons of great importance. The blacksmiths of Mirabar, famous for their riches and artistry, have almost never donated anything at all to anyone. The gang can decide what they like, and it will be made.
Kowan is very pleased with herself.
The gang sits for ages and decides who should get what.
- Gunther – sexy boots
- Londer – blue rune + adamantine armour
- Thoradin – Cape of Mountabank
- Leshanna – Mantle of Spell Resistance Cape
- Lia – +1 armour
The gang is taught a lesson
A giantkind expert is available for the gang from Fayrune, Fortress Library’s Esme Puddleswitch. An old halfling woman enters from the hallway, expecting more fanfare than the gang knows to offer her. They have no idea who she is.
In her old lady voice, she says, “Hello, hello! I’ve heard a lot about you all. I’ve been asked to provide a presentation on giantkind. Please take a seat.” The gang obeys.
Esme starts to walk to the end of the table and then, remembering something, abruptly turns back through the doorway – “Oh I almost forgot” – and pushes in a wheeled whiteboard from outside. It takes aaaaages to wheel the whiteboard to the front, she’s pretty old, then she checks in that everyone is comfortable, and gets started.
“There are many kinds of giants.” Esme starts to explain far below the gang’s level of knowledge, as they glance at each other and sigh. Like teaching grade 1 to grade 6s. Esme slowly and carefully starts to explain the ordering. From the beginning.
“Hill giants are at the bottom. Stone giants are next… ” The gang start to interrupt their tutor to explain they already know this stuff. Esme patiently explains she knows a lot about giant physiology and behaviour, but only from books. She’s never actually met a giant. The gang explains they’ve been friends with Harshnag, a real giant, and Esme is shook.
Hot tips from a pro
Good facts: fire giants are resistant to fire, frost giants are resistant to frost, no other giant is immune to anything, and nothing much at all is known about storm giants.
Thoradin asks Esme the question on everyone’s lips: “What do we do to beat giants?” Esme shakes her head. “You are the reason we have put in a lot of hope that you guys will be able to beat them; there are no tricks.” A quiet settles on the room.
Who gets what
The gang needs to divvy up the items, and then go into a training room where they can practice with their new toys to fight giants. They take their time. Londer makes a spreadsheet. A horn goes and someone talks over the loudspeaker to hurry them up. Esme says the first rule is that you never know when you’re going to have to fight, so always be ready. “Push the button!”
Mechanical whirrs, something is set into motion. Unseen cogs and machinery fire up all over the place, trap doors open from the ceiling. Enormous marionettes of fire giants – cardboard showing under their armour, wooden arms – are lowered down from the ceiling. They are quite capable of moving their weapons and they look pretty scary.
Esme says, “They won’t kill you but they can knock you unconscious! Perfectly calibrated. Don’t worry. And… ACTION!”
I don’t know what this is – to decipher
Falgalos something something dragon. ? Duke Zalto is a slaver who has kidnapped many creatures, never to be seen again. Ironslag. To kill a slaver.
We go through Get Smart doors all the way down deep into the mountain, down levels, until we reach a grill/gate/port calous great door thing, let into a room.

We can practice with the weapons with the simulation, with big fake giants hanging from the ceiling like trojan horses. The gang fumble and feints and slays the giants.