After rescuing Herald’s child (Objective Two), we walk back to the town. We currently have to make a decision once we are there, so we decide to go to Herald first. Herald is in the field when we deliver his child to him and he is overjoyed once he sees his daughter.
We then go to Al-Hazir with Herald and the child. We explain that we convinced the giant that he is not allowed to come back to the town for a while. Al-Hazir is not convinced that the giants will listen and so we head over to have a long rest before we go out to kill the bad giant.
Norand and Alphius go to the warehouse while I go to the bar. The bar had mostly meat options but I asked if there were other options anyway:
- red wine
- hard liquor
- brewed meat
After several con save (rolls), I get plastered with the bottle of wine. Only a quarter of the bottle is left. I wander around for a while before I get somewhat sober and head back to the warehouse. The servants bring in a second wave of food and we rest until morning.
We head out and on our journey we see large stone tablets and steps. There is a long line of steps that extend for about a mile upwards. Lots of giants and animals are using this trail for whatever reason.
We see statues that belong to Selûne, and the DM says that this goddess was captured by a big scary demon. This was her ancient temple.
Me and Yara stealth up the stairs to scout ahead. We see pillars and a lump of something in the middle. It is a giant that sleeping on the ground wielding a 10-foot long stick by a campfire.
After some argument about how we should approach the giant (sneak attack or talk with the giant), we mostly decide to confront the giant and he wasn’t very friendly [I mean, wouldn’t you be if you were woken up unexpectedly?]. We begin our attack while the paladin tries not to kill him.
We begin our attack after we find out that the giant likes to eat people, but the paladin tries not to kill him. We eventually slay the giant using Vicious Mockery.
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Just before the DM decides to end the game, he says, “Sticks and stones will break some bones, but words will fucking kill ya.” Thus a comical ending to Objective One.