7 PLAN

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THE CONTENTS OF THIS PAGE ARE TOP SECRET AS THEY GIVE AWAY INFORMATION ABOUT AN UPCOMING EPISODE OR ONESHOT!!! STAY OUT I'M SERIOUS!

THE CONTENTS OF THIS PAGE ARE TOP SECRET AS THEY GIVE AWAY INFORMATION ABOUT AN UPCOMING EPISODE OR ONESHOT!!! STAY OUT I'M SERIOUS!

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# Gerry and the Giant

### OUTLINE

#### Act 1 -

* You escape the zombie horde and are separated from Brok and Caldwell who are impossible to find.
* You may go looking for them, in which case you will find a glade full of the unanimated corpses of the zombies you fought. Swords of the Lady, harengon etc.
* You can go through Caldwell's evidence and find out Gerry Smithington was staying at The Salty Steak Bake in Verglas
* In Verglas you can see that the Krakendawn is being impounded and searched. You will be questioned by the guards of the docks who say several people matching your descriptions exited this ship, along with some individuals in red robes - the ones found in The Bibliodome after the attempted robbery
* You can get out of this easily - Bertram can bail you out.
* You see a Honkmart ship docking across the bay at a large, four story building with a sign painted neatly on the side in big bold black letters. HONKMART.

### Act 2 -

#### Honkmart

* Like IKEA everything you could want is here. You start at the Building Supplies section which moves into the Paint section, the furniture section with little displays depicting potential homes, Wallpaper section (damask is in), Armour section, Food and Beverages Section, Checkouts.
* Manager's office is upstairs. You can only see the manager if you have a complaint.
* Manager is Henry Honkinbottom and he's very busy upstairs and doesn't want to be disturbed
* Henry is busy talking to a man called Trevor Runcorn. Runcorn is a stoic, incredibly wide and incredibly tall man. His face is covered in scars and his skin is yellow in patches. He almost looks like a zombie you fought yesterday
* They are discussing plans for Runcorn to track down Gerry Smithington. Henry believes he has connections to his brother and wants to sabotage his plot.

#### The Salty Steak Bake

* The Salty Steak Bake is a large hotel with many guests.
* The receptionist is a rather groomed looking ratfolk who is very kind. Offers you mints, takes your bags etc.
* Won't divulge information about guests.
* Gerry was kidnapped by a cyclops last night.

### Act 3-

* You follow Runcorn deep into the mountains. Roll Survival
* Meet with the Pot Seller (An Incredible Price)
* Takes a day and a half of tracking through Rocky Mountains as snow builds and builds.
* You come to a clearing where there is the base of a beanstalk.

### Caldwell's Evidence

Caldwell tracked the Thieves Guild to Butcher's Arcade through Gerry Smithington. One of his colleagues, Abel Trofast was investigating the disappearance of a local giant's golden hen that lays golden eggs. He tracked the theft down to the Grand Mage of Emberus, Gerry Smithington. Assuming this was an important and confidential issue pertaining to the pursuit of pyromancer magic, Trofast did not pursue the case any further. The next day, Caldwell witnessed Gerry emerging from a bar named Rooke's in Butcher's Arcade, Growles. He was wearing a dark cloak and clearly did not want to be spotted. Exploring the Rooke's tavern, Caldwell was constantly turned away by a very intense bouncer. He believes this is the location of the Thieves Guild. He tracked Smithington down to the Seaman's Cramp Hotel in Verglas, a rustic 3-star hotel overlooking the ocean and the Mountains of Concodore.

## Mount Gogmagog

### ONE

The base of the mountain is snowy and dirty. You eventually come to a crossroads, one a signed road leading upwards. This will involve taking a longer time and a higher consumption of supplies. There is also a slippery slope going upwards that looks riskier.

To ascend the slope unscathed, everyone must pass an Athletics check of d13+, or else slide down taking 1hp damage

#### The Easier Way

You decide to continue on the mapped out route, passing hikers as you go. It takes you an extra hour or so, eating up some of your supplies. Roll Survival +15 and you avoid becoming exhausted.

#### The Harder Way

When you get up there, you are faced with a very narrow path that leads up and connects to a further up version of the main path. Halfway into the crevice, you hear a rumble and out from a small cave bursts what appears to be a ravenous goat.

Armour Class - 11 , Bite - 2d4, Health - 20

Horned charge. From 5 squares away it can charge doing 2d6 bludgeoning damage. If it bites you you must survive a constitution check of 10+ or else you start becoming lethargic and reach stage one exhaustion.

### TWO

You continue on the path and come across a ravine, a straight drop down to a sticky end, stone spikes. It is about 10ft wide. Jumping over is risky and will require an athletics check. Either side of the ravine is a steep stone wall that requires grappling gear to traverse. You see about three ledges up there, three strength checks with increasing difficulty.

1. 6+
2. 8+
3. 10+ (disadvantage, a birds nest is there and an angry vulture is pecking at you).

### THREE

You're back on the path. Just a little while to go. You come to a cliff and it seems like smooth sailing. You look down, not realising just how high you were. Lysander, with your increased eyesight you can see the ocean and the very edge of Thaums in the distance.As you turn to continue up the mountain, you realise that there isn't that much left. In fact, only about 10 minutes of climbing left. That's when the ground begins to rumble and the sound of thunderclaps can be heard. A monstrous roar from above.

### The Top of the Mountain

You reach the top of the mountain. A flat stone surface, and in the middle an enormous green beanstalk, twisting even further into the sky, twisting and shaking in the wind, up into the clouds. The ground shakes again, another roar from directly above you.

Agility checks to see if you can climb the beanstalk without running into any spikes

The air becomes thin and your faces become deathly cold and dripping with snot. You pull yourselves with all of your fleeting might up the beanstalk until you reach it's top. You poke your head through a cloud and find, with confusion, that your heads are topped with a fluffy, white candy-floss like substance.

## Atop the Cloud

On top of the cloud, an incredible sight. Rolling hills of cloud cascade cascade like ocean waves into the distance, where what looks like a stone palace is built, entirely floating in the sky. But after your eyes break free of what you see in the distance, the scene next to you catches your eye. About 10ft away from the top of the beanstalk stands an enormous, chubby man. Skin oily, face ugly, waddling around like a toddler. Every footstep shakes the very cloud you stand on. Every grunt from his mouth rattling the beanstalk's leaves. He appears to be carrying a large stick - or to you - an uprooted tree - one which a small gnome is tied with a rope.

The giant is dancing around, shaking the stick, clearly distressing the gnome greatly.

Perceptive players can find a rucksack on the ground. It contains Gerry's retractable quarterstaff, a silver key to Saltpetre Spire, a fez, some rations, a dagger and a spell book with words that you can only understand with a DC+18 Arcana Check.

This spell book is named 'Screaming Flesh' - an incantation created by Caractacus Potts. It is a form of blood magic but it can only be understood and cast by very powerful wizards.

THE CLOUD GIANT - https://www.dndbeyond.com/monsters/16827-cloud-giant (100 health). Can also use the tree which damages Gerry.