The party rested and re-equipped opens a gate into the prison cells under the giant fortress of Chief Nosnra. Upon leaving the prison, the adventurers encounter a large band of orcs, former slaves of the hill giants. Corthen and the party keep their guard up but they talk to the free orcs. Questioned the orc band leader tells the group that his band is out foraging for food. The orcs are not hostile, they actually offer to help the party battle their former captors. Corthen and Tellazar tell the others that they do not want orcish assistance. Samira and Rehs give the band some of their iron rations before the group departs down the south hallway.
Corthen leads his companions to the hellish-looking torture chamber that the group discovered on their last visit but did not get an opportunity to enter. The warriors charge the two fire giants while Tellazar unleashes several of his powerful spells helping to defeat the torturers. The enemy is looted and the room examined. Ayremyr and Corthen regroup the party and they discover empty slave pens, once occupied by the orcs.
Traveling east the party comes to hall filled halfway with broken rock and shattered stone. Preparing to climb the obstacle, the group is warned in orc to stop. The party soon learns that the have discovered the base of the freed orcs. Corthen tries to convince the sentries that they should be allowed to pass. The orcs dismiss his reasons and state that the party has rejected their offer of an alliance against the giants in the stockade above. They tell the party that they should go elsewhere since they are not allied.
Corthen speaks to Rehs and convinces the party rogue that he should use his enchanted to slip past the sentries and scout out their camp. Rehs uses his ring to slowly climb up and over the rock barricade while the party retreats to a nearby slave pen and await his return. The thief discovers a long hall where an ancient looking door has been blocked by many stone blocks. Rehs move invisibly past more orc guards and into a large cavern where orcs of both genders and several orc whelps cry. Rehs skirts the large groups and enters another passage. During his exploration, he runs into an unseen reptilian creature that he hadn’t seen. Startled, the thief runs away and does his best to slide past the sentries once again. Covered in sweat, Rehs reappears to the group shaken but unharmed.
The group decides not to engage the orcs. Corthen leads the party up another hallway. He discovers a cistern chamber. Corthen investigates the water and finally dives in to check the pool. He discovers an outlet on the bottom. Swimming through the passage he eventually emerges in a dark cavern of immense size with a small underground stream running through it. Assessing that the group can make the journey, the elven warrior returns to his waiting comrades and tells them of his find.
The Guardians each dive into the cold water and swim through the tunnel guided by a rope that Corthen led off with. On the other side, the party discovers that the floor of the cavern is littered with many bones, old ones, yellowed with age. Quickly the party discovers coins, gems, and some unbroken weapons, and shields in the muck of the soft floor of the wet cavern.
Suddenly a 9’ long pale monster with many legs and a mass of tentacles near its mouth climbs down a nearby rock formation and attacks the party. Ayremyr is paralyzed by the lashing tentacles. The party kills the monster. The elf regains mobility after several minutes. The party continues to search the immense underground graveyard. The party finds much wealth. The group discovers a large sinkhole along one wall of the chamber. While the band moves the splintered skulls of the deceased humans for ages past, two more monsters climb from the sinkhole and engage the group.
The heroes dispatch the skittering creatures. Ayremyr argues in favor of descending down into the deep sinkhole in search treasure. Finding few allies in his plan, he reluctantly gives up but not without grumbling about his belief that great treasure lies below. Erith quickly reminds the elf that two of the paralyzing beasts climbed from the deep shaft and that being paralyzed is not very conducive to climbing with ropes. Finishing up their search after nearly six hours, the group re-enters the water and travels back to the cistern.
The group discovers a storeroom with picks and other digging implements. Nearby the party breaks into a wine cellar belonging to the giants. They loot 13 wooden tuns placing these into their portable hole. The party leaves this area to explore passages north of the prison cells. There the party discovers several large rooms under excavation. The party remarks that these are likely the chambers that Ruddick Freeiron informed them that the giants had him engineering.
The next chamber turns out to be occupied. Three stone giants are quartered here. The elven warriors charge and the others begin throwing spells or enter melee to aid the warriors. The party kills one giant and the others are wounded. One giant speaks a thick common tongue and asks to parley. The party ceases their attacks while the giant speaks to the group. Tellazar asks the stone giant about a staff that the hill giants took from humans on a recent raid to the south. The giant tells the Guardians that he did see the item and that Chief Nosnra turned it over to the dark llewyr who left traveling back east. Corthen asks about the forces of the chief and learns that the stone giants number four and that they are here only to dig chambers for the hill giants. Asked why, the giant says that the dark llewyr directed Chief Nosnra to expand the chambers below the keep.
Corthen extracts a promise that the stone giants will not work against the party or attack them in the future. Searching the room, Rehs and Corthen discover a chest. Looking inside the elf sees that it is a large amount of gold coins. Conflicted, he finally closes the lid and walks away leaving the remaining giants with their pay for the mining they have done. Gathering the group, the party passes through gate created by the magic mirror. Back in Waterdeep, the mage detects the treasure haul for magic and prepares these objects for identification.