
The fishing village of Brinecove sits at the foot of tall white cliffs. The villagers have long shared their home with Old Bramble, a gentle hill giant who hauls their nets and carries their children on his shoulders. On the cliff above stands Thorne's Keep, held by a vain, debt-ridden noble who has secretly sold Bramble as a war-beast to a foreign empire. The warship arrives at dawn to collect him. Thorne's soldiers are stationed at the village, ready to burn it down if anything interferes with the deal - insurance to prevent any rescue or escape attempts.
Neutralize the soldiers keeping the village hostage, and Rescue Old Bramble from Thorne's Keep before the warship arrives.
Gentle twenty-foot hill giant. Carries a rag doll in his belt, a gift from Willa, a village child. Will not lift a finger against anyone if it might put his friends in danger.
Vain, pompous noble in a powdered wig, drowning in gambling debts. Cowardly alone, spiteful when cornered. Throwing himself a banquet upstairs to celebrate the sale.
White-bearded retired fisherman, Bramble's first friend in the village. He used to smuggle brandy up a hidden tunnel beneath the Thorne's Keep, and he'll be able to guide the heroes through it.
Scarred mercenary hired to guard the giant. Loyal to payment, not Thorne. Uncomfortable guarding a prisoner this sad, he'd switch sides for the right offer.
Seven-year-old red-haired girl. Gave Bramble her rag doll last winter so he "wouldn't forget her." Keeps its twin close to her heart.
The heroes arrive at Brinecove at dusk to find the village in mourning. Old Merric explains: six soldiers camp in the village square with oil barrels, ready to burn the houses if a signal fire on keep's watchtower alerts them that anything went wrong with the giant. That threat is what keeps the giant from breaking free. Willa presses her rag doll, the twin of the one Bramble carries, into the heroes' hands, so they can prove to him that they can be trusted.
Neutralize the six half-drunk soldiers in the village square without them lighting the barrels or letting the watchtower seeing the commotion.
Infiltrate the cliff-top keep. Merric knows a narrow smuggler's tunnel through the cliffs, but it's partially collapsed and a colony of cliff-bats will shriek and attack the trespassers if startled.
Navigate the keep's corridors past patrols and servants hurrying to the banquet, and gain access to the dungeon. Servants, who resent and fear Thorne, know the location.
In the dungeon, Captain Kragg and his mercenaries guard Bramble beside a pre-loaded harpoon launcher aimed at his chest. The heroes may bargain Kragg into walking away, or fight, but any combat risks the launcher firing.
Break out Bramble. He is scared and will refuse to leave until he knows the village is safe. His chains are tough to break, and will clank loudly at any disturbance.
As the heroes free Bramble, Governor Thorne bursts in with his guards. Seeing the broken chains, he sprints for the harpoon launcher, determined to take his price in blood.
By this time, the warship has arrived, and marines come ashore below. The heroes must escape Thorne without attracting the attention of the marines.
Bramble is strong enough to lift the heroes onto his shoulders, tear the iron bars out of the seaward wall, and leap eighty feet into the deep bay. Bramble may flee into the mountains, or, if the heroes find a way to deal with the marines, return home and protect the village.