In Waterdeep, the adventurers are again called before the Council. After some initial confusion about their identities, the party relates all that happened in Murghôm. The council is well pleased to hear that the Cult has been driven from that land. Chelnadatilar and Astanalan will be powerful allies when the time comes for a final showdown against the Cult. The discussion then turns to current cult activities. Word from Harper intelligence agents, relayed through sending spells, has reported that Skyreach Castle has crashed! The fate of Skyreach Castle is of great concern for the Council, as an alliance with the giants will be of great value against the Cult of the Dragon. Little is known of the situation at the crash site, though the councilors do know the location and some information about a nearby dwarven settlement. The party agrees to investigate and re-boards their ship to head north. Skyreach Castle has crashed in the southeast corner of a large ice-covered island. From the information provided by the Council, they know that the hall of the frost giants is in the center of the island, but they first decide to visit the dwarven settlement. On the way, the ranger spots odd tracks that lead them to find an old man living in a mountain cave. He shows no interest in helping the adventurers, but does answer a few questions about the area. Moving on, the party makes their way to the dwarven settlement. As they camp for the night along the way, the howling of wolves surrounds them! A pack of huge winter wolves emerges from the night, growling but not immediately attacking. With help from the ranger's ability to speak with animals, the adventurers learn that the wolves are scouts for the frost giants. Once the ranger promises that they will go to speak with the frost giants, the wolves leave them alone...but still keep an eye out. The next day, the party reaches the great doors of the dwarven stronghold of Mkoz, where their letter of introduction from the Council of Waterdeep wins them entry. Their leader, Durro Thuldoun, has little interest in the doings of giants and sky castles, but would appreciate any assistance in protecting his trade caravans from marauding orc raiding parties. The storm giants offer "protection" that is in truth little more than tribute, as the giants also rule over the orcs. The party can see no obvious way to resolve the situation, but promises to consider any alternatives that present themselves. Another day of travel, uneventful thanks to the escort of the winter wolves, brings the party to the great mead hall of the frost giant chief Brunvild. Here they find Blagothkus trying to convince his kin to assist with repairs to the castle. Brunvild does not seem to be in any hurry to do so, but the adventurers offer to assist. The frost giant is intrigued by these small folk, though he doubts their ability to be helpful. So he offers to let them prove themselves, by wrestling his mighty champion, Ulfgar. Rather than accepting the challenge directly, Twinkle Tammy raises the stakes. Instead of wrestling, she challenges Ulfgar with weapons, pitting her bow against the giant's mighty mace. The giants laugh at the sight of this smallfolk - even goliaths are small to them - with her tiny arrows, and accept the challenge. A space is cleared, the combatants make ready, and the ranger lets loose her arrows! Ulfgar does not even attempt to dodge, disdainful of the tiny pinpricks...but is surprised by the impact of these arrows! These were arrows of giant-slaying, and two simple impacts hammer the giant champion backwards and even knock him to one knee! Before the battle can continue, Mella jumps up and makes the case to Brunvild that this proves their strength. The storm giant chief agrees, accepting that the adventurers are worthy allies. Brunvild provides a strong force of ogres and stone giants to assist in castle repairs. Led by Blagothkus, this force sets out for the castle crash site, while Brunvild and his storm giants stay at their hall. The adventurers travel with the repair group, and soon draw near to the crash site. Skyreach Castle lies in a large crater caused by the crash, with the front gate and outer courtyard largely destroyed. The main tower and inner courtyard seem intact, but have been frozen into the crater by the snow and ice. It will take a major effort to clear the ice to free it, and additionally the magic powering the castle's flight requires repairs. Outside the castle, some distance away to avoid attacks from the castle's defenders, lies a cultist camp. The ranger senses that a dragon is in the area as well, though none is immediately visible. After some discussion with Blagothkus, the party chooses to leave the cultists alone for now. Proceeding with repairs will put the castle back in fighting shape, providing a powerful weapon should the cult attack. However, they do send word back to Brunvild that the cult, including a dragon, is here and his force of giants would be of great help.