Something has sat on Garrow Finch’s barn.
She is thirty feet tall and eight years old,
and she would like to go home to her Da, please.
The Giant’s Daughter is a complete narrative adventure, and an escort quest with the biggest, loudest, most curious companion your players will ever have. Bree followed her goat out of the mountains and got lost. There haven’t been giants in the Lowmarch since the Stone War, thirty years ago, and by tomorrow the whole kingdom will know she’s here. The Lord Marshal, who lost his only son in that war, is riding north with the Grey Company to deal with her.
Getting her home means sneaking a thirty-foot girl through a forest, a haunted marsh, a burned village, a troll’s gorge, and a high pass held by an army. She asks a question every eleven seconds. She thinks horses are dogs. She whispers loud enough to rattle shutters. And she carries, in the pocket of her dress, a little wooden horse carved by human hands, thirty years ago, for a human child.
It is written for families, and for anyone who has ever been far from home. Nobody dies on the page, and it holds up just as well at a table of adults.
- 52pages
- 13scenes
- 8days on the road
- 5conversations
- 6set pieces
- 1very bad goat
What makes it different
Bree’s Weather
How Bree feels is tracked from Sunny to Cloudy to Rain to Thunder, and when a giant cries, it really rains. Soldiers and bangs make it worse. Songs, stories, and holding her finger make it better.
A companion who won’t fight
Bree is the biggest thing for miles and has promised never to hurt anyone. She lifts carts, carries the party across rivers, and cannot hide to save her life.
Conversation as play
Twenty questions with a giant. Stories before sleep, under her arm. A parley in a ruined village. A soldier’s confession on night watch. And goodbyes, one button at a time.
The Promise List
Every promise the players make Bree is written down. She remembers all of them, at the worst moments, and reads the list out to her Da at the end.
Made for families
Nobody dies on the page. Most fights end with someone running away, falling in a pond, or laughing. Notes for young players run through the book.
Buttons
The adventure’s rewards are buttons, because to a giant they are the most beautiful tiny things in the world. Players earn them for painting the shot and for making Bree laugh, and can give one to Bree to brighten her Weather at once. Bring real ones: the last scene gives one to every player to keep.
Moments your table will carry home
- A giant hiding behind a windmill, with her hands over her eyes.
- Three monster-hunters dangling from their own net.
- Bree pretending to be a tree while the soldiers ride past.
- A goat found in a bakery, having eaten everything.
- A troll who takes his tolls in riddles and jokes.
- “She’s eight! She’s only eight!”
“Three tolls each. Something to puzzle me, something to make me laugh, and something to make me cry. No repeats. I have a very good memory.”
Old Knuckle · Act Three · Kettle Gorge
Look inside




Pages from the free preview. Click any page to see it larger.
What’s in the free preview
The opening chapter, the rules for story-first play (Buttons, Bree’s Weather, the Promise List, and Being Big), the backstory Threads, the road north with its eight-day walk, and all of Act One in Little Hobb. Every page carries its page number from the full edition. It ends with three short glimpses of the road ahead, chosen to show the journey without giving away where it leads. Read the preview.



