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Just some more thoughts on the situation:

There are several places where enchanting/buy/sell can be done without it interrupting the flow of the game. Directly after the giant invasion is one such place, as is directly after retaking Fort Rannick.

As others have mentioned, they do seem to have a fairly high level of gear already. If they've been defeating most things without issue, and even gave Black Magga a run for her money, there's no reason they can't collect their gear after or have it delivered.

Personally I haven't played a Paladin, and I can tell that the falling rules can be hard for a GM to work with especially if your related to the pc. Nobody wants to maim another's character, but the falling rules are there for a reason.

Perhaps a few subtle hints, as was suggested, will go farther at first then a divine vision. Maybe even overhearing a Harrow reader and having them get a sort of "accidental reading" would also help.

Ie. A Harrow stand is set up an the mystic seems distressed. They call the pc's over saying "Pardon me, but may I read your fortunes? My cards have been behaving... strangely lately" Have ill omens show up, the Harrower sighs and "It's been like that All Day. I Just don't understand it".

A bit less direct then a vision, but gets a point made.

If the PC's have worked out or been made aware of how long it'd take for the giants to arrive, then their actions are rather callous. They're allowing a town to be razed because it's inconvenient to save them.

If they only have a vague idea, and are fairly sure the giants can't beat them to Sandpoint, perhaps signs that they're mistaken should be planted.

Perhaps a terrified ranger shows up, or somebody who was on the road, that rode day and night to the limit to get to Magnimar for help. A person like that might've seen the giants in the distance, or happened upon them camped for the night. Even riding hard he might've only arrived a day or two ahead of them.

A terrified witness begging anybody who'll listen for help (IE the pc's ideally) Should motivate them to act.

If it doesn't then there should be consequences. I get you're worried your cousin might stop playing, but he's chosen a class that's not only ment to champion the cause of his divine patron, but to stand up for the downtrodden.

If he's not willing to play the hero as a paladin, then he should've rolled a fighter.


Look at it this way.

You know where the giants are supposed to be by this point. If you feel that they have a lack of investment/empathy for what's about to happen, there are two decent options to pursue.

One, have the players play out the siege as some of the more leveled/influential npc's. This can produce more sympathy for the situation, especially if you can create a narrative for the X days it'd take for the PC's to ride in to the rescue.

Two, if the time frame calls for the giant invasion to be successful, allow it to be so.
At that point you can have the pc's arrive mid siege, lending to the idea that they could've saved/done more. Alternatively they could've arrived late enough to have the giants entrenched and breaking the town, or mopping up after a successful battle.

It'd allow you to show them that the way they spend their time matters, and it may help then realize they don't always have the luxury of time. Might help set the mood more when it comes time for the end of book 6.

Do they have any ties to Sandpoint, or is the big city more important to them?

If they don't realize that a mobile army can be a time sensitive issue, it's not Punishing them to allow the natural course to occur.