With the Guardian awoken and chaos showering down from Blunderwatch above, how will the Treblemakers escape? The temple could collapse any minute, and the people of Blunderwatch don't stand a chance against the hulking construct digging it's way toward the towns imminent destruction.
The Treblemakers needed a rest after the revelations of the Temple. A lost name, a key, and a pact forged - but what does it all really mean? And what of these alien vines that seem to be sucking the very life and magic from the Eldertwist tree?
The Treblemakers continue their way through the forgotten ancient temple they have uncovered beneath Blunderwatch. What strange secrets will they continue to uncover?
With a sense of sadness, Nesa has left and the Treblemakers seem to have very little sense of direction for the past 3 days since gaining their Rank 3 status. However, Skreet has a secret and a mission, and Maggie knows it's all connected somehow - they just have to get the bottom of it. The physical bottom, of Blunderwatch - to figure out what's going on with the sinking causeway, of course.
Reckless Giving is a beloved holiday across Enchantland, but nowhere celebrates the festival quite like Blunderwatch. Wild gifts and even wilder events mark this holiday that celebrates showing off, one-up-manship and the art of pranking your friends and family.
Upon returning to town, the Treblemakers discovered Theo had been mysteriously imprisoned without charges or explanation. The Lively Lads were nowhere to be found, having seemingly vanished without a trace. They were tasked by Captain Biff with locating and arresting the notorious adventuring group known as the Lively Lads - Although Krell was far more insistent they figure out what crime the Lads committed. Meanwhile, the party had just "harvested" a suspiciously large cache of rare and valuable swamp cheese. Questions now swirl around missing persons, wrongful imprisonment, and whether or not swamp cheese counts as stolen goods.
The Treblemakers are on the road to Blunderwatch, with most of the supplies in tow. Will they return to the site of Maggies nightmare? A Blunderwatch devasted by fairy fury? Or will they discover her dream a portent of a future to come? Either way, the couriers are planning to shave some time off the trip so they can get home sooner.
Mr. Whiskerworth has agreed to lead them back to the wreck site, but more time has passed than the Treblemakers can account for while they walked through the Unclaimed Wyld. Was Maggies vision a sight of the future? Or has it already happened? Are they running out of time, or will they be able to make it back to Blunderwatch with the missing supplies before disaster strikes?
Following Skreet's instincts, the party has headed into the Unclaimed Wyld in search of answers to the strange attack on the supply shipment (or in Skreet's case to find the ancient tree he saw in his mind). It seems like nothing was missing - only some broken paint cans and an unexpected, shattered, additional cart. Was this cart the shipment that had only recently left Blunderwatch? Did the couriers on this shipment and the druid head south to Pine Hollow with the horses? The trail of paint leading eastward into the Wyld would indicate otherwise...
Tired of being told the delayed shipment should be arriving "any day now" the players have decided to take matters into their own hands and launch a full investigation. Now they just need Union approval to dig deeper and figure out just how far up or down this thing goes.
The Treblemakers are caught up in Maggies theories about the delayed shipment, set to arrive "any day now" While they start their questioning, they decide they should maybe take on Hedgewitch Grymwuld's request to recover some Evening Widowcaps, and look for Jarv's stick while they're at it.
An unexpected 3 days of downtime - what have Josie and the Treblemakers gotten up to?
It's been 10 days, but the Misfits are back in town, and ready to talk about their crazy mission into the Unclaimed Wyld! Not only that but it seems like the old Quest Board has been repaired, after 2 long months of bureaucratic stand still!
A couple weeks have passed, but what have Josie and the Treblemakers been up too?
Heroes in training, or disasters in the making? The Union's strict code leaves no room for freeloaders or fools, and after one too many bungles, "Josie and the Treblemakers" are getting sent back to where all adventurers start: Basic Training. Sharpen your swords, swallow your pride, and prepare to be broken down, humiliated, and hopefully rebuilt into something that won't trip over its own cape. Welcome to Blunderwatch Basics—where even you might finally learn how to roll for initiative.
The party has made it to Blunderwatch, on edge and ready for some major discipline - only to find the blowhard Captain Biff Flannigan has pardoned them for everything, saying "To Blunder is Union" Instead, he has decided to set the party to search for his missing mustache... comb. An enchanted comb that will allow even him to grow the most glorious mustache. He wants them to get on it right away, convinced it's been stolen. Krell, on the other hand, assures them the captain probably lost it and they don't need to rush about finding it.
The party only has six more days of travel before they reach Blunderwatch - but just north of Pine Hollow the forest has been overtaken by the Unclaimed Wyld. Will they heed Drenna's warnings about travelling through the ancient, enchanted forest?
The party has reunited in Abizma, and now they must make the 14 day trek through the mountain pass to Pine Hollow. What waits for them in the forest, with the wild magic of Wyldyrnys and Wydegap so close?
Josie and Tich Tich must make their way via teleportation to Abizma - an unstable and incredibly dangerous way to travel. They'll have to sign a waiver.
Due to an unforeseen Server Crash while Uploading new adventurer forms, Tich Tich and Josie were delayed on departing Generia with the rest of their cohort. However, Derrick, Skreet and Maggie weren't down to three - Nesa was added to their ranks as they made the 10 day journey to Abizma, the first leg of the adventure to Blunderwatch. They were assigned their very first sanctioned quest - to escort a caravan of deliveries and passengers, to Abizma.
Session 0 where players come together to fill out their character sheets and undergo the tests that will determine their skill values.