Session 07: Any Day Now Report
General Summary
Hedgewitch Grymwold's Report
12th of Spellire
Subject: The Treblemakers and the Evening Widowcaps ExpeditionSummary:
On the 12th of Spellire, the Treblemakers embarked on a foraging mission for the requested Evening Widowcap mushrooms. They departed from Blunderwatch via the west gate, traveling along the Mirkwyld Trail northward toward a known cluster of the mushrooms. Upon arrival at the patch, the party encountered a group of Kabouter, small but formidable fae creatures, who claimed ownership of the site by means of an ancient document. Negotiations ensued, wherein the Treblemakers proposed a trade for ten mushrooms. The Kabouter set their price: one memory, one song, and a wealth in stones. Derrick, acting on behalf of the group, begrudgingly paid the requested toll. His contribution included:- Three hagstones, a steep price in my opinion, though he did so under protest.
- A memory, strategically chosen to be of little consequence: a month spent in Generia awaiting bureaucratic approval to become an adventurer.
- A song—the first he ever attempted to write on the flute. By all accounts, this composition is more akin to a weaponized offense against melody than an actual tune.
The Kabouter, though clearly dissatisfied with the quality of the memory and the song, honored their word and relinquished the ten mushrooms. Before departing, they invited the party to return if further mushrooms were needed in the future—perhaps with more suitable trade goods.
Suspicion of Additional Foraging:
While I have no definitive proof, I harbor strong suspicions that the Treblemakers may have taken additional mushrooms beyond the agreed-upon ten. Given their propensity for opportunism, it would not be out of character. I shall inspect the batch upon their return to ensure that our count aligns with what was negotiated.Conclusion:
The mission was, by all accounts, a success. The Treblemakers secured the requested mushrooms with minimal incident, save for the peculiar nature of the trade. I recommend maintaining diplomatic relations with the Kabouter, though future dealings should be approached with more consideration for their expectations. Further scrutiny of the Treblemakers’ yield may be warranted. Hedgewitch Grymwuld, BlunderwatchBig important report. Jarv write very serious now.
By: Jarv
12 Spellire, 1732
Mission: Find Stick of Biggening. Stick got lost. Very bad. Very powerful. Sometimes not work. Sometimes work too much. Step One: Party ask Jarv, "Where stick?" Jarv say, "Tavern!" So we go. Look in basement. Only rats. Maybe Piot Chant take stick when break tunnels. Piot Chant very rude. Must go Unclaimed Wyld. Very scary place. Jarv not like. Friends say okay, Jarv stay home, we go. Step Two: Maggie use big eyes. Look for big things. Very smart. Then—BOOM—mushroom big! Bigger than house! Very suspicious. They go. Step Three: Jarv already there! Jarv remember! Stick left there! Jarv use stick! Make Nesa big! Now Nesa very tall. Guards very scared. But Nesa yell, "Hey! Is me!" and guards stop alarm. Good. Success! Step Four: Go home. But Jarv feel... weird. Want south gate. Josie go with Jarv. Others go west gate. Hedgewitch get mushrooms. Important. But Josie—Jarv have plan! Try stick on Josie? Josie say "No." Try stick on Jarv? Josie say "No!" But—OH NO—stick go crazy! Jarv now HORSE. Very majestic. Very beautiful. Very fast. Tell Josie, "Ride Jarv!" Step Five: WAIT! Other Jarv at west gate?! That not right! That mean... JARV NOT JARV! Step Six: Tich Tich very smart. Warn Josie. "That Jarv not Jarv!" Josie very smart too. Hesitate. Fake Jarv—Puca! Name Puck!—get mad. Try kick Josie. Bad Puca! Big fight! Puca try turn bird. Derrick say "Nope!" with iron axe. Puca fall down. Now look weird. Hairy. Humanoid. Step Seven: Negotiations. Puca say, "Stick just for fun." Jarv not laugh. Not funny. Puca give stick back. But want trade. Hagstone. Derrick think fast. Say, "I forget you big jerk." Puca like that deal. Take memory. Now Derrick think Puca nice guy. Step Eight: Stick go warehouse. Safe. Good job. Mission complete. Reward: Jarv give team very special prize! Tricksty Shell! It make dancing lights! Very cool. Very fancy. Then we drink. Jarv drink juice. Very good juice. End report.
Jarv