Session 04: The Lost Mustache Report

General Summary

Blunderwatch Quest Report


Filed by: Lieutenant Krell Sqwaker


Date: 4/22/1732
Subject: Unit 317F6 Quest Log
 

Summary of Events:

  Upon arrival at Blunderwatch, Adventuring Unit 317F6 - self designated herein as "Josie and the Treblemakers" - were tasked on special quest assignment to locate and recover Captain Biff Flannigan's prized magical mustache comb. The comb, made of mother of pearl and lacquered wood, had gone missing two days previous. The Captain suspected potential theivery, however it seemed more likely that the item had been misplaced. Adventurers were encouraged to begin searching in the Keep for clues to it's wherabouts.   The Treblemakers split up the group, presumably to cover more ground in their investigation, where Josie and Nesa left the keep to get the lay of the town, and Derrick, Tich Tich, Maggie and Skreet stayed to scour the keep. It should be noted they only searched two rooms before finding a note in the captains own hand indicating his last known memory of having the comb in his possesion - at The Hungry Toad. They only briefly interviewed 1 denizen of the keep, the housekeeper Jarv - who becomes more pertinent in the investigation later.  

The Investigation:

  I am unclear as to the details of the investigation other than what has been documented in the individual reports written by members of the Treblemakers. However, as I understand it the investigation led as follows:   Nesa's line of investigation was more around making contacts, as she spent most of the afternoon at The Hungry Toad, and was seen speaking to almost every patron there. It was noted she did have a wine glass in hand most of the afternoon.
Derrick spent exactly 18 gp 8 sp and 1 cp outfitting Unit 87 in the midst of the investigation.
Maggie was a driven investigator, and persued the comb without distraction - although her primary suspects were rather vague initially, as she sought out "anyone with an exceptionally nice 'stache".
Tich Tich was reported to been seen yelling "comb!" at random passersby, attracting attention to the search for the comb, and ultimately seeding rumours of a reward for its return.
Josie was seen in the company of Tormar Firebrand that afternoon at the tavern, and then seems to have gone "off-grid" for several hours before being seen again, strutting down main street without pants.
Skreet has proven he is an incredibly apt investigator, however it is noted he did pick the lock of a private safe of... personal affects... in the captains quarters. All in the name of the investigation, of course.  

Investigation Locations

The Treblemakers investigation took place in several key locations about town:

The (Shantytown) Barracks - Including The Hungry Toad and a brief interview with fellow adventurers outside of the Unit 12, the home of the Lively Lads.

The (Lost) Causeway - A detailed search commenced at The Lost Cause Warehouse, where evidence of skullduggery was reported having occured on 04/19/1732. Our initial investigation has yet to uncover anything. No items, other than the comb, were reported missing.

Blunderwatch Keep - Where the missing comb was ultimately recovered.  

Investigation Results


Through decisive questioning and non-linear thinking, the party discovered that Jarv - the kobold housekeeper - has an unusually strong knack for perceiving magic items. It was with his assistance they recovered the comb within the keep. Jarv says he found the comb in a waste basket in the captains quarters, where presumably it had been knocked off his nightstand accidentally.   It would seem that investigation was concluded quickly and without incident. Josie and the Treblemakers performed their quest with efficiency, and were aptly rewarded for the return of the comb with a monitary gift of 480 gp to split equally amongst the party.  

Recommendations:

  • Upon discovery of Jarvs unique powers, it is my recommendation that the Kobold be reassigned to the Lost Cause Warehouse to help identifiy the backlog of magical items acrued over the past few months.
  • Adventurer Do Ta Tich Tich is to be offered provisional work at The Lost Cause Warehouse to assist in organization efforts.
  • Continue investigation of skullduggery around the Lost Cause Warehouse, and assign a new task force to the area for overnight surveylance.
  • Josie and the Treblemakers should continue training efforts, starting with basic training drills and mandatory participation in party synergy seminars.
 
Respectfully submitted,
Lieutenant Krell Skwaker



The party has been tasked to find Captain Biff's mustache... comb. He believes it's been stolen. Lieutenant Krell is convinced he lost it. Either way, your first quest in Blunderwatch is to find and return it to Biff so he can have facial hair again.
The players were set to investigate the Keep and town and uncover the mystery of the comb - where had it gone? Did he lose it, or was it actually stolen? In the end, it turned out it was misplaced - but had been found by Jarv, the kobold housekeeper with a strong talent for finding magic items. Jarv gave them the comb, but only after they proved themselves worthy to see his museum of "arty-facts" by facing his basically harmless gauntlet of traps.

A new mechanic was introduced this session: Training

A character with 5 or more reputation score can seek out an instructor to teach them top become proficient in a new skill. The instructor must have mastery in any skill , weapon, armor, tool or language they are training to learn. A certain number of weeks spent training (4 hours a day) are required to learn a new skill, and do not need to be consecutive. Instructors will not work for free.   Weeks to learn a skill = 12. Then subtract the skills applicable skill modifier AND intelligence (negative modifiers add to time it takes to learn) Cost = 25 gp per week training.

Players:

Derrick, Josie, Maggie, Nesa, Skreet, Tich Tich

Locations Visited:

  Blunderwatch Keep: The home of Captain Flannigan, and the central command offices of Blunderwatch. Decrepit and falling apart, this once proud building barely looks like it could defend against a strong breeze.

Shantytown Courtyard: The courtyard gazebo is a large structure used as a social hub around the barracks, where communal meals are served and adventurers come to just spend time together outside of the tavern.

#87, Shantytown Barracks Home sweet home, this 3 story townhouse is a stretched out shack with only 1 common room per floor. The main floor has a hearth and a store room and a bathroom that ... functions... off the back. Upstairs both rooms are identical: a radiator in the corner, and 3 hard single beds with a lockbox at its feet.

The Hungry Toad: Blunderwatch's only tavern, run by Toady and Fiona. It's a really nice establishment, considering it's in Blunderwatch.

#99, Shantytown Barracks: The home of The Misfits, a level 2 adventuring unit.

#12, Shantytown Barracks: The home of the Lively Lads, a level 1 adventuring unit.

The Shantytown Administrative Building: This is where Merrit Tidybottom, the Executive Housekeeper, has their offices. This is where you would go to discuss getting paperwork to request changes to your accomodations or upgrades around Blunderwatch.

The Lost Cause Warehouse: The repository and armory for Blunderwatch. The warehouse is where you would go to identify and register any magical items you find. If they are already registered or classified as dangerous, monitary value is usually rewarded for the submition.

Jarv's Gauntlet and Museum: Hidden in a forgotten crawlspace beneath the Keep, Jarv built a strange series of traps to challenge those who wish to view his Museum of special "arty-facts" that he needs to keep safe. For reasons.
 

NPC's Met:

Fiona "Suds" Sudswallow: The human bartender at The Hungry Toad. Fiona wears her dirty blond hair in a thick braid, a soft smile often on her face. She's imposing with a rather muscular build. She's incredibly calm, and loves her job. She does her best to keep the tavern clean and in good order.

Toady Ribbitworth: The bullywug owner and head cook at The Hungry Toad. Everything he makes is aromatic and full of spice. He's cheerful, and loves to make new friends - a rarity in Blunderwatch, where new people are few and far between.

The Misfits
  • Tormar Firebrand: A nobleborn copper dragonborn, fighter, lover - Tormar talks in the third person, and is full of pride.

    Jinny Stonemill: A dwarven cleric devouted to Charles. She's quick to make friends, and her warm brown eyes radiate her warmth and good spirit.

    Luna Glimmerleaf: An elven ranger, she'd probably rather be reading than having this conversation. Unless you are an animal, and then she's probably assuming you understand her elvish perfectly. She has dark hair and wears glasses.

    Valko Swampshade: A half-orc sorcerer, Valko finds the humor in everything. His red hair is shaved on the sides, and he likes to wear clothes that show off his orcly physique, he's a bit of a show off.

    Madge Mudbutton: A halfling rogue, she has very non-descript appearance, great for sneaking around and getting into places she isn't supposed to. Madge is a gossip, she's cheeky, and is known to make smart-ass and snarky comments.


Merritt Tidybottom: They are the executive housekeeper for Shantytown in Blunderwatch. They wear their hair in a tight bun at the nape of their neck and a pair of thick rimmed glasses on a chain. Merrit is pleasant but stern, and far more interested in interior design and cleanliness than any other topics.

"Iron Teeth" Theo: The security at the Lost Cause Warehouse, Theo is a pretty nice orc man with a strong left hook who writes some pretty decent poetry in his spare time.

Marla Cratewell: Marla is cheerful despite being overworked, but loves the challenges that come with working in the warehouse.

Liam, Lyle, and Larry: Three odd villagers of Blunderwatch who were playing cards for odd trinkets: hagstones, feathers, snail shells and oak galls.

Jarv: The sweet, slightly mad kobold housekeeper who, after an unknown amount of time lost in the Unclaimed Wyld, has developed a talent to sense and find magical items.

Pips Earned:

12 GP each - monthly wages
100 GP each - reward for finding and submitting the Necklace of Strangulation to the Union
80 GP each - reward for finding the comb
 

Reputation Dice Rolled

6d4 - 2d6 = +8 Reputation

Experience Earned

340 XP each

Campaign
Blunderwatch Recruits
Protagonists
Report Date
05 Jan 2025

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