Session 01: The Road to Blunderwatch

General Summary

Ox’s Journal Entry: Journey to Abizma

  Day 10.   The road to Abizma has been eventful—as it often is when traveling with a batch of new recruits. I took along Maggie, the Aasimar monk; Skreet, the spider-monkey Hadozi; Nesa, the fiery and overly chatty human noble barbarian; and Derrick, the human fighter so unremarkable he practically blends into the background. Well, except when he’s not.   We stayed at two inns: The Nooner and Thee Inn. Now, I’ve seen a lot of Thee Inns—they're everywhere on the routes to Thee City—but this one had its charms. Skreet didn’t even bother with the accommodations, sleeping outside most nights, either in the trees or perched on the wagon. Maggie? She’s... awkward. Like she’s spent her life expecting everyone to treat her like an angel and is baffled when they don’t. As for Derrick? He existed. Until he did something notable.   I had a feeling something was off about this trip. I caught glimpses of someone following us, which I shared with the recruits. Derrick—armed with his usual insight—suggested it might be a centaur. Turns out it was worse: Union Compliance Officers.   Arl and Carl, to be exact. Level 2 adventurers and turns out bullies with badges. They were tailing us, doing a shoddy job of it. Not surprising—they didn’t seem to care much for the Union handbook. Derrick, however, had read the handbook and carried a copy. He used it to call them out for breaking protocol. Instead of owning up, Arl and Carl bribed 'em to keep quiet. Pretty sure they still reported them, though. Rules are rules.   Turns out bees the size of Teefies (my dog) are an effective motivator for creative thinking. Derrick grew a whole patch of flowers to distract the swarm. I don’t know how—never thought the man had a spell in him. But he did, and it saved us from a complete honey-related disaster. Nesa didn’t help matters by swinging her axe at anything that buzzed too close. (She also yelled a lot. Loudly. Repeatedly. To the bees.)   The rest of the trip went relatively smoothly until the bees, and after that, a little mystery emerged. Someone tried to break into the cargo one night, aiming specifically for Thendra’s crates. Thendra, a merchant tiefling traveling with us, seemed innocent enough until the party discovered she was smuggling an unregistered cursed item. A nasty one too, bound for the Abizma Black Market. When confronted, she fled under the cover of darkness.   We reported her to the Union as well. Can’t let cursed items circulate freely. Dangerous stuff.   By the end, the honey I was transporting made it safely to the mead maker, so all was well as far as I’m concerned. But this lot? They’ve got potential—except maybe Derrick. Until he gets a little bit more experience under his belt.   – Ox

Not all the players could make it this session. The players who could accompanied a caravan to Abizma on the first leg of the 30 day journey to Blunderwatch.
Those who couldn't make it - their paperwork was held up in processing after a Server Error (a server fell down the stairs while "uploading" their paperwork to The Cloud, initiating an OHSA investigation.) and will be teleported to meet the party in Abizma once their paperwork has processed.

Players:

Derrick, Maggie, Nesa, Skreet  

Locations Visited:


The Noon Road: The northern road to Abizma.
The Nooner: The first inn on the Noon Road outside of a Generia.
Thee Inn: The Inn at the crossroads to Abizma and Thee City.
Abizma: The abysmal gateway to Wyldyrnys, Wydegap, and Northern Enchantland.
 

NPC's Met:

Durgan 'Ox' Braxworth: The caravan leader, a half-orc tradesman who's been in the business forever. He's old, grizzled, has an eyepatch and carries his little chihuahua "Teefies" with him everywhere.

Thendra Goldtongue: Tiefling merchant with lavender skin and gilded ramshorns. She was a bit hauty, obviously of Theean nobility, and a snob. Eventually it was revealed she was smuggling unregisted cursed items to Abizma.

Nella Quickstep: Halfling courier, with big red hair and wide brimmed hat covered in feathers. A former Harold, she's delighted to be able to wear her own face at work since the reform.

Arl and Carl: Union Level 2 Compliance Officers, douchebags really.  

GP earned:

0  

Sellable/Consumable Loot:

Skreet: 1 x silver spoon = 2sp
Maggie: 2 x Oil of Accuracy = 40gp
 

Magic Items

Dice of Showmanship

Whenever this set of 3 six sided dice are rolled together, they will shoot out sparkles in patterns that represent the numbers rolled.

Union Approved Safety Goggles

Enchanted goggles that protect your eyes from bright lights.
Advantage on saving throws vs. being blinded, disadvantage on perception checks in dim light

Union Standard Issue Dagger

A dagger with a hilt shaped like a quill - it would otherwise be a mundane dagger with no magical properties in a fight, but any paper cut out with it or words carved with it are copied.
This dagger works like a copy paste tool, making print-outs of whatever it carves without destroying the original.

Honey of Harmony

A very tiny jar of one far too large portion of honey. The whole contents must be used to gain one of the following effects:
Drinking the honey heals you for 1d8 + 2 hp.
Applying to a weapon: when applied to a weapon it acts as a bees venom, dealing an additional 1d4 poison damage on the next 2 successful attacks. Effects will only last an hour.
The Sweet Scent: after using the honey, for an hour the user will smell really, really sweet and delicious. This could make it hard to be sneaky, or attract anything with a particular scent for honey...  

Reputation Dice Rolled

2d4 - 6d6 = -10 reputation  

Experience Earned

75 XP each
Campaign
Blunderwatch Recruits
Protagonists
Report Date
08 Dec 2024

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