Session 03: The Last Stretch to Blunderwatch

General Summary

Blunderwatch Incident Report


Filed by: Lieutenant Krell Skwaker


Date: 4/21/1732
Subject: Incident Involving Recruit Party and Sanctioned Training Exercise with Monsieur Cowl and the Lively Lads
 

Summary of Events:

  On the morning of the 15th of Woolarch, the New Recruit Party, led by Drenna (Union Guide), departed Pine Hollow to continue their journey to Blunderwatch to take their stations here. The party encountered several notable phenomena during their journey, including will-o’-wisp sightings and an interaction with an unknown forest entity capable of mimicking speech. This entity reportedly responded to their baffling attempt to "fish" with a rock tied to a rope, a tactic I assume stemmed from desperation, ignorance, or sheer whimsy.   The party’s observations in Pine Hollow are worth noting: the forest to the north of the Noon River does appear to grow at a markedly faster rate than it does southward. While the theory regarding the North Bridge acting as a faerie ward lacks scientific rigor, I find it plausible enough to merit further investigation. However, this report is primarily focused on the subsequent encounter between the recruits and the sanctioned bandit group known as Monsieur Cowl and the Lively Lads, as per Captain Flannigan’s ill-advised “Experience Building Exercise.”  

The Encounter:

  Monsieur Cowl and his associates were stationed along the northern road under Captain Flannigan’s direct orders. Armed with their newly issued Thug Licenses, this group of former bandits was tasked with ambushing the recruits in a controlled, non-lethal engagement to test the recruits' adaptability under pressure. The Lively Lads followed all procedural requirements, including presenting their Thug License and declaring their intentions before combat.  

However, the situation deteriorated rapidly due to:

 
Drenna’s Failure to Adequately Brief the Recruits:
Drenna admitted in her report that she did not sufficiently explain the nature of the exercise to the recruits, leading to heightened suspicion and aggression on their part.  
Derrick’s Unprovoked Attack:
Despite Monsieur Cowl’s efforts to explain the legality of their actions, Derrick immediately escalated the encounter by launching a preemptive attack. His actions struck a decisive blow to Monsieur Cowl, who later reported second-guessing the supposed “inexperience” of this group.  
Skreet’s Lethal Error:
Skreet, claiming to aim for non-lethal damage, delivered a blow so devastating to Paul (one of the Lively Lads) that it resulted in his immediate death. Skreet has since suggested Paul had a “heart condition,” an argument that is both implausible and insulting.   The remaining Lively Lads fled the scene and reported the incident to Blunderwatch.  

Conflicting Accounts:

  The official reports submitted by the involved parties highlight several discrepancies:  
  • Monsieur Cowl and the Lively Lads adhered to all Union guidelines for sanctioned engagements, including verifying consent to combat. Their report is consistent and well-documented.
  • Derrick cited Union handbook clauses regarding harassment and testing consent, though this does not excuse his unilateral escalation.

  • Skreet maintained that his actions were made entirely with non-lethal intent, despite the lethal outcome and seeming lack of remorse.

  • Nesa claimed that “no blood was drawn,” as if this somehow negates the fatality of the strike.

  • Drenna accepted partial responsibility for failing to adequately prepare the recruits for the encounter, a rare display of accountability in this farce.

Outcome:

  Paul’s resurrection was successful, though he now exhibits peculiar behaviors, including fear of “ghost mice” and an urge to climb furniture. While this has restored him to active status, it does not absolve the recruits of their actions. In my professional opinion, the party should face disciplinary measures for their blatant disregard for Union protocol and the unnecessary escalation of violence.   However, Captain Flannigan, in his infinite wisdom (or lack thereof), elected to pardon the recruits entirely, invoking the Blunderwatch motto: “To Blunder is Union.” He then diverted their attention to locating his “stolen” mustache, which, I suspect, is merely his enchanted mustache comb misplaced during one of his frequent moments of theatrical ineptitude.  

Recommendations:

 
Immediate Suspension of Thug License Program:
The program, while theoretically beneficial for controlled training, has proven to be a disaster in practice.  
Disciplinary Action Against the Recruits:
Allowing this incident to pass without consequence sets a dangerous precedent. While the Captain has issued a pardon, I recommend mandatory retraining for all involved.  
Further Investigation of the North Bridge Faerie Pact:
The recruits’ observations regarding the forest’s growth patterns and supernatural activity warrant a closer examination, ideally by a competent team.  

Final Notes:

  Incidents like this highlight the profound incompetence and recklessness that pervade Blunderwatch under Captain Flannigan’s leadership. While I will, as always, endeavor to maintain order in this circus of fools, I cannot help but wonder how long we can continue to stumble forward before the consequences catch up with us.  
Respectfully submitted,
Lieutenant Krell Softscale



The party arrived in Pine Hollow to find the sleepy farming village quaint and relatively uninteresting. Except for maybe the North Bridge - which some residents of the village seem to think is part of some faerie pact that protects them from the magic of the Unclaimed Wyld. That hasn't stopped people from building on the north banks of the Noon River, however.
After they left Pine Hollow they made their way into the Unclaimed Wyld. In the woods they encountered eerie fae magic that they wisely didn't mess with (too much), and some Legal Thugs calling themselves the Lively Lads. Unfortunately - especially for Paul - the party took the threat of violence very seriously and attacked the Lads with too much force, killing Paul and sending the lads fleeing.
However, the party found themselves immediately pardoned by Captain Biff Flannigan upon arrival at Blunderwatch, although their reputation has taken a staggering blow.

A new game mechanic was introduced this session:
The Wyld Card Talismans.
These can only be used in the Unclaimed Wyld or Wyldyrnys. They absorb the chaotic fae magic of the enchanted forests, protecting the holder from the worst of the magic effects. However, leaving the Noon Road and travelling through the Wyld with these cards does not prevent an adventurer from getting lost, one of the three uses of the cards is to find the path back to the Noon Road.
Players can use the cards to:
Return to the Noon Road: Connect to the Noon Road, and allow the talisman to guide them back to the road.
Re-roll any one dice roll, regardless of who rolled it: Bend fate using the powerful fae magic stored in the talisman.
Cause a Wild Magic Surge: A very reckless use of the card, who would do this on purpose?

Using the cards comes with a risk. Once the card is used, it is destroyed leaving players susceptable to the strange magic of the enchanted forest.

Players:

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

Locations Visited:

  Pine Hollow: The last stop on the Noon Road before it continutes into the Unclaimed Wyld. Pine Hollow is a quaint farming village with a rather long history. Allegedly the bridge here is tied to some pact with the faeries of the Wyld.

The Wyld Noon Road: The northern most stretch of the Noon Road has been enchanted so that it always takes travellers to the right location. It repells the disorienting magic of the Wyld and helps travellers stay their course if they keep to the road.

Blunderwatch: The ramshackle fort built on the edge of the Unclaimed Wyld appears to be falling apart, surrounded by a fairly sturdy cambered wall built to keep the magic of the forest out, and protect the few residents and the Union Legion within.
 

NPC's Met:

Monsieur Reuben Cowl: Human fighter, a Union Adventurer. Mr. Cowl was ordered by Captain Biff Flannigan to act as a thug to test the new recruits, and force them to gain some experience before their arrival in Blunderwatch. He is a charismatic man who holds a grudge.

Captain Biff Flannigan: A man easily in his early 50's, Biff is a human fighter and the Captain of Blunderwatch. He is notorious for his bravado, ego, and general off-putting nature - and yet, he still somehow maintains a high reputation with the Union. In fact, he chose to be stationed at Blunderwatch - the first captain of the watch to ever volunteer.

Lieutenant Krell Sqwaker: Krell did not volunteer to be stationed at Blunderwatch, however Captain Flannigan insisted his faithful Lieutenant must stay by his side. And so, the elfen wizard with the stooped posture and almost green-blond hair has been stuck in Blunderwatch ever since.

 

Pips Earned:

29 cp - Derrick, gambling in Pine Hollow  

Combat Encounters:

Reuben Cowl and the Lively Lads  

Loot Found

Silver Locket, picture of a family inside - Josie, pick-pocketed from Mr. Cowl.  

Reputation Dice Rolled

2d6 = -8 Reputation

Experience Earned

30 XP each

Campaign
Blunderwatch Recruits
Protagonists
Report Date
29 Dec 2024

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