Session 12: The Sunk Cheese Fallacy Report
General Summary
Union Report on Cheese Smuggling & Disappearance of the "Lively Lads"
Filed by Lieutenant Krell Kroaker, Blunderwatch
Date: 8th of Trinkune, 1732
To: Captain Tall Tail, Enchantland Union Command
Cc: Office of Adventurer Oversight, Bureau of Internal Affairs, Cheese Crimes Division
SUBJECT: Final Report – Incident #CHE-113: Unauthorized Cheese Trafficking, Lively Lads Desertion, and Related Felonies
Overview:
Against all odds, the adventuring party provisionally known as the Treblemakers have managed to uncover and unravel a complex (albeit dairy-based) criminal conspiracy operating within Blunderwatch. Though their methods were chaotic, poorly documented, adjacent to illegal, and nearly always perpendicular to Union protocol, the results of their investigation cannot be ignored. They apprehended the fugitives known as the Lively Lads, exposed a cheese-smuggling ring, infiltrated a culinary-themed gambling den, and provided actionable evidence implicating several town citizens, including one Curd Cutter, a cheese-monger of ill repute. Let the record show, however, that this outcome appears to have been reached not through diligent investigation but through a string of impulsive decisions, wild speculation, and fortuitous luck. They still haven’t questioned Theo.Chronology & Findings:
Initial Discovery – Bog Cheese Cache: The Treblemakers located and secured a stash of highly pungent, high-value cheese floating mysteriously in the swamp. This was not reported through proper channels at the time, and only became significant later. Social Investigation – Missing Lads: During a local social gathering, the party canvassed attendees about the disappearance of the Lively Lads and Theo. No credible leads were established. Theories included:- Secret Union mission.
- Promotion (clearly false).
- Betrayal of the Union.
- Cheese-induced madness (not entirely disprovable).
Days of Delays Several days passed where no investigation activity reportedly took place. Theo still remained in the keep, and yet they did not pursue him in a line of questioning. Cheese Club Social (a.k.a. Cheese Casino Recon): Half the party infiltrated the party as wine-and-cheese enthusiasts. The other half broke into a building via the “put the door back on after you break it” method. This worked, somehow. They found evidence of gambling, although from their description of events I believe they did not practice proper evidence-handling. Second Lads House Visit: Possibly drunk, they returned to the Lads’ residence and uncovered a false floorboard and a suspicious escape tunnel. The tunnel led to the sewers. Sensible protocol here would’ve been to notify Union guards. They entered the sewers alone the following day. Sewer Search & Lively Lads Confrontation: After hours wandering the sewers, they located the Lads. Reuben Cowl, their de facto leader, begged for aid to escape into Wydegap Canyon. They refused. Josie initiated combat with a tactical groin-kick. The Lads were subdued in under 30 seconds—suggesting significant power disparity, which is now noted in their service records. Tich Tich used a malfunctioning sending stone to alert me. I arrived with a squad and took custody of the Lads. Conclusion – Arrival of Union Command: As fate would have it, Union officials arrived shortly after the Lads were secured. Captain Tall Tail and renowned adventurer Artur of Wuit were present. (Note: Artur referred to Nesa as “sister,” which may require investigation. Or a family reunion. Unclear.) The Treblemakers presented a full list of names involved in the cheese gambling ring, and handed over the recovered illicit swamp cheese as evidence. Their testimony was erratic but ultimately coherent.
Assessment:
Let me be clear: this should not have worked. They should not have found the cheese.They should not have been invited to the cheese club.
They should not have infiltrated the sewer.
They should absolutely have talked to Theo.
But against all reason, they brought down a criminal smuggling ring, apprehended the fugitives, and turned over a complete set of evidence corroborated by stink cheese and confessions. All persons named have, so far, been confirmed guilty through follow-up interrogation. They are, without question, the most capable adventurers currently stationed at Blunderwatch—though this is damning praise, considering the rest of the fort consists mostly of people who think swords are used for gardening. I recommend commendation for the successful operation, followed by formal training in procedure, debriefing, and remembering to interview obvious suspects. Also: additional investigation is recommended into how the Lively Lads accumulated such debt, and what role, if any, Theo actually played. Perhaps if someone speaks to him. Signed, Lieutenant Krell Softscale
Union of Adventurers – Blunderwatch
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.
Players:
Derrick, Josie, Maggie, Nesa, Skreet, Tich TichLocations Visited:
Blunderwatch: and various locations about town.NPC's Met:
Curd Cutter Blunderwatches new cheesemonger. Retired adventurer, and native of Blunderwatch with a dream to bring fancy cheese to the deprived town.Della "Big Wedge" A burly half-orc woman, cousin of Theo. She's big in the underground cheese gambling ring, known as the undefeated champion of cheese roullette.
Krotk Suiss Gnome messenger, employed in Blunderwatch. Lactose addict despite his clear intolerance. He has a nervous disposition.
Sister Juniper An elderly halfling and devotee of Cheddara, the goddess of curds and whey. Unfortunately, making money in cheese gambling to support her fledgling chapter in Blunderwatch was too tempting, given her talent of cheese reading giving her an edge in the game.
Barty "The Big Cheese" The real boss of the casino opperation, he's in charge along with Curd. This human man is cheesey, and he loves a good cheese pun.
Pips Earned
0 gpLoot
Tich Tich: The Golden Ball of Fortuna - Wonderous item, requires attunement.The tiny golden roullette ball feels slighlty warm and seems to shimmer in the light. It occasionally vibrates in your pocket during moments of high tension, as if eager to be rolled.
Fortune Flick
When you or a creature you can see within 30 feet of you makes an ability check, attack roll, or saving throw, you can use your reaction to add a d4 and either add or subtract the result. You must use this ability before the outcome is declared. Use: 2x per day, all expended uses recharge after a long rest.
Spin of Fate 1/Day As a bonus action, flick the golden ball into the air and let fate decide. Roll a d6:
1 --- Wobble: Disadvantage on your next roll
2 --- Tilted Table: One creature of your choice within 30' must re-roll its d20 roll and take the lower result.
3 --- Even Odds: Gain +1 bonus to AC until the start of your next turn
4 --- Beginners Luck: Reroll 1 ability check, saving throw, or attack roll in the next minute. You must use the new roll. 5 --- Playback Spin: The next time you are hit by an attack, the attacker takes force damage equal to your proficiency bonus. 6 --- Lucky Break: You gain advantage on your next attack roll or saving throw within 1 minute.
Skreet: Shadowstep Anklet - Wonderous item, requires attunement
This thin anklet is made of braided dusk-coloured thread, often overlooked by casual inspection.
While wearing the anklet you gain the following:
Once per short rest, when you take the hide action in dim light or darkness you can become lightly obscured even if you don't have full cover or total concealment.
You have advantage on stealth checks to move silently (doesn't affect your ability to be seen, just heard muffling your footsteps slightly)
Nesa: Whistle of Distracting Echoes - Wonderous item, requires attunement
A small whistle made of bone, it looks like a dog whistle and emits no sound to the user. Anyone within 60' hears a sudden, eerie noise - such as footsteps behind them or whispers in their ear.
Use: as a bonus action, blow the whistle to force a creature within 60' to make a DC 13 Wisdom save or they are distracted until the start of your next turn, granting advantage on the next attack against them. 3 uses/long rest.
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