Session 17: The Lore of the Problem of the Thing Report
General Summary
UNION OF ADVENTURERS
FIELD REPORT: DGN-17
Agent: Derrick Greenfield-Neuf (DGN)Assignment: Investigation of the Sickly Eldertwist Tree
Date:
SUMMARY:
This report outlines the unexpected destruction of an ancient magical pact beneath Blunderwatch, the emergence of a Guardian construct, and the subsequent assault on the town by unknown fey entities. These events resulted in the evacuation of nearly fifty civilians and the separation of our adventuring party. Everyone did their best, and thanks to quick thinking and a little magic (and a lot of heart), we’re still alive and working to make things right.THE INCIDENT:
Our team—The Trebblemakers: Maggie, Tich Tich, Skreet, Josie, and me— were accompanied by my good friend Jarv. We were investigating the ruins beneath Blunderwatch in an attempt to discover the truth of what was poisoning the Eldertwist Tree, and the connection it may have to rumours of a pact we had uncovered. We discovered a creature was poisoning the tree and syphoning it's magic. The creature was alien in origin, I've never even thought such a thing could exist. After defeating it, Maggie and Jarv found a scroll written by a Grell calling itself Zorrinth. The scroll explained that this creature had been anchoring an ancient Pact, one that helped bind dangerous magic tied to the Unclaimed Wyld. The Grell called itself a living part of the seal, a prisoner to its magic. We didn’t know. We didn’t mean to break it. But we did. Almost immediately, the earth shook, and a massive construct—the Guardian—began to rise from deep beneath the ruins. It felt like the town itself was breaking open.SPLIT AND ESCAPE:
We were forced to scatter as the tunnels collapsed. Here’s where everyone went: Tich Tich, Maggie, and Jarv made it to the cavern with the old bear skull and used a magic Drakursi Tooth to teleport out. We later learned they arrived in the Grizzly Court, a fey city inside the bones of a giant Drakursi. They were shrunk to fey-size on arrival and are now being held as prisoners of war alongside Captain Biff Flannigan and Lieutenant Krell Softscale. Skreet opened the Eldertwist Road, a magical path through the Unclaimed Wyld. Josie followed him, but knew her leadership would be needed back in Blunderwatch. Using a Wyld Card, Josie came back to help with the evacuation, but the magic cursed her—now she jingles like a coin purse anytime she moves. I (Derrick) was disoriented during the collapse and missed both exits. With no time left, I climbed onto the Guardian’s leg as it ascended through the stone and water above. Probably the craziest thing I’ve ever done.SURFACE ASSAULT:
When I got topside, Blunderwatch was under siege. But it wasn’t undead. It was something else: They looked like skeletons, but they moved strangely. Their armor was mismatched and decorated with twigs and feathers. Some were glowing, and a few were the skeletons of animals or twisted fey beasts. I think they must have been Bone Fairies. I don’t know how they work, but they felt fey, not necromantic. Definitely from the Unclaimed Wyld. The Guardian was shouting “The Pact is broken!” and charging up beams of light that turned people to stone. I tried to help civilians flee. One blast caught me—I resisted the petrification through sheer willpower and a strong sense of who I am. But the hand I used to pull someone free was affected. My left hand is now stone. I can still use it to hold a shield, though!REUNION AND REFUGEES:
Right as things were falling apart, Josie arrived at the southern gate. She saw the chaos and ran straight into it with me. Together, we gathered as many survivors as we could—48 in total—and began leading them south toward Pine Hollow. Morale is shaky, but we’re doing our best. Josie keeps people moving. I keep them calm.CURRENT STATUS OF THE TEAM:
Tich Tich, Maggie, Jarv – In custody at the Grizzly Court. They’re safe (ish), and together. We need to get them out. Skreet – Made it to the Grizzly Court too, but through another path. They see him as a guest, not a prisoner. He’s learning a lot and building trust with the locals. Josie and I – With the refugees on the Noon Road, doing our best to keep people safe and warm.ASTRAL MEET-UP:
Thanks to Maggie’s University and their visitor passes, we all met up in the Astral version of the University of Enchantland last night. We shared our stories, checked in on each other, and started researching:- The Pact and its history
- How Bone Fairy Constructs work
- Grizzly Court law (especially around foreign prisoners)
- Ways to un-petrify a hand (and a few other things)
RECOMMENDATIONS:
- Send aid to Pine Hollow—healers, supplies, blankets. The refugees need help.
- Send a diplomatic team to the Grizzly Court. Our people aren’t soldiers, and this isn’t a war.
- Investigate other Pacts like this one. If this was hidden in Blunderwatch, how many more are out there?
- Medical support for petrification survivors like me. (I’m willing to be studied—just please don’t poke the hand too much.)
- Keep the team connected. We’re separated across the Unclaimed Wyld, but we’re stronger together.
FINAL THOUGHT:
This didn’t go how we planned. But I believe in our team. We’re not just adventurers—we’re friends. We didn’t mean to break the Pact, but we can be the ones who fix what’s been broken. With the Union’s help, I believe we’ll bring everyone home. Yours in faith and field,Derrick Greenfield-Neuf
Union Adventurer Level 4 (DGN) – Blunderwatch (Displaced)
With the Guardian awoken and chaos showering down from Blunderwatch above, how will the Treblemakers escape? The temple could collapse any minute, and the people of Blunderwatch don't stand a chance against the hulking construct digging it's way toward the towns imminent destruction.
Players:
Derrick, Josie, Maggie, Skreet, Tich TichLocations Visited:
Blunderwatch: Various locationsThe Ancient Temple of the Pact: Beneath Blunderwatch, hidden for centuries, the ancient temple has gone undisturbed.
The Eldertwist Road: Between the Eldertwist trees lays a secret realm, only those blessed by their ancient magic can open the portal here and walk the Eldertwist Road.
The Glass Glade: A young Eldertwist tree rests atop a small hill within the northern reaches of the Unclaimed Wyld. It stands above the Glass Pool, its clear cold waters give the glade its name.
The Ancient Eldertwist Grove: The beautfiul forest garden where the Ancient Eldertwist tree grows.
The Mushroom Circle: The mushroom circle of the Kabouter, just south of the Ancient Eldertwist grove
The Noon Road: The road that connects Blunderwatch to the rest of the world, and protects travellers from the chaotic magic of the Unclaimed Wyld.
The Unclaimed Wyld: Various location around the Unclaimed Wyld
The Grizzly Court: The ancient corpse of a massive Drakursi has become one of the largest cities of the Fey in the Unclaimed Wyld. This is the Grizzly Court.
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