FabU Session 03

Defeating the Echo of Saevus, we seem to have broken the spell over the local wildlife.
In the Great Hall of the Monastery of the Scroll.

Head over to the Barracks to talk to the monk-y people.

Buckaroo Banzai laugh while you can monkey boy

Book: a bit of Saevus’ power still running through it.

Mizzle carries it.

Let the monks know how it’s all been resolved. Provost expresses gratitude. About a dozen of the score have survived. Mizzle is looking for a book; they offer to look for it.
The Tremaldis are looking at geography books and places that are attractive but unpopulated.
They offer to find something once they clean up.

Saraid pulls off the prayer shawl. Offers back to them, but they give it to her.

Back to barn where Neeta was.
Let her know that all is well.

Back to Crestview.

She’s been working with Sr Scribe to be able to replicate atlases.

Announce to the populace that the demon in the book in the monastery is gone, and the wolves have run off and feel very bad about eating people.

(The Bros. Trimaldi – Shiny, Tiny, and Whiney.)
(Shiny is the charismatic one at the top of the clank; Tiny is the engineer / gadget guy in the middle; Whiney complains about always being at the bottom running the legs.)

Sort out questions and try to get the story of the adventure down. Neeta writes it. Honest and straightforward.

Mizzle – a small animal watching from the corner. Mizzle sends the Acorn Pixie over.
Room / beds for the night.
Acorn Pixie - missing her hat!

If we go there and talk to him, we should watch out what we say. Will show us, but can’t say more.
Also, tied into the missing hat.
Mizzle backs off the questioning. Seems like it is an elemental spirit like she is. Seems like a powerful being trying to bring us under their sway.
Mizzle investigates about tricky elemental beings in the area. King of all cats, who would gamble with people and bring them under their sway.


We rest. Cots in the General Store.

(Resting and Down Time rules)

Neeta drawing a map of the world.
Trimaldis – finding a place for their people. Village of Treshenko.

BONDS:
Saraid → Trimaldies (admiration, duty!)
Mizzle → Trimaldis (admiration, travel a lot!)
Trimaldis → Saraid (affection, sympathetic)
team-bonding-yup1

Sundries in the morning.
Breakfast from Ann. A nice effort.

squirrel-eating-peanut-butter-czbhjdt1ezkho1z9

  • Mizzle - buying fish for the king of cats.
  • Tremaldis – get a ball of yarn.
  • Sara - a shiny bottle

Acorn Pixie: I can get my hat back.
Leads us toward the wood to the north.

A wide tree with a knot at the base. “Okay, it’s here.”
Sara knocks on the side of the tree.
Voice: “Do I have visitors? You may come in.”
We can squeeze in.
Opens up into a much bigger space.

King of Cats, wearing a crown.


Ooohs and aaahs at our gifts. But “I do not accept gifts.”

Pixie gets her hat back.

Cat rolls over. Don’t accept gifts, but will … game to win the things. A number game. What number am I thinking of?

If we lose, will take the fish, the bauble, and the yarn. If we win … can play again for higher stakes.
Struggle to get a bid for a win … answer a question. No trade, only game.

Tiny says 5
Sara says 6
Mizzle comes up with 6, too.

Cat agrees.

Another game? Mizzle offers – can only speak the truth for one minute, and anyone who lies loses.

Mizzle examines him … he’s enjoying toying with us, but sees us as useful. His nature is games and winners/losers.

Minute passes. Wins fish, because only spoke (only thing spoken was) truth.

Another game?

Win – and you serve me for a long time.

StarTrek-Data-TheRoyale-TNG-dice-1338763915I
Cat asks us for something vs cat’s service.

There is a Queen right of King
Diamond left of Spade
Jack to left of a Heart
Heart to left of Spade

We win!

So Cat is serving us (?!) but Mizzle promises to play a game with them every day.

Cat wanted the wolves out of the way because interfered with his games with people.

Mizzle gets the Neko Monarch arcana.

giphy
Wait for a week and revisit the Monastery?
Or go back to Central and Neeta brings us the books we want?

Goals –
Exploration!
Going further afield!

ADVANCEMENT

1 - 5 XP
2 - 4 FP → 4/3 = 1 XP
= 6 XP, so over 10 XP … so get to level! (p. 227)

  • You may change your character’s Identity and/or Theme. – Increase your maximum Hit Points and Mind Points by one point each. Note that this does not affect your current Hit Points and Mind Points.

If you choose to change your Identity and/or Theme upon gaining a level, explain what prompted this change: perhaps you have abandoned Anger and learned the importance of Mercy, or your days as an Oathsworn Paladin have come to an end, and you are now a Rebellious Oathbreaker.

Don’t be afraid of change: use it as a way to signal to your group that you want to
explore a new side of your character!

  • If you just reached level 20 or 40, choose one of your Attributes and increase its base
    die size by one step, up to a maximum of d12. This is the only way you can ever increase your Attributes; whenever you do so, some of your other statistics might change.

  • You increase the level of one of your character’s Classes by one, or you gain your first
    level in a Class you didn’t already have.

  1. You can never have more than ten levels in a Class. Once you put the tenth level in a Class, that Class has been mastered (which grants you a Heroic Skill, as explained on the next page) and you can no longer invest levels into it.
  2. You can never have more than three non-mastered Classes. If you want to further diversify your character, you must first master some of the Classes you acquired.
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