⚔ Session Notes Session #2

The Black Ram’s Quest

Location Yawn, Land of the Gods
Players Bambi, Xander, Kuso, Carra, Elora

✦ Session Summary

The following day, the party was encouraged by a black ram named Baa to take on heroic quests. He gave them their first assignment—to escort a Count and Countess with their "daughter" across the Slumbering Mountains to Bremen. Embarking on the quest, the party journeyed to Bremen, encountering a young boy named Dimitri and some fire fairies.

Session Narrative

Morning brings bruises, bandaged wounds, and the peculiar clarity that follows a night of near-death. Over a breakfast of cold porridge and strong tea at the Drowsy Hound, the party is approached by an unusual figure: a large, coal-black ram who strolls through the inn’s front door as though he owns the place. He introduces himself as Baa — with the gravity of one announcing a royal title — and settles his considerable weight into a chair.

Baa explains, in a low and resonant bleat that somehow forms perfect words, that he has been watching the party since their graduation. He serves as a kind of cosmic talent scout for heroes in need of direction, and he has a job for them. A Count and Countess of some standing need an escort across the Slumbering Mountains to the city of Bremen. With them travels their ‘daughter’ — Baa pauses meaningfully on the word — and the journey is not without risk. The mountains are home to bandits, wights, and things with no name.

In exchange, Baa offers what all new adventurers need most: a reputation. Complete this task successfully, and doors will open. The party, low on coin and purpose, agrees.

The road to Bremen begins pleasantly enough. Rolling farmland gives way to the foothills of the Slumbering Mountains, and the party makes good time alongside the Count’s modest caravan. Along the way, they encounter Dimitri — a gap-toothed boy of about ten who has apparently been walking alone since yesterday and sees nothing wrong with this. He attaches himself to the group with the unshakeable confidence of the very young.

The afternoon brings a more spectacular encounter: a cluster of fire fairies — fist-sized creatures of living flame who dart between the pine trees, leaving scorched bark in their wake. They appear mischievous rather than malicious, drawn by curiosity to the travelling party. With patience and a little creative gift-giving, the party manages to coax the fairies away from the caravan before they set anything important alight.

Key NPCs

  • Baa  —  A large, intelligent black ram. Ancient, wry, and deeply satisfied with himself. Does not explain how he talks. Serves as the party’s quest-giver and occasional cosmic nudge. Alignment: Lawful Mysterious.
  • The Count & Countess  —  Well-dressed, imperious, and oddly reluctant to talk about their ‘daughter.’ The Countess rarely speaks; the Count speaks too much about nothing.
  • Dimitri  —  A cheerful, dirt-smudged boy of about 10. Unafraid of anything. Carrying a satchel full of rocks he considers treasures.

Encounters & Mechanics

Fire Fairies

4–6 Pyxie-class fire fairies (use Sprite stats, add fire immunity and 1d4 fire touch attack). Non-combat encounter by default. DC 12 Animal Handling or Performance to calm them; failure means one caravan wagon takes 1d6 fire damage.

Loot & Rewards

ItemNotes / Value
Baa’s ContractVerbal only. Worth: reputation and goodwill in Bremen.
Fire Fairy EmberA small, cool-to-the-touch coal that glows faintly red. 1/day, can be blown on to produce a flame equivalent to a torch for 10 minutes. Worth 15 gp to the right buyer.

DM Notes

Baa should feel ancient and amused, not threatening. The ‘daughter’ travelling with the Count and Countess is a deliberate mystery to leave dangling — she is too quiet, too still, and her eyes occasionally catch light in an odd way. Don’t resolve this yet. Dimitri can reappear later as a recurring NPC if the party took a liking to him.