Quest for Glory

Welcome to Spielburg
Adventurer's Guild Meet-and-Greet

What Happened

  • Meet & Greet at the Adventurer’s Guild. Only four of us show up. Wolfgang introduces and gives brief history lesson.
  • Wolfgang mentions that Zara Shashina needs help with something, so we go to talk to her.
  • Job Board: 1) Amelia Appleberry needs help finding a lost ring and some spell components, 2) the Baron’s son, his daughter, and his jester are all missing, 3) WANTED: Brigand Leader, 4) WANTED Brigand Warlock, 5) Zara Shashina HELP WANTED!
  • Zara wants us to recover a small chest holding a magic item. It was stolen by Goblins who ambushed her couriers. Then she wants us to deliver it to Arasmus at Zalburberg (near the big purple mountain to the northeast). She offers us 1,000 gp plus whatever Arasmus gives us.
  • We go to Amelia Appleberry to ask what she needs. Her ring was lost when she took it off to make potions (it may have been stolen). It’s her family ring (gold shaped like leaves). She’s looking for Components: trollbeard, cheetar claws, Aranah’s peace flowers, magic mushrooms.
  • Lyran thinks Amelia’s ring may have been carried off my her own pet, Teresa. Whiskers climbed the tree, found the ring, managed to free the ring from the nest without destroying it, and brought it back to Amelia. Gives us each a Potion of Cure Light Wounds.
  • We go to talk to Wolfgang about the Goblins. He thinks someone is organizing the Goblins and have taken over a fort to the northeast.
  • Spend night at “A Heroes’ Tale Inn.” We talk to Abdulla Doo who tells us his entire fortune was stolen by the brigands after his guards fled. he was ambushed at the east pass.
  • We set of for the Goblin fort bright and early the next day. We arrive within view of the fort and begin our preparations. We lure the Goblins out of the courtyard with an illusion of a dog. We easily deal with three Golins and two Goblin Dogs.
  • We move inside and confront two Goblins, a Goblin Snake, and a Goblin Alchemist throwing Scrap Bombs (and he has Flaming Longspear)! Two Goblin Dogs join the fight.
  • Although Lyran and Melest are hurt badly, we prevail and loot the bodies.
  • Investigating the rest of the fort, we find another Goblin Snake. We dispatch it quickly, but a door opens and four Goblins with a Goblin carrying a flaming skull come in to attack us.
  • The flaming skull misses and in doing so, the thrower was consumed in flames and turns into a flaming skull. Wimnor’s Color Spray takes out two of the Goblins and we deal with the rest.
  • A room with a hot purple lump (that burned up the spear we used to flick it into the corner) also makes some people fall asleep. We found a magic scroll in here.
  • Room under the tower is full of rats. We threw the strange alchemist admixture at the room and sealed the rats inside.
  • Room beyond the sleep room is a bedroom. Whiskers gets hit with a poison needle trap on a chest he unlocked.
  • While clearing out rooms, we’re ambushed by a Hexapus. It grabs Melest’s face, but the other guys kill it. Had to deal with the dilemma of the flaming Goblin skull bomb.

Loot

  • Small leather armor x9
  • Small light wooden shield x9
  • Small short sword x9
  • Small shortbow x9
  • Small arrows x140
  • Small light crossbow
  • Small crossbow bolt x10
  • Masterwork Studded Leather
  • Poison (unknown)
  • Hybridization Funnel (200 gp)
  • Potion of Hide From Animals
  • Magic Stone (Room 11)

What Do We Need To Do?

Nothing. We have cleared the top level of the fort and are preparing to delve into the basement.

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Session 3

What Happened?

  • Looted the Ogre & his tiny chest.
  • We enter the Ogre’s cave and find three Slurks. We killed them, but melest was hurt badly.
  • In the next chamber we found three Pech and two more Slurks! Two more Pech show up from the south passage. A bit later, a leader Pech riding a Slurk rides into the fight. We are victorious, but hurt.
  • Find a chamber filled with webs, two small spiders, and a medium-sized spider. We defeat them and find a magic ring on a dead humanoid body.
  • We come to a large chamber past a series of ledges where there is a very big bear chained to a post in the center of the room. We drive it into the back of the room, give it osme food, and move past it.
  • In another chamber are two fungus-covered crickets. We klll them.
  • After enduring a hallway full of magic traps, we come to a large chamber with a Pech Sorcerer in it. After a very tough fight where most of us fall in at least one magically conjured pit, we defeat her.
  • When we release the bear from the chain, it changes shape into the Baronnet! He thanks us, tells us to go to his father, and then uses a magic amulet to teleport away.

Loot

All loot has been distributed.

What Do We Do Next?

We will start next session in town, prior to seeing the Baron or getting a chance to buy/craft anything.

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Session 4

What Happened?

  • Followed by a white fox. Wimnor talks to the fox and the creature turns out to be the white Stag we saw in the forest days ago (in another form). The fox told us to seek out the Dryad in the forest where we first saw the stag because she wishes to help us in our quest to become heroes.
  • As we near Spielberg, a group of guards meet us to escort us to the Baron’s keep.
  • The Baron rewards us with a feast and 1,000 gp (each) and requested we stay on in the Valley to try to solve the numerous problems therein.
  • The Baron tells us his tale of visiting the Dryad.
  • We tell the Baron about the “blind spots” in Erana’s Blessing over the city.
  • Whiskers talked to Kaspar Hauser who asked us to look for his father (or father’s remains as we think).
  • Quests New posts at the Adventurer’s Guild: 1) from Kaspar to find his father, 2) from Butch & Syliss need help finding their friends [meet at the tavern], 3) from Wolfgang needs a Mantrey head to complete his collection [giant manta ray that flies; hides in forests; comes out at night; has lightning on its tail] – wants an escort.
  • We decided to get a good night’s rest (although Whiskers went out late for his own reasons)and go to the cemetery in the morning.
  • We discover that Whiskers has an unhealthy “relationship” with yarn.
  • We meet the butcher and baker in the tavern. “Our buddy, Carl Chandelier (the candle maker) , got bored, left a goodbye note, and ran away to become a brigand. Then a note came a few months later full of regret for his decision, but the brigands won’t let him leave. He want’s the heroes to come rescue him and gives information about where the weekly patrol will be.”
  • We head to the cemetery. The grounds of the cemetery seem fine, so we investigate the crypt in the middle.
  • Once in the crypt, we start to investigate, but we’re interrupted by one of the coffins opening and a skeletal hand reaching out. Four Ghouls and two Ghasts attack us! Whiskers is paralyzed by a Ghoul and then it ignores the rest of us to maul Whiskers on the ground! Then Melest gets paralyzed as well. And then Lyran is paralyzed. Lyran & Whiskers shake off the palatalization and rally to finish off the Ghouls.
  • Deeper in the crypt, a pair of Skeletons (one is the remains of Hans Houser) rises up to attack us. After we defeat them, the spirit of Hans rises out of the remains and thanks us for freeing him. He asks us to bring his amulet to his son. he also tells us Baba Yaga’s three weaknesses: 1) mirrors, 2) food, 3) her familiars.
  • We find a secret door. Beyond is a chamber with a single sarcophagus. While trying to disable a trap, Whiskers sets it off, but dodges the poisoned razor that springs out. Inside we find the remains of the man the original King granted the valley to.
  • We leave the magic armor and other things in the sarcophagus and take the guard’s things to the Baron. The Baron is not as receptive or generous as we had hoped.
  • We go to Kaspar. He gives us a + 1 Cloak of Resistance.
  • Whiskers finds that most of us are diseased (Ghoul Fever), so we go to Amelia Appleberry. Excpet Whiskers. he goes off to “buy more yarn.” Actually, only Melest is diseased, but an antiplague cleans it right up.
  • We head out to ambush the brigands. We dig a pit trap at the end of a bridge and set up blinds to hide behind.
  • Six bandits, a bandit leader, and Carl show up. The pit doesn’t support the weight we had hoped and only one brigand falls in the pit. We defeat them easily with only Melest taking any damage.
  • Carl gives us some information about the bandits and their hideout, including the rumor that there is a secret back entrance.
  • The butcher and baker give us some magic cards (Deck of Illusions)as a reward.

Loot

All loot has been sold and/or distributed.

What Do We Do Next?

We’re headed to see the Dryad, look for the Mantray, and maybe attack the brigands.

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Session 5

Your title here…What Happened?

  • Headed to the forest to look for the Dryad.
  • We witness a meeting between Brutus the brigand and Bruno the city guard. We learn how to bypass “the bouncer” and that Brutus has a key to the backdoor.
  • We chase down Brutus, take his key, and question him. At this point, we’re pretty sure the brigand chief is the Baron’s daughter.
  • Whiskers get caught out in a lie about where the most recent job came from, but he gives us the “big eyes” and we let him off the hook.
  • We find the White Stag who leads us through the woods to the Dryad’s grove. (We may actually be able to find our way back here again.)
  • She confirms that the brigand leader is the Baron’s daughter under some sort of transformation spell. We’re going to need the apothecary’s help to make the dispelling contact potion.
  • We need to find the Spore-Spitting Spira and get a seed.
  • We easily get the seed and go back to the Dryad. On the way there, we’re ambushed by three Sauri.
  • Dryad gives us a glowing acorn to take to Amelia Appleberry. She tells us she also needs flying water, green fur, and faerie dust. She tells us where a fairy circle is.
  • We go to get Wolfgang to go Mantray hunting while we look for these other things.
  • We meet some Pixies and after dancing with them they give us some Pixie dust, some mushrooms, and directions.
  • We go forest stomping during the day and find a sleeping Mantray. It puts up a good fight, but we kill it and harvest some of its green fur.
  • Take everything back to town and Amelia crafts the potion for us using the Dryad’s instructions.
  • We have arrived at the back door to the brigand camp and passed the bouncing guardian.

Loot

All loot has been distributed.

Your title here…What Do We Do Next?

Go into the brigand camp and try to get this purple stuff on the leader.

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Session 6

What Happened?

  • First chamber we have to deal with four Cave Trolls.
  • Follow a winding passage for a long way until we come to the exit into the Brigand camp.
  • There is a mumbling Minotaur (Toro) wandering around a clearing in front of the fortress.
  • Although we initially fight the Minotaur, Wimnor uses his Read Mind ability and discovers Toro is the Baroness’s (Elsa’s) protector. We stop fighting and talk. He also tells us the jester is Yorik and is also working to help Elsa.
  • Whiskers climbs over the wall and lets us in. We have to dodge (or not) several traps while archers fire at us. Wimnor uses an illusion of a wall to help cover us while we try to get past the one door in the courtyard.
  • Lyran & Whiskers batter down the door while Melest deals with one of the archers behind an arrow slit. There are LOTS of brigands on the other side of the door.
  • The brigands flee before our might.
  • The Three Stooges spill out of another room and start pulling dirty tricks on all of us.
  • We defeat the brigand leaders and loot the place.
  • We make our way through a maze and find a room with Elsa in it.
  • After a short scuffle, we get the potion on Elsa, she transforms and leaves with Yorik.
  • We deliver Abdula’s goods, deliver the Troll beard, and have a feast with the Baron’s family.
  • Shema and Shameen ask us to come with them to Shapeir to help free their people.
  • We get the mirror identified – it is a Mirror of Curse Protection.
  • We go to Baba Yaga’s hut.
  • After negotiating our way past the fence, we tell the hut, “hut of brown now sit down” which allows us to enter.
  • Mandrake must be pulled at exactly midnight. She curses us to bring back the mandrake by dawn or die.
  • At midnight, a little mandrake dude comes out of the ground and we kill it. We kill it, but it had crazy abilities and almost poisoned Whiskers to death.
  • Bring it back to Baba Yaga.
  • Baba Yaga agrees to leave Spielberg if we find her a new place to live and will be welcomed.
  • We decided to go to Shapier to figure out what to do about Baba Yaga.

Loot

All loot has been distributed.

What Do We Do Next?

We’re in Shapier and it seems likely Whiskers will want us to join in the resistance to free his people.

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Session 7
First Days in Sahpier

What Happened?

I forgot to actually publish notes before shutting down my laptop at the end of last session. So, I don;t have a great accounting of what went on.

  • We arrived in Shapier and had an audience with the Sultan. We learned much about was going on in the local area (although I have forgotten the specifics).
  • We agreed to join a trade caravan so we could go to the other city-state run by the Amir who is just a puppet of the Vazier. (I have forgotten all the names).
  • We stopped by the local Adventurer’s Guild house and introduced ourselves. One of the people there is a warrior woman and the other is a Lionotaur paladin.
  • We scooped up all the wanted posters as quests, although I can’t remember all of them.
  • We talked to many people in town and were somewhat befriended by the Enchantress.
  • Wimnor joined W.I.T. (the Wizard’s Institute of Technology), but refused to take the oath giving up all his previous goals and friends. He’s still a member, but in name only.
  • We went into the desert to hunt scorpions and Ghuls (both for quests).
  • We ended in the middle of combat with some Ghuls.

Loot

I don’t think we acquired any new loot. if I missed something, let me know.

What Do We Do Next?

Finish the fight (which is not going to be easy) and continue the hunt for scorpions.

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Session 8
Desert Adventures

What Happened?

  • Two of the Ghuls we’re fighting transformed into jackal-men.
  • We defeat them, but Lyran has lost his eidolon and is paralyzed.
  • We limp back to town, dragging Lyran with us.
  • Fire Elemental attacking the plaza. Abdula asks us to stop it.
  • We talk to the Enchantress & Harik and decide to weaken the Elemental with weapons and then lure it into a closed lantern to capture it.
  • Although Lyran was nearly burned to death, we managed to capture the Fire Elemental after shrinking it through damage. Then we sell the thing to Harik.
  • We head out to visit the Dervish again. On the way, we were ambushed by four Giant Scorpions. We kill them with no major harm done to us.
  • We find the Dervish who mostly speaks in riddles. “West of Shapier and North of here is a puzzle. Harik knows the direction and I know the where. The who is why you must solve the puzzle. It is said that a man is like a caged beast and a beast is like a rumor – it is best dispelled early.”
  • We find a giant cage in the middle of the desert. In the cage is a beast (panther, rat, lizard)..
  • We go explain the situation to Harik and he tells us he needs a Griffon feather and a Fruit of Compassion (must be given, never taken or bought).
  • We go to talk to Azziza about the fruit. She tells us a story about a woman who became a healer against great adversity and was tuned into a tree. Needs a gift of kindness (talk), magic (sacrifice a magic item a plant can gain strength from), and a gift of love. This will allow her to bloom and produce fruit. Her name is Julanar, Flower of the Pomegranate.
  • We get the Griffon feathers and big them to Harik.
  • As we find a bag full of gold with a strange note. Seems like it’s an anonymous reward for our deeds.

Loot

What Do We Do Next?

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Session 9

What Happened

  • We go to Julanar and give here gifts and Lyran talks to her (although we all hug her). The tree gives us the Fruit of Compassion in return.
  • We return to Hazik (after feeding some poor and hungry people in the city). He gives us the Dispelling Potion for the beast.
  • Jafar and Omar find us and give us a bag of gold. Then Omar sings our praises in a poem. Next, the dancing kitty!
  • Out to the desert and the beast. It transforms back into a bitter, nasty man. Named Al-skurva (a apprentice sorcerer). The Vizir has some ritual magic brewing, but we didn’t understand his time reference (we need to talk to the astronomer).
  • We go back to the Dervish and get his whirling bit. Then back to town.
  • Wimnor goes to W.I.T. to try to get information about Adaviz and Alskurva. All he gets is that Adaveez is a member of W.I.T.
  • Lyra goes the witch about Adaviz and Askurva. Adaviz was almost cast out of W.I.T. His portrait being so prominent means he is going to be highly “involved” in our lives. The ritual will be complete within the next week or three. The old Amir is not dead, but something is preventing the witch from finding him. Adaviz inquired often about the dark arts while in W.I.T.
  • Whiskers and Melest goes to the astrologer/astronomer. He pins down the date. It’s happening in 12 days. There’s a prophecy that ties Iblis to this date and that seems to be bad. Ibliss wanted to unite all genies to kill all humans. Ibliss is trapped in the ruins of the Forbidden City.
  • word reaches us that an Earth Elemental is terrorizing the city. We track it down, but find three medium Earth Elementals. We deal with them quickly, but their remains coalesce into a Huge Earth Elemental! We defeat it with the alchemist’s magic fire and sweep the remains into the Earth Elemental sack.
  • Melest has been getting notes (from the Fight Club he hopes) as well as having vivid dreams of his past. He has been instructed to go to door at the end of scary dar off of safe dar at nightfall.
  • Now a Water Elemental is attacking the city! We defeat and collect it.

Loot

All loot has been distributed.

What Do We Do Next?

Caravan to Razir!

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Session 10

What Happened

  • Melest goes to the Fight Club, gets ambushed, abducted, and wins a fight against another initiate. He’s in the Eternal Order of Fighters, but not thrilled about it. They’re kinda dicks.
  • Kattas reward us with jeweled pins. The Sultan gives us more gold.
  • The caravan departs.
  • Caravan is attacked in the night by a horde of Jackalmen led my a large Jackaldemon! Luckily, they attack us in waves and Wimnor is able to further delay them with pits and illusions. We handle them just fine.

Loot

  • Spear x12 (1 gp/12 gp)
  • Swordchucks x4 (10 gp/40 gp)
  • Scale mail x4 (25 gp/100 gp)
  • Large Masterwork Greataxe x2 (170 gp/340 gp)
  • Large splint mail x2 (175 gp/350 gp)
  • Masterwork Greataxe (160 gp)
  • Masterwork Full Plate (825 gp)

What Do We Need To Do Next

Level to 6th.

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Session 11
Into Razir

What Happened?

  • We enter Razir after being questioned and warned by the guards.
  • We meet Le Resitance (Shiraff).
  • The Vazir has hired his own adventurers to go get some needed ingredient for his ritual. It supposedly lies in the Forbidden City and the door to the city can only be opened the same night as the ritual is taking place.
  • Go to the Blue Parrot Inn and meet Ferrari. Super creepy guy (Ugarti) sells us some information, namely that we were expected. Ferrari and Ugarti seem uncomfortably helpful.
  • We witness Ugarti get arrested for water smuggling. We (Whiskers) rescued him.
  • We’ve decided that following the Vazirs adventurers will likely result in us having to attack the palace anyway. So, we decided to eliminate the middle man and just go there first on the night of the ritual.
  • A huge number of city guards show up outside the inn to arrest us. We run away under cover of Invisibility and head to Le Resistance. Shiraff is back and has the location to the Forbidden City, but he has no idea when the other adventurers will leave or how they will get there.
  • Change of plans again. Now we’re looking to ambush the adventurers before they enter the Forbidden City.
  • After hours of waiting, no one shows up. So, we go into the hole (the entrance to the Forbidden City, we assume).
  • While navigating a magically darkened path, we’re attacked by a pair of Djinni. We kill them easily.
  • Next, we have to cross an underground river against a fearsome wind. Two water genies attack us. We kill them.
  • We cross the river and go up a slope and we can feel heat coming from ahead.

Loot

  • Masterwork Scimitar (160 gp)
  • Masterwork Trident (160 gp)

What Do We Do Next?

We continue onward.

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