The adventurers at the Fool and Flagon often tell stories of their many quests... some of them may even be true! These are the reports of what has happened each time a party has set out. Feel free to add your own stories to the list and create any relevant pages for the wiki!
Log #001- House of the Three Squires; More personal are needed to safely investigate and clear out the cave. Kobolds seem to fear dogs? Fire is an effective tool in scaring Kobolds as well. Fuck giant spiders.
I met up with Tim Goldfield, an egomaniacal pyromaniac magician, and Carter Carpenter, a pleasant enough fellow, and we decided to strike out in pursuit of the wolf-riding orcs we'd heard about. Before we'd even really gotten started, we ran across of a group of men claiming to represent the local lady who demanded a toll from us. Needless to say, we were uninterested in paying. Goldfield tried to persuade them to let us by, but failed miserably despite my oratorical advice to him. I headbutted a couple of them and waved Bessie (my axe) at a few others, and we drove them off fairly easily.
We found our way to a burned-out village, clearly the work of the wolf-riding orcs, and tried to track them back to their hideout, but Goldfield (or Carter? I've forgotten already. All the humans look alike) lost their tracks in the hills. I took charge, but through no fault of my own, got us even more lost; Goldfield then accidentally blundered back to the village. We gave up on the orcs and decided to investigate the nearby abandoned fort. When we were exploring, Goldfield took off running like a chicken with his head cut off, and found his way to a skeleton left on the floor; we heard a creepy voice say "leave!" and Goldfield starting backing away like a coward. Naturally, I took the initiative and smashed up the skeleton, kicking the skull into the wall and so on -- that'll show the creepy ghosts! -- at which point a ghost materialized and attacked me. The idiot thing didn't realize what it was messing with. I jumped up on the table and launched myself in a flying overhand chop at the thing -- only to watch it casually sidestep me and watch me crash into the wall behind it. We managed to recover, barely, from that minor mistake, enough to kill it and loot its ancient sword. We all ended up injured, and I'm still sick, but that's a small price to pay for greatness. I decided to take the title "Ghost-killer" in honor of our great deed. We decided to come back later to show whatever else is here who's boss.
Oh, and we found a useful map of the area. Should help us keep from getting lost in the future.Goldfield's logbook:
Log #002- Abandoned Fort;More personal are needed to safely investigate and loot the fort. Got lost on the trip there; Newt is not a good pathfinder. Never try to smash a ghost's bones. Only makes things worse. Follow ghosts carefully.
In honor of Carter I’m going the actually write out the events of that fateful venture. We first decided to investigate the murders occurring in Skogenby. When we spoke with the village elder, we were told that the murders happened after some youths explored an ancient tomb, one of the youths a young girl took a gold bracelet from the tomb. It Is believed to be this act that cursed to be placed upon all that went into the tomb, as those who had entered the tomb and their family members were either killed or dragged back into the tomb.
We were tasked with finding the missing children, so we went into the tomb. At the entrance of the tomb laid some writing in a language I had never seen before. After a quick break for lunch, I quickly whipped up a scroll to help translate the writing. After contacting one of my deceased relatives and the ensuing annoying conversation I managed to translate the writing, the tomb belonged to a long dead warrior queen from a time long before the kingdom of existed and it spoke of a vague warning to any trespassers as any decent tomb does.
The entrance was rather cramped as Carter and I could only move by crawling along the ground. Once inside we began by looking around and assessing the overall layout of the tomb. It was during this that Pyra and Carter awakened some ancient now skeleton guards to rise and feebly try to defend the tomb. After dispatching the weak guards we continued our investigation by probing the sarcophagus of the warrior queen. First I attempted to decipher the odd script written on the floor in front of the sarcophagus, the script reacted to this by flashing a bright blue before disappearing entirely. We then began to open the sarcophagus believing that if we destroyed her remains the curse would be lifted and the village would be safe. This was an unfortunate mistake as when we began to open the sarcophagus we unknowingly triggered a trap. Despite Pyra and I best attempt to pull Carter away, Carter was killed when spikes sprang up from the floor.
After composing ourselves Pyra managed to find a hidden door that lead deeper into the tomb. It was there that we found the missing children and the spirit of the warrior queen herself. Unfortunately the young girl had died but, the boys yet lived. So, after some shrewd negotiating from yours truly we were able to free the boy and give both the girl and Carter proper burial rites.
We returned to Maledict Keep to continue our investigation and all cards on the table the looting of this semi ancient fort (Not as ancient as some entities that I know). Saw a ghoul firsthand for the first time, they are more disgusting than previously thought. We explored a lower level as the door that we had barricaded previously wasn't when we arrived. As we explored we found what appeared to be the sewage tank for the fort and it was as disgusting as I would think. Eventually, Pyra found a secret cache that contained among other things a decent amount of books, a magical axe and a magic wand not sure what its does yet. As we continued we stumbled upon the nest of a skeletal owlbear. After a brief conflict in which Mirah and I took down the beast. I found out firsthand that despite its lack of muscles, it can still hit extremely hard. We collected its remains for study and profit before walking into a barrack room filled with more skeletons that did not appreciate our intrusion. So, we quickly left to cash in our finding and lick our wounds.
Newt, Pyra, and Tim Goldfield tricked some bandits into going to the House of the Three Squires, killed an orc raiding party, and rescued a child that had been kidnapped by a bugbear.
Tim Goldfield's logbook:
Met up with Pyra and Newt Ghost-Killer (Stupid title) to investigate the disappearance of children in Wesgrove. On the way there, we ran across the group of highway men that have been extorting travelers via demanding a protection toll. These are the same half wits Carter, Newt and I scared off while traveling to Maledict Keep the first time. The morons could not recognize the two of us nor did they remember Newt's long winded speech about raising up and starting a class war (A war I completely object to). I was able to convince them that kobolds were easier targets than we were and directed them to the house of three squires and the plains where we had seen them. I can only hope that they stumble into doing the region some good.
We made it to Eryn's Crossing where we were approached by one of the mercenaries there to join in defending the town from orcs. We declined their offer as we had other things to do. Not long after Pyra's scouting ability alerted us to an approaching band of orcs some of who were riding large wolves. Instead of dying on the road, we ran back to the town and alerted them to the incoming orcs. The insuring battle was gruesome, with most of the valiant militia dying along with all but one of the orcs.
We set off in the morning again to find out what was stealing children in Wesgrove. It didn't take long for us to find that it was a bugbear and a group of goblins. We ended up tricking the stupid fuckers by harassing it with aethereal hornets and Newt's battle axe while Pyra extracted the child and made her escape.