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The BackHalls (Campaign)/Quest Log: Difference between revisions

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=== <s>Quest: Stop Glassbreaker Curses</s> ===
=== <s>Quest: Stop Glassbreaker Curses</s> ===
''Succeeded! Parties now have access to "Remove Curse" as an anti-glassbreaker measure, as well as any other curses that might come along.''
''Succeeded! Parties now have access to "Remove Curse" as an anti-glassbreaker measure, as well as any other curses that might come along. Optionally, there's also apparently infinite mirrors in room 236 to use against any future Glassbreakers.''


=== <s>Make it to the Library</s> ===
=== <s>Make it to the Library</s> ===

Revision as of 01:03, 15 February 2022

Main Quests

Quest: Journey to Room 1 or 1000

It was originally thought maybe the team just needed to get to the highest or lowest numbered room to escape.

Quest: Learn more about The City

Despite having learned it's in the low numbers, close to Room 1, and even adjacent to the Library shop, very little is known about what lurks inside the city. But now clues point to them being the faction behind a number of suspicious activities, including the security cameras.

Quest: Reunite Quinn with Corra

At the Gas Station, the decision was made to send Thetsu to a nearby spawn-point and stake out to see if Quinn would return to the halls. If he found Quinn, he said he would bring them back to the Gas Station to reunite with his mother.

Quest: Discover (and absorb?) All 10 of the Masters

  1. The Allip
  2. The Wyvern - Grants immense flight and invisibility
  3. The Eviscerator - Grants Tenser's Transformation and the power to take damage for others.
  4. The Ogre Warhulk
  5. The Frog?
  6. The 3 Headed Troll?
  7. The Crab?
  8. ???
  9. ???
  10. ???

Quest: Look more into "Imprisonment"

Thanks to little Timmy, the team's learned that it's possible this whole hellish experiment is the result of the Imprisonment Spell. Except LIttle Timmy says he cast it incorrectly. The books also said that every Imprisonment has a secret goal that breaks the spell. What is it about the Backhalls that keeps everyone bound here, and what is that secret word or action that needs to be taken?

Quest: Bring maps to the Glassbreaker HQ

They captured Elder Mephisto, and promised to return him and his wild-magic powers to the team IF the group would go on a mapping side-quest for the Glassbreakers. Having agreed, it's now just a matter of getting back to their HQ.

Quest: Ahazu

It was a name that Vadim knew in life, and now it follows him even here? What was that?

Quest: Escape

Every session takes us a little bit closer to the end, but how?

Side Quests

Quest: Find a Door and a Dead End

Sophia and her troops told the team early on that the best way to survive is to find a dead end, and barricade it off with a door.

We have a door.

We lost the door.

We have another door.

We lost the other door. Dead End still TBA.

Quest: Figure out how the Tablet Works

Thanks to the hobos, we have access to a mapping pad and also some cute virtual fires. But this device might be capable of more if we play with it enough.

Quest: Make it to Room 123

Moses, Jerome, and Louis were certain that there was SOMETHING in room 123. They asked if the team would like to join them on their way there, but sadly didn't make it very far.

Quest: Form a "Contubernium"

A ten-sum, a decagon, whatever you call it, it's been proven that traveling in groups of 10 keeps you safe from at least the Allip. Though the noise and trouble that large groups draw make this a difficult size to keep up.

It's been completed.

We lost it.

We're 10 again.

Wait no not anymore.

Quest: Visit All 23 Shops

  1. The Movie Theater - Maps and Music
  2. The Gas Station - Extra ability points to be stashed away
  3. The Workshop - Body parts and nefarious goodies
  4. The Library - Bigger Maps, scarier music, books on Pasta, and access to the City.
  5. ???

Quest: Visit Floorless Room 490

The Map Gabbers said that there was a special room with no floor, possibly leading to something more underneath the halls, but it was close to a spot where the Crab Master lurked.

Quest: Reunite with the MapGabbers

The Map Gabbers provided free useful information about all the rooms they'd seen when we encountered them on good terms. They were also cursed with the Glassbreaker curse last we saw them...But after we parted ways with them, there was always hope we'd cross paths again someday, and maybe learn something new.

Quest: Discover the Circus of the Lost

A mysterious faction mentioned in passing by the Pelorians. Who are they?

Quest: Hunt down the surviving Camera Barbarians

When the team fought these camera-toting, flash-blinding barbarians, there were one or two who managed to get away. But as we quickly learned, a camera could be incredibly useful down here in the halls.

Quest: Go Back to Room 420 for more "Films"

Room 420 was the end goal for a while, and it provided incredibly useful, but the team ran out of money to buy more information. If we make it back there, there's no doubt more information on the rooms to be discovered.

Quest: HER ION OR IF TO

HER ION OR IF TO? WHAT DOES IT MEAN?!?!?!?

Quest: Get another Soundtrack

Two of the shops sell soundtracks, will others as well? Make sure you've saved up enough trinkets to buy it. It's been 5 trinkets each time.

Completed Quest

Quest: Stop Glassbreaker Curses

Succeeded! Parties now have access to "Remove Curse" as an anti-glassbreaker measure, as well as any other curses that might come along. Optionally, there's also apparently infinite mirrors in room 236 to use against any future Glassbreakers.

Make it to the Library

Succeeded! The Library was also the entry into the City, and housed so much information, that given enough time, one could make a completed map of the entire halls.

Make it to Room 420

Not only was the team able to rest, they were able to change the soundtrack AND purchase a few tips and tricks that discerned some of the hall's secrets.

Learn about The Vault

A suspicious group of Dwarves have been locking the team out of certain chambers and robbing everyone they cross. But thanks to info from the Pelorians, it was discovered that they simply hoard their wealth like dragons in vaults all over the halls, having discovered that because items respawn too---there's infinite wealth down here!

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