Hello All! Wayward Quest is weekly Dungeons and Dragons (specifically Pathfinder) podcast starring Clayton Modu (Rory), Philip Falup (Sean), Percival Dreamweaver (Sabrina), Asharok (Cullen), and Turnip Therutabega (Stephen). Our group has been playing together for 2 years now, with our DM (Mike)…
Hello Questors! Today is a special episode, fraught with all sorts of crosstalk, rules questions, and pop culture references. Mike, our GM has started a new job, and is no longer able to get the time to edit our episodes, so before we go on hiatus, we're putting up a double long unabridged episode. If you really like the change though, please give us a shout on facebook or twitter. Unabridged episodes take about 8 hours less time to put together, so if you don't mind the ummms, and occasional pauses, we'll put more unedited up. Now, with that out of the way, our Party has leveled up with the help of the Fey Market, and before they show off their new powers to their boss, they'll have to rescue her! What could have happened to Sheila Heidmarch? Find out This Week, On Wayward Quest!
The party is all back together now, but they've still got some shopping to do in this magical land where anything is possible! Trading away powers and abilities seems good, but hopefully nothing will come back to bite them (such as Asharok trading away 2 days of his life). Decide for yourself listener, if the deals were worth it, This Week, On Wayward Quest!
Only a fool would go off into a strange, magical market all by themselves. Lucky for you, listener, that description would fit every member of our party! It's Witchmarket day, This Week, On Wayward Quest!
Turns out, this time it wasn't stealing Percy's cat. It was a repo job. Has his past come back to bite him? Did no one else in the party notice when Percy didn't speak up at all when they had a "these are the people who might try to kill us" circle? What's it going to do to the party when they go to a magical place where all of their dreams can come true? Find out This Week, On Wayward Quest!
Now that the party is back to Magnimar, nothing bad could possibly happen. If you believe that one, I've got a bridge to sell you! (The Irespan specifically). It only takes one creepy gnome to start everything unravelling, This Week, On Wayward Quest!
Magic swords are cool. Magic swords that shut off all magic in a 60 ft radius, and maybe eat your other magic items, not so much. At least it should be worth a lot of money if the party can get it out of the anthill, but that's easier said than done. They'll have to keep their wits about them, This Week, On Wayward Quest!
As the party dives deeper into the giant ant hill, they discover a horribly trapped hallway with a weird anti-magic door at the end of it. Guess that means that it has to be guarding something worth stealing, right? Find out This Week, On Wayward Quest!
After passing along the best advice his mother ever gave him, Philip shares her favorite drink with the group. After the party, and remembering that the mob is still after them, the party decides to get out of town, and do that quick favor for that Wizard they owe. To Sandpoint! This Week, on Wayward Quest!
We're on a Boat and, it's going slow and, we've got nothing better to do then talk about all the people from our past who might want to kill us. Continuing on trend, today we learn quite a bit more about Philip, including the truth behind his name! Find out This Week, On Wayward Quest!
It was supposed to be an easy job. Clayton heard about the man who killed his family, and all they had to do was to get to his target first. Unfortunately, in the adventuring business, nothing ever really goes to plan. Our party finds that out firsthand, This Week, On Wayward Quest!
Finally the party can escape their self described "Ooze Hell". All they need to do is get the Wizard Irotep to help them out. Hopefully it can be a little quid-pro-quo, because they still need money from his tower to pay off Iroteps mob debts. Find out This Week, On Wayward Quest!
After an unplanned 2 month hiatus, Wayward Quest is back! Our story continues in the microverse, with the very land itself trying to eat our heroes! Their only hope is to row faster then their mushroom boat dissolves in the acidic sludge that is the sea, and find that pesky wizard before anything else important rusts away! Can they do it? Find out, This Week, On Wayward Quest!
With a slight case of some missing time, the Party has made it to Irotep's Tower, and found his hiding place: A magically shrunken world. What kind of horrible tiny beasts could be living there? Find out This Week, On Wayward Quest!
We've been around for a whole year now, and you think the party would have learned by now not to let someone go off on their own, but Riddleport is a pretty awesome place, even when you are there on murder tourism. Hopefully their target doesn't figure out that they're asking about him... This Week, On Wayward Quest!
With the death of the Mighty Bog, and the statue's Hag protectors defeated, the only thing remaining in our Hero's way is the riddles themselves, each more fiendish then the last. Lucky for you, listener, that you have the power of time on your side, because otherwise there would be a good 30 mins of dead space as they pondered. What is the wonderful prize? Find Out, This Week, On Wayward Quest!
With the entrance to the statue found, now the party must solve fiendish riddles, each more complex then the last.... or do they? As much as Asharok might declare otherwise, a trapped chair does not a riddle make. Hopefully they'll figure it all out before it gets too weird, This Week, on Wayward Quest!
Leaving the vast fields of the Chateau Gluant behind them, the party makes their way to the Sanos Forest, where they have heard of a statue that will give them a prize if they can solve its riddles. The First? Where to find it! With the Sanos Forest filled with planar bleed-off from the mysterious First World, can the party make their way to the hidden treasures inside? Find out, This Week, On Wayward Quest!
A quick search of the second floor turns up no additional evidence of the demon cult, so the party reluctantly heads down into into the basement. With all sort of winemaking equipment lying around, Asharok takes a wheelbarrow full of sulphur, and gets ready to rain sulphuric wrath upon any oozes that dare to rear their oozy heads. Find out if it works for him, This Week, on Wayward Quest!
A quick murder of a gargoyle later, the party is ready to enter the Chateau. With extreme suspicion of ghosts around every corner, the party soon finds out exactly what kind of demon cult was worshiped on the grounds.... and its the kind that makes the whole party just want to pack up and leave. Will they get out before their mysterious disease kills Clayton and Turnip? Find out This Week, On Wayward Quest!
With all the items crafted, and Asharok now sporting a suit of armor that constantly sings Chelish Opera, the party decides to have a bit of fun by solving random passerby's problems. First on the agenda is a trip to the historic (and closed) Chatrau Gluant. With a hot tip about demon worshipers somewhere on the grounds, the party is eager to kill everything that moves, This Week, On Wayward Quest!
And with that, the Aspis Consortium's agent inside the Golemworks is defeated. The only thing left for the party to do? Spend all of that money! Turnip is going to take his sweet time crafting up some new magic weapons and armor for the group, as well as delve a bit deeper into his backstory. It's a rules heavy episode, This Week, On Wayward Quest!
The creepiest door the party has ever seen gives way under the strikes of the trusty buddy to reveal: The creepiest room the party has ever seen. The secret workshop of Chrysalis Black is full of evil beakers, strange glass tubes filled with people, and hundreds of thousands of broken dolls scattered across the floor. Before the party can hope to deal with the evil wizard, they'll have to cross the floor, This Week, On Wayward Quest!
Oh no! That sweet old lady bamboozled the party about Chrysalis Black selling his doll shop. Guess there is nothing else to do but... Kill Her? With Asharok leading the way, a quick smashing down of the front door turns a bit more complicated, especially with the new doll repositories the party keeps finding. What could possibly be in the cellar? Find out This Week, On Wayward Quest!
The malfunctioning golems could have only come from one place, the Magnimarian Golemworks. Chrysalis Black, artificer extraordinaire, is the name on the contract, so the party hangs out in his office. Although Clayton wants to arrest him immediately, they don't actually have any evidence of any wrongdoing, so it's lovely polite discussion time, This Week, On Wayward Quest!
Safely back in Magnimar, Gnomish contraptions well behind them, the Party takes a moment to enjoy their newfound powers at level 5. With nothing immediately pressing, they check through their waiting mail, and find out that their boss, Sheila Heidmarch, has arranged for them to have a little bit more home defense, in the form of a trio of protective golems. It's time to unpack some heavy freight, This Week, On Wayward Quest!
With all of their damage dealers down, the party is in very desprate strights. The only thing that can save them is the heavy use of Hero Points, to double up their actions, and save their bacon. Will it be enough? Should they have killed the Indigo Wizard? Find out This Week, On Wayward Quest!
The Party descends further into the Tower of Crane with their cunning use of the "Run really fast through the room" technique. Will it continue to work? Only time will tell. Today's gauntlet begins with a simple mirrored hallway... but can it be that simple? Find out This Week, On Wayward Quest!
The Flesh Golem defeated, Asharok takes the lead in scouting out the side path that he had discovered while saving Turnip. At the end of the stream, a 20 ft diameter pool, and a 10 armed statue await. It's probably a trap, but that's never stopped our Party before! Find out exactly how badly this is going to bite them, This Week, On Wayward Quest!
The party has survived the Red-Tribe Goblin's brutal assult, and return to the safety of Norock's Blimp. Norock shows off his command of small woodland creatures, and the team strikes out to investigate the secret hole behind the goblins throne. Turnip almost drowns finding a secret path, and the party learns the name of the Wizard behind the Tower: Crane. The party will have to face his mighty butler, This Week, On Wayward Quest!
Weird mounds on the ground, surrounding a Hell-Stone tower. Looks like we've got a bunch of tiny dungeons to clear! We're not actually that mean, so only a few mounds are open. The Poison tunnel of white stone is going to be a tricky one, especially as the party loses their last grappling hook. With a out of game request for more Owlbear content, the party is in for a treat, This Week, on Wayward Quest!
Turns out that falling out of the sky only kills you if there is a hard impact at the end of it. Norock's disapointment at having to use magic instead of the power of alchemy is too bad for him, but the party is happy to survive. Now in the middle of Ember Lake, they've got a few days to explore the island. That creepy wizard tower can't be too evil, can it? Find out This Week, on Wayward Quest!
With only Clayton refusing to imbibe, the party is high as a kite. It's like herding cats for our grumpy gunslinger, but he eventually gets everyone safely back to the lodge. After sobering up, the party uses their newfound information to plan a journey to Viperwall castle, taking a couple of detours into the towns of Nybor and Galduria. They also meet a new friend! The Gnome Norock, who posseses a alchemical flying machine! Hopefully this won't be like the last time he went on a trip, This Week, On Wayward Quest!
With the Goblin problem solved, the Party has no clear call to action. Guess that means rumors and quests generated by cloaked strangers in dark rooms! The coolest seems to be a magic pool that regrows body parts, so off to the Sczarni for more information, This Week, On Wayward Quest!
Alkie the Goblin declares her intention to make a new race of fire imbued goblins with Philip's assistance. There's only one problem: Phil's already in a committed relationship. With the rest of the party elsewhere, Asharok and Philip are possibly in a bit of a sticky spot, this Week, on Wayward Quest.
With the Goblin lair identified, the party decends into the deep, encountering all matter of old and forgotten Thassilonian relics. To their surprise, the Goblins just want to talk! In fact, the arrival of Philip has been predicted, and they want to make him their new.... Queen? Some quick thinking by Asharok gets the party completely divided, This Week, On Wayward Quest!
Percy and Philip's romantic dinner has been ruined by someone spying on them. A crude drawing in crayon leaves the only possible culprit clear in the parties mind, the Goblin Rogue, Alkie. Mindful of what happened the last time she was around, Percy rushes home to check on his beloved cat, Torte. Hopefully nothing bad happens to a pet, This Week, On Wayward Quest!
With the team back in Magnimar, the party spends some time putting Turnip to good use, crafting up some new magical items. Venture Captain Heidmarch finally decides to leave the Varisian Lodge in their "Capable" hands, promoting them to fully fledged members of the Pathfinder Society. Drunk with newfound power and responcibility, Turnip and Clayton make a mad dash for the Lodge's library, and Philip and Percy go off for a dinner date, This Week, On Wayward Quest!
Back down into the Lair of the Wizard Bargle, this time control rod in hand, the party does their best to shut down the portal to another realm, hopefully without accidently opening the portal to living things in the proccess.... Well, it was a nice thought. Can the party push the 4 armed ravious beast back, or is this finally the episode in which Turnip dies? This Week, On Wayward Quest!
With the portal sealed against living matter, the party must now find a way to deal with the eggs that have been deposited on this side. Luckily they have a Bag of Devouring, which will consume all that is put inside it.... Or do they? Assumptions are what make a mess for Clayton, and the party learns that Asharok can just ignore spells, This Week, On Wayward Quest!
A quick escape through the teleporter has saved the party from yellow oozes, but what fresh horrors have they found in this new room? Guess we're taken a hard swerve into a sci-fi adventure, This Week, On Wayward Quest!
Heading down to the second basement, the party discovers a deadly spike trap. Clearly the only way through is to press their soft meaty bodies against it. On the other side, they find a unionized Ogre! Maybe this time the 'Shift Change' gambit will be effective? This Week, On Wayward Quest!
The search for the wizard Bargle has hit a roadblock: A magic bed that induces slumber. Percy is immune, but Asharok has fallen prey to the magically comfortable trap. To awaken him, the party will have to dig deep into their knowledge of fantasy tropes, This Week, On Wayward Quest!
The Town of Ravenmoor, now home to a horrific mosquito abomination, is miles beind them. The party decides how to best fill out their reports, and notices a help wanted sign in the town of Wolf's Ear. Apparently some Wizard named Bargle is wanted dead or alive for killing a priestess of Erastil. How hard could that be? This Week, On Wayward Quest!
With only a short hour to go before daybreak, the party strikes deep into the insect filled corn maze. Cultist disguises intact, they successfully fool the mindless watchers, only to come face to face with the cult leader! Surprise surprise, it was the Mayor the whole time! Now, they just need to deal with him, and the wonderful gift he has waiting inside of him, This Week, On Wayward Quest!
Following Turnips tracks, the party quickly finds him naked, bound, and doing the best scarecrow impression they've ever seen. Now, to figure out what sort of evil plot required a plump Turnip sacrifice... and why in the world would the cultists just give him back? This Week, On Wayward Quest!
With the Festival winding down, the newly crowned Chell attempts to get at least one of these brave adventurers to leave a little something of themselves in Ravenmoor. It looks like Turnip is the one who is going to take her up on that offer. Now a part of him will stay in Ravenmoor forever.... unless the party can find him in time! This Week, On Wayward Quest!
So far Ravenmoor's been a pretty chill place! Some fire jumping, some target throwing, and now the opportunity to wrassle a greased pig. What's not to love in this provincial town? Oh, the pig has mutated, and the town was long ago terribly cursed. Looks like Percy called it, This Week, On Wayward Quest!
After only attempting to murder a small childs pet, the party arrives in swampsville, population: you. Actually, now that they're here, Ravenmoor doesnt seem so bad. Some expected racism, but we'll push through that because they're getting ready for the monthly festivial! That should be fun, This Week, On Wayward Quest!
With the boss away, the party will play! But first, it's road trip time. Becoming deputy tax collectors, a quick trip to Honest Ed's Wagon Emporium, and a two week road trip to the totally not cursed town of Ravensmoor are what awaits the party This Week, On Wayward Quest!
After defeating another band of small fry pirates, the party is left with nautical charts and some worrying information: The Pirate Leader has already boarded the vessel they were supposed to protect. With a quick lession in sailing from a one legged dwarf, the party is off to rescue their charge. This Week, On Wayward Quest!
With the pirate ship located, a quick stop to let Asharok make more mutagen goes horribly wrong, and we learn that boats are incredibly dangerous places. This Week, On Wayward Quest!