Quest for Glory 1:
The Adventurer's Guild is run by Wolfgang Abenteuer,
an old adventurer who can only dream of his past glories now.
He has information on monsters and the valley
of Spielburg in general. On the walls trophies hang to remind all
of the danger of the valley and the glory of it's inhabitants. A
bulletin board shows what jobs are available, important to all broke adventurers.
And of course the standard log book sits on a
table, ready for the signature signed with a flourish.

Saurus:
Saurii are easy fodder for a beginning adventurer.
They carry no money, so unless you want the experience it's not worth fighting
them. They are found throughout the Spielburg valley.
Goblin:
Goblins are little creatures that gang up on
unwary heroes. They can carry some good cash so it's a good idea
(especially for green adventurers) to go after them. They can be
found throughout the valley, mainly in the Goblin Combat Training Zone.
Brigand:
These guys are the ones causing Spielburg so
much trouble. They have a fortress in the southwest corner of the
valley, and some can be found wandering near it. They carry some
money, but it's easier to fight goblins for it. Brigands are relatively
tough for newbies.
Antwerp:
Hee hee! Antwerps are silly! Be prepared to face the consequences
if you attack one!
Cheetaur:
These things are vicious! They only come
out at night, fortunately, otherwise the hero business would be empty!
It's worthwhile for experienced adventurers to fight these since their
claws will get some good money from the Healer, but they don't carry any
money on them.
Mantray:
Mantrays are magic using creatures, so be wary.
They throw lightning bolts from their tails. They come out at night,
camouflaged on the ground. They don't have anything worth taking,
so there's no point in fighting them unless you're a brainless fighter.
;)
Troll:
Trolls are really tough! They're
worth fighting, though, since their beards can be sold to the Healer, and
they carry their own money! They only come out at night, since daylight
turns them to stone. However, if there's a place without light, like
a cave or cavern, they can stay up during the day.
Saurus Rex:
The saurus rex is the bigger cousin of the saurus,
only meaner and deadlier. Like its cousin it has no money so when
you see one you should run away!
Ogre:
Ogres are rare, so you won't see many on your
travels. They do exist, though, and they're not pushovers!
Fortunately for their would-be victims, the brutes aren't very smart.
Unfortunately they are strong. Ogres have chests with money in them,
though it's a mystery why since they can't open them.
Minotaur:
Minotaurs aren't normally found in such cold
climates, but some have been spotted near Spielburg. Minotaurs are
strong but not too intelligent. They are loyal to their masters,
willing to die to keep their owners safe.
Bear:
Bears are fierce fighters who can kill with one blow. But why
would you want to attack the nice bear?
Kobold:
Kobolds are distant relatives of dwarves, though
neither will admit it. They are good spell casters, and prefer to
stay in dark places like caves. Not usually a threat, a kobold will
become deadly if angered.
Moose:
![]()
Luckily for travelers the Spielburgian moose
is hard to find. With a vicious temper these beasts will bite your
nose off!
Giant:
Whether frost or fire, giants are trouble. They can easily split
an adventurer in two, or if they're really mad
they'll just stomp on you. Luckily, some giants can be bargained
with, so remember it always pays to be nice.
Stag:
The White Stag is a rare creature; anyone who can catch it and return
its hide to the butcher would become rich.
A warning: the stag is a creature of the forest, and as such it is
protected. Maybe you don't want the money that much...
Horse:
Horses aren't monsters!
Fairies:
Fairies are little winged people. part of the Faer Folk, or Faeries.
They can't do real harm unless
you step into their dancing circles... They only come out at night,
and have magical ingredients on them.
Floating Spirit, Ghost, Specter:

Floating spirits arise when their graves have been desecrated.
You can't do anything to fight them, so avoid them at all costs!
If you have to be near them, use an undead ungent to repel their life
draining abilities.
Ghosts and specters should be avoided at all costs, especially to new
adventurers.
Night Gaunt:
No one knows what a night gaunt looks like because no one has seen
one and lived to tell.
Night gaunts feed on people sleeping under the sky without the town's
protective walls,
so if you want to wake up in the morning don't sleep outside unless
you know the place is protected!