A Foul turn of events
"Well, we certainly misjudged this place."

The party had a brief rest before heading up the Grand Staircase. The eerily quiet staircase appeared to be deserted, and the party cautiously made their way up to the second level without incident.

At the top of the stairs the hallway opened to reveal a room with Demonic faces carved into the walls. Ragnarr lead the way, wisely choosing to avoid the Demonic faces. Just then the door burst open and two Foulspawn Barbarians looked out! In very non-typical barbarian fashion, they shouted a garbled warning to their companions and held their ground.

Sign Milnar and Halor Edgewood fired at range while Dirstav and Ragnarr closed in. Just then some Skirmishing Manglars teleported between the lines through the Demonic mouths! The Manglers put the hurt on Halor Edgewood with their magic Dagger Dance (ala Dance Magic Dance). A Grue also appeared, though failed to eat anyone. The party succeeded in vanquishing the Foulspawn and pushed forward.

Headless Havoc
Most fun DM'ing I've had in a while

After a rest in the locked room with the crystal ball that allowed them to see out in to the hall the party ventured on. They came across the Chamber of Monoliths!

Chamber of Monoliths

Four stone monoliths are arranged around this large chamber. Great plumes of energy stream out of the monoliths and toward a central wall of arcane force. Vyrellis gasps as you take in the scene. “My physical form is trapped within this arcane prison,” Vyrellis says. “For years I have waited for the magic that wards it to weaken. That time has come. Free my body, and together we can escape this horrid place.”

The party investigated the monoliths, with Manfred and Sign Milnar inspecting the runes for any arcana. Halor noticed that the monoliths base seemed weakend, and so the PCs tried the brute force method and pushed the monolith over. If came down with a crash, and the magic holding the body suspended dissolved and the body fell to the ground. The party also knocked over another monolith – just to be safe.

Deeper into the Tetrahedron
Halor is missing!

After a brief struggle with the Ettin, Halor had gone missing!. The heroes noticed signs of a struggle and sort of followed the tracks back to a giant room that had a bear, arborean and this rather unpleasant large monster (can’t remember the name). It was a Plant Terror. It also had our good friend Sign Milnar lying on an altar, poisoned.

So we ran into help Sign Milnar, but Dirstav got intercepted by the large monster (and then the Arborean), and the bear attacked Ragnarr while Manfred took some shots at the large monster. Dirstav had been taking some heavy damage, so when a door opened and 3 of the humans (including the hero known as Breadbasket) who were part of the brigand Gharash Vren’s party opened near Ragnarr and the Bear, it freed him up to help Dirstav.Battle vs Plant Terror

Enter the Pyramid
A good sign of things to come

The adventures discover a Sign Milnar being held captive by an Ettin. So begins our time in the cursed pyramid – with a storm sorcerer and a bodily-impaired eladrin princess .


St. Patty's Day = Green Dragon
Anytime we survive must be counted as a good time. Balls to chin fun.

Green Dragon

Must say I was little underwhelmed by the dragon; the brotherhood just knows how to deal with solos. We really swarmed the irish right off the green beasty. Great job, Steve of controlling that wyrm. Ryan superb leadership (reckless as always). And Nick, great job ‘killing’ the dragon.

The big fight:

Well the slaves died. Three of us died (some multiple times). Dirstav was reduced to throwing rocks and rotten chunks of metal. Yet somehow, we managed to defeat Maldrick Scarmaker. I am going to blame our poor (yet heroic) performance on our rolling going south and quick time events. Thanks (again) Steve/Manfred for saving our bacon (again).

I feel the rest of week will only be let down after such a high on Tuesday. Great job everyone – great dm’ing again Rob, who in my mind has the best line of the night “Man! You guys are really hard to kill off!” Unbiased mediation at its best.

Well of Daemon's
Email Recap
  • Giant pools of blood… check.
  • Evil pillars of randomness… check.
  • ‘Great’ planning ahead… check.
  • Level eight… check.
  • Deal with the devil… check.
  • Manfred targeting Dirstav with spells… check.
  • Deamon and dragonborn make-out hallway cession… rumored.

Don’t think I missed anything. Or did I?

Can’t wait to see what happens next in the well of deamons, once we place all the items in the circles.


You forgot your dragonborn carcass tug-of-war.

Oh, and the hilarious execution of my plan to have Durstav ‘easily’ climb over the blood pool on a rope.


The Death of Murkelmor

We fought one hell of a tough battle (Dirstav go knocked to zero HP twice, including once being killed inside a fireplace) against the leader of the Durogar, two Durogar that hulked up to large size when bloodied, and a Durogar lobber. Between that and the last session’s battle we had taking the bridge, we were all out of surges and daily powers. We heard commotion in the next room and decided to investigate, finding the slaves. To free them, we had to take on a more powerful boss Durogar lobber guy and two cowardly demons that threw burning poisonous spikes at us. Once the Durogar lobber boss was down, the demons ran (or hovered) for it. Dirstav jumped (literally) after one of them to stop them from getting reinforcements, and ended up at 0 HP again after a bit of a tussle. Once he was back up (with 1HP), we freed the slaves, and ran like hell out of there. Our female Drow ranger was waiting, and passed her Dungeoneering check to bring us all safely back to town. We then put all the freed slaves up for a night at the Halfmoon Inn, and took a very well deserved extended rest. And leveled to 7. And called it a night.

The Alamo
Never Split the Party

Deep inside the hold of Murkelmor Grimmerzhul the Brotherhood discovered some captives – the dark dwarves planned on selling into slavery or worse. Having secured one of the duegar’s two towers, the heroes after a quick discussion decided to split the party.

Halor and [:ragnarr]] will return with the captives and the dark elf guide, Cassandra. Meanwhile, Manfred and Dirstav planned on keeping watch on the other tower and causeways attaching linking the pair.

Eager from their freedom the slaves were eager to depart, but had to wait an hour while the adventures prepared a defensive outpost in the dark dwarves lair. Arcane lock rituals were used to seal doors and a small room in back (the dwarves kitchen) was ready should things go south and the wizard and dwarf had to hide. The Alamo

Exploring the Keep on the Shadowfell
OR "Its a giant cube of Jell-o. How dangerous could it be?"

So for a recap on what we did last time out…

- We had a couple more battles clearing out the dungeon, which landed us some more coinage, plus boots that [:ragnarr]] is now wearing, that lets a person walk on water (with limitations) as well as some magical light armor that might be useful to you.

- We tried to return the personal effects of Sir Keegan’s family to him, but his ghost was nowhere to be found. Despite the monetary loss, it was decided that the right thing would be to leave the items next to his tomb.

- We returned to the cells to let Splugg go, but found his cell open, Splugg gone, and the two others we had locked up were killed.

- We returned to town to a hero’s welcome and were feasted by the townsfolk (and leveled up).

- We’re currently prepared to depart to a bigger city (the home of the Brotherhood of the Natural 20’s adventuring company) where we’ll gear-up, then head off on our next adventure which we learned a bit about through a scroll we found in the dungeon as well as some discussion with the local lord.

Death of Kalarel

Deep inside a temple of Orcus….

With the melee members of the Brotherhood down and nearly out of the fight, Kalarel and his minions looked to have won day. As the rift to the Shadowfell continued to open and Dirstav prone on a sacrificial alter. [:ragnarr]] oozing blood shoved the remaining undead abominations down a bottomless cravass.

Sensing this was the pivotal moment in the battle, Manfred the Tardy pitched himself down a hole in the ceiling, firing magic missle during his free fall. This unorthodox tactic resulted in Kalarel loosing his concentration on his summoning spell, leading to the arch-fiend being pulled into the Shadowfell.

This spelled the end of Kalarel ... but there were still parts of Sir Keegan’s former keep to explore. Final Battle

(Found this photo not in our album! Note the half painted [:ragnarr]] and old Manfred and Halor figures.)


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