At long last, the final confrontation with the vampire lord! But will our adventurers’ previous actions in the Undermountain be to their own benefit, or will they play right into their enemy’s hands?
Our adventuring crew approaches its final destination, the lair of the vampire lord. But first, a seemingly innocuous anteroom with two pools in it! Surely nothing bad can happen here!
What happens when you put a dude in a Ding-Dong? What’s the most menacing sort of high-five you could imagine? Things get much more dangerous as you close in on a diabolical vampire lord…
Pools and Ghouls! Creepy liquid and horrible wraiths and a surprising encounter with a Ding-Dong. The Undermountain dungeon crawl… er, crawls toward its climax!
Team Wraith takes the fight to Dragonforge and Associates.
Dragonforge and Associates continue their winning ways and learn what “undead” means.
Can our adventurers outwit a group of flaming suits of armor? Knowing our gang, it’s a toss-up. Plus, a zen garden of horrors!
So… a Gelatinous Cube, eh? Ate Pieter Dragonforge and Flessa, you say? Did anyone survive?
You know what’s worse than giant spiders? The thing our adventurers find in the bottom of a pit, that’s what.
The battle with the giant spiders continues, with Olestran battling his fear and the rest of the group battling the actual spiders. And when that fun’s all done, it’s time to search the room for treasure!
Dragonforge and Associates return! To battle giant spiders! AAAAAAAAHHHHHHHH! SPIDERS!!!!!!!!!!
Our adventurers get in a little fighting before the episode becomes a whole lot more philosophical. Also, they try to pawn all the hard work off on someone who isn’t them.
Helmed horrors conquered, there are ghouls to deal with. (Ghouls’ Night!) They are not easy to deal with. But if they can be dispatched, our adventurers will be gifted with… a mysterious corpse?
Dragonforge and Associates pick up after their Mummy battle, bind their wounds, and set out deeper into the crypt. Helmed horrors! Creepy lightning! Suspended skeletons! What an adventure awaits…
(If you got an earlier version of this episode, it had an audio problem. This version is guaranteed to be good!)
Dragonforge and Associates consider the magical wiring diagram of the Tombs of the Undermountain, but someone ends up crying for their mummy. (Get it? MUMMY!)
The battle with the flaming suits of armor continues! And then our adventurers interrogate some very strange prisoners.
Now that the skeleton battle is over, we are welcomed into the Temple of Jergal by Brother Bathelby. There’s also a lot of listening at doors, life-sized chess, and some unpleasant suits of armor.
Our adventurers come to the door of Jeregal’s temple, but not without meeting some resistance! Also, in a special solo session, we find out what happened to Acrid the Dragonborn when he disappeared a few episodes ago.
After the battle with the zombies concludes, our adventurers investigate the tombs of Undermountain and discover some other terrifying creatures.
Our adventurers emerge through a trap door into the tombs of the Undermountain, in a room full of shambling zombies. Also, the party’s newest adventurer seems to be missing.
The sewer battle with the Tin Dog gang rages on, but for how long? And when it’s complete, what happens then? Also, nobody tell Pieter Dragonforge how bad his backpack smells.
There’s one place you never want to get in a knock-down, drag-out battle, and that’s the sewer. Unfortunately for Dragonforge & Associates, that’s just what has happened.
The press of bar bills and a lead on their search for Rutherford Urmbrusk convinces Dragonforge and Associates to return to adventuring, with a new member of their party and a whole new way to enter the Undermountain.
Hello, from a not-very-magic tavern! In this prelude to a new season of Dragonforge & Associates fourth-edition D&D adventure, we return to the Yawning Portal in the city of Waterdeep, just around the corner from the bugbear-owned, kobold-operated sandwich shop, and reunite with Pieter Dragonforge, Kay, and Flessa. They are on one of the scariest of missions: Namely, trying to find a new member of the party by interviewing three candidates. Who will join the party and who will be left behind?
Our adventurers conclude their battle with Zarr and his (hob)goblin lackeys, and get some answers about Rutherford Urmbrusk and the Undermountain.
Love maps? Check out Tony and Dan’s complete map for this adventure.
See you in a couple of weeks for a return to our Dark Sun campaign, upgraded for D&D Fifth Edition, with some old friends and new faces!
Our adventurers continue their battle through the scorpion kennel, and then force a final confrontation with Zarr.
Kay returns, and our adventurers set out down a secret passage in pursuit of Zaar. Olestran finds a room he’s seen before. And one particular Goblin really drew the short straw.
Son, I say, son, it’s time for our adventures to square off against Zarr, the gentleman boss of the southern dungeons. Hexes will be hurled, party members will be blinded, quarries will be sought, and ballistas will roll! Can this be Sluggy the Spirit Slug’s finest hour?
Sluggy the spirit slug proves to be an amazing defense. Pieter Dragonforge gets it from all sides. Zaar is not impressed with the quality of his help. And the dungeon fills with more gas clouds than you’ll find in a Chipotle bathroom. It’s all just another day in the Undermountain.
Our party takes stock after defeating the Rage Drake. Olestran commando-crawls up a ramp. Pretty medallions are found. (And Steve’s memory of medallion-grabbing is validated.) We don’t check for traps! Zarr’s bedchamber is discovered. Tapestry class is in session. Riswynn takes a dangerous nap. And all the while, Peter stands at a door, just itching for a fight.
Hobgoblins and Drakes, oh my! Is this the boss battle Dragonforge and Associates has been waiting for? If you wanted to see us deploy strategy and roll a lot of dice, at long last you are going to get your wish.
Drowabunga! A mysterious stranger brings a fish feast to our hardy-but-exhausted adventurers. There’s much conversation, a little dice rolling, and Pieter throws a surprise party for an unwitting Kobold. Also, Kay and a different Kobold have a very nice conversation about trees and sandwiches.
Rats in a pit! Flessa climbs out, but the rats won’t be kept down! Our adventurers attack some vermin, meet a new friend, and inspect some rooms. Plus Olestran does some things with rope and some nice arrow tricks too.
Dragonforge and Associates come around a corner to discover an entirely new room full of entirely new dangers! Melech and Pieter are clumsy lummoxes. A surprising feature of the new room is revealed. And while Flessa thinks they’re pointy kitties, if they bite and swarm, they’re probably rats. #ratfacts!
Our adventurers battle some goblins and ponder a stack of rats in the corner of a hallway. A clever goblin plan to trap our adventurers in an enclosed space has an apparently unanticipated side-effect. Pieter gets cold feet. Olestran rolls a critical smell. And at the end, we take a break for some talk about beer.
In this episode, our adventurers make a gigantic mess in a Kobold lab. A Kobold intern proffers his resume. Someone gets sparkly, like a Twilight vampire. Undermountain cubicles are disrupted. We mispronounce many words. Plus: Secret recipes learned at Fictional Kobold Science University!
Our party confronts spooky floating bones above a spooky throne. Pieter covets a dead man’s hat. Olestran makes a nifty trick shot that nobody else wants him to make. Doors are checked. Sandwiches are promised. This episode also serves as the series pilot for “CSI: Undermountain.”
What’s behind the door? Our adventurers discover a sleeping guard and a collection of prisoners alive and dead. When Flessa’s not trying to blame it on her rusty dagger, Pieter is consulting Paladinpedia about whether it’s okay to kill a bugbear. Speaking of bugbears, we have a feeling you’re about to have a favorite non-player character…
Dragonforge and Associates continues its clean-up of the Goblin and Kobold infested room. Flessa gets out her hammer, which leads to a series of jokes you might expect. A prisoner is rescued, and a door is opened. Melech is good at orbs, everyone does the Funky Diagonal, and a Kobold Worm Priest has a really confusing day.
At last, our party meets up with actual, moving foes! Attempts at diplomacy ensue. Pillars are used as convenient forms of cover. And there’s a tiny personal tragedy involving a model train.
Dragonforge and Associates continue their exploration of the eastern half of a corridor lined with statues. Pieter stands up. Flessa does some acrobatic moves. Riswynn professes her love of books. Melech lights up a statue. But will they finally reach the end of the hallway?
Dragonforge and Associates reach the bottom of the pit in their large basket and discover the horrors beneath. A survivor is interrogated. Bodies are thrown in the basket. A door is detected, its building materials recognized, and a corridor full of statues is discovered! Also our adventurers consider whether or not to deploy the “erosion strategy,” and Pieter takes a seat and ponders his choices.
It’s time for a new adventure with new DMs and a new party! When we meet Dragonforge and Associates they are hanging out on some bean bag chairs in Mr. Dragonforge’s basement in a comfortable suburb of Waterdeep. But a strange note arrives and adventure calls them away to the Yawning Portal!
Your new party (left to right, pixel art by Jesse Lane), is:
- Pieter - Human Paladin (played by Jason Snell)
- Melech - Tiefling Wizard (played by Monty Ashley)
- Olestran - Elf Ranger (played by Steve Lutz)
- Kat - Half-elf Druid (played by Serenity Caldwell)
- Riswynn - Dwarf Cleric (played by Sarah Barbour)
- Flessa - Human Rogue (played by Erika Ensign)
Our dungeons master are Dan Moren and Tony Sindelar.