A few grown men playing Dungeons and Dragons as often as work, family, and life permits.
In which the Amyr apprentices stand in awe of the Amyr's castle, get sent on a quest, and slaughter goblins with reckless abandon.
In which the Amyr went down a really deep elevator, kill a demon, and finally get their castle.
In which the Amyr made a new friend, accidentally killed said friend, and fought off a horde of demons.
In which the Amyr contend with skeleton puppets, a snarky demon prince, and a dinner feast not to be forgotten.
In which the Amyr battle monsters, slay a demonic prince, and find a long lost ally.
In which the party makes some holes, steals some lutes, and discovers hidden passages.
In which the party get incepted by a monster, plunge a city into chaos, and jumpstart the demonic invasion.
In which the party kills lots of monsters, then more monsters, and then one more for good measure.
In which the party plans an infiltration, gets called out immediately, and Kal fails as a masked vigilante.
In which the party kills some bandits, stages a heist, and befriends the most brainless Orc to ever live.
In which the party splits up for a bit, one gets lucky, and rescue an endangered animal.
In which the party shopped, got some new digs, and failed at being sneaky.
In which the party stole some stuff, missed a demonic slaughter, and looted a dead man's home.
In which the party slays more demons, pull a Pretty Woman on Kal E'Don, and get sent on an errand by a celestial.
In which the party slays demon bat monkeys, learn of demonic contracts, and takes in a new non-demonic sorcerer.
In which the party arrives in Copperton, picks all the fights, and nuked by fireballs repeatedly.
In which the party hires a bard to recount their noble deeds, twiddle their thumbs, and slaughter a bunch of goblins.
In which a brief preview of the next recap is teased.
In which the party loses their shortest member, finds curious ways to honor him, and kill a bunch of goblins.
In which the party severely overpays for everything, wears out their welcome, and Ironfist dies.
In which the party explores much, stinks much, and proves to be poor at socializing.
In which the intrepid band of adventurers fought much, rested much, and proved that intelligence was not their strength.