Season 3 episode 06 -Green Room of Carnage Team sneaks into Blood Crescent through Grimm's townhome on the western wall.   Chuck notices just how many rugs in the home match the underground lair they lit on fire earlier that day... With Eagle sight, Feng gets a lay for the land 3.x hours before Super Thursday begins. Lots of set u in the nner fortress grounds.... the flyer says, "music by MaLaZe".. PA system feedback, a so-so flutist... lets be roadies. Kicking down the path to the town proper, they make for the nearest tavern to the event-- the shady pine -- where a lot of folks are haviing drink waiting for he show to start.   Rumor drops taht the next to be ascended to eternity are Ronald and Fili .. and possibly a third SURPRISE ascendence! Everyone real escited. Bluffing their way into the scene, Chuck pulls out his flute and plays some killer JTull tunes while Feng buys some kegs for the roadie disguies.. Dolly, a buffed half-orc gal, helps haul the kegs over, taking fondly to the three green-born heroes from out of town (swoon!) Chuck offers some fast talk, and puts down MaLaZe fluting.   guards grab the Event Coordinator, that happens to be Bebe the assistant / wife of the now-dead "Willard the Known" who has taken to manageing MaLaZe for the past few months.   Maheva lets Bebe know that the dwarf that killed Willard has been killed and that the serial killings are over.   She is thankful and gives the scoop on the itenerary.... three hours+ 8 - 11ish 8 opening ceremony with MaLaZe 8:30 - praise session with Meri, Graal, and Frank the Legend MaLaZe interlude 9:15 - the agenda  with Meri and Graal 10 - the awakening with Bloody Poodle 10:15 - first blood - Ronald 10:30 - second blood - Fili 10:45 - third blood - whoever sits in B7 11:00 wrap up with Meri, Graal, and Frank the Legend 11+ Fireworks and MaLaZe Bebe shows them around the interior, willing to vouch for the roadie disguise while the team searches for vampires... they find one drop on them from the rafters iin the north tower down to the crypt below... quick kill dusts the vamp and they head oownward... finding Meri, Graal, and an unknown goth-chick. the team goes on the offensive immediatly, scaring gothy and meri from sight/the room(?) leaving Graal seemingly alone as he drops Feng and leaves him dropped with repeating hammer falls on the paralyzed barbarian. Banshees show up and start terrorizign the team along with black poodles...  Both vamp bitches lay force damage repeatedly on the team from the spirit world where they can attack safely, bringing the team down quickly to low health all around. Feng gets back to his feet finally and between spells, Gang's rogue stabbings and stubbonrness, the team drops Graal to the ground- Feng takes the chance to swipe the Wyvern-Sting Hammer  both Meri and the Gothy reappear when Graal falls-- mahewa, chuck and gang lay into meri dropping her nearly as fast while feng sets into Gothy Black Poodle pulls Graal into the spirit world while the two vamp bitches are floored.   Gang takes to looting Meri while feng cleans up Gothy before they  dissolve away.  taking a breath, Gang pops the pit trap on the south doors to head down into the river tubes when he gets a hello from some minion vampires! The Air CLerc and Chuck clean up noe and send the other two runnign for help-- now on a timer, the team high-tails down to the river, and run like hells to the outlet from poodles that get distracted up the path to the crypt... 30 minutes later the team is looking at thousands of massive stingrays surging up the side of the cliff towards Blood Crescent-- a light fire won't d much to attract a fleet that surely repositined to avoid the ... migration...?  of rays.  the team takes the chance to start a long rest and take a look at the stuff they got off Graal, Meri, and the Gothy Vamp. the team mae a mess of Super Thursday by incapacitating the 3 main speakers... sadly they are too beat up to go enjoy the disappointments.  Team gains level 12.  Stuff acquired... Graal massive wyvern spiked maul 2d8 phys dam + paralysis poison dc14con Gothy Vamp amulet - fey craft runes requiring attunement for more details. moderate abjuration aura 3 scrolls - detect magic, find traps, prot from good blood vials (3) magic ring - fey-crafted, mithril, requiring attunement for more details.  emmanates strong charm/enchantment aura rune carved teeth - emanate strong enchantment aura Meri 23 blowdarts - made of some sort of metal-resin materail 4 scrolls - dispel magic, clairvoyance, telepathy, planar binding blood vials (2) wand - feyfire rapier 4d6 fire damage melee weapon free action to activate when drawn; can be a light source causing no damage if desired magic bracelets  - fey design with mithril and liquid metal design.  requiring attunement for more detials. emanates moderate  evocation and strong transmutation auras.