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#18 |
Trash Goblin
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Following evidence from the townsfolk, they explored the hill that seemed to be eminating a magic deficiency.
The Paladin, Wizard, Shadowcaster and Cleric go and find a door, which they get into via kicking in- or rather fail to get in with kicking in because the door is made of solid stone and locked. Cleric knocks and ACCIDENTALLY pulls off the secret knock to get in. Talk past the Dark Behir (advanced hitdice), kill some spellwarped gargoyles, accidentally go into secret tunnels that puts them BEHIND the illusionary walls (wrong side) so they pull off that secret automatically, stumble down stairs and find a secret temple to Shar, (Evil goddess of night) and catch three drow Traders going in for business. They jump the drow, and the Imaskari wizard (Being our wizard) intimidates the FUCK out of them, surprisingly pulls power from the earth node that we happened to be on and murders two of them, grants mercy to their leader and made him lead them into the Temple to Shar- giving us surprise rounds on the gatehouse. We get into the inner rooms and begin to stumble against Yugoloths (Neutral Evil Fiends). Team survives and slaughters anything that isn't an outsider. None of us are really specced for fighting them except the paladin, so for the most part the group hangs back and casts support for him. We fought through two special noteriety point murders in that place too. That was actually totally awesome. They going to jump Esvele, the leader of the Sharran Clergy for the area, then move on to kill every other important warleader in the occupying army's group. However, the group is still not figuring out how to take out the NE fiends. I'm trying to find the easiest way to tell them, "Guys, guys, dismissal, seriously."
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Last edited by Nikose Tyris; 07-27-2010 at 10:05 PM. |
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