Search results

  1. Neurotic

    (OOC) DND 3.5 Enter Planescape

    Bleakers think there is no point to anything, and you should just live until you die without any cause. For some reason, they don't like Xaositects...and probably Sensates
  2. Neurotic

    Kulan: Knightfall's Crisis in Bluffside Game [IC]

    "That actually helps a lot, Maggs. You're great. He is lucky to have your loyalty even if he mistreats you in this and the next life." Akos looks over the assorted undead. "Kellam, you get Maggs back for the traitor, but for 12 hours reprieve, you give us that warrior from the Labyrinth. I...
  3. Neurotic

    (OOC) DND 3.5 Enter Planescape

    Sneak attack cannot be non-lethal, yet I cannot steal without sneak attack. I'm afraid if I attack we'll get blackmailed with Mr Blacks life. ( mail == life? ) And it is questionable if we can take 6 of them with the caster outside. Also, a bit meta, they might be just a quest givers :)
  4. Neurotic

    (IC) DND 3.5 Enter Planescape

    Round 3 means I get to act in the next one (round 4)? I rolled 3 rounds of travel time
  5. Neurotic

    Kulan: Knightfall's Crisis in Bluffside Game [IC]

    Akos looks at the woman next to him and quickly whispers "Do you know why they are so much after you? I realize you're one of the commanders, but still..." And after she answers, so not to risk breaking the charm with potentially conflicting loyalties "And why do you need a day for?" Sense...
  6. Neurotic

    (OOC) DND 3.5 Enter Planescape

    I think it actually does, it is just that you waste a spell if the trigger doesn't happen - technically, you cast it on your turn as you ready an action...isn't that how it works? Otherwise it could never be "a reaction" which is instant by definition
  7. Neurotic

    (OOC) DND 3.5 Enter Planescape

    You couldn't have known. That would be similar to casting it with trigger "when bartender drops the glass" and he doesn't
  8. Neurotic

    THE HEROES OF DYVERS CHAPTER 7: CLARE'S ERRAND

    "Nice to meet you, Dewydd. Leonard. Travis. Nice strong name there, Bronzeblade." Kamen nods looking at the rest expectantly.
  9. Neurotic

    (OOC) DND 3.5 Enter Planescape

    I'm guessing all readied actions triggered at the same time, that's why the spear went through, you all saw each other at the start of the resolution of things. I guess?
  10. Neurotic

    (OOC) DND 3.5 Enter Planescape

    I'm going with the original intent, maybe they keep talking, maybe they hold the party and I get there in time to turn the tables...or follow them and try to save them. She is high level mage with 6 thugs, if they are here to kill us, one fireball or equivalent will do it
  11. Neurotic

    (OOC) DND 3.5 Enter Planescape

    Well, this part was supposed to be "let's see what we know", before we got so rudely interrupted
  12. Neurotic

    (OOC) DND 3.5 Enter Planescape

    And I cannot do anything until round 4 (3 rounds movement) I was hoping for sneak attack and stealing sleep or color spray (you know, encounter ending) in time before we start fighting, but nooo...I had to roll 4
  13. Neurotic

    THE HEROES OF DYVERS CHAPTER 7: CLARE'S ERRAND

    Kamen looks at Dewydd "I talked to Collin and her on Goodmonth 22nd, CY 964. Fought the sphinx on 23rd. I don't know how long I stood here." He raises hand before anymore questions could be launched. You notice quite a large ring on one of the hands with strange squarish surface without gems or...
  14. Neurotic

    THE HEROES OF DYVERS CHAPTER 7: CLARE'S ERRAND

    The eyes that were slowly scanning the group snap to the voice position. Seeing nothing there, the focus increases, nostrils flare trying to find invisible halfling or gnome hiding behind the warriors waist. Slight smile appears at the title. "Thank you. I'm no great one...except maybe by...
  15. Neurotic

    THE HEROES OF DYVERS CHAPTER 7: CLARE'S ERRAND

    The stone barely changes as the spell takes hold, it darkens to obsidian, the clothing flows and skin moves with the powerful muscles underneath. But still remains stone. And deep breath can be heard as dead stone turns back to living stone. The big man finishes the turn he obviously started...
  16. Neurotic

    (OOC) DND 3.5 Enter Planescape

    My understantibg was that Luke goes through north door, not all the way around
  17. Neurotic

    (IC) DND 3.5 Enter Planescape

    Unmodified: 1D20 = [11] = 11
  18. Neurotic

    THE HEROES OF DYVERS CHAPTER 7: CLARE'S ERRAND

    I.e. not really much difference except for the rope being less stiff :p
Top