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  1. 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?
  2. 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
  3. 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
  4. 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
  5. 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...
  6. 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...
  7. 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...
  8. Neurotic

    (OOC) DND 3.5 Enter Planescape

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

    (IC) DND 3.5 Enter Planescape

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

    THE HEROES OF DYVERS CHAPTER 7: CLARE'S ERRAND

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

    (IC) DND 3.5 Enter Planescape

    Luke races out and around the building, trying to find good position to disable the caster. Bad luck with the time, good that you close the door and hold. If they bust in, I can run back. Rounds; Stealth: 1D4-1 = [4]-1 = 3 1D20+6 = [14]+6 = 20
  12. Neurotic

    (OOC) DND 3.5 Enter Planescape

    North exit might be a kitchen :)
  13. Neurotic

    (OOC) DND 3.5 Enter Planescape

    I already stated I'll go behind. I'm a bit confused by the door on the "north" of the map, that doesn't go out on the street? I mean, the backalley ("east") seems too far for stated distance "About twenty five feet away from the door from the table with the laborers an additional twenty feet...
  14. Neurotic

    (OOC) DND 3.5 Enter Planescape

    So...move out and hide, then move and steal ... hopefully
  15. Neurotic

    (OOC) DND 3.5 Enter Planescape

    I will run around from the back, trying to get to the caster so we don't get colorsprayed DM, how far is it to go around?
  16. Neurotic

    (OOC) DND 3.5 Enter Planescape

    Impressive! :D Good luck! With both!
  17. Neurotic

    THE HEROES OF DYVERS CHAPTER 7: CLARE'S ERRAND

    I'm all caught up!
  18. Neurotic

    (IC) DND 3.5 Enter Planescape

    I'll wait until tomorrow morning (for me in about 12 hours) to see if someone chimes in
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