(OOC) DND 3.5 Enter Planescape

@Steve Gorak you can do an opposed trip attack on Mr. Black or you could try an opposed grapple to prevent him from moving. He’s currently adjacent to your dog.

1. Make an unarmed touch attack, which provokes an attack of opportunity (which I won’t take)

This attack suffers a 20% Miss chance because of the mist

2. Make an opposed strength check (I try ink I can use my dex to counter).

If I fail, I’m grappled or tripped.


Grappled: movement is 0, no dex bonus to AC from other people who attack us. You can attempt to pin on next round. Or you can use half your movement to move him. (Another opposed roll, I think)

Trip: fall down prone. Have to use move action to stand up which provokes an attack of opportunity from anyone adjacent
 

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I'll work something out to get you out of the spell for hostile reasons, no need to fret.
If it’s been mentioned, I’ve forgotten for what reasons because of the pace of pbp. It could also be that I’m having a hard time keeping the various factions straight. I don’t remember who the bleakers are but Mr. black is smarter than me. I’m okay with going along with it but note that Mr. Black is a paranoid guy and the threshold of a threat might be pretty low so as long as she keeps things civil, it will be good
 

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
 

Well the horned helmet girl already threatened to kill us, so Mr. Black will go because he’s compelled to and his justification is that he’s “putting them off while we regroup”. Nothing in ‘suggestion’ implies it installs trust. Only that the suggestion seems like a good course of action and so he’s got to justify it somehow. Regardless of what’s at the Gate, she’s bad and there’s no guarantee we will get there in one piece. Just reread the opening description of the spellcaster and that will tell you how far Mr. Black trusts her “good intentions”. Bleakers or not.
 

It has been slow as expected, while this whole thing can be a two or three shot I think it gives opportunity to explore deeper into the one or two paragraphs given. I'll will make a note to bring back relevant info that should be tracked by the characters that we may forget with the pace of the adventure.

The indicator here for all characters is the phrase come with me to the gatehouse, the gatehouse is the headquarters of the bleakers who care only about helping people in a otherwise meaningless existence. I'll have the mimir chirp in to remind players of information as an in character tool. "

Mimirs have been described as the DM's voice for all things lore requested by the characters.
 

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