Author Topic: [Game] 2.01 - Goldburn Mine  (Read 7970 times)

Offline phaedrusxy

  • DnD Handbook Writer
  • ****
  • Posts: 10717
  • The iconic spambot
    • View Profile
Re: [Game] 2.01 - Goldburn Mine
« Reply #20 on: September 25, 2014, 01:25:30 PM »
(click to show/hide)

Furzban mutters quietly "Oh dear..." to himself, and then (still from his hiding place) commands his wolfhound and red deer to "Attack!"
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.

Offline Frogman55

  • Hero Member
  • ***
  • Posts: 806
  • I'm not very new!
    • View Profile
Re: [Game] 2.01 - Goldburn Mine
« Reply #21 on: September 25, 2014, 02:43:04 PM »
The diminutive elf standing among the dwarves (in the middle of their front row, or just ahead of the lead mule) shouldered his staff and...

(click to show/hide)

Offline Endarire

  • DnD Handbook Writer
  • ****
  • Posts: 1662
  • Smile! Jesus loves you!
    • View Profile
    • Greg Campbell's Portfolio
Re: [Game] 2.01 - Goldburn Mine
« Reply #22 on: September 26, 2014, 10:36:15 AM »
NOTE TO GM: We need a map to determine where everything is in relation to everything else.

Ahem.

Unless Seymour's Sense Motive has revealed the dwarves' intent as something other than hostility, he will do these in order.  (If, however, the dwarves did not mean to be hostile (as judged according to Seymour's 15 Sense Motive result), we'll see.  I need further GM input for that.)

Assuming dwarven hostilities:

Seymour says, "I came here a partner but you may leave here a martyr," as he moves back, away from their melee threat range.  (He takes a move action to move 30' away if possible, but will move 5' back if that's all he can manage now.)

During this movement, he shouts to his company, "Attack!"

At the end of this movement, he begins casting silent image to make it appear like an army of disfigured ghostly dwarven figures (as many as Seymour with his 20 INT, massive INT-based skill checks, and magical ability will allow) is rising out of the ground to scare the dwarven company away.  (This silent image offers a DC 16 Will save to disbelieve, if a unit even gets a save at all.  If a unit 'interacts' with the illusion, it gets a DC 16 Will save to disbelieve.  I may need a more concrete definition of interaction for the sake of these spells.)

(Regarding the technical definition of 'force,' the US military is considered the "armed forces."  See here and here for more details.  Thus, I would be able to make an 'army' of 'ghost dwarves.')

These are the 'spirits' that Seymour warned his company about, and Seymour 'orders' the spirits to surround him in a 10' space.  Another of the 10' cubes of 'ghosts' is on the dwarven leaders' space, while the other three 10' cubes of 'ghosts' appear in the spaces of the other dwarves (if Seymour can reach that far) or about halfway between Seymour and the dwarven company, advancing at 30' per round.

Assuming he can, Seymour will move at 30' per round to retreat back toward the mine's entrance and behind the lines of his company and friends.

Remember, Seymour's mage armor is active and his AC is currently 14.
« Last Edit: September 26, 2014, 10:40:00 AM by Endarire »