| Douglas Muir 406 |
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[Mild spoiler for the very first scene of ISoS]
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PCs running from the Splatterman may attempt to escape or hide by using spells. I'd allow this, but I'd also make every spell go wrong ironically and catastropically. It's a dream sequence, so balance is out the window -- just use dream logic. Some possible options:
Mage Armor -- Forms full plate mail, but made of solid gold and immensely heavy. Unless the character has a Str of 14 or higher, he falls to the ground helpless. Next round, the Tatterman comes along and cuts his throat.
Summon Monster I -- Summons a Huge, grotesquely deformed, tentacled version of the creature. It immediately attacks the caster, swallowing him whole.
Expeditious Retreat -- Caster is paralyzed as per Hold Person, while any remaining goods and possessions fly away from him at fantastic speed, disappearing into the distance.
Grease -- Caster is glued in place for one round; treat him as entangled. He can break free next round with a Str check equal to the spell's DC, but the Tatterman will probably arrive before that.
Vanish -- The entire city becomes transparent, leaving nothing visible but the caster. Interestingly, the effect lasts for an hour/level instead of a round/level. The caster will probably not have time to appreciate this, as in a round or two he is spotted by a roving Hound of Tindalos, which immediately attacks. The caster can voluntarily cancel the spell; this causes the Hound to disappear, the city to become visible again, and the caster to appear immediately adjacent to the Tatterman.
cheers,
Doug M.