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Kulan: Knightfall's Heroes of Carnell Game [OOC]
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<blockquote data-quote="Knightfall" data-source="post: 8334729" data-attributes="member: 2012"><p>The NPCs that failed their saves are panicked not frightened. The NPCs that made their saves are only shaken.</p><p></p><p></p><p>My mileage does vary, somewhat.</p><p></p><p>The rank and file NPCs weren't likely aware of every aspect of the PCs plans for the battle. So, some of them might be aware that there are <em>spike stones</em> but remember that they can't <u>see them</u>. (If Henry had become panicked and ran that way, he'd have a chance to use Trap Sense to keep from stumbling into them.) They have no way of knowing where the magical trap is laid out. Once any of them hit the larger cavern, they will see the zombies and won't want to run towards them, but the zombies are the source of their <em>fear</em>. That is the rooks.</p><p></p><p>And, no, not all of the NPCs will run that way, as some of them would have to run past Tarrak (or the ghast) and that is an obvious danger, but neither are they going to rush towards the rooks -- the source of the <em>fear</em>. Some may just end up cowering.</p><p></p><p>For those that do rush towards the <em>spike stones</em>, they will have a chance to make a Will saving throw once they enter the field. If a NPC succeeds, they will stop running and cower. If they fail, they keep running. Meridith will get a +2 circumstance bonus to her save because she witnessed Maur use <em>spike stones</em> before. (I've already decided that Meridith will run that way.)</p><p></p><p>(If the two dwarven militia fighters had become panicked, they would have received the same bonus because they see Maur as a hero and hang on his every word. The other NPCs, not so much.)</p><p></p><p>Remember, the cultist, Eike had to make a Will save when he ran into Maur's <em>spike stones</em> on the island. Of course, he wasn't aware they were there at all. That magic trap worked out for the PCs vs. Eike and Xander but this time it could work against the PCs allies.</p><p></p><p>Also, the PCs cannot control every aspect of the battlefield.</p><p></p><p>Now, both Caerth and Maur can dismiss their spells as a standard action on their turns. Caerth will have to wait until round five but Maur could dismiss his spell in round four, if he senses that the panicked NPCs are going to run towards him and the other PCs.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 8334729, member: 2012"] The NPCs that failed their saves are panicked not frightened. The NPCs that made their saves are only shaken. My mileage does vary, somewhat. The rank and file NPCs weren't likely aware of every aspect of the PCs plans for the battle. So, some of them might be aware that there are [I]spike stones[/I] but remember that they can't [U]see them[/U]. (If Henry had become panicked and ran that way, he'd have a chance to use Trap Sense to keep from stumbling into them.) They have no way of knowing where the magical trap is laid out. Once any of them hit the larger cavern, they will see the zombies and won't want to run towards them, but the zombies are the source of their [I]fear[/I]. That is the rooks. And, no, not all of the NPCs will run that way, as some of them would have to run past Tarrak (or the ghast) and that is an obvious danger, but neither are they going to rush towards the rooks -- the source of the [I]fear[/I]. Some may just end up cowering. For those that do rush towards the [I]spike stones[/I], they will have a chance to make a Will saving throw once they enter the field. If a NPC succeeds, they will stop running and cower. If they fail, they keep running. Meridith will get a +2 circumstance bonus to her save because she witnessed Maur use [I]spike stones[/I] before. (I've already decided that Meridith will run that way.) (If the two dwarven militia fighters had become panicked, they would have received the same bonus because they see Maur as a hero and hang on his every word. The other NPCs, not so much.) Remember, the cultist, Eike had to make a Will save when he ran into Maur's [I]spike stones[/I] on the island. Of course, he wasn't aware they were there at all. That magic trap worked out for the PCs vs. Eike and Xander but this time it could work against the PCs allies. Also, the PCs cannot control every aspect of the battlefield. Now, both Caerth and Maur can dismiss their spells as a standard action on their turns. Caerth will have to wait until round five but Maur could dismiss his spell in round four, if he senses that the panicked NPCs are going to run towards him and the other PCs. [/QUOTE]
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Kulan: Knightfall's Heroes of Carnell Game [OOC]
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