Lord Zardoz
Explorer
I was just thinking about how to set up plausible escape plans for campaign Villains whom a Dm simply needs to survive. Knowing when to cut and run is a very important thing for a Villain. Knowing how to do so effectively is also important.
If you have access to Teleport, than escape is pretty easy.
- Step 1: Cast teleport.
And done.
Now, presuming that is not an option, what works for getting the hell out of dodge?
Flying + Invisibility: Presuming your not in a dungeon, this is the most reliable escape. Hit Invisibility and start flying away. Unless your opponent can see invisible creatures, you can generally get away clean.
Break line of Sight + Rope Trick: This particular idea came to me when I decided I needed an alternative to Fly and Invisibility. It works pretty damn decently unless your in melee. First, break line of sight with Obscuring Mist, Darkness, or other suitable spell. Then cast Rope Trick and get the hell inside while your not visible. Being in an extra dimensional space can make you pretty hard to locate again. The only drawback is that if your opponents detect the Rope Trick, they can simply out wait you.
Run + Hide: yeah, its an old one. But it can work. If you can move faster than your opponents and break line of site, and have a decent hide check, it can work. However, the Track feat can pretty much end this.
Decoy and Scatter: If your loyal bodyguards (or clueless cannon fodder) looks roughly like you, you can issue them potions of Disguise self. When it is time to cut and run, you break line of sight, if possible, then they drink the potions. Then everyone just scatters. A good spot check can make this less effective, but thats what uniforms are for. With a sufficiently powerful illusion spell, you can do without the decoys. Hopefully, the players simply chase the wrong one.
Special Mobility: Making it difficult for the players to follow is always good. Aside from flying, there are a few other good tactics. I recall reading about dungeon lairs for vampires that counted on gaseous form abilities. When the going got tough, just turn into mist, flow through a narrow crack, and let Fast Healing do its job. Less dramatically, Kobolds and Goblins can do well by having very low / tight corridors.
Hostile Environment: Preventing pursuit when your losing a fight is difficult, but if you can survive in a hostile environment that the players cannot pursue you into, it makes for a great escape. If you can breath water, then a convenient lake or ocean will make the best escape route. If your immune to fire, than use that.
Anyway, I am wondering, what sort of escape plans have you used with success for Villains that you wanted to keep around? Which ones did you try and have fail?
END COMMUNICATION
If you have access to Teleport, than escape is pretty easy.
- Step 1: Cast teleport.
And done.
Now, presuming that is not an option, what works for getting the hell out of dodge?
Flying + Invisibility: Presuming your not in a dungeon, this is the most reliable escape. Hit Invisibility and start flying away. Unless your opponent can see invisible creatures, you can generally get away clean.
Break line of Sight + Rope Trick: This particular idea came to me when I decided I needed an alternative to Fly and Invisibility. It works pretty damn decently unless your in melee. First, break line of sight with Obscuring Mist, Darkness, or other suitable spell. Then cast Rope Trick and get the hell inside while your not visible. Being in an extra dimensional space can make you pretty hard to locate again. The only drawback is that if your opponents detect the Rope Trick, they can simply out wait you.
Run + Hide: yeah, its an old one. But it can work. If you can move faster than your opponents and break line of site, and have a decent hide check, it can work. However, the Track feat can pretty much end this.
Decoy and Scatter: If your loyal bodyguards (or clueless cannon fodder) looks roughly like you, you can issue them potions of Disguise self. When it is time to cut and run, you break line of sight, if possible, then they drink the potions. Then everyone just scatters. A good spot check can make this less effective, but thats what uniforms are for. With a sufficiently powerful illusion spell, you can do without the decoys. Hopefully, the players simply chase the wrong one.
Special Mobility: Making it difficult for the players to follow is always good. Aside from flying, there are a few other good tactics. I recall reading about dungeon lairs for vampires that counted on gaseous form abilities. When the going got tough, just turn into mist, flow through a narrow crack, and let Fast Healing do its job. Less dramatically, Kobolds and Goblins can do well by having very low / tight corridors.
Hostile Environment: Preventing pursuit when your losing a fight is difficult, but if you can survive in a hostile environment that the players cannot pursue you into, it makes for a great escape. If you can breath water, then a convenient lake or ocean will make the best escape route. If your immune to fire, than use that.
Anyway, I am wondering, what sort of escape plans have you used with success for Villains that you wanted to keep around? Which ones did you try and have fail?
END COMMUNICATION