| Post/Author/DateTime | Post |
|---|---|
| Guildmaster03-29-06, 09:06 PM | 1: Bag of Caltrops and a smokestick, (ive recently found caltrops extremely useful when being chased by a Po'ed ogre) lets try to get this as high as we can,obliviously no crazy greater teleportation spells or the like, if you absolutely MUST use a spell try to keep it under 2nd level, and,....form the basic books |
| Sae Cael Oanar03-29-06, 09:21 PM | 2: adding a pint of oil and a lit tindertwig to the caltrops to make it more formidable. |
| ReverendCow03-29-06, 10:53 PM | 3. Bag of marbles. Or, if you want to get really nasty, mix a bag of marbles with a bag of caltrops. If you step on a caltrop, your speed gets halved. If you fail your balance check on the marbles(or was it a Reflex Save,) you fall on your rear and take damage equal to the number of caltrops you fell on. 4. When your party finishes an encounter, set aside some gold coins. Take them to a smith, and have them melted down and reconstituted into bigger coins. Take these over-sized coins and place Explosive Runes on them. When being chased, throw a couple of these over your shoulder. Any sufficiently greedy opponent is going to stop to investigate big gold coins. When they look closely, they get explodey death, right in their face. |
| ChibiQueso03-30-06, 01:28 AM | 4. When your party finishes an encounter, set aside some gold coins. Take them to a smith, and have them melted down and reconstituted into bigger coins. Take these over-sized coins and place Explosive Runes on them. When being chased, throw a couple of these over your shoulder. Any sufficiently greedy opponent is going to stop to investigate big gold coins. When they look closely, they get explodey death, right in their face. That's nice. Reminds me of V tossing the strip of paper that says "I prepared explosive runes today" on it. 5.For a magic route (low level) Expeditious retreat+obscuring mist. And toss the marbles and caltrops among the mist behind you for fun. And grease, just to **** them off. 6.No magic escape? Nothing beats preparation. If you know you might be retreating, prepare your avenue of escape with a few traps. Even simple deadfalls would suffice. |
| KublaiKhan03-30-06, 09:16 AM | 7. The old "pipe organ over the secret passageway" trick. Last used by "Cordys" the Lich. 8. Bag of marbles, hit with either Shatter or the equivalent warlock invocation. Instant caltrops! 9. Woodland Stride and an enormous bramble patch. 10. Trapdoor --> Slide --> Stables with saddled horse. |
| VonZylo03-30-06, 09:45 AM | 4. When your party finishes an encounter, set aside some gold coins. Take them to a smith, and have them melted down and reconstituted into bigger coins. Take these over-sized coins and place Explosive Runes on them. When being chased, throw a couple of these over your shoulder. Any sufficiently greedy opponent is going to stop to investigate big gold coins. When they look closely, they get explodey death, right in their face. Simiular to this: 11: throw money in the opposite direction, They chasers might want the money more then you. 12: If in a town, throw money in the street, the passer bys will go in the street and block the people chasing you (Robocop 2, i think) 13: Go under ladders, by black cats, though salt shakers and by any other areas of bad luck, if they believe in bad luck they won't follow. |
| Guildmaster03-30-06, 12:43 PM | 14: how about the good ol'e bag of powder in the eyes |
| Chrono Nexus03-30-06, 12:50 PM | Playing a badger hengeyokai would make it difficult to catch you. They have a burrow speed of 10 feet (but not through stone, ice, or iron- only dirt). Also, they can create tunnels- which are fun to use. Let the enemies follow you in.... then collapse the tunnel on them and wait for them to suffocate. |
| Darkxarth03-30-06, 01:33 PM | 16. Carry small wooden doorstops, and jam them into closed doors as you run. 17. Carry padlocks with you and lock doors behind you. |
| DMRef03-30-06, 02:03 PM | I'm rather fond of carring two potions for just such an occasion... Potion of Santuary (http://dmreference.com/SRD/Magic/Spells/S/Sanctuary.htm) (50gp) and if that doesn't work... Potion of Gaseous Form (http://dmreference.com/SRD/Magic/Spells/F-G/Gaseous_Form.htm) (750gp) Other great options depending on what's chasing you: Potion of Hide from Animals (50gp) Potion of Hide from Undead (50gp) Potion of Invisibility (300gp) Potion of Spider Climb (300gp) Of course these are for my few characters that lack the ability to conjure so much as a small rock... For the casters... Obscuring Mist (Clr 1, Drd 1, Sor/Wiz 1) followed in short succession with the before mentioned Gaseous Form works best. Discerning a creature in gaseous form from natural mist requires a DC 15 Spot check. Creatures in gaseous form attempting to hide in an area with mist, smoke, or other gas gain a +20 bonus. My Dru still perfers his Plant Growth (http://dmreference.com/SRD/Magic/Spells/P-R/Plant_Growth.htm). He uses this to place a 200-foot-radius quarter circle in front of him with a 5' wide path straight through. This causes all large or larger creatures to slow to a 10' speed. |
| dvlsadvct03-30-06, 02:11 PM | 19ish. Im a big fan of obscuring mist and rope trick if you are talkin' spells. 20. Trusty grappling hook and some rope may come in handy. 21. Bluff + Hide. |
| KublaiKhan03-30-06, 02:27 PM | 22: Jump off a cliff with slow fall or feather fall. |
| snowstrider03-30-06, 03:57 PM | 23. A catapault, especially for undead aggressors or spellcasters. Lich: "You can't follow where I'm going." DM: "The lich steps into a hole in the floor and suddenly shoots out over your head, disappearing into the horizon." Player: "Crap! Not the catapault again." |
| Whisper_Swiftblade03-30-06, 07:42 PM | a portable hole is always handy Wizard: If you don't tell us where you keep the gold you will never leave that hole. Goblin:me never tell! Wizard: Hay fighter is that oil hot enuff to melt skin yet? Goblin:ME TELL!!! |
| stanleyx200203-30-06, 08:26 PM | in a tight spot like a long hallway or a cave? Some kind of explosive, that'll slow anyone down. In a city? run 'til you find some authority and just duck behind them like a five year old behind their mother. |
| CryoSilver03-30-06, 09:37 PM | 26: Hamstring a random passerby and throw him at your enemy. 27: Set fire to a random passerby and hide in the smoke. |
| IrishRover03-31-06, 11:53 PM | Reversible cloak, and a big hat--reverse the cloak when momentarily out of sight, and ditch the hat--or better yet, subtly put it on someone else in a crowded street. I had a character use a reed to breath through once--into the pond, then wait for the bad guy to get past. |
| Darkxarth04-01-06, 02:36 PM | 29. When in a city, duck into a bar, yell, "Barfight!" punch the nearest Dwarf, and run out the back door. Alternatively, if there are no Dwarves in the bar (likely story, no Dwarves in a bar, HA!) punch the barkeeper, or someone in big armor. 30. Also, when in the city, run into the nearest Church of Heironeous (those guys are such suckers) and shout "Sanctuary!" 31. When in the country, run into the nearest barn and set it on fire. |
| LivingShadow04-04-06, 02:45 PM | 30: halfling's exit from arms and equipment guide (I know it's outdated) use it to hit an enemy it's effect creates fog cloud spell letting you get away as fast as you can |
| MagikMissile04-08-06, 01:50 AM | 31: Jump Check, Tumble Check, rely on Adventurer's HP... Real Life: turn off lights, drop a bag of d4's, run for nearest exit... |
| Iver Gearsham04-08-06, 02:55 AM | 32. Obscuring Mist plus drop 10 ft. Shrink Itemed HarpoonBall. 33. Reduce Person + Ring of Chamilion and Hide check 34.Telekineses "Violent Thrust" yourself ( 10 ft. per level) to safty. 35. (variant of catapult) Shrink Itemed stored Huge Jack in the Box launcher (May play pop go's the weasel) Standerd action to Enlarge Move action to mount tripping the launch trigger. 36. Grease spell self and slide down slopes. 37. Scatter Spray bottles of liquid smoke and alchemical fire. 38. Jump in a barrel and roll down hill. 39. 2 lvl Illusion spell "Self Imoliation" it appers to be a Fire spell gone horribly wrong and includes roast person smell with smoke streamer as you run around and away screaming your head off :D . |
| nbhs27504-08-06, 06:57 PM | 40. ghost sounds of reinforcments 41. mount spell and ride skill 42. Barrel that is covered in wizard runes 43. Barrel of smoke powder with a alchemist fire cork, help in a storing glove 44. out through the latrines pipes 45. programmed image of *****s with alcohol |
| Grug the Just04-08-06, 11:37 PM | 46. Walk away. (Whew my brain needs some rest after that one.) |
| forrestfire1504-20-06, 05:23 PM | 47. go into a narrow hall, use silent image in the shape of a wall, use the caltrops and marball trik mentioned earlior in this thread incase enemy disbelieves. |
| Ashok_Lal04-20-06, 10:26 PM | 48) improved trip, run feat, fleet of foot 49)run around a corner & hide than sneak attack them using hamstring attack feat. (These ofcourse require you to have the right feats) |
| Darkxarth04-20-06, 10:43 PM | 50: Tell the Cyclops that your name is Nobody. (from the Odyssey) 51: Gnome Springwall behind you. (Arms and Equipment Guide) 52: Arcane Lock doors behind you. 53: Cloth painted like stone walls and rock. Drape over an alcove and hide there, when the enemy runs past, go back the other way. 54: Carry Goblins with you, when its time to flee, throw the Goblins at your enemies. 55: Hire baggage carryers, when it's time to flee, throw them at your enemies. |
| gorfnad the shiznit04-21-06, 04:33 AM | 56. Always remember, you only need to run faster than the npc/pc in front of you. 57. Bag of Flour + Tindertwig = explosion 58. Decanter of Endless Water turned on and dropped as your running (only if you have a lot of money to buy more) 59. Benign(?) Transposition (I know, not from the core books, but it's a 1st level spell) + a familiar/pc/npc that can fly = gain high ground advantage or move out of range/height of opponents 60. Tanglefoot Bags + Caltrops + Marbles...ect 61. Bag of Tricks...pull out fluff ball and throw it behind you 62. Nets and Bolas 63. A really high diplomacy check so you don't have to run in the first place |
| Lord Herman04-21-06, 10:56 AM | 64. Swallow a sphere of annihilation 65. Kick in the nuts + run feat 66. Throw your identical twin in the path of your pursuers |
| ReverendCow04-21-06, 01:21 PM | 57. Bag of Flour + Tindertwig = explosion This will only work if you manage to get a large enough amount of flour in the air, then compress it before adding the fire. Also, flour sitting on the ground in a little pile isn't particularly flammable. So no, throwing a bag of flour at someone, followed by a lit tindertwig, will not cause an explosion. |
| LivingShadow04-21-06, 01:31 PM | 65. Throw flash pellet (CA) at enemy and run as fast as possible will keep them from knowing which way you went also a rogue with multiple attacks can turn this into a sneak attack |
| gt4204-21-06, 02:03 PM | 66. Use staff of the magi for a retributive strike and hope for the best 67. When being chased by a devil use the classic bucket on the door trick but put holy water in the bucket 68. While crossing a rope bridge pour oil on it. When the pursuer is halfway acros light the bridge. |
| prhealer04-21-06, 02:12 PM | 69. Turn around and attack. |
| Breaker_of_Bones04-21-06, 03:55 PM | tell your team mates to charge and take off the other way |
| Darkxarth04-22-06, 12:19 AM | 69. Turn around and attack. Oh come on! That's not a route of escape! tell your team mates to charge and take off the other way Yes!!! Clever! You don't have to be faster than the bear, just faster than you friend. 71. As you go into the area, disable all of the floor traps. Put a small portable bridge (or a rope from the ceiling, etc.) over the traps. Then reset the traps. When you need to run, go over the bridge, and then take it away. Let your enemies run into their own traps, because they thought you triggered them. 72. Set a landslide over the entrance, then keep it held up with a pole. As you flee your enemies, knock the pole out from under the slide. 73. Set your own traps, with secret dodges. When the time comes to get out, let your enemies walk into their own doom! |
| dengarbountyhunter04-22-06, 01:03 AM | 74. a portable hole with a skeleton horse inside (so that it needs no food, water or air)! 75. hide behind something and cast an illusion spell to make your foes think you just fell in a hole (by the time they make their reveal save, you'll be far off) 76. FAKE to avoid some trap you would have placed to cover your escape (using Bluff and Jump checks or something) 77. come back screaming like a sissy in their direction; they'll probably think something HUGE is coming to get you 78. have someone play bagpipes (and buy corks for your ears). your pursuers will be the one fleeing. Believe me, I'm the only one who can bear it when I play out of tune (which is most of the time). 79. seriously, terror effects would at least slow them down... |
| Darkxarth04-22-06, 12:33 PM | 80. Keep cages of rabid, feral wolves outside the dungeon. When its time to turn tail and run, release your wolves, into the dungeon. 81. When crossing a rope bridge, make sure you can undo/cut the ropes holding it to the side closest to the entrance/exit quickly. Then as your enemies chase you over the bridge, cut the ropes and watch them fall to their doom! 82. When in the city, wear two pairs of clothes, usually peasant clothes over regal clothes, or regal clothes over peasant clothes. As you run from the bad guys (or good guys, or the city guard, etc.) duck around a corner and strip. Put the top layer into your pack. If your bottom layer is peasant clothes, drop to the ground and beg for coppers as your pursuers run by. If your bottom layer is regal clothes, ruffle your clothes, and attempt to speak to the pursuers about "a very rude person who just ran by, I mean, what's the world coming to?" |