Drums of Panic
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These kettle drums are unremarkable in appearance.
If both of the pair are sounded, all creatures within 12”, save for
a “safe
zone” of 2” radius from the drums, must make their save vs. Magic or
TURN and MOVE directly away from the sound for 1 full turn. Each
TURN thereafter, the panicked creatures may attempt to save versus
magic
again. Each failure brings another TURN of movement away from the drums
of panic.
Movement is at fastest possible
{SPEED} while fleeing in panic, and 3 rounds of REST are required for each
1 TURN of FAST movement after the save is made.
Creatures with intelligence of 2 make saves at -2, those with 1 or
less save at -4.
Each drum is a hemisphere of about 1.5’ diameter.
BS: Drums of Panic (AD&D game
only):
forces an immed. Morale Check for
every enemy unit with at least one fig.
in range of the effect.
<image: kettle drums?>