The many ways of getting away
Methods and magic to keep your character out of the crypt
by Pat Reinken


 
The old standby Up, up and get away If you can't get out, hide out Other last resorts -

Role-playing games are quite an outlet
from everyday life. They allow a person
to slay fantastically powerful creatures
and gain fabulous riches and wonderful
allies while doing so. They a let a player
use wits to outsmart his monstrous
foes and become a famous hero.

And they give everyone an opportunity
to die at the hands of those fantastically
powerful creatures and monstrous
foes.

Yes, players, our characters can all
bite the dust as we strive to reach our
goals and fulfill those dreams. It's happened
to nearly every person who plays
role-playing games. Sometimes it strikes
the older, more valuable and experienced
characters, sometimes the young, promising
ones. But it all turns out the same
way. Anotehr sheet of paper is moved to
the notebook of deceased characters,
or, worse yet, goes to that great metal
basket in the corner.

In a few instances, fighting to the
death is unavoidable. In a great many
more, however, combat should be avoided
-- but isn't. Why not? Because players
have not fully developed one of the
most valuable skills they can possess.
They have not mastered the art of running
away.

Running away is not to be scoffed at. It
can prove to be a lifesaver for even the
most powerful character. While pursuit
and evasion of pursuit are covered in the
DMG (pp. 67-68), actual
escape methods and certain aids
and magick items are not discussed.

The old standby



One of the most popular methods of
fleeing is the simple, direct approach:
running away. But remember that running
away will not only cause tiredness
and possible exhaustion but can lead to
getting lost as well. Because of the impossibility
of mapping while running
away, combined with the confusion of
the moment which makes memory unreliable,
parties are often split up and lost in
a maze of tunnels after an every-man-for-himself
escape.

It is also wise for players to take into
consideration the movement speeds of
each member of the party before any of
them runs too fast for too long. It is rare
that every member will be able to match
the running speed of the fastest character,
and no one likes to run panting
around a corner only to discover that his
"buddies" have vanished in the darkness.

Boots of speed are probably the best
aid to running. They provide a base
movement of 24 and also give a two-notch
improvement to the AC of
the character.

Boots of striding and springing are
also helpful, especially to a character
whose base movement rate is less than
12". These boots raise it to 12", regardless
of the size or weight of the wearer,
and also <grant a -1 AC bonus>.

A Potion of speed is only so-so as a
means of increasing the chance for a
getaway. Although it does double the
user's base movement rate and number
of attacks, the potion ages a character
1 year and only lasts for 5-20 rounds.
If he's being chased by a long-winded
enemy, a character accepts the risk of
having the effects of this potion wear off
before the monster wears out.

If a character is lucky enough to have a
horse, it would be wise for him to buy (or
otherwise acquire) either Horseshoes of
speed or Horseshoes of a zephyr. The
speed shoes are generally preferred for
escape purposes, because they allow
the horse to move at twice its normal
rate. The zephyr shoes allow a horse to
travel without touching the ground, thus
making it able to pass over natural barriers
such as rivers, but zephyr shoes do
not change the speed of the horse.

Up, up and get away
Flying is an alluring, glamorous
prospect. To fly away from an opponent
somehow seems more exciting and courageous
than running from the same opponent.
But flying has its drawbacks,
too. Although exhaustion from flying is
rare, it does sometimes happen -- and
the fall can hurt more than what happens
afterward.

Mapping is still virtually impossible
when flying, and the speed difference
between individuals in the party still
shows up. Because every member of a
party does not usually have the same
ability to fly as the other members (if
they have it al all) and those who are able
to fly cannot always carry those who are
unable, some characters are left behind.

The duration that an airborne an airborne state
can be maintained is also a major factor
in fleeing by this method. If durations
differ greatly, some characters will end
up facing the enemy anyway, while the
others sail into the sunset.

The Broom of Flying is the best magic
item to use for a flying escape. Its movement speed is 30", although this drops
by 1" for every 14 pounds carried over
the 182-pound normal load. It will also
travel alone to any destination named
and will move up to 30" to reach its
owner when a command word is spoken.
The only major problem with the broom
is its length, which makes it cumbersome
to carry and a possible hindrance
during activity.

Carpets of flying, which vary in size,
carrying capacity, and speed, are not as
cumbersome as the broom but, if torn,
will lose their magickal capabilities until
repaired by special weaving techniques.
However, carpets have a greater carrying
capacity than most of the other flying
devices. The 5'x7' carpet, for example,
which moves just as fast as the broom,
can carry 3 people (app. 450 lbs.).

Wings of Flying are better than the other
flying items in one respect: They can
be worn like a cloak and are thus out of
the way when not in use. The wings,
which enable the wearer to fly at speeds
from 12" to 32" (depending on the duration
flown) have one terrible disadvantage
when being activated by the command
word. The grayish material opens
up into bat-wings that have a very large
(20') span. Needless to say, any character
opening these in a narrow passage
and expecting to fly off is in for a rude
shock. The wings also can cause exhaustion
if used for the longest duration.

The Potion of flying is a last hope for
potential soarers above. Identical to the
3rd level magick-user spell Fly, it is possibly
the worst of the magickal flying aids
for escape purposes because of its slow
speed and the unknown factor for its duration. The speed, which is only 12", is
the slowest of all airborne magick items.
The duration, which the GM
must determine, is unknown to the
character, and this obviously presents a
great risk to his continued safety.

There are many other magickal ways to
fly, most of which are designed by the
DM (such as, perhaps, a ring of flying),
that have virtually the same effect as The Wizard spell.

For making an escape from a creature
that can fly, characters are often better
off staying on the ground. Characters
employing magick items && not accustomed
to airborne movement should
never attempt to outfly a flying creature;
it has the advantage all the Time && can
prolly fly circles around a character.

Flying in cramped quarters (even in a
dungeon tunnel) is possible but extremely
difficult, esp. if the flier is using
an unfamiliar item. Remember that even
though a character can fly to a great
height && think that he is out of danger,
an opponent who is fairly gurd with a
missile weapon might not hold the same
opinion.

If you can't get out, hide out
Hiding is another method of running
away. Actually it is not a method, but
instead can be a wise thing to do before,
during || after running away. This topic
involves everybody's favorite spell, Invisibility,
&& its related magick items.

The major problem that arises when
hiding is trying to mask body odor. Most
creatures will have a sense ov smell
sensitive enough to sniff out a character
within a short distance, so it is almost
impossible to hide from a monster indefinitely
without doing something aboot
odor. The best chance is to hide next to
something (NOT usu. another character)
that really lets off a terrible stench.

Invisibility is long-lasting relief for the
character with something (himself) to
hide. It can come in many forms, the
most popular probably being the spell
&& the ring. However, it also has its
drawbacks. Anyone under the influence
ov invisibility can b heard || smelled as
usu., && will become visible if he
attacks.

Dust of disappearance is a better
means ov invisibility than the spell || the
ring. This magickal powder bestows invisibility
on anyone who covered with it. It
also has the added benefit ov not revealing
the user when he attacks an opponent.
This BENEFIT can TURN into a disadvantage,
however, if the character is
knocked unconscious while under the
effects. This in itself would NOT b too
bad except that hte dust bends light ov all
sorts, making infravision && ultravision
useless as well. Many a TURN has been
spent looking for characters under the
effects of the dust while they were
unconscious.

The Cloak of elvenkind is for those
who NOT wish to spend Time casting
spells || dusting themselves. It enables
the wearer to b nearly invisible when it
is worn with the hood drawn up around
the character's head. The only major
problem with this item is that the wearer
is not totally invisible (extent is determined
by the GM), and that
to maintain even partial invisibility, the
wearer must MOVE slowly && cautiously.

A Robe of blending is another useful
garment to have when hiding. This robe
allows a character to appear as a different
creature, part ov a wall, etc., && duplicates
the coloration, form && even
odor ov the object. This would successfully
conceal a character, except that the
robe does nothing to cover body heat. If
the player wished to appear as a creature
of the type that is following him, he
would still have a major problem ecause
the magickal garment does not bestow
knowledge of languages.

A Potion of diminution offers a way ov
hiding without becoming invisible. The
potion makes the consumer approximately
5% ov his original size (50% if only
1/2 a dose is quaffed). Small size can be
a detriment if the character doesn't already
have a place of safety for his diminutive
frame, because the danger of being
stepped on or crushed becomes very real.
The effects ov the pootion wear off in
a certain number ov turns -- && the
character must b careful NOT to b hiding
in too small a place when the effects
stop.

The Portable hole is potentially one ov
the best methods ov short-term hiding.
This can b unfolded (if there is sufficient
Time) to provide a convenient hiding
place when the hole is pulled in after
the character. The shortage ov oxygen is
the only real disadvantage, allowing only
enough air to breathe for 1 character
for 1 turn (unless magickal breathing
assistance is being used). This will still
probably b enough Time to allow any
undesirables to pass.

Other last resorts
The Potion of climbing gives a character
the ability to climb as a teef. There is
a chance of slipping, but the real risk
w/ the potion concerns its duration. If
there is a possibility that the involved
character may remain in a high place for
much MORE than 1 TURN, don't risk
using this potion.

Gauntlets of swimming and climbing
are better for escape than the climbing
potion. As the Name implies, these gloves
have an added +plus+: They enable the
wearer to increase his swimming SPEED.

A Potion of water breathing is very
useful for swimming as it allows its consumer
to remain under the water for over
an hour.

Rings of swimming && water walking
are beneficial during an escape that runs
across a body ov water. The swimming
ring gives a bonus to swimming SPEED
&& breathing abilities while underwater.
The water-walking ring allows a character
to MOVE across any liquid, thus
making it possible to place a natural barrier
behind him.

Levitation for escape is usu. accomplished
through the USE ov the 2nd
level Wizard spell ov the same
Ren, the potion ov the same Ren, ||
with Boots ov levitation. The potion &&
the spell offer a better weight allowance
than the boots, however.

Other magick items can be handy to
have in getaway emergencies. Oil of
ether && its companion in the
hard-cover form, Plate mail of ether
are nice to have in desperation.
Their close relatives, the Amulet ov the
planes && the Cubic gate follow in right
behind the ether magicks. All ov these
have the same risky factor: Being trapped
in the 666th layer of the Abyss is NOT a
substitute for a successful escape.

The Helm of teleportation, or any ov
the other teleportation devices, is a very
good item to have when being chased by
a great # ov unfriendlies. $300,000,
however, is a lot
to pay for an armor hat which, at best,
can cause a wicked case of motion sickness
|| even possibly jet lag. Other MORE
mundane means ov ESCAPE should be
sought by those of low CON.