"HANDS OFF MY STUFF!" Fighting the Adventurer Menace

If we run away, would they notice and also would our soldiers despawn?
We would run through our escape tunnel to the nearby hills and thence to town. Unless they are in the tunnel at the time, they will be none the wiser.

We know nothing to indicate either way that summons despawn when you get too far from them, but there is a good chance that if that were the case, it would have been mentioned by now.

So by my lights, they probably won't despawn.

[X] Run and don't look back. Stay at an inn for the night.
[X] Run and don't look back. Stay at an inn for the night.
Sorry to bother, but dod you see some problem I missed with the variant I suggested, or did you miss it or something?

[]Run away, stopping only to summon what mana soldiers you can, and send them to stand in ambush outside your house. Spend the night at the inn.
 
It's strongly implied that summoning another soldier would debilitate us for a good while. And also prompt a different story post, at which point we could then try fleeing.

Plus what was said earlier about the mage noticing is when we cast it
 
It's strongly implied that summoning another soldier would debilitate us for a good while. And also prompt a different story post, at which point we could then try fleeing.
I'm not seeing anything implying it preventing us from walking, which is the only relevant form of debilitation. We were able to run immediately after hitting our summon limit, so while we will probably be slowed a bit by summoning more, it is unlikely to be at all significant given the delay until they give chase, if they are even able to.

Plus what was said earlier about the mage noticing is when we cast it
There's got to be an upwards range limitation on his sensing ability, and it is unlikely to be large.

Looking back over what I proposed, I realised that I forgot to make clear something kind of important:

[]Run away, stopping Once you exit your escape tunnel to summon what mana soldiers you can, and send them to stand in ambush outside your house. Spend the night at the inn.

If we perform the summons at the exit of the escape tunnel, which is rather distant, it is highly unlikely that the wizard will sense it, and highly unlikely that the extent to which it slows us will be at all problematic.

Meanwhile, it increases the chances of preventing anyone from leaving alive, which in turn stops heat from rising as fast, and knowledge of our defences from getting out further.

Notice that they knew about the scythe trap already.

can you see any problems with that Version of the plan?
 
Yeah, basically the same ones, given that the sensing range is a big unknown. So that could easily reveal the location of the escape tunnel, either from the magic spike, or from the summon walking over from the exit.

[X] Run and don't look back. Stay at an inn for the night.
 
Do we have any valuables in the house we should grab as we run away? I don't like the idea of leaving things like trap schematics or even food to these vagrants.
 
@MData How long does it take to regenerate our casting ability? And can I get confirmation/clarification we can ranged summon? Only in LOS? Outside of LOS if it's an area we know well still?
 
@MData How long does it take to regenerate our casting ability? And can I get confirmation/clarification we can ranged summon? Only in LOS? Outside of LOS if it's an area we know well still?
1. It'll be a few hours before you're at 100%. But if you dig deep, maybe you'll be able to summon another soldier.

You may still fail, and it may not be safe, but you can try.

2. For this specific minion, LOS and within 5-10 feet. As you get more powerful, that won't be the case.
 
Vote tally:
##### 3.21
[x] You think the hole is large enough to shoot through. Grab your crossbow and start shooting.
No. of votes: 2
angelofwhim
argentorum

[X] Run out through the secret tunnel. Go to the barracks and fetch some guards.
No. of votes: 1
DarknutLord

[X] Run and don't look back. Stay at an inn for the night.
No. of votes: 9
veekie, Cornix Argentus, PayKey, ChildishChimera, Strunkriidiisk, Jeboboid, Sugnez, Spoit, Jazzberry


[X] RUN AWAY
-[X] SECRET TUNNEL
No. of votes: 1
Vindictus

[X] Summon a Mana soldier in the tunnel with you, then bide your time and regenerate while keeping an ear on the adventurers, keeping the crossbow handy.
-[X] If you can by the time they seem close to discovering the escape tunnel or leaving, summon what mana soldiers you can, and sic them on the adventurers, and either run or assist with the crossbow, depending on whether you think you can take them.
No. of votes: 1
Skewfiend

Looks like we're using our tried and true method of conflict resolution unless something changes. Voting is open for another 12 hours.
 
[X] Summon a Mana soldier in the tunnel with you, then bide your time and regenerate while keeping an ear on the adventurers, keeping the crossbow handy.
-[X] If you can by the time they seem close to discovering the escape tunnel or leaving, summon what mana soldiers you can, and sic them on the adventurers, and either run or assist with the crossbow, depending on whether you think you can take them.
 
I disagree with summoning the soldiers in the tunnel vote, either we use them now since we got the most soldiers already fighting or we back of and hope they die of traps. and also the mage will apparently sense the summoning so why won't he sense it in the tunnel and Tell the others?
 
I disagree with summoning the soldiers in the tunnel vote, either we use them now since we got the most soldiers already fighting or we back of and hope they die of traps. and also the mage will apparently sense the summoning so why won't he sense it in the tunnel and Tell the others?
It also means if they survive, the tunnel is now revealed. The tunnel is the ONLY thing that mustn't be revealed. Too hard to replace
 
Then why summon a soldier in the tunnel if the mage can sense it? Either Run away or summon the soldier where it can fight.

Edit: and I think we can take them if we summon one more soldier since they are taking damage already from those that are there.
 
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[X] Skewfiend

I like Skewfiend's plans in general and this one feels like the best combo of getting out of dodge and trying to get rid of the adventurers.
 
[X] Skewfiend

I disagree about where to summon the soldier but it's the closest to helping to win the fight that has a chance to win.
 
[X] You think the hole is large enough to shoot through. Grab your crossbow and start shooting.
THIS HERE MY HOUSE YOUR VARMINTS GET* crossbow shot*
 
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