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Round 7, round 8 actions, run away, horses

From: Mark

Subject: Turn

Sorry about no turn last night. Did not get home until after 10PM.

I will work on one this morning.



From: Mark

Subject: Round 7

Round 7

Init: Ranthir (23), Harp (17), Kal (14), Mund (14), Salix (10), Surin (7), C1, C2, C3 (7), Ragnar (6).

Ran ignores Harps call to fall back and strikes with renewed fury at the man in the middle (C2) (AC19, 19+10=29, hit, critical threat, AC19, 1+10=11, miss, damage 7) and hits the man for a third time. The man catches the next blow (AC19, 12+5=17, miss) on his shield, the metal of the sword banging loudly on the heavy metal shield.

Harp curses Ran's bullheadedness. They had room in this tunnel to keep them at bay. All Ran was doing was getting surrounded. Well maybe he could do something about that. In the dim torch light he swings at the closest foe (C4) and lands a solid blow (AC19, 20+12=32, hit, critical threat, AC19, 16+12=28, critical hit, damage 23) just at the juncture of the armor and the man's neck. His sword cuts deep into the neck and blood spurts from the lethal wound. The ½ orc follows up with another blow to the same spot (AC19, 14+7=21, hit, damage 8) and the man's head almost falls from his body as he slumps to the ground. Harp takes a step forward so as to be side by side with Ran again.

Mund stands in the lift, his bloody ax in both hands, trying to control his rage while the elf and the dwarf start to lower him down. With two people manning the mechanism, only one person on the lift, and going down instead of up, Mund figures it will still take several seconds before the lift is down. (Round 1 of 3).

Ally calls out down the tunnel "The lift is coming back down. Harp, Salix, Ran hurry back."

Salix hears Ally that the lift is back on the way down. He turns and shouts at the two on the front line "Harp, Ran get back here but be careful doing it." He then starts to walk backwards towards the lift, keeping an eye on the melee in front of him, making sure neither of his companions falls. He grins when one of the men (C3) screams in pain and falls to the ground, smoke coming from the inside of his armor. The smell of burnt flesh fills the tunnel.

Surin tries to help Acer out of the way of the entrance to the lift. The others would be coming up in a bit and they would likely be in a hurry. Wouldn't want the old man to be crushed in the rush, Surin thinks. Surprisingly, he is able to help the old man move. He keeps talking to him, reassuring him that everything will be ok. The man's head turns a bit at the sound of his voice and Acer even tries to help hold himself against the wooden wall where Surin places him.

Back down in the tunnel the two remaining men attack Ran. The first man (C1) lashes out with his heavy mace (AC20, 2+6=8, miss) and the ½ elf is able to dodge the blow easily. Ran's momentum takes him perilously close to the other man (C2) but Ran's battle training saves him (AC21, 13+6=19, miss) as he ducks under the blow and spins to ready another attack.

OODM: End round 7. I need round 8 actions.



From: Randy

Subject: Run away

Ran retreats from his opponent, backpedaling as quickly as he can.

"Let's get outta here Harp!" Ran calls out, not missing the irony in giving instructions after ignoring one of Harp's own.



From: Mark

Subject: Run away

I assume he wants to do the withdraw action which is a full round action that lets him make a double move and not provoke an AOO for leaving a threatened square?



From: Randy

Subject: Run away

Yep.



From: Derek

Subject: Distraction

OOC: I was thinking Ally could use some of his 0th level spells to make a diversion to help us escape to the lift. I was thinking of using ghost sound with dancing lights. With that Ally could make the sound of twenty armed people coming down the passageway and dancing lights could make 4~5 torches or lanterns to go with it. Or dancing lights can make a single glowing humanoid shape. I was thinking I could use that with ghost sound to mimic a vengeful spirit of the desecrated graves here in the tunnels. Any suggestions or ideas?



From: Kevin

Subject: Distraction

OOC: Well, as we are unlikely to use them otherwise, it probably can't hurt. Unless you want to use them as a distraction when we try to get out of this joint.



From: Kevin

Subject: Run away

Well, at least I got one good shot in, Harp thinks to himself. Then, watching Ran withdraw from the fray, Harp says under his breath "Now he thinks its a good idea." Watching the opponent just to his side, Harp moves back toward the lift as safely as possible.

OCC: Mark, withdraw straight down the wall a full double move.



From: Porter

Subject: Round 8 actions

How long until the lift reaches the bottom?



From: Mark

Subject: Round 8 actions

A total of three rounds. Like it says this is round 1 of 3 for going down.



From: Derek

Subject: Round 8 actions

OOC: Ghost Sound without Silent Image to accompany it won't be too useful out where there is light, but down here in the darkness I think it's more useful. I'll go ahead and try it then.

Did we ever identify what god this temple was for before it was desecrated by Nerulites?



From: Kevin

Subject: Round 8 actions

IIRC, it is getting close to dark on the outside too. LIght was just beginning to fade when we entered, right Mark?



From: Mark

Subject: Round 8 actions

Correct. Except for Mund's torch, which he left upstairs, and the torches of the dead guys upstairs the barn is dark.

It is now night time, just after dusk.



From: Josh

Subject: Round 8 actions

Are the dead guy's torches burning the barn down?



From: Mark

Subject: Round 8 actions

No since they are torches like Mund's. Magical torches.



From: Kevin

Subject: Horses

Mark, the barn map showed 4 horse stables. Are there horses in those, in addition to those we used for the wagon?

How many horses in total?



From: Mark

Subject: Horses

The horses were taken out of the wagon set up before the party went down. The horses were placed in the stalls. It will take someone with a Ride skill of 5 or a handle animal skill of 5 or more a minute to get the horses back into the wagon layout.

With no one to watch the horses while the party was gone I deemed it was safer to unhitch them from the gear.



From: Kevin

Subject: Horses

No worries. I just did not remember if if had been written that there were already horses in the slots.

How many horses did we have coming in?? 2?



From: Mark

Subject: Horses

I think you had a 4 horse team, since that would be normal for a wagon team to use when carrying freight. The stalls were empty when the party got there.



From: Mark

Subject: Turn

I have to be at the wife's church again tonight from 6-7:30 or so. I then have something to do from 8-9. I might be able to get something out after 9PM.



From: Derek

Subject: Round 8 actions

Allistair is going to try and use those illusion spells to try and by some time while they retreat to the lift. He will first cast dancing lights (0th level) and have it take a humanoid form. Ally will then have the form fly towards the enemy soldiers and stop at 10-15 feet in front of them, ignoring his allies. The next round Ally will cast ghost sound (0th level) which at Ally's level can make sounds as loud as 20 men or a roaring dire tiger (I take that to be VERY loud, but not deafening, 80-90 dB or so). With the ghost sound, he will have a VERY loud (i.e. max volume), deep, and echoing voice emanating from the glowing figure saying the following:

"Followers of Nerull, you have angered us for the last time! You have desecrated our temple and the graves of our followers! We will see that your stain is eradicated from our sanctuary! Begone! Or be destroyed with the rest of your kind!!"



From: Josh

Subject: Round 8 actions

Kal will make a point of collecting the magical torches and putting them in his back pack. He'll spread them out among the group the first chance he gets. (After the lift is lowered).



From: Porter

Subject: Round 8 actions

Why did Mund leave his torch upstairs? It's attached to his shield, which is strapped to his back.



From: Josh

Subject: Round 8 actions

As far as I know Mund still has his; the bad guys had some magical ones too.



From: Josh

Subect: Round 8 actions

Actually, if Surin's not doing anything else, can he collect the torches?



From: Mark

Subject: Round 8 actions

Depends on what Bryan wants him to do.



From: Mark

Subject: Round 8 actions

Ok his torch can be on his shield on his back.



From: Bryan

Subject: Round 8 actions

That would work. I didn't figure that Surin would be of much help in dealing with the lift or the hands-on fight in the tunnel.

Rounds 8,9, and 10, up top

From: Mark

Subject: Turn

I will have something out later this morning.



From: Mark

Subject: Round 8 actions

If Kal does this it will take him away from the lift mechanism and add another round to the time it takes Mund to get to the bottom.



From: Mark

Subject: round 8 actions

sorry about that, I did not see the part at the end.

Not a problem. there is only one torch.



From: Mark

Subject: Rounds 8,9 and 10

Init: Ranthir (23), Harp (17), Kal (14), Mund (14), Salix (10), Surin (7), C1, C2 (7), Ragnar (6).

Round 8

With the two foes down Ran decides it is time to leave. "Let's get out of here Harp." The ½ elf makes backs up a few steps, keeping his foe at bay and then turns and moves at full speed down the tunnel.

Harp grunts. About damn time he thinks to himself. He makes a lunge at his opponent to drive him off balance and then he too retreats down the tunnel at full speed.

Kal and Ragnar continue lowering Mund down the shaft. The elf looks over his shoulder, the barn darkening as Mund's torch descends with him, and yells at Surin "Little one, can you get that torch for us?" Surin nods and moves to get the magic torch from the fallen man.

Mund shifts his weight back and forth in the lift, like a caged animal. If Ally got hurt, people were going to die. He casually wipes the frozen gore from his ax blade.

Salix turns and heads towards the lift. He passes Ally in the dark tunnel and can see a light growing in the shaft where the lift is. He stops next to the mage and asks "You got anything that might slow them down? It looked like there were still a couple of guys left." From down the tunnel they can both hear the screams of one of the men, his pitiful voice screaming for the burning pain to stop. The voice grows weaker by the second.

Ally nods in the dark "I've got a couple of things that might slow them down, but I have to time it right to get the best effect." The mage starts chanting one of the first cantrips he ever learned, one he had used to entertain young ladies at the pubs and bars. About 20 feet in front of him, towards where Harp and Ran are, 4 lights appear. They look just like torch lights and they give off the same amount of light. He gestures and they start moving slowly down the tunnel.

Round 9

Ran and Harp almost stop in their tracks when the lights appear almost on top of them. In the sudden light they see Salix waiving them on and Ally making strange gestures. The druid and the mage are just a few feet from the lift and the two fighters can see the bottom of the lift just appearing in the opening.

Kal and Ragnar grunt as the lift gets to the bottom and thumps to a stop. Kal looks around and sees Surin standing nearby with a torch in one hand. "Surin, why don't you check on Hanz and Franz before we go? Ragnar, can you handle getting them back up? I want to go get the wagon ready" The elf waits for Ragnar's answer.

When the lift bangs to a stop at the bottom Mund is out in a flash. He pulls up short when he sees everyone waiting at the bottom. "Did you kill them all? Man you guys don't let me have any fun." Salix hushes him as he motions for Harp and Ran to get on the lift. Ally continues his casting, this time summoning up the ghost sounds. Loud noises start to fill the tunnel, like dozens of men moving and talking. Down the tunnel, 4 bouncing torches can be seen moving away from the party.

Mund looks around "When did we get reinforcements?" Ally turns and grins "I made them up. At least that's what I'm hoping they think. But it is just smoke and mirrors. We need to move. NOW."

Round 10.

The five move on to the lift and give the rope a good tug. Seconds later the lift starts moving up, albeit slower than they had expected.

OODM: I am stopping combat at this time. Mund's rage now ends. I will write more this afternoon. If any one wants to say or do anything they may.



From: Derek

Subject: Up top

OOC: Would it be worth it to shoot a fireball down the passageway? Or is this good enough for an escape from the tunnels?



From: Mark

Subject: Up top

You are not sure.

The party knows that two of the guys in plate were down. You have Ran, Mund and Harp with you.

It is up to you.



From: Kevin

Subject: Up top

Harp, his chest heaving from the run back to the lift, looks around. Kal, Surin, Ragnar and Acer were missing. They must be up in the barn. Hopefully safe. Feeling the ringing in his head and the bruises on his arms, Harp reaches into his pouch and takes out a couple of vials, swigging them down as the lift rises.

OOC: Mark, Harp will use 2 of his 5 CLW potions.

IC: As the lift reaches the top, Harp will ready his sword and head to the door of the barn to see who, in any one, may be coming their way.



From: Kevin

Subject: Up top

Unless those guys in full plate want to try and climb up the ropes, work their way around the bottom of the lift, and then get up, they are left with running back to where they came from.

I vote leave em be, and save the heater for later.



From: Josh

Subject: Up top

Kal will setup the horses as best he can, (Ride skill 7) and then go back to helping them pull up the lift if necessary.



From: Mark

Subject: Up top

No they should be up long before Kal is done. I said, somewhere, that it will take minutes with a ride skill of 5+ to hitch up the horses.



From: Mark

Subject: Up top

Time seems to crawl for those on the lift. They strain to hear if the men in armor have reached the bottom of the lift. The ropes of the lift would be vulnerable to attack and they did not want to think about what would happen if the ropes were cut. Eventually the lift reaches the top of the shaft. They can see Ragnar by himself at the wheel, sweating, and his face flush with effort. Surin is next to Acer, a few feet away. As they look around Kal has three of the four horses hitched up to the wagon and is just getting the last one from the stall.

OODM: Actions/comments/ rants.



From: Derek

Subject: Up top

Allistair cuts in quickly. "Everyone off the lift now! We'll disable it so that it can't be used without a time-consuming repair. Cutting the ropes should do the trick."



From: Kevin

Subject: Up top

Harp heads over to the door of the barn and takes a quick look out to see if there is anyone coming or what might be going on (i.e. a large group of torches headed toward the barn).

OOC: Mark, can I assume Harp took the two CLW potions I mentioned in my earlier post?



From: Mark

Subject: Up top

Yes.

Cure total 13 HP for Harp.

Update your sheet.

Any one else who has used spells recently please update the spell list.

If you want to take any potions let me know.



From: Derek

Subject: Up top

Once the lift is disabled, Allistair talks to Salix and the rest of the group.

"Unless there is something else I am unaware of, our two methods for getting out of here are busting out on the wagon and going for speed, or sneaking out. If we bust out, I have two fireballs that should be very helpful in that regard. Using the wagon will give us greater speed. However, we will almost certainly be pursued.

"If we want to sneak out, I think we can get everyone out using either flight or invisibility. I have sufficient power to give two people the ability of flight, and if I used that magic on say Harp and Ragnar, they should be able to carry Acer and Surin while flying. Furthermore since it's dark out, being just a hundred feet up should make them essentially invisible. All they would need to do is fly up a hundred feet or so and then fly horizontally until the spell dissipates or they reach our meeting place. As for invisiblity, we have 4 invisibility potions and I have the ability to make two people invisible. Furthermore I have the additional power of making someone invisible and still be able to attack and cast spells (OOC improved invisibility). We could get everyone out of the estate undetected, and then meet up and head for the wilderness or back to Bodentown. The main disadvantage that I see is that if we are later discovered we will be on foot which is slower than in the wagon."



From: Randy

Subject: Up top

"Can any of your magic be used to make the wagon and horses invisible?" Ran asks. "Either way, I think that stealth is our best bet here. Salix and I have both been weakened by the wights and I would prefer getting out of here as soon as possible. I will defer to your judgment in this Salix."



From: Derek

Subject: Up top

Allistair shakes his head. "I know of such magic to be able to make larger items invisible, but I do not currently have the ability. Also, If we use the potions we have to assume that the invisiblity from them may as short as 3 minutes, whereas if I use my own magic to make someone invisible it will last for about 7 minutes."

"If we don't want to use the potions, then we can't use magic to get everyone out right now. However, I do have access to the interdimensional space with the rope trick, which would let up to 7 of us hide there undetected for up to 7 hours."



From: Josh

Subject: Up top

"We should definitely get the Stormfather to safety. I think we should split into two groups. Salix, the Stormfather, Surin and one of the big folk", Kal motions at Harp, Ragnar and Mund, "should fly out of here to ensure the stormfather's and the mission's safety."

"The rest of us can figure out a plan from there. Whether it be sneaking out or riding out or whatever plan we come up with, much less will hinge on our fortunes.

"Personally? I want to go after Faldor. I'll leave that up to the group, but once the stormfather is safe it seems like the best course of action."



From: Derek

Subject: Up top

"Getting Acer to safety is the top priority, but I don't know that the rest of us are in much of a condition to do anything. I'd like some assurance that the tribes are at least safe for tonight, but I'm willing to assume that the rescuing of Acer and the fact that the alarm has gone up in the compound will keep the foul ceremony from occuring tonight."

"We might try hiding in the woods on the compound. Even with the various tribes here, there is still lots of unimproved woodland here on the very property that we could use to hide out it. Especially if they expect us to try and get as far away as fast as possible."

Allistair pauses as he has another idea. "Not only if the expect us to get away, but especially if they actually see us getting away. How about this? With potions and my magic, everyone but Mund and I go invisible and sneak into the woods north of here. Then Mund and I cover up the wagon to make it look like there are more people in the back, including Acer. Mund and I ride out as fast as we can on the wagon, using a fireball or two to break through the gates and cause general confusion. We get on the road at full speed, and then Mund and I will fly up and disappear using my magic. We can then fly back unseen to where the rest of you are, or at least back to the forest where Mund's outdoor skills and Sysyphy's scent ability would help us locate you quickly."



From: Randy

Subject: Up top

Ranthir listens and nods more and more as Allistair spells out his idea.

"I had thought of using the wagon as a distraction but it seemed like it would draw attention sooner than we might like if we were trying to sneak away. If we follow this plan, then hopefully the pursuit will follow the wagon long enough for us to put some distance between ourselves and this foul place."



From: Kevin

Subject: Up top

Harp listens to the group discuss ways to get outside.

'I would rather be on the outside of this place than on the inside. What if Ragnar and I fly out with Surin and Acer, those remaining get on the horses, leave the barn, and then toss a fire ball in the barn. During the distraction, you could ride out to try and find the tribes. If you don't find them, Ally could set up his rope trick until tomorrow morning, when the rest of you could fly out and meet us back in town."

Harp will go along with whatever is decided, but will emphasize that he would rather be outside of the estate.



From: Josh

Subject: Up top

Kal strongly agrees with Harp's sentiment. If we can't go after Faldor he wants out tonight.



From: Karl

Subject: Up top

Once off the lift, Salix rushes to the Stormfather. "Father, I feel so stupid waiting until now to ask this, but have you been poisoned? Do you know? Sister Sephira was given some vile drink that kept her from wild shaping. I prepared the blessing to remove poison today, in case the same was done to you."

(OOC - Salix will cast Neutralize Poison on StFr Acer)

As the others discuss ways to escape, Salix listens to each idea. "Yes, our first duty is to get the Stormfather to safety. I believe that safety is outside the estate, not within it. We should not hide here. I think we should fly out. One of Ally's fireballs into the barn should keep people distracted a bit while we make our break. Remember, I do not need a spell to fly. I can become an eagle and follow whoever is carrying the stormfather. We need to get away from this estate and this town. If we can get to any part of the Great North Woods that Faldor hasn't corrupted, we will have an advantage."

(OOC - Mark, how far are we now from the GNW, assuming we head straight for it. How far before we'd be out of the parts Faldor has corrupted? How far away is the nearest druid outpost?)

Plans

From: Mark

Subject: Plans

Ok I need to know what the parties plan is. Salix can wildshape and Ally has two fly spells. Depending on who flys, maybe a total of 5 people out of 10 can get air born. That includes Acer. The party now numbers 9.



From: Kevin

Subject: Plans

Mark, could Harp carry Kal and Surin, while Ragnar carries Acer? Is that within the acceptable limits? The spell says a person can carry thier max load plus armor.

We could get 6 out flying that way, while the other three (Mund, Ally, and Ran) ride to try and warn the tribes. Maybe???



From: Mark

Subject: Plans

As long as the weight imits of the spell are not broken, I do not care who carrys how much. Just remember you need to take all their gear with them.



From: Josh

Subject: Plans

How many people can we get invisible and for how long?



From: Kevin

Subject: Plans

OOC: Here is what I got from Sakeriver. Harp can carry 300 lbs. Ragnar can carry 230 lbs.

Surin weighs in at 59 lbs with full gear - 35 lbs + 24 lbs for gear. Kal totals 170 - 130 + about 40. Total of those two is 230 lbs.

I doubt that Acer weighs over 230. So Ragnar could carry him.

Salix can wildshape, so we could get 6 of the group out either flying or by flying themselves. The other three could then ride to find the tribes and maybe sneak out with them and meet up outside the estate later on.

Karl, your call.



From: Bryan

Subject: Plans

Surin has a few invisibility potions. If we really need them, they could be used. Not really much point to wasting them in a situation that doesn't require any particular amount of cunning though.

By the way - I'm sorry for not being as attentive over the last few days as I could have been. Things're busy.



From: Karl

Subject: Plans

Any chance Salix could wildshape into anything strong enough to carry Surin? Or Acer?



From: Mark

Subject: Plans

Ok Salix can wild shape into any animal that is medium sized or small sized.

The smallest person is Surin at 59lbs.

A creature with a STR score of 6 has a max heavy load of 60 lbs. A creatures with a STR of 9 has a max Medium load of 60.

If you can find a Medium sized bird that has a STR of between 6 and 9 then I will say yes, Salix can carry Surin. It will slow him down and decrease his manuverability rating.



From: Kevin

Subject: Plans

Karl, I don't think there is any need for Salix to carry any one. Harp and Ragnar can get a total of 5 (counting themselves) while Salix wildshapes makes 6. The three remaining previously said they wanted to go warn the tribes (Mund and Ally for obvious reasons), so I think that makes a good plan. We could give them the potions of invisibility, Shield of Faith, and the CMW potions, they can take the horses and ride away. We can plan on meeting them somewhere in a day or so. But, if we can get our target and 5 party members out now, that will accomplish alot.

IMHO



From: Jason

Subject: Plans

Sorry Ragnar hasn't been saying much... its mostly because he's pretty satisfied with the way the plan seems to be shaping up. That being said... I can't help but think -

The best-laid plans o' mice an' men

Gang aft a-gley,

All this preparation will go out the window when we walk out the barn door and run into Faldor :)



From: Karl

Subject: Plans

(OOC - What needs to be done to restore the Stormfather? Will healing do it, or is some other spell needed to restore sight and removed body parts? How far are we likely to get with the flying spells? Could we get back to the city?)

OK, here's what I see:

1. We need to get the stormfather to safety.

2. We need to get him healed and as strong as possible as quickly as possible.

3. We need to warn the tribes.

4. We ought to see if the Upright Man was able to free Sister Sephira, and collect her from him, if he has.

With that in mind, I propose the following turn from Salix. If anyone thinks this is really wrong, then I'll leave it to Kevin to alter this turn as he sees fit on my behalf. I won't likely be able to check in again until Monday evening or so.)

"OK, we need to get out of here as soon as possible, but I don't think we will get far without some rest, and the Stormfather is in no condition to travel very long. Harp, if you can carry Kal and Surin, and Ragnar, if you can carry the Stormfather, you can fly under Ally's flight spell. I can wildshape and join you.

The other three of you can create a distraction, destroy the barn with a fireball or something, and head out to warn the tribes if you feel you must. Remember, though, that although these tribes probably don't know they are unwitting sacrifices, they *have* willingly allied themselves to the destroyer, Faldor, for promises of power. I believe they will just as likely try to capture you and turn you over to Faldor to curry his favor and perhaps improve their promised reward. Never underestimate the blindness of greedy men. Do what you must but do it quickly and don't let your guards down. Whatever happens, meet up with us as soon as you can get away."

(OOC - If we can get the 6 of us back to town, we can probably hide out in the room, or perhaps Surin can gain us temporary refuge with the Upright man. We can hide out in Ally's rope trick as soon as he meets up with us (assuming he still has it available. If the city is too much of a risk, then we head out to the nearest un-corrupted wooded area.)



From: Mark

Subject: Plans

To get Acer back to normal will take a regeneration spell. He will be able to move on his own, at least maintian balance on his own, with another major healing spell.

Ally's fly lasts 7 minutes. If a person is carrying a heavy load or wearing heavy armor then the move rate is 40. That means Harp, carrying his max load, could travel 400 feet a minute or 2800 feet in 7 minutes. I think that that is only about 1/2 a mile.



From: Karl

Subject: Plans

OK, one last check in before I'm off. Regarding my previous turn and the info below, maybe we want to leave one other person with the three going to warn the tribes. Maybe we also want to go due south toward the Great North Woods. It's 12 miles to the edge, but we're also several miles from the town and we'd have to bluff our way past the gates or something. I say we head south, hide in the woods and heal Acer as much as possible, then find out what we can about sister sephira, whether she needs to be picked up or not. If I remember correctly, she can wildshape herself and probably get to the woods herself, if the Upright Man was able to get her out of her cell and safe enough to shake off the effects of the potion they've been having her drink. Can anyone in the party do a regeneration spell?

Anyway, if we need more input from Salix before the next turn, let Kevin speak for him. I'll be back on Monday night.

Input

From: Jason

Subject: Input

We don't currently have any method of regenerating Acer's lost limbs, nor do I believe we can restore his sight; Ragnar can cure blindness but not regrow eyes.



From: Mark

Subject: Input

I would like to get everyones input on Karl's plan. This could be a very signifant point of the adventure, so I want to make sure that everyone is in agreement with the course of action.

Please check in and let the group know your opinion, both as a player and as a character.



From: Derek

Subject: Input

I think we should have as many fly away as possible (Harp carries Surin and Kal, Ragnar carries Acer, Salix wildshapes) and Ran, Mund, and Allistair will use Ally's invisibility spells (7 minutes of invisibility as opposed to likely only 3 minutes of invisibility with the potions) to get away, warn the tribes, etc. If we have more than 3 in the non-fly group, then someone will have to use an invisibility potion which will put them at risk since they will have a shorter duration.



From: Bryan

Subject: Input

The 'off' person could always use more than one potion.

The plan sounds good to me.



From: Kevin

Subject: Input

Harp is OK with the plan. He wants to get out of this evil, death filled place. If Mund and Ally want to go warn the tribes, thats OK, but it was not one of Harp's goals originally.

Mark, in Karl's place, I am going to ask if the group thinks if this is the best place to cast the spells? Given their limited flight range, they may want to try this closer to the wall. Harp will also suggest that they leave most of the potions they have left with the three that stay behind.



From: Mark

Subject: Input

Well this is the closest place to the wall that is concealed and they know that there are not members of Faldor's minions.

A half mile of flight will get them easily out side the wall section of the estate and on the road back to town or towards the GNW.



From: Kevin

Subject: Input

Coo. Then here it be.

Waiting for the others to check in.

Vote

From: Randy

Subject: Input

"I don't feel it is necessary to warn the barbarian tribes anymore. Without the Stormfather to sacrifice, I do not believe they are in the immediate danger that they were before. I think that we should all try to make our way out of the estate and to Sephira or the woods."

Ran looks to Mund and Ally.

"If the two of you still feel strongly that we need to warn the tribes, I will go with you but I wonder. If the barbarians do not get what is promised to them tonight will they still work with Faldor or are they likely to become angry with him and possibly try to harm him for his lack of honor?"

"My other concern is the weakness that I still feel. I cannot be as effective until I am cured of the damage done to me by that undead thing."

OOC: From most fantasy I have read, it does not take much to piss off a tribe of barbarians. Breaking your word like Faldor has (even if not his fault) would set them off enough to start a battle. I don't think Mark would make it this easy for us though.



From: Porter

Subject: Input

Sorry that I haven't been weighing in on this until now.

I don't like the plan. While Mund thinks warning the tribes is a good thing, he's not terribly interested in doing it without y'alls help when he and Alley have already blown their wad getting the Stormfather and the rest of y'all out. Considering how dangerous it would be (i.e., possibly suicidal), and the fact that without the Stormfather, there's a fair-to-middlin' chance that the ceremony won't happen anyway, I think that an expiditious retreat might be the best for everybody.

Seriously -- unless the tribes are somehow persuaded by some extremely uncharismatic guys with zero proof, the warning group is quite likely dead.



From: Kevin

Subject: Input

OOC: If that is the case, then, since Karl is not going to be able to check in until tonight, I will have Harp suggest that they have the 6 of the group fly out as planned, have Ally, Mund and Ran ride out, wiht Ally throwing a fireball into the barn as a distraction, and then meeting the rest of the group down the road toward town.

Does that work???



From: Jason

Subject: Input

If everyone's leaving, why don't we just stick together until/unless it becomes necessary to send Acer ahead? That way if there is trouble on the way out that's too much for three people, but not bad for eight, we're in a much better way.



From: Mark

Subject: Vote

So I guess I need to take a poll.

The choice are stay together and escape with Acer.

Split up and one part go warn tribes and one part escape.

Place your vote. I will try and write something up late tonight so that you all have a chance to vote.



From: Jason

Subject: Vote

Vote for sticking together.



From: Josh

Subject: Vote

Sorry I took so long to weigh in.

It looks like we're not going to be going by the tribes, but if we change our mind on that Kal would offer to go in Ran's place since Ran's been weakened.

Either plan looks good to me. Fly as many as possible out and have the rest sneak out. Again Kal would switch places with Ran and volunteer to be invisible since Kal's in pretty good shape still.



From: Josh

Subject: Vote

I'm for sticking together, but I don't care much one way or the other.



From: Porter

Subject: Vote

It seems that the only vote we need to take is this:

Is there anybody who wants to split themselves (instead of others) off to go talk with the tribes?

So far, I don't think anybody does.

Personally, I'd love for us to do something, if somebody had a good plan. So far, our only plan is to walk in and talk to them, without any means of escape. Mund don't like that plan.



From: Derek

Subject: Vote

Ally's also for sticking together. If we run into more trouble, then it only takes two rounds for Ally to cast fly on two people, and then Ally could use invisibility for the rest of us.



From: Kevin

Subject: Vote

We can stick together if Mund and Ally are not worried about warning the tribes now.

Any suggestion as to how to get by the guards on the way out?? Blow them all to hell or try to bluff our way out?

Blowing them up will get us noticed. Maybe we can catch the barn on fire and then get out while the guards are trying to stop the fire.



From: Josh

Subject: Vote

I think we just fly and invisible our way out. The less stuff happens the more confused they'll be. Uncertain of if we left or if we're still around, what we're planning, etc.



From: Randy

Subject: Vote

Stick together.



From: Kevin

Subject: Vote

Mark, the problem is that we can't all get out together without being noticed.

IC: Harp takes stock of the situation. Ragnar and Salix were over looking after Acer. Ran was to the side, looking somewhat worse for wear. That wight had taken something out of him, that was for sure. Mund was in definite bad shape, and they did not have much time to get out of here. Walking over to Ran, Harp pulls a couple of small vials from his pouch. "Here, take these, they might help a little." (OOC: Gives Ran 2 CLW potions - Harp has 1 left)

IC: "Ok everyone, we need to get out of here, and we need to do it fast. I don't think we can bluff our way out like we did getting in, so I think it is time to start using some magic. You guys remember when we had to get up that waterfall cliff a while back? Well, I think we need to do the same thing here. Ally, you said earlier that you had a couple of spells that would let us fly? How much can we carry?" (OOC: Insert Allistair's answer here. I know how much but want to leave the space) IC: Ok then, I could carry Surin and Ran, probably, and Ragnar could carry Acer. Salix, can you turn yourself into a bird again and fly yourself out of here? (OOC: Again, I know the answer cause we have seen Salix do it before and Karl has mentioned it) You can?? Good. Alright, that leaves Mund, Kal and you, Allistair. We have these potions of invisibility we got from the Mockers. Can you use those along with any other spells you have to try and sneak back through the gate?"

Assuming they come to an agreement, they will set a place down the road (about 1/2 mile) toward town that they will meet up.

OOC: I am sorry if I am overstepping the bounds of courtesy. We could go on for weeks working out a plan, but in the end it will probably come down to some version of this. We could exchange Ran for Kal but since Kal has a higher move silent skill he would be the most likely one to try and sneak out. Overall there is no way to get all 9 of us back through the gate using the wagon. The alarm has been raised and a wagon trying to leave the estate is gonna get seen. As it is, we can get 5 team members and our goal on the other side of the wall in less than 10 minutes. Mund and Kal have good move silent skills, and Ally has no armor to make any noise. Even if he does, Mund and Kal should be able to help protect him. Ally has to go so he can cast invisibility on the other two.

Does this make sense?

Again, sorry if I am railroading.



From: Karl

Subject: Vote

I don't think you're railroading at all. I'm fine with what you wrote below. I'd only question whether you are dead set on meeting on the road toward town? Are we going to try to get back into town? If not, then we should go due south where we will be closer to the GNW. If Ally has his rope trick still available, we can hide out in that until dawn and get some rest, then hightail it to the woods. It will be much easier to get the stormfather to safety (and restored) if we find druids quickly. That's going to happen in the GNW and not in town.



From: Derek

Subject: Vote

Ally's rope trick can only hold 7 people, and only for 7 hours. We should go towards the GNW, but stay well off the roads. Between Salix and Mund we should be able to find our way even without the road, and not risk detection. Of course once we've all had a chance to rest and heal we can deal with a whole lot worse, but until then we should minimize chances detection and pursuit.



From: Josh

Subject: Vote

I think Mund, Kal and Ally are the best group to leave behind. If things get bad we can hide in a rope trick, and we can all move pretty silently.

Someone better tell both Kal and Mund that Allistar's in charge though, or it could get ugly.



From: Kevin

Subject: Vote

All right, as before, but when we leave the estate, we head toward the GNW, which ever way that is. Harp will take Surina and Ran, Ragnar will take Acer, Ally can cast fly on them and they will fly out of the estate. Kal, Mund and Ally can make their way out of the estate as best they see fit. They could climb over a part of wall away from guards or they could sneak out while invisible from the gate and then make their way to meet the others. Salix can wildshape and keep an eye on each group.

Mark, does that makes sense? I cannot find my copy of the estate map you sent a while back, but if Ally, Kal and Mund can find a way out that avoids guarded gates, that might make sense as well.



From: Karl

Subject: Vote

Agreed. The direction should be due south toward the GNW.



From: Kevin

Subject: Vote

Mark, I tried to find it back in the January archives but was unable.

Remind us, how tall are the stone walls along the south side of the estate (the wall bordering the road)?

The two flying groups (Harp, Surin and Ran, Ragnar and Acer) will head just a little west then turn south to avoid the main house, heading toward the GNW. Salix can fly around and keep and eye out for pursuit or other dangers. They guys who are not flying can either try to sneak out the main gate or try to climb the wall, if it is not too high.

The great escape, healing

From: Bryan

Subject: vote

Sticking together sounds like the better option, but we can do so by flying/sneaking out and rendezvousing at another location (thus being apart for a very short length of time), that would work best.

As for the need to warn the tribes - there's always a better chance that things will work out well for the party as a whole with us all together. If the party (or a portion of the party) is overwhelmed, it'll be rather difficult to warn the tribes or to extract acer at all.

That said, I'm heading out of the country tomorrow, and thus may be unavailable for a day or so. If I cannot respond in a timely manner to the course of events, feel free to have Surin act in character :)



From: Mark

Subject: Turn

Ok I have a few overnight things to catch up on and then I will work on your elligies, I mean a turn.



From: Kevin

Subject: Elegies

I believe they are called Eulogies.

The sad state of public education



From: Mark

Subject: Elegies

I called my wife to ask her and this drove her to Oxford Online to find out which is correct.

Additional comments from Jenn: Remember, eulogy is a speech of praise, typically but not always for a person who just died. Keep an eye out for elegy.

Additional comments from Jenn: And elegy is a poem or song of lamentation, typically but not always for the dead. L,J

So that public education was actually pretty good.



From: Kevin

Subject: Elegies

Either way, neither of them is spelled with 2 "L"s, as your word was in the intial post.

By the way, it was HER education that was good. You were too busy chasing freshman girls around to get much of an education.



From: Mark

Subject: The great escape begins

The party spends the next several minutes discussing how to get off of the estate. Outside the barn the sounds of alarm can be heard. Voices in the distance shouting warnings and commands can be heard quite clearly, even if the specific commands are unintelligible. Occasionally the party hears the thudding of a horse galloping by. The party quickly decides that most of them should use Ally's fly spells to fly off the estate. Salix will change shape into a bird and keep an over view of the happenings. The two brothers, Ally and Mund, along with Kal will try and get to the wall and climb over it with out attracting attention.

"You two" Salix says, pointing at Mund and Kal "Ally is in charge." We meet ½ mile south of the wall. I will keep an eye on you and guide you to where the others are. Remember, it will be dark out, so move carefully, but as fast as you safely can. We don't have time for broken legs or ankles." Mund nods resentfully while Kal bows graciously.

Surin pulls on Salix's robe. "Can I talk to you for a few seconds? I've got an idea." The druid nods and the two move away a bit, the halfling whispering in Salix's ear. A minute later the two are back, a huge smile on Salix's face. "Kal, Mund, help Surin. Do exactly as he says." The druid then moves to the horses and starts whispering to them (Handle animal, take 10, 10+9=19, success). Several minutes later Hanz and Franz are tied to the handles of a couple of rakes, sitting on the bench on the top of the wagon. Salix looks around. "OK people, we need to get a move on. Every one knows what is expected. Ally, it is all yours."

The mage nods. Harp nods and picks up Surin and Ran. Ally chants his spell and touches Harp with a feather. Ragnar picks up Acer and Ally repeats the words and gestures. "Kal" Salix says, open the barn door." The elf pulls the door back and the two fighters move to the door and start floating upwards. Salix looks at the other three still there. "Ok you guys, move out. I'm last out. Good luck and try to avoid any fights." The three check the potions at their belts and head out of the barn and towards the wall. Salix talks in a louder voice "Ok you four, time for you to get out of here as well. You know what to do." The largest horse, the one in the front, neighs and shakes her head. The wagon leaps forward and heads off down the road towards the back of the estate, Hanz and Franz, still gagged, bouncing wildly in place.

Salix nods and concentrates on the form of an owl. Seconds later, a pale shadow in the night, he takes wing, looking for his companions.

OODM: I will write more when I have heard back from a couple of people.



From: Kevin

Subject: The walls

The wall was made of stone for the first 10 feet and then had 10 feet of fence on top, for a total of 20 feet.



From: Kevin

Subject: The great escape

OOC: Up, up and away, in my beautiful, my beautiful 1/2 orc (or so to paraphrase the 60's song).



From: Mark

Subject: The great escape continues

As Salix takes wing he circles around the barn for a few seconds. He sees Ally, Mund and Kal move a short distance away. Mund and Kal each take a potion and disappear. While they are drinking Ally chants and also fades from sight. Salix wings higher, watching as the wagon heads off north. Half a minute later he sees Ally pop back into sight almost at the stone wall surrounding the estate. Back at the barn a platoon of soldiers carrying torches double times it into the barn. Ally, using the torches as a guide, chants his spell and winks from sight again. Salix watches the red ember fly in a straight line towards the barn and burst into flame just outside the door. The fireball engulfs a large portion of the wooden structure and most of the soldiers. Seconds later, burning bodies scattering, the building goes up in flames.

Salix circles the estate as he gains height. He sees the beehive of activity that it has become. People are running every where, shouting, screaming, yelling orders. There are spots of chaos and some of order. It looks like some of the garrison leaders have organized a defense of the gates. 20 or so figures stand there. In the middle is a strange form. Salix recognizes it as a bugbear. It seems that this creature is giving orders and that the men are listening to it. Horse men are passed through the gate, heading towards town to the west. A few even head east. Salix can tell that the estate is slowly organizing itself to the warnings that were sent from the temple.

As Salix goes higher he turns his attention to the north. He sees a small contingent of horsemen riding after the wagon, torches pin pointing them in their chase. The ½ elf decides it is time to get out. He heads higher and starts to look for his companions who are flying. It takes him a minute or so to find them and he is pleased that they seem to be heading in the right general direction. He flies past them, getting their attention. Once he is sure they know who he is, he guides them a bit more south, heading right for the Great North Woods. To his sight, the woods stand off in the horizon, a dark line in the night sky.

The three at the wall almost do have some small problems. They find it hard to keep close to each other since they can not see each other. Ally has to keep suppressing his spell so that the others can orient on him. This almost gets them caught once when a group of mounted guards pass only 80 feet from where they are. Finally they get to the wall and Ally turns and sends one of his last fireballs into the barn, starting a small inferno. He quickly goes back invisible and the three start to climb. Mund scampers up like a monkey and waits at the top of the stone for the others to join him. "Are you here yet?" he keeps whispering. Kal and Ally have a harder time of it. Both of them work hard at climbing but seem to make very little progress. Mund suddenly realize that he can see Kal about 5 feet to his left. Mund whispers "The potions have worn off. We need to hurry." He reaches down a hand offers it to Kal.

OODM: Actions. Ally's spell still has 4 minutes left.



From: Mark

Subject: Correction

The town is to the east not the west.

I need to have my terrain map when I write these things. The part about horsemen being sent both directions is correct.



From: Derek

Subject: The great escape

OOC: How dark is it where we are? Are we mostly out of sight even though Kal (and probably Mund) are visible?

Once Kal is up, Allistair pulls out his rope and tosses it up to Mund. "Hurry and help me up! When we get over you might want to drink another one of those potions. It looks like Kal's has already worn off."



From: Mark

Subject: The great escape

It is dark night, you guys can see about 5 to 10 feet tops and that in black and white only.

Mund knows the potions have worn off. He saw Kal. You are mainly out of site but there are mounted patrols being made. And at a much higher alert than usual for some reason.



From: Derek

Subject: The great escape

Assuming the three of us get over the wall safely, we still have to cross the road and get as far south away from the estate as possible. If it looks like there aren't any patrols coming or going and we still have cover of darkness, then we'll just go as is. If it looks like me may still be seen, then Ally will suggest that Kal and Mund each drink another potion and then they can cross the road while invisible.



From: Porter

Subject: Healing

A bit of retconning:

I forgot to mention that Mund has gotten pretty low on hit points. Before we split up, could he get some healing from somebody?



From: Mark

Subject: Healing

I was wondering about that.

You can go ahead and do that, assuming any one wants to, or can, heal him. :)

Does he have any potions?

Randy, is Ran going to use either of the potions Harp gave him?



From: Porter

Subject: Healing

Mund has two potions, but he'd love to keep them for the escape, since they won't have any healers with them.

Do Ragnar or Harp have any spells left?

Also, I don't have Mund's potions written on his character sheet. Could you help me figure out what level they are? The first one is one of the ones that was given to us when we went out to get the first gem in the labyrinth. The second is one that we found in the labyrinth.

Also, where did we get these invisibility potions?

Also, sorry for being a little out of it lately -- I'm stretched a little thin these days, but I think I'll be able to keep up with this game.



From: Mark

Subject: Healing

The Mockers sold Surin some invisiblity potions. He sold the armor that Kal and Harp got off of the press gang they beat.

I will have to check on those two potions. It has been a while.



From: Porter

Subject: The great escape

How close to each other are Allistair and Kal? I'm thinking of having Kal drink a potion, Mund drop a line down to the two invisible guys, and then Mund drops down to the outside and helps them climb up by pulling on the rope.



From: Kevin

Subject: Healing

We also had 5 CMW potions, either from the Mockers or the press gang, I do not remember which. At some point, we divided them up, but I am sure that those folks who were flying away would have been more than willing to give them up to Mund.

Mark, I don't know Mund HP needs. Would 3 CMW potions get him back to normal?



From: Mark

Subject: The great escape

Ally is a few more feet to the left. The problem is that Mund is only to the top of the stone. He still has to get over the iron fence at the top. That will be tougher. It is also 10 feet high with spike things at the top.

Actually Mund will probably find it very easy to get over. It is the others that will find it hard.



From: Mark

Subject: Healing

Probably pretty close. The rolls are variable. A CMW does 2-16+3 for a total of 5-19. Three would do 15-58.



From: Porter

Subject: the great escape

OK, then my suggestion is for Kal and Mund to both take another potion, Mund will take Alley's silk rope up to the top and tie it off so that he can help the other two climb.



From: Derek

Subject: The great escape

Actually, he should tie the middle of the rope off so that we can climb back down the other side.



From: Randy

Subject: Healing

If his hit points on his character sheet are correct (53 of 65) then I don't think so. His concerns are more for the weakness than actual damage.



From: Porter

Subject: Healing

Good idea -- that way one can be climbing down while another is still climbing up.



From: Mark

Subject: Healing

Let me verify but I think his total is the 44. That includes the damage from attacks as well as the HP lost becuase of the stolen level.



From: Porter

Subject: Healing

Mund currently has 33 out of 75 hit points. He's been damaged a little big at practically every encounter we've had so far. Which is good, because he can take it more than anybody else, but I'd like to not leave it where it is.



From: Randy

Subject: Healing

If it's the 44 he'll take one of the potions.



From: Mark

Subject: Correction

The creature leading the guards at the gate was a hobgoblin, not a bugbear.

Teaches me to write stuff at work and leave the reference stuff at home.



From: Jason

Subject: Healing

Ragnar will gladly sacrifice invisibility purge to cast CSW on Mund before he leaves for 3d8+7.



From: Porter

Subject: Healing

Yay Ragnar!



From: Jason

Subject: Healing

He'll also sacrifice Comprehend Languages and Command for 2 CLW (1d8+5) for whoever needs it more (Ran or Mund)



From: Josh

Subject: the great escape

Kal's got some rope and a grappling hook in his bag.

Retcon: Back in the barn

From: Mark

Subject: Retcon back in the barn

Just as the party is getting ready to leave Harp speaks up. "We should use those healing potions now so that we are better prepared for any danger we meet." Ran and Mund start to take out their potions when Ragnar signal them to stop. "I don't think they should waste the potions when I am here. We are going to separate. I won't be able to help them then. Let me ask the Battle Lord for some of his healing grace and let them keep the potions for when I am not around." Harp nods in agreement and the dwarf goes to the two fighters. Mund is obviously in the worse shape of the two. Ragnar chants the prayer for serious healing (heal 23). The cleric then turns to Ran.

"I can heal some of the physical damage you have taken, but there is a deeper damage to your soul that I am unable to touch at the moment. You will have to deal with this a bit longer." Ragnar chants one of the basic healing spells and lays his hands on Ran's obvious wounds (heal 10). Ranthir nods in thanks the cleric.

Mund looks a bit sheepish. "Godspoken, if you have any more of them fancy healing things, a bit more would be mighty fine." Ragnar smiles and chants the basic healing prayer again. As he lays hands on the barbarian he tells him "The Battle Lord smiles on us today." (Heal 12).

Salix calls the party to attention.

OODM: My wife surprised me with things to do tonight so this is all that will get out. I will try and get more tomorrow morning. Ragnar was a healing machine.



From: Porter

Subject: Retcon back in the barn

"Thank you kindly, Ragnar."

Mund goes to the Stormfather and whispers in his ear. "Grandpa, it's me again. Listen, the party's splitting up. We're gonna fly you out of here, but we don't have enough magick for all of us, so I'm gonna have to stay behind and make it out on my own. I know I said I'd get you out of here, but I'm gonna have to leave you in the hands of my friends. But they're good hands, so don't you worry none. Hopefully by the time I get back you'll be feelin' better."



From: Karl

Subject: Retcon back in the barn

OOC - just so we all remember, Salix got wighted, too. nobody cares about the druid.



From: Porter

Subject: Retcon back in the barn

Nobody cares about the druid? This whole quest is to save the druid, and it looks like we're going to save two of them! :p

Three at the wall, move in the dark

From: Kevin

Subject: Retcon

OOC: Really, no pain, no gain. It means more when it costs you something. I mean, Acer has lost his eyes and tongue, Sephira has lost more than that. All Salix has lost is a level, and he can get that back.

Trust me, with my brother, it will get worse. Much worse. We are going to be fighting ultimate evil at some point.



From: Kevin

Subject: Retcon

OOC: I should have sent that with a smiley attached. I know how hard it is to have a character you have invested time and energy into have something serious happen to them.



From: Karl

Subject: Retcon

No worries. I was mostly just kidding anyway. :)



From: Mark

Subject: Retcon

Acer has also lost his hands. I wanted to take the feet but Geoff thought that that was too cruel.



From: Mark

Subject: The next week

Ok here is the deal. I have one more project to finish this morning and then I should be able to write a turn. After about 11:30 I am going to be on the run almost all the rest of the day.

On Monday is the big marching band thing that I am running the housing for. I expect to be busy from 3AM Monday until 7Pm on Thursday when the last Corps pulls out. Depending on how many people volunteer at the meeting tonight, I might have more time during the week. If not many do I expect my posting time will be very limited. We will see. I am taking off for vacation next week, but I do not see it as being very relaxing.

I will be going to Origins gaming convention on Friday July 6 with several of the RL game people. I am hoping to get a Belkar pin from Rich Burlew at the GITP booth. I am also on a mission for the wife to get a bunch of new dice for her to use.



From: Mark

Subject: Three at the wall

Mund sits on the flat part at the top of the stone wall, holding on to one of the iron pickets of the fence when Kal pops back into view. "Magiks worn off. Hurry you two" he whispers in a loud voice. Kal's frustrated voice comes out of the darkness "Not all of us can climb like monkeys. Care to give us a hand?" Holding on to the iron bar with one hand, Mund leans over the ledge and reaches down to help Kal. Before the elf can reach over another hand slaps into Munds. Ally's voice comes from nowhere "Sorry Kal, but Mund is the climber in the family. I'm just barely holding on here." Kal nods grimly as Mund pulls an invisible shape up to the ledge. A few seconds later the barbarians hand is back down helping the elf up.

Once on the ledge Ally pops back into view. "Mund, there is no way I am going to be able to make it over that fence. Any ideas?" Before his brother can respond Kal speaks up "I have some rope and a grappling hook. Will that help?" Mund growls at the elf "Why didn't you say so earlier? Get it out." Kal scrambles on the narrow ledge, digging the climbing gear from his pack. A minute later Mund has the rope and hook over the top of the fence and down the other side. He uses the hook to secure the line on this side of the fence. "I'll buy you a new rope and hook when we get back to town" says Mund. Ally finds it much easier to climb using the rope. He does have a bit of a problem with the pointed ends of the fence posts and gives himself a good scratch (REF save, DC15, 8+2=10, fail, damage 2). Kal also climbs over and catches his thigh on the same spike as Ally (REF save, DC15, 5+7=12, fail, damage 1). Mund scampers over last, easily avoiding the sharp points (REF save, DC15, 12+7=19, success).

Using the rope, the three drop to the ground. Ally figures he still has a minute or so on his spell. "You two should each take another potion and we should head out due south. Let's try and stay as close together as we can. We don't want to get spread out too much." The other two nod and drink the last of their potions. Ally disappears again and his voice comes quietly from the dark "Let's go." The next minute or so is spent moving through the farmland that surrounds the estate. It is not really heavy growth but it is still difficult for Mund and Ally in the almost pitch black of night. Before they have gone too far Ally senses that power of his spell has finally spent it self. Talking in a normal voice he calls to the others "My spell is done. Form up on me so we don't loose each other. If we get ambushed, stay quiet and look for a chance to strike from behind."

Ally is startled when an owl almost knocks him over. The bird makes a quick circle and then heads off a bit more to the left of the three. "I guess we need to move a bit that way" Mund says. Ally grunts agreement and the three head off. 15 minutes later the owl leads them to a small thicket where they find the others waiting for them.

OODM: Due to terrain and light, as well as Acer, Surin and Ragnar, the party can only move at 20. What does the party want to do now? Does Salix want to stay in owl form? Does the party want to do Rope Trick? Remember the casters can not regain spells in the rope trick.



From: Kevin

Subject: Three at the wall

Mark, I know that the Rope Trick only last for 7 hours, but why would the spellcasters not be able to recover their spells, except mayby Ally? Whether Ragnar, Harp and Kal rest in there or out in the open does not really matter. But, 7 hours of safe hiding will be more restful than 7 hours on the run and trying to hide out in the open.



From: Mark

Subject: Three at the wall

They need 8 hours of unintruppted rest. I am going to hold this this time. I have been flexible in the past when it was not a major portion of the game but it is this time. If the spell lasted 8 hours then they could. It does not.

Also it it only about 10 to 10:30 right now. 7 hours only puts you at about 5 -5:30. If you want to say that Harp and Ragnar can get thier stuff back with out sleep, fine, but they have to wait until dawn at 8Am or so to pray.



From: Derek

Subject: three at the wall

Once they meet up with the rest of the group, Ally is relieved to see the Stormfather and all the rest are safe. "We should keep moving for a couple more hours at least to put more distance between us and them. Can Mund or Salix cover our tracks so that it will be difficult to follow us?"

OOC: How many hours are we away from the woods?



From: Derek

Subject: Three at the wall

"Then in that case we should just get to the woods as quickly as possible. My extradimensional space will only allow 7 of us to stay inside, and it doesn't last long enough for me to get a full night's rest. I say we keep on moving."



From: Kevin

Subject: Three at the wall

Harp will offer to take the lead ahead of the rest of the group. It is still dark and he can see without any light.

If the group agrees, he will look to the owl and ask Salix to give him a lead on what way to go. He will head out that way, getting to a point about 1/4 mile ahead of the others.



From: Porter

Subject: Three at the wall

Harp can see in the dark, but he's got no Survival skill.

How much would that skill affect things during this trek?

Oh, and please let me know if my guess that Mund and Salix wouldn't be able to hid everybody's tracks is correct or not.



From: Kevin

Subject: Three at the wall

In the dark, it is prbably even money on who should be up front. During the day, no doubt that Mund should be, but in the dark.....

If Mund does go up front, Harp will offer to carry Acer. Acer sure is not going to move this distance on his own.



From: Mark

Subject: Moving in the dark

Harp can walk with out worrying about tripping over something or running into something. The 1/2 elves and elf are about the same. Ragnar is like Harp. Ally, Mund Surin and Acer are basically blind.

Salix can move at full speed and does not leave any trail at all. These are exceptional abilities.

Barbarians have nothing like that. The survival skill I would use as an opposed check modifier to someone useing the track skill. It would be a straight opposed check if Mund had the track feat.

Hiding tracks also slows a person to half speed. If Mund wanted to hide tracks in the dark he would move at 10 (1/2 speed for hiding and 1/2 again for moving in the dark.

If a person who can not see in the dark moves at full speed there is a minute by minute chance of them stumbling/falling/tripping etc and taking damage( REF save allowed for 1/2 damage)



From: Porter

Subject: Move in the dark

But Salix, being half-elf, can see in this darkness, and he could try to hide out tracks, if he came back to humanoid form, right?



From: Derek

Subject: Move in the dark

I assume that Salix doesn't currently have that useful spell that hides one's tracks?



From: Kevin

Subject: Move in the dark

Checking Salix's sheet on Sake, not right now, but he can pray for it in the morning.

We probably should have thought of that.



From: Kevin

Subject: Move in the dark

Mark, I have checked the archives, and I cannot find that we had a plan/way to contact the Council if we got ahold of Acer. Was the plan for us to walk all the way back?



From: Mark

Subject: Move in the dark

Unless he has the track feat the best he could do with the survival skill is give a negative modifier to a person with the track feat. He would be able to move at half speed and hide tracks, so he could move at 15 while trying to hide tracks.



From: Mark

Subject: Move in the dark

Not sure. I think Salix is hoping that there is someone out there. Or at least once they get in the woods he would be more comfortable evading persuit.

Turn, out of town, back in town

From: Mark

Subject: Turn

I will try and get something out this afternoon. I am catching up from being out of the office yesterday afternoon and the lady I work with is out today.

Also, tonight I am going to see Wierd Al.



From: Kevin

Subject: Out of town

Mark, I a leaving today at 11 to head to our company picnic in Kentucky. We are then heading over to Evansville for the weekend. I will have limited access to e-mail.

Karl sent me a note letting me know that he was going to have a tough time getting to a computer this weekend as well. He asked that if things started moving, he wanted me to step in for Salix. They only things that I would have Salix do is if we get to a time that he can pray for spells he is going to ask for Pass without Trace (actually, Karl asked for that) and to make sure that he has at least 2 entangle spells ready.



From: Bryan

Subject: Back in town

I'm back. I'll start playing again next turn. Sorry about the delay

- I got held up in Korea.

Questions answered, together once again

From: Mark

Subject: Turn

Sorry about no turn last night. Concert got a late start (after 8:30) and we did not get home until almost 11:30. Am busy most of the day but will try and get something out tonight.



From: Mark

Subject: Turn

Ok I am home. Working on a turn now.



From: Mark

Subject: Questions answered

The town is several hours wagon ride to the east. Salix did not see any decent sized river or lake any where near.

This is in the higher latitudes. Think middle Canada. It is late spring, IIRC, so the days are getting longer. However it is now about 10:30. The party got to the estate around 9, and it was just getting dark. It gets light around 6:30 or so.



From: Mark

Subject: Questions answered

Well Salix thinks the woods are about 12 miles due south. Remember the Great North Woods are due south for everything around here.

At a move speed of 20 that will take 6 hours to get to. I am not going to let the party hustle do to the light conditions for the humans/halfling and the presence of Acer.



From: Mark

Subject: Questions answered

Yes you have been going since late afternoon. That is when the party got up from "resting" and preparing spells/prayers.



From: Bryan

Subject: Questions answered

I cannot speak for everyone else here, but I used to hike in the woods all the time. It does slow you down, but you're hardly blind. With someone that has night vision (in the elven sense of the word ;) to guide, one would expect the party to be able to manage a decent clip.

My apologies for my silence of late - I was preoccupied with travel and a few other concerns.

Using the rope trick is a good idea, but it does kind of tie us up (Ha!) if the party is attacked while half of us are penned up in an area with a single small exit.



From: Mark

Subject: together once again

The party takes quick stock of their situation. "Salix said" says Harp "that the Great North Woods is due south about 12 miles or so. I think we should head out now and put as much distance as we can between us and this estate. The more ground those troops have to search the better chance we have of getting away." Ally agrees "That rope trick of mine only lasts for 7 hours and at least two of us would not fit, so I think we should move while we can." "I'll lead" Mund says.

Harp bristles at the barbarians assumption. "Can you see in the dark, human? You'll trip over your own feet and then we will have to carry you. I'll lead." Mund gets up in the ½ orc's face "Can you find a path? You'll lead us into a dead fall or a pit, not know how to move in the wild." Ragnar pushes between them, using his bulk to separate the two "Stop it you two, this is no time for seeing who the bigger man is. Mund, can you hide a trail in the dark?" The barbarian nods. "Harp, can you follow where Salix leads in his animal form?" Harp nods. "Good, then it is settled. Harp follows Salix and clears the way for the rest of us slow pokes. Mund, see what you can do to hide our path. I know it'll be tough in the dark, but you are the best person to do it and you can catch up when you are done." Mund and Harp both nod grudgingly and move to take their places.

The party heads out. The going is slow. Surin tries his best to keep up but the going is tough in the dark. Even Ally finds it difficult to maintain a steady pace. Ragnar carries Acer, his feet giving him a solid base. After a couple of hours the party calls a halt and Salix lands quietly in the middle of the party. His from wavers and he flows back into his normal shape. "This is going to take too long. We've only covered 3 miles and it is just after midnight. Any ideas?"

OODM: It is just after midnight. The party is still about 9 miles from the woods. Actions, suggestions, ideas?



From: Mark

Subject: Questions answered

When I say blind, I mean in relation to how fast you can move. My opinion is that when moving over unfamiliar ground, while the possiblilty of pursuit is likely, going full speed is a problem.

There is also the fact that this is over ground with no path or road. The PHB shows that the overland speed for this type of movement gets a 3/4 mulitplier for your speed since it is trackless. You are not trying to use any roads or known paths. You are sacrificing speed for not being observed.

I know that there are many members who can see in the dark, but there are 4 members who can not and one of them only moves at 20 on the best day. One of those who can see in the dark also only moves at 20, at best(both becuase of his armor and his size).

Ragnar still makes a a lot of noise in his plate armor.