Plans
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 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.