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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.