Three at the wall, move in the dark
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.