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==Escape== [Still Phoenix 15]<br> Managaratha vanishes; Gale and Diomarche fade in. "Get us out! We have to start the attack" Gale wilds up an area-of-effect flight spell to help get us out of the tunnel. There is some vague attempt at explaining what happened, which is about as muddled as one would expect. The army forces are in the midst of an army combat. We are brought back to camp, where the Red mages take a look at us, and help out a bit, but we’re not dying, so we’re not so important. But we can walk around at least. There are wounded from the fight, but the fight seems to be going well. Diomarche decides he needs to go be part of the fight, so he gallops off. Fortunately, in army combat one does not need to make Survival: Broken Lands rolls. He arrives in time to join the combat, but doesn’t have a great sense of the strategy, so he joins up with some paladins. There are five Red units and 3 Orc units, and the Red units are bigger, and the terrain modifiers have been neutralized, so it’s going fairly decisively in the direction of Red. After several hours, the orcs are defeated and the Keep is taken. Diomarche makes a Karma check! He overhears Arik asking when did Ionia get so many Berserkers, but it’s more of an idle question than a real concern. After the battle, Arik and Bryan tell us Good Work. We consult with Lisetera about various things. Diomarche is asking about using Unreality to do Strange things, like, say, break through a wall without actually damaging the wall. Cartoon physics is fairly basic thing to deal with. Things like “what could this have been?” is harder. [Phoenix 16] The next day, Stella drops 8 DI and heals our terrible broken bones. Vidan sets up a ritual to sanctify the Broken shrine, and with the Rush and Nameless priests he crushes it. Lisetera talks about her plans to free the Prince, and wonders if we’re going to join her, or if there’s another plan. We’re closer to Green than Blue. And we have a Flying Boat now. Talking to the merfolk may be quicker, though. Gale gets Lisetera to generate an unreal version of her, and *that* Gale knows merfolk in the eastern ocean. (Lisetera points out they might not know her). The plan: swing by the Plains of Gedden before going to find the merfolk. Well, Vidan asks Navere first. After a terrible roll, Navere thinks that neither Green nor merfolk are the place she would send us, but merfolk is closer to right? Well, that doesn’t help very much, but at least convinces us that merfolk is probably not a terrible thing. Off we go! We stay in the boat, to better evade the terribleness of the Broken Lands, and we escape. Gale pokes at ChatGalePT, swapping stories. ChatGalePT doesn’t have a party, but has been to Jabar. Next morning [Phoenix 17] We camp for the night in Victoria. Nesh makes a fortune check for the party, but nothing happens. After another day of travel, Lisetera is getting bored. We make another camp again. Evening of day three [Phoenix 18] we get to the Plains of Geddon. We do not get attacked. Diomarche turns in his report, and asks for continued Detached Duty. Diomarche dodges! He looks for Bran, and they exchange blood, because that’s what icky Red mages do (thinks Scout). This will let them communicate for a few weeks (which is weirdly short, due to a terrible roll)-- if Diomarche pricks his finger in the same place, Bran will hear the next minute of speech. He’s normally based in Red, but he’ll see if he can help. Gale and Scout spar so that Lisetera could get some data. Captain Jones comes by and says “What are you doing here?”, glaring at Gale. It turns out it’s the person she got drunk so that he wouldn’t win the tournament. (Pre-game Gale Adventure!) Vidan seems to think we should be heading more south, although it’s not entirely clear why. We camp for the night in the Great Valley. Nothing happens. After four days, [Phoenix 22] we reach the coast, almost entirely without incident.
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