May 23, 1 VC - 4:10pm
Escape! [1d100] = 16
Hours spent escaping [1d8] = 3
The small party turns tail and runs for the hills at the sight of the group of gnoll archers looking to poach them. Seadu's mule proves the most difficult part of the escape, not realizing their danger and constantly bucking against efforts to get her to flee--after a time, however, the blind panic in the group turns out to be sufficiently infectious and she begins to comply, the darkness descending over the landscape lending all the more credence to the party's fears of being overtaken and overwhelmed. Occasionally at the beginning of the chase they hear the light "zip" of arrows being released and the dull thud of impacts in the earth somewhere nearby, but after an hour or so these sounds have become only a dim memory and, eventually, the sounds of the chase begin to disappear altogether. The party circles around in a loose arc for some time, just in case the gnolls continue to follow and have just taken the chance to regroup, but by the time the moon has fully risen they decide it is time to set up a camp for the night.
The rest passes uneventfully, and the party breaks camp headed toward the rising sun once the day begins, continuing on their way and making good progress on the open ground. There is no sign of the gnolls, and the party keeps watchful eyes out throughout the long day's march. By early afternoon, however, the party notes that there is no sign of the deep cleft to their right, and in fact, it seems that they must have gotten significantly off-course during the night's flight, as the southern mountains appear much closer than they had been during the earlier leg of their march east.
Lost? [1d100] = 4