The entire group got to play, except for Scott (The Human Gladiator) and Alex (The Bugbear Fighter). The party escaped the city, practically moon walking their way through a challenge which should have been difficult, but wasn’t… They convinced Guy (who was wounded) instead to stay with the party, while they disguised the prison wagon (a huge, armored affair, drawn by 4 horses) into a carriage holding a family of Drow country-squires and their servants.
Guy Tremiere couldn’t drive the wagon, so Forethought (Changeling Assassin, played by Robert) took over. Somehow the Red Legion camp (and the small village nearby) was nowhere to be found! Bad news followed as the party finds out they were being pursued by shadowy flocks of Ravens and a militia posse!
The combat dragged a bit. My chase-scene should have been handled in a few rolls, instead of letting it get to a combat where only three of the characters really got to do anything. The swarms of raven hit better this time though, and the players are a little injured now, and the combat ended on a cliffhanger with the player’s wagon destroyed, a lieutenant in the militia and his posse in hot pursuit.
Hopefully next time, all the players will get to participate and combat won’t drag on for hours. I am thinking of instituting a few changes… having one or two of the players track numbers, instituting a turn length limit, especially for me! I’m also going to insist players describe their actions in game terms after their rolls in order to foster engagement.