<span class="bbc_u">Cecily</span><br/><br/>1.Cecily could climb either the north or south wall of the gorge (hopefully evident from the environment, and specifically mentioned in OOC). Which did she choose? Or maybe it was in her post and I missed it.<br/><br/>2. Reflex roll for her horse: 4m+18r = 22, takes 10 dmg<br/>Once in the water it will begin swimming west downstream (swim mod +2), at 30' to 90' per round (half speed + the ambient current) depending on what fraction of its Swim checks (which I'm not bothering with for now, and I doubt it will drown, esp. once it's out of danger and takes 10) it makes.<br/><br/>(Side thought: does anyone else think that many creatures, like horses, should have large Climb penalties? There are lots of monsters which seem like they should be terribly at it, but are actually fantastic b/c of their huge Str mods).<br/><br/>3. Cecily's armor:<br/>Does Called let you unsummon the armor? If I'm reading your post correct Cecily's calling it off as a free action. Does Called let you do that?<br/><br/>4. Cecily fast dismount Ride check: 3 + 16<br/>AFAIK Feather Fall doesn't auto-dismount you from a falling mount; and since a successful fast dismount is a free action but not an immediate action, it couldn't be done until after you fall with the horse. Feather Fall the cast spell can be cast on other creatures, but I don't know if the Ring of the Four Winds effect can (if so, transcribe the text into her sheet.)<br/>In this case it matters little; Feather Fall is actually counterproductive since there's no falling damage and it'd slow down Cecily's reaching of the water (and thus her beginning to swim and climb out) - of course, in-character, it's still a<em>very</em>reasonable reflex (to activate feather fall before realizing that it's just water below; plus the impact from being on the horse when it falls can't be comfortable). And it slows your fall to 60'/round, so fortunately it doesn't slow her enough to not reach the water for her turn. In other words it's a perfectly fine post but worth noting how FF interacts with mounted status / asking you if you know otherwise.<br/><br/>AFAICT from rereading Called just now, it doesn't do anything about taking off armor. I've done her turn as if she didn't - which actually works out in your favor, by saving a standard action. So, she uses a move action to dismount, then 5' of swimming (quarter speed) costs 20' of movement, leaving her 10', and so accelerated climbing brings her 5' up the wall (15' to go).<br/><br/><span class="bbc_u">Randal</span><br/><br/>1. Randal fast dismount Ride check: 1 + 13s<br/>AFAIK flight movement doesn't auto-dismount and dismounting isn't specific to ground movement. The direction the character moves away from the horse probably doesn't matter - I could't find anything to that effect, and since falling is a free action, anyone could fast-dismount by jumping or moving laterally off their horse and then falling. As for the in-character explanation of flight not granting auto-fast-dismount, dismounting probably has more to do with seating position (and often stirrups) than getting down to the ground. (Someone could free-'dismount' a flying carpet by taking a 5' step off it and then falling, for example). Your post still works fine. Just means one move instead of double move.<br/><br/>2. Diagonal flight:<br/>If Randal wishes to fly diagonally upward rather than forward then up (which you might've done b/c  the rules aren't totally clear hon how the former would work), I've read and surmised two interpretations. One is that any square going up is doubled (so diagonal up would be alternating 10' and 20' rather than 5' and 10'), another is that you figure out the normal cost of going forward by X and up by 2Y, and use that - in which case it comes out to alternating 10' and 15'. I'm inclined to the latter, as with the former, flying diagonally up is as slow as forward then up (which is counterintuitive both b/c of Pythagoras and b/c of how real creatures fly). So with a 40' move action Randal could go I think 40' forward, 35' forward and 5' up, 25' and 10', 20' and 15', or 5' and 20'.<br/><br/>And in turns where Randal spends both actions moving, I believe you may be able to use the run action - the Fly spell doesn't allow it but if his LHT spell doesn't say otherwise I think he can. In clear skies, anyway. The forest terrain prevents running, and AFAICT Freedom of Movement (http://www.d20srd.org/srd/spells/freedomofmovement.htm) doesn't say anything about natural terrain impediments (except some of the underwater-specific penalties) - for example I don't think it allows the charge/run action over movement-slowing terrain. But in 'open' air I think he'll be able to run and twice-speed-charge while flying.<br/><br/><span class="bbc_u">Dora</span><br/><br/>1. Dora's spot roll:<br/>Does wild shape confer the skill bonuses of the animal form? Her mod is 6 so in your 16+14 I presume 14 was the mod w/ the eagle's +8. Wild Shape links to Alternate Form; I didn't see anything about getting skill mods. The closest category I found was that you don't inherit the special qualities. (Skill mods aren't usually in the SQ line of monster stat blocks, but I don't see anything under Alternate Form that does seem to apply, in which case by default it wouldn't change.)