Escape!...
Jirlai and Tori'shel run along with you, and both board the first carriage.
As the last of you enter the carriages and Syld speaks the command word, shapes form in the distance over the jungle in the distance. Roughly twelve of these shapes come hurtling towards the carriages. As they near, you can make out what they are.
Illithids.
As they come even closer, you can see that they are not true illithid, but more like the illithidkin you encountered outside of Garanasseur two weeks ago. They are flying at high speeds towards your location, and are coming right at the carriages.
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Those who are directing the carriages have half-cover in regards to the position of the illithidkin. Those inside have full-cover, and cannot see what is occuring outside (though you are all aware that the illithidkin are coming).
Opening a door in the carriages and firing at the illithidkin from out of it gives you quarter-cover, and requires a Balance check of DC 15 to remain inside the carriage. Characters who fall out take 1d6 points of damage.
The top of the front carriage has been half torn out. Medium-size characters can stand in that area and fire at the illithidkin, with half-cover.
The carriages move at 90 feet per round, but cannot be made to go any faster or slower than that.
Characters who are driving the carriages have total control over where it goes, direction-wise. Controlling a carriage takes no effort if that is all a driver does, but if the driver takes any other action then they must make an Intelligence check at DC 5 to control the carriage. Failure means that the carriage either spins out of control, or continues on its current course (depending upon the degree of failure).
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Initiatives and actions, please.