Long story short - the players forced the cult's hand in 'Eye for an Eye' by stealing the demon-summoning book (they don't know that, though). This resulted in Lord Whatshisname being gravely wounded and a lot of the innocent staff being killed. The players took down most of the cult, and those that tried to run away were (probably) taken by the beastmen - I actually had the Librarian and some of the evil servants leave the gates open, allowing for a group of beastmen to infiltrate (which the players took care of).
Now - two out of my three players are close to KO'd, Lord Whatshisnuts is stable but critical (and can't talk - cult leader cut out his tongue), they've rounded up the remaining guards (who were sleeping most of the time) and are ready to pack both coaches and head for the nearest village.
Since we didn't get to run the demon scene, I wanted to make the beastmen attack more dynamic/harrowing, especially since one of the players is still carrying the painting. So I ended last session with the players and the rest leaving the manor as multiple war horns sound out from the forest.
I want to run a 'flight-through-the-woods' type deal, since two players are trained in Ride and we haven't gotten to use that yet. So I was just wondering if others have cinematic (that is, quick-and-dirty) rules/tips for this type of scenario. I want to make it exciting enough that they feel like they've done something, but not so exciting that I run the very real risk of TPK.
I was thinking a progress track for the beastmen, to show how close they are to catching up/overwhelming the party, coupled with another tracker for the player's horses (stamina/health/whatever) - successful Ride checks widen the distance and don't tire the horses out as much. I don't really know, though.
Wow. That wasn't short at all. Thanks in advance.
-wunduhbear