How do you quickly get a party from point A to uknown point B travel wise?


Advice

Scarab Sages

So I was looking through the wrath of the righteous AP as I play Owlcats game version and saw this . . .

The fan is located under a low, now quite barren hill near what was once the headwaters of the Rolling River, approximately 240 miles west southwest of Drezen. While the PC's can certainly make the journey to the Midnight Fane on foot, this adventure assumes they draw upon their considerable powers to speed the journey along.

Now completely unrelated to the module I don't see how they can speed it up that much. Fly is too short a duration for hundreds of miles and overland flight is personal only. Teleport requires some way to identify the target which requires you be able to identify the destination and teleport greater would be too high level to cast. However scrying doesn't seem viable to identify a teleport point as the scry spells are either (1) too short range, (2) too short a duration to make the trip of hundreds of miles from their start point before ending or (3) can't scry locations only individuals. The few obvious answers I can think of would require the party prepare for this situation before hand by buying specific items like crystal balls or carpets of flying.

So assuming a party that's not preprepared for a sudden unexpected journey and have no free funds to buy expensive items. How can a lvl 12 party speed up a journey of hundreds of miles to an uknown and unremarkable destination given what seems to be a design decision to prevent just that e.g overland flight being personal only and scrying specifying it can only do people not locations? Which comes to think of it would negate crystal balls anyway as they function as scrying and thus couldn't do a location.

Silver Crusade

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Wind Walk allows a 12th lvl party of five with a cleric or oracle to fly at 60 mph for 12 hours (up to 720 miles).

Sovereign Court RPG Superstar 2009 Top 32

The Mount spell (or Communal Mount) lets you travel at 50', and isn't self-only. Phantom Steed ups this to 100'. Both of those are faster than Overland Flight, and should be well within the resources of a 12th-level party. If you want to travel in style, add the Conjure Carriage spell.

Aside from that, some characters just walk really freakin' fast, such as a monk (hello, 70' movement rate) or anyone with Greater Longstrider.

Or yeah, wind walk gives 300' movement rate (so 600' on a double move).

Scarab Sages

Never even thought of looking at cleric spells for movement and I admit I just assumed the mount series was a normal horse. Thanks for the tips.


Wrath of the righteous uses the mythic rules. There are a lot of mythic abilities that change things considerably. Pack Wild Shape allows a druid to share his wild shape. Enduring Blessing extends the duration of some spells to last 24 hours.

Even without the mythic rules some summoning spells could allow a party to travel faster. Planar Ally is a 6th level spell so could be used to summon something that could move the party faster. Even without pack wild shape a high level druid could turn into a huge flying animal.


Shadow Walk is a 6th level spell on the Sorc/Wizard list that enables quicker than average party travel.


Tell the GM you're going to BLANK and ask them what happens along the way.

Oh you mean in game world time?

Usually my problem is meat space time, not in world game time.


Phantom Chariot. Carries 6 people, is pulled by phantom steeds and has their movement advantages, so at full speed it's going 240 and can run up the river with waterwalk with the option to fly for a round at a time if needed. Since you're going to a river head, that's probably your best bet.


Summon and bind a Huge Air Elemental with a 100' Fly speed, cast Tailwind, and then essentially travel under the elemental's power as it uses the Hustle mechanic to fly with no fatigue at 220' per round. Slower than Wind Walk, but you get a bound Air Elemental out of it?


Wizard flies up really, really high, uses a spyglass to memorize the furthest spot they can, teleports party there.

Repeat until daily supply of teleports is gone, then summon mounts/phantom mounts or what not. Repeat whole process tomorrow.

Build an animated, flying boat.

By an animated, flying boat.

Buy flying mounts (griffons, dire bats, whatevs)

A combination of overland flight, wildshape, flying mounts and piggy back rides.

Similacra dragons.


An item of overland flight that can be used by non-casters.
In this case boots of water walk and speed.

Grand Lodge

Hehe I always ignore problems like that. I leave it up to the players to come up with some stupid, incredible plan... like Kite-levitation transport or call it aerial kitesurfing.
Beyond level 4 they never buy horses or takes a job as caravan guards.

Scarab Sages

Lots of nice ideas here though a lot aren't really viable for the original situation of an unexpected journey without lots of free cash to buy the various items.


An RP style solution. The party gets a map of the area that they want to go to. That gives them a good enough thing to attempt teleport but won't be accurate. So, they just need to travel the rest of the way to where they wish to go. Or you can have a teleportation network be available.

An interesting spell for Wizard, Bard, and Alchemist is Shadow Walk. That gives 50 miles per hour for 1/level. Given the minimum is 9th level that is 450 miles per spell cast, before things like extend spell.

There are honestly a lot of wonky ways to speed up travel.

*******************

* P.S. Here is a wonky non magic solution, have a fast character with high strength (aka a monk) pull the party. Might need multiple Ant Hauls and similar to make it easier to carry the whole party.

Scarab Sages

Temperans wrote:

An RP style solution. The party gets a map of the area that they want to go to. That gives them a good enough thing to attempt teleport but won't be accurate. So, they just need to travel the rest of the way to where they wish to go. Or you can have a teleportation network be available.

An interesting spell for Wizard, Bard, and Alchemist is Shadow Walk. That gives 50 miles per hour for 1/level. Given the minimum is 9th level that is 450 miles per spell cast, before things like extend spell.

There are honestly a lot of wonky ways to speed up travel.

*******************

* P.S. Here is a wonky non magic solution, have a fast character with high strength (aka a monk) pull the party. Might need multiple Ant Hauls and similar to make it easier to carry the whole party.

Interesting would that map work in your games? Mine both running and playing have always required place rather than location. That is a picture of a forest clearing would work (risky but it'd work) however a map wouldn't as its just saying "somewhere here" as opposed to "this spot". The difference between trying to teleport to "Sydney" which I wouldn't allow as opposed to teleporting to the Sydney Opera house.

Of course the pathfinder teleports a lot more forgiving than it used to be. Viewed once (which I'd class as a map/picture) still has over 70% chance of being on target. Personally I prefer the dnd 3.5 version where it'd be a description with a 50% chance of dropping you on your destination, 20%ish of being nearby, 15% of being anywhere similar in teleport range and a decent chance of a mishap and even that I feel is too generous. If your going by description you should have a 50% chance of arriving somewhere similar but not where you want still that's a seperate conversation.

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