Senko
|
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.
Kurald Galain
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).
| Mysterious Stranger |
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.
| Java Man |
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.
| Temperans |
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.
Senko
|
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.