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Odyson PUN-dit Karma: 158/25 6326 Posts
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Speaking Of Options...........
Nomad asked earier but didn't get an answer so I guess I took it that the the boat is our only intended option.
Did we have any extra potions of flying from our flight to the mountain? If so, how many might it take to reach the other island? Is that a possibility? Or must it be a boat?
Posted on 2015-10-30 at 18:54:37.
Prior to using the dragons we had had enough potions to make the whole trip to Drow Mountain. Maybe there is another option.
Posted on 2015-11-22 at 10:38:53.
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TannTalas Trilogy Master RDI Staff Karma: 181/119 6817 Posts
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My bad
I forgot to give each of you an extra 2 flying potions. I will adjust sheets accordingly. As for flying to the other island from this one maybe, maybe not. You have no idea of the distance between the two so it be a 50/50 endeavor..
Posted on 2015-11-22 at 14:05:40.
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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Besides
We would have to make it back somewhere (so it might be strategically prudent to save those flying Potions for a more important situation where they may be needed)
Posted on 2015-11-22 at 14:31:00.
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Odyson PUN-dit Karma: 158/25 6326 Posts
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If...........
If thing go right on cyclops island we will be back in our own time.
Posted on 2015-11-22 at 17:26:23.
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Keeper of Dragons Devil's Advocate Karma: 59/18 2581 Posts
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.
We could give our mages a bunch of flying potions and they could fly to the island and then be able to teleport the party there.
What say the mages?
Posted on 2015-11-22 at 20:37:09.
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TannTalas Trilogy Master RDI Staff Karma: 181/119 6817 Posts
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A Holiday Break
Ok as it seems your still undecided as to heading toward the castle or toward the West coast of the Island to try the potions. I'm going to call a Thanksgiving break till next Sunday the 29th. After next Sunday you guys need to decide what your going to do.
Happy Thanksgiving.
Posted on 2015-11-22 at 22:11:14.
Edited on 2015-11-22 at 22:11:51 by TannTalas
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Nomad D2 RDI Fixture Karma: 55/6 3140 Posts
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A plan
I think just about everyone was on board with investigating the castle - from a distance as we did the town. It seems logical to at least check it out and see if an easy method is available that won't use up the potions.
As for flying - that would seem to require the ok of the mages. Assuming that giving them the potions and then having them use teleportation spells works, that seems to be the best option. depending on what we see at the castle, of course. But Lothor would be for flying/teleportation. What say the mages who would have to fly on their own?
Posted on 2015-11-22 at 23:15:54.
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Keeper of Dragons Devil's Advocate Karma: 59/18 2581 Posts
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.
Yes we were investigating the castle like we did the town. Maybe the DM will give us an info update before our next post cycle.
Posted on 2015-11-23 at 11:55:27.
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TannTalas Trilogy Master RDI Staff Karma: 181/119 6817 Posts
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Ok Castle then
Ok will have a new post up by Thanksgiving.
Posted on 2015-11-23 at 15:27:03.
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Odyson PUN-dit Karma: 158/25 6326 Posts
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No Rush Needed.........
We need to review options here. But some really good ideas.
If we need to work on new spells to make something work we can do like we did in Drow Mountain and have the cleric cast Nap on the mages to allow them to memorize the needed spell.
We may need more Teleport or Fly spells. We could even have someone morph to a large bird or dragon and all climb on to fly to cyclops island.
Oh my... ideas are starting to flow!!!!!
But we should check out the castle and its surroundings. There could stuff of interest.
------------------------------
Tome of Magic (AD&D 2nd Edition):
Priest (2nd lv)
Nap (Alteration)
Sphere: Time
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: One creature/level
Saving Throw: None
Creatures affected by this spell are put to sleep for one hour. Upon awakening, the creature is as refreshed as if he had slept for eight hours. The affected person recovers lost hit points as if he rested for a full night. Wizards can memorize spells as if real time had passed.
Because the rest is so complete and rejuvenating, a character does not feel fatigued after waking. Attempts to use nap more than once in an 18-hour period are ineffective (the character simply is not sleepy). Only willing subjects can be affected by nap.
The material components are a scrap of pillow ticking, a feather, and a pebble that the caster has kept in his pocket for seven nights.
Posted on 2015-11-23 at 19:28:52.
Edited on 2015-11-23 at 20:04:49 by Odyson
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Nomad D2 RDI Fixture Karma: 55/6 3140 Posts
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Flight plans
Castle info will confirm plans.
It seems to me that a teleport is the safest way to move the whole group - less chance of a big catastrophe if someone morphed into a dragon has a problem. But it requires a risk by the mages. Is there a way for them to stay invisible while they fly or in some way be safer?
Posted on 2015-11-24 at 19:15:45.
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Nomad D2 RDI Fixture Karma: 55/6 3140 Posts
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Interpretation
Am I right in thinking that to do the "silvery paths" Sirene needs to go to the island herself first? She needs to see it before she can bring the rest? I don't think it makes much sense to risk everyone in the flyover if another option exists.
So it seems to me we need to:
1. head to the western side of the island to shorten the flight.
2. Give all potions of flying to whoever is flying - presumably the mages.
3. Offer up any options for concealment so they can get there safely.
4. Once there they can help everyone get there and back.
Did I miss something? I just wanted to clarify since it seems like we have agreement.
Posted on 2015-11-29 at 20:49:41.
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Odyson PUN-dit Karma: 158/25 6326 Posts
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Options...........
If we head northwest around the city to the coast then follow the coast Ulthok can have Peri fly up to watch the to see when we reach that bend that is closest to the Cyclops island.
Posted on 2015-11-29 at 21:03:03.
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Nimu RDI Fixture Karma: 64/11 1427 Posts
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Traveling there
Siréne would need to go to the island first to ensure that the teleport happens without error. She does not need a flying potion, her ring will allow her to fly at will. Also could have her take the form of a small bird and fly there to look around. Either might be a good option.
Posted on 2015-11-30 at 12:57:30.
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Nomad D2 RDI Fixture Karma: 55/6 3140 Posts
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Serene flying
Flying to teleport does seem the best bet, I'm just a bit worried about doing too much scouting as one character alone seems very vulnerable.
Posted on 2015-11-30 at 17:58:00.
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