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..
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.
Posted on 2015-11-22 at 22:11:14.
Edited on 2015-11-22 at 22:11:51 by TannTalas
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?
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)
Components: V, S, M
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
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?
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.
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.