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Campaign problem: Too many characters to transport.
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<blockquote data-quote="Set" data-source="post: 5369996" data-attributes="member: 41584"><p>Al-Qadim introduced the idea of a Djinn being able to form a non-damaging version of their whirlwind power that could transport a group over great distances, very rapidly. You could have some sub-caste of Djinn or Air Elemental able to perform this function (perhaps in place of some other ability), and have the PCs discover an item that represents a favor that some Genie owed a mortal, specifically worded to provide the holder (and a certain number of allies) this form of transportation at some future date.</p><p> </p><p>Since it's a 'monster power' being used by a Genie (or elemental working for a genie), it doesn't really matter what it's 'caster level' is, and you can set the parameters as you wish. (Making it twice as fast as the usual Air Elemental whirlwind, for instance, would put it around Spd 200, which is only 1/3rd the speed of a Wind Walk spell, but still pretty fast.)</p><p> </p><p>If whatever temple / clergy might be involved in the adventure have less to do with air and genies, you could find something more suitable, like a one-shot Chariot of Sustarre-like effect for a fire/sun god, or a one-shot Shadow Walk effect for a darkness/illusion god, or a Succor spell variant for just any old generic Cleric. The effect could be a one-shot item of some sort, like a lamp that calls up the genie for one use of Whirlwind Transport, or a lump of coal that when ignited flares up and forms the Chariot of Sustarre, or it could be an in-place effect, such as a momentary weak point between the plane of shadow and the material world, that seals up behind the travellers, so that they can only use it to Shadow Walk this one time.</p><p> </p><p>Heck, some ancient cleric or summoned celestial entity might have blown a Miracle in days past to allow the high priest and his faithful to evacuate the temple to a temple in some far away location, in case the temple was overrun. The magic was never discharged (the faith died out slowly, and there was never a need to 'evacuate'), and the PCs might find out how to trigger it (perhaps with some Knowledge - religion checks or a Use Magic Device check, to simulate the necessary rites or invocations to the patron diety in question) to trigger a one-shot mass Succor / group Teleport effect that brings everyone in the room to the temple in the destination city (including, perhaps, some invisible pursuer / spy that the PCs don't know has come along for the trip...).</p><p> </p><p>If you want to get them there fast, there are plenty of evocative and potentially adventure-triggering options to speed things up, and if they can just send a message ahead and walk the survivors to safety the old-fashioned way, that's also a fine option.</p></blockquote><p></p>
[QUOTE="Set, post: 5369996, member: 41584"] Al-Qadim introduced the idea of a Djinn being able to form a non-damaging version of their whirlwind power that could transport a group over great distances, very rapidly. You could have some sub-caste of Djinn or Air Elemental able to perform this function (perhaps in place of some other ability), and have the PCs discover an item that represents a favor that some Genie owed a mortal, specifically worded to provide the holder (and a certain number of allies) this form of transportation at some future date. Since it's a 'monster power' being used by a Genie (or elemental working for a genie), it doesn't really matter what it's 'caster level' is, and you can set the parameters as you wish. (Making it twice as fast as the usual Air Elemental whirlwind, for instance, would put it around Spd 200, which is only 1/3rd the speed of a Wind Walk spell, but still pretty fast.) If whatever temple / clergy might be involved in the adventure have less to do with air and genies, you could find something more suitable, like a one-shot Chariot of Sustarre-like effect for a fire/sun god, or a one-shot Shadow Walk effect for a darkness/illusion god, or a Succor spell variant for just any old generic Cleric. The effect could be a one-shot item of some sort, like a lamp that calls up the genie for one use of Whirlwind Transport, or a lump of coal that when ignited flares up and forms the Chariot of Sustarre, or it could be an in-place effect, such as a momentary weak point between the plane of shadow and the material world, that seals up behind the travellers, so that they can only use it to Shadow Walk this one time. Heck, some ancient cleric or summoned celestial entity might have blown a Miracle in days past to allow the high priest and his faithful to evacuate the temple to a temple in some far away location, in case the temple was overrun. The magic was never discharged (the faith died out slowly, and there was never a need to 'evacuate'), and the PCs might find out how to trigger it (perhaps with some Knowledge - religion checks or a Use Magic Device check, to simulate the necessary rites or invocations to the patron diety in question) to trigger a one-shot mass Succor / group Teleport effect that brings everyone in the room to the temple in the destination city (including, perhaps, some invisible pursuer / spy that the PCs don't know has come along for the trip...). If you want to get them there fast, there are plenty of evocative and potentially adventure-triggering options to speed things up, and if they can just send a message ahead and walk the survivors to safety the old-fashioned way, that's also a fine option. [/QUOTE]
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Campaign problem: Too many characters to transport.
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