Need some ideas for low level characters to instantaneously travel long distances...

Have someone cast Wind Walk on you (6th level Cleric spell). It will effect several people with one casting, you all fly at 600feet per round with poor manuverability, and it lasts practically all day. And you don't need some excuse for knowing the exact location of the fleeing party.
 

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RigaMortus2 said:
I have a Phantom Steed on, however, I am escorting about 4 NPCs and they are all on foot, so that pretty much makes my PS useless at this point. FWIW, I am traveling with "the baron" (who I rescued, which is the reason why we seperated), 2 slaves whom I freed from kobolds along the way (one of the slaves could potentially be the player's new character) and an Ettin that I psionically "charmed" along the way :)

You have phantom steed as a telepath...? I don't know psionics that well, but cool :). There is no reason why levitate shouldn't work on all the NPC's and just cast expeditious retreat on your PS.
 

Gaiden said:
You have phantom steed as a telepath...? I don't know psionics that well, but cool :). There is no reason why levitate shouldn't work on all the NPC's and just cast expeditious retreat on your PS.

Someone cast it on me before hand (before the party split up) so I could rescue an NPC in a timely fashion. But upon my return trip back, the party went into combat and now we are playing in rounds... Once they get out of combat, we can speed things up and I can meet them. Of course, I doubt they will survive the combat which is why I need a way to instantly get to them.
 

RigaMortus2 said:
Someone cast it on me before hand (before the party split up) so I could rescue an NPC in a timely fashion. But upon my return trip back, the party went into combat and now we are playing in rounds... Once they get out of combat, we can speed things up and I can meet them. Of course, I doubt they will survive the combat which is why I need a way to instantly get to them.

Its too bad 3 minutes is too long. They can't just run away for 3 minutes? If not then you really have no other choice but teleport. Considering you are in the Realms I think there may also be a few other modes of travel. There are something like fey-lines (or ley lines, I don't remember exactly). Your DM could rule that there is one in place that the party happens to run into.

Another possibility is to get to the astral with the rope trick trick or any equally dangerous method and look for a plane that has relative reverse time so that the flow of time on that plane is in the reverse direction of the flow of time on the plane you are currently on. Then you can take however long to get there and you may even beat yourself leaving the party in the first place. You'd definately have to engineer this one with your DM though and again this would probably require a sage type with phenominal knowledge of planes.
 

We aren't really playing in Forgotten Realms. It is more of a mixture between homebrew stuff and Greyhawk. But he is fair when incorporating other 3.5 stuff.
 


Well, a Scroll of Teleport is surely the fastest way.

A Cleric with the Travel domain can also read the Scroll of Teleport w/o UMD.

Bye
Thanee
 

I don't see what the big problem is. Handwave it, you're the DM after all. And if you're not the DM, then ask your DM to come up with something for the rest of the group to do while the combat takes place (best done BEFORE the DnD session begins). Failing that, I'd ask the DM if he and the combat players could resolve the combat before the rest of you arrive.

IMHO I don't think that's too much to ask.

Of course, if it was MY tabletop game, I doubt this situation would ever come up. And if it did, why, playing a monster for the space of a single combat might be fun for a player with nothing to do, don't ya think? ;)
 

Mistwell said:
Have someone cast Wind Walk on you (6th level Cleric spell). It will effect several people with one casting, you all fly at 600feet per round with poor manuverability, and it lasts practically all day. And you don't need some excuse for knowing the exact location of the fleeing party.
Hmm, it's a solution, but it'd take you (5280/600) or 9 rounds to show up (if you know exactly where to go).
 

Lobo Lurker said:
I don't see what the big problem is. Handwave it, you're the DM after all. And if you're not the DM, then ask your DM to come up with something for the rest of the group to do while the combat takes place (best done BEFORE the DnD session begins). Failing that, I'd ask the DM if he and the combat players could resolve the combat before the rest of you arrive.

IMHO I don't think that's too much to ask.

Of course, if it was MY tabletop game, I doubt this situation would ever come up. And if it did, why, playing a monster for the space of a single combat might be fun for a player with nothing to do, don't ya think? ;)

I am not the DM, and we don't "handwave" things. We like a little continuity in our games. For example, we would never say "Ok, let's pretend you were really closer to the group than you thought you were, so I'll let you join in the combat in about 3 rounds." I'm not 18 seconds away, I'm at least an hour away, so the DM would not "handwave" it, nor would any of us like him too.

Let me ask you a question, assuming you were the DM running the game... Let's say the party had to be in two places at the same time, otherwise lives would be lost. We are also assuming you are playing with "good" PCs who care about life (altruism) even if the life is "just an NPC" (I've seen groups play supposed "good" characters who treat NPCs as canon fodder). So anway, you have to be two places at once. What would your PCs do? Or would you never present them with such a situation?

Assuming they do decide to split up, what happens if one group finds themself in combat and things go awry? But the other group is successful and heading back to the "meeting point"? How would you handle that?
 

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