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*Dungeons & Dragons
Two magic items needed
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<blockquote data-quote="Gilladian" data-source="post: 6029328" data-attributes="member: 2093"><p>The trouble with the teleportals is that I overused them in other campaigns. Every long-distance travel was solved with a teleportal. I want to cut back on them in this campaign.</p><p></p><p>The PCs have "half" of a flying carpet artifact, now, and will get the next piece of it later in the dungeon. Diluting that with them finding a working carpet at this point isn't something I want to do, thematically. </p><p></p><p>I really like the idea of a living creature that will carry them, and I just had a "brilliant" idea. They can find a soarwhale summoning whistle. It will have a number of charges (marked by little gems in the body of the whistle). They can summon the thing say, maybe 5 - 7 times. Each summoning will last until they land. It will have a gondola attached that will provide basic "camp-quality" living quarters for six or eight people, so they can travel in relative comfort without landing. </p><p></p><p>I'll fudge the travel speed of the soarwhale so that their trip takes just about 2 weeks, which I think is plenty of time, and means traveling about 30 miles per hour, if they travel all day, nonstop. High up, that won't seem VERY fast, but fast enough to be impressive.</p><p></p><p>The whistle can be an ancient artifact from 1st empire days, which answers all questions about "how it was made", etc... 5-7 uses means they can stop at least once on their way south, and have a short adventure, if they so choose. Or after they complete their original travel mission, they can go exploring a bit. Fun for all!</p><p></p><p>Sounds like a pretty good solution, I think. But if you have any more suggestions, please post away... if they don't help me, they'll help someone else later.</p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="Gilladian, post: 6029328, member: 2093"] The trouble with the teleportals is that I overused them in other campaigns. Every long-distance travel was solved with a teleportal. I want to cut back on them in this campaign. The PCs have "half" of a flying carpet artifact, now, and will get the next piece of it later in the dungeon. Diluting that with them finding a working carpet at this point isn't something I want to do, thematically. I really like the idea of a living creature that will carry them, and I just had a "brilliant" idea. They can find a soarwhale summoning whistle. It will have a number of charges (marked by little gems in the body of the whistle). They can summon the thing say, maybe 5 - 7 times. Each summoning will last until they land. It will have a gondola attached that will provide basic "camp-quality" living quarters for six or eight people, so they can travel in relative comfort without landing. I'll fudge the travel speed of the soarwhale so that their trip takes just about 2 weeks, which I think is plenty of time, and means traveling about 30 miles per hour, if they travel all day, nonstop. High up, that won't seem VERY fast, but fast enough to be impressive. The whistle can be an ancient artifact from 1st empire days, which answers all questions about "how it was made", etc... 5-7 uses means they can stop at least once on their way south, and have a short adventure, if they so choose. Or after they complete their original travel mission, they can go exploring a bit. Fun for all! Sounds like a pretty good solution, I think. But if you have any more suggestions, please post away... if they don't help me, they'll help someone else later. Thanks! [/QUOTE]
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