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Lisbon Bound!

Except for not having a boat, not knowing where you are or exactly where Lisbon is...
So lets start to brainstorm how to figure out where we are and how we're going to get off this island.  
hows everyone's swimming?
Kelyn can swim or at least turn into a fish but what about the rest of you?  I did have a few thoughts as I was going through my spells and Niko's scroll list.  I'm not sure if some of these would work....   1.  Transport Via Plant - not sure if this could transport all of us and I'm not sure if there is a big enough plant on the island that would work.  It needs to be man sized -- 1 scroll 2.  Airwalk -- 5th level spell - I believe both Kelyn and Niko can cast this and Niko has a scroll.  Kelyn can cast one of these per day.  Not sure how many Niko can do.   3.  Animal Summoning II - see if Kelyn can call some whales or dolphins or maybe some other large fish to ride to or close to the mainland 4.  Cloudscape  -- I think this might be our best bet....  5th level spell from the Druids Handbook.  If I'm reading it correctly, Kelyn can make a chunk of clouds solid enough for us to stand on and float on.  Combine that with Control Winds to push the cloud along and we might be able to fly to the mainland. Any other ideas?  I don't know what spells Frank has other than Fireball, Magic Missile and Rope Trick.  I can't think of a way to get off the island without using magical means.  
I also think we should try to scry for where we are and possibly where the mainland is.  Magic Font might work or Commune with Nature.  I don't think the other divination spells would work.   Thoughts?
Find the Path for first to know where to go ?
That is a good idea.  
Sabathius said: Find the Path for first to know where to go ? Find the Path (Divination) Reversible Sphere: Divination Range: Touch Components: V, S, M Duration: 1 turn/level Casting Time: 3 rds. Area of Effect: 1 creature Saving Throw: None The recipient of this spell can find the shortest, most direct physical route that he is seeking, be it the way into or out of a locale. The locale can be outdoors or under ground, a trap, or even a maze spell. Note that the spell works with respect to locales, not objects or creatures within a locale. Thus, the spell could not find the way to “a forest where a green dragon lives” or to the location of “a hoard of platinum pieces.” The location must be in the same plane as the caster. The spell enables the subject to sense the correct direction that will eventually lead him to his destination, indicating at the appropriate times the exact path to follow or physical actions to take. For example, with concentration the spell enables the subject to sense trip wires or the proper word to bypass a glyph. The spell ends when the destination is reached or when one turn for each caster level has elapsed. The spell frees the subject, and those with him, from a maze spell in a single round, and will continue to do so as long as the spell lasts. Note that this divination is keyed to the caster, not his companions, and that, like the find traps spell, it does not predict or allow for the actions of creatures. The spell requires a set of divination counters of the sort favored by the priest--bones, ivory counters, sticks, carved runes, or whatever.
For a minute I thought niko was being philosophical,  I'd have to agree on the magic front.  while we do have kelyns Grove porter, the return trip would take forever.  though niko could you make more of these? 
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A few thoughts I had as driving into work this morning. And since QA is currently down for a database refresh, I have the time to post. Shhhh!!  Don't tell....  The Find the Path spell could give us the general direction and how far away the mainland is. Obviously, getting there would be dependent on how we do so and what we encounter on the way. Kelyn can also try talking to any birds that are on the island. The birds again might be able to tell us where the mainland is and how far of a flight it is. I think once we figure out where exactly the mainland is then we can attempt to travel there using one of the means I mentioned upthread. Once we hit the mainland, I’m sure we can orient ourselves more easily. At least we should be able to find a town or village where we can get directions. Kelyn can change into a bird and attempt to fly to the mainland and then send a ship back. Or possible find a passing ship and send it to the island. Of course, she can get to her grove and then try send a ship back to the group. She does have a contact with a merchant ship captain from around Palanga. But if she doesn’t know where we are, then it will be hard to send the ship. Another option which I really don’t relish is to use the nose rings to teleport to wherever those gith came from. I’m sure that will send us to a gith stronghold of some sort, maybe not even on this plane and I highly doubt we’d survive the trip. What spells does Frank have access to? Anything useful in this situation?
I guess I'm still on about repairing the boat.  Just how many holes are in the hull of this boat, and how many are below the waterline? Most smaller holes can be caulked with fabric soaked in wax or pitch, larger holes can be plugged or planked over with the barrel or crate wood found within the keep. If Frank has cantrips he can mend the sails a little bit every day. Alternatively, if experiments with the the star things and iron rings work well, Kelyn takes one back to the grove with her and we all get back with an iron ring.
If we can repair the boat, great!  But I thought Al said it was pretty much beyond repair unless we had carpenter or shipbuilding proficiency.  We can definitely try.   I like the idea of using the star things and iron rings to get to the grove, if we can make it work.