Lawrance's Hawk can communicate with basic emotions up to a mile (Unless Dai has gone ahead with other plans), the see through eyes part is only 100'. There is still some basic communication at distance and familiars are highly intelligent so they can follow detailed instructions. My plans was to send Gamliel to find where they are and report back, then stalk them from the sky until we are ready to rain down.
We really need to come up with a better way to get on and off the sky castle. Feather fall is great for coming down. I can envision a scenario where we are pursued closely and need to get away. We couldn't land the castle in that situation. Fly spells wouldn't help many to get up to the castle. Lia's delivery service would be too slow for all of the party to escape. This is something that has a very good chance of coming up in the near future.
Is there a houserule regarding familiars and communication in this campaign? The only rule I've ever seen regarding familiar communication in 5e is the 100' rule. Familiars could try to communicate from further away by using their natural sounds but that's all I'm aware of.
Edited: Kyrroeth on 8th Feb, 2018 - 3:03am
We're still far-ish away from using teleportation circle. The wyverns are probably the best bet. We just need a How to Train Your Wyvern sidequest. A huge flying carpet could work but is probably ridiculously expensive.
Good question Kyrro, perhaps a houserule for the familiars, while flying in a castle?
At the moment, the 100 feet is restricting, in this instance with the pseudodragon use. Either way his use of stealth, and changing colors to blend in still requires a die roll.
At the moment if castle is attacked from the air. Both Tazskan and Velon can work the winches, on the ballistias A trained archer can still aim and fire such as Zarra. Without the strength problems.
So let me get this straight. We're going to do some complex familiar rotation with familiar's that probably have a flight speed of about 60ft? They are going to have to account for thousands of feet of vertical change to and from the castle to report in, slowing that horizontal distance covered down way below 60ft/turn. The castle thus can't fly faster than 60ft/turn or we'll lose the familiars. All this for the benefit of greatly outpacing characters that for the most part can Dash.... Let's see.... 60ft or better per turn?! How many posts is that going to take from how many different players to coordinate? I guess I'll just check back in in a week or so.
At least Poljen's suggestion of just taking the gamble and jumping ahead 50 miles makes good use of the full speed of the castle. I still won't be surprised if we completely lose the trail that way, but following the river may help.
Must we overcomplicate everything lately? I'm really looking forward to getting back to the campaign after a month of down time.
PS. Splitting the party is a huge mistake in Dungeons & Dragons 98.375% of the time. I'm sure you all know that.
Oh, I wasn't suggesting we deploy the familiars until we are sure we are in the area and travel slowly. The castle can travel a lot faster than 60' per round. I thought we were talking about speeding high and ahead and then backtracking to locate the group?
KN,, I don't think that it is a good idea for Cratol to be on the ground. He will be left far behind. We can't afford to slow the sky castle down to let him keep pace. Even with his fast pace he will have to rest for 8 hours a night. The castie is faster and will move nonstop. It shouldn't be too difficult to find them from the air. This area is fairly open from my understanding.