The nymphs nodded, and each cast a rather potent spell of healing upon herself, their partially healed bruises and cuts knitting and fading. Once Kass outlined her travel plans, Yumcaax mentioned that they had no innate flight - but magic which would allow flight of them all.<br/><br/>Much faster than Aria's and Kass's cloaks of magic would've otherwise borne them, it turned out, and three-fourths as fast as Volera: windwalking southwesterly above the jungle, Aria enjoyed the cool sensation of not only flying through the air but practically<em>being</em>air - welcome relief after the stifling jungle heat under the trees.<br/><br/>What the other Maztican woman had described as a few hours' walking through the jungle was thusly but short flight above it. From their altitude, they could see from some distance the land drop away into the westward-facing cliff. The same stream as that of the battle-site spilled over in a diamond-like cascade, sending up a fine white mist, and plunging hundreds of feet into an algae-choked pool at the base of the cliff.<br/><br/>Thence, they flew northward along the cliff edge, just to its west and able to see the face - and after another aerial jaunt found the aperture the woman had alluded to. The cavern entrance opened into the sheer cliffside, beginning over a hundred feet above the base and likewise ending far below the cliff edge above. A climb from either direction would've involved skill and daring indeed - such lairs were perhaps prized by dragons; difficult to access and unlikely to be stumbled upon by anything which could not fly.<br/><br/>Coming even with the sixty-foot-wide entrance, Aria noticed that it was uncannily smooth-surfaced within: a confluence of the crystalline structure of the opaque but lusteruous walls, smoky quarzs probably, and perhaps magic used to shape it. The straightness allowed a glimpse several hundred feet deep into the cavern, from Aria's level hover in the open air - all the way to what appeared to be a nondescript and also flat-faced dead end, bereft of any piled hoard of treasure one might've hoped for.<br/><br/><br/><br/>Alignment is a function of actions, actions are not a function of alignment (although b/c of the former, they are quite correlated). Generally speaking characters are not even aware of their own alignment (but they might be able to make a darn good guess) as (without those various divination spells, testing with certain items, being a paladin, etc.) they have no way to 'measure' it.<br/><br/>Yumcaax casts Wind Walk (http://www.d20srd.org/srd/spells/windWalk.htm) on anyone willing.<br/><br/>Note that Volera has an overlnd flight speed of 80 mph, since she has speed 200' and can run without tiring. Kass's and Aria's flight speeds are IIRC 40' and 60', which would be 8 mph and 12 mph for as long as they could hustle, 4 mph or 6 mph at "walking" pace. (In other words, if they want to fly separately from Volera - I'm guessing you're hoping that would draw any future attacks like that Sunburst away from the humans - note the speed tradeoff.) Wind Walk allows 60 mph flight. Note that the gaseous form of Wind Walk precludes many combat actions, so basically there's a tradeoff between speed and readiness (it takes 5 rounds to shift forms; dismissing a spell is a standard action but AFAICT only the caster can, and only for all targets together). One piece of advice if you're worried about being attacked in flight is to suggest a high cruising altitude so that things on the ground are less likely to notice or reach you unexpectedly (but obviously that makes it harder for you to see and be in range of things). If you want you can give 'general travel parameters formation' for altitude, distance between chars, etc.