Dire Bats, Riding
Each of those beasts costs 300 gp to purchase. Bargaining rules can allow you to buy them for as low as 75% of their value if you roll well, costing you 225 gp per bat. Feeding them costs 10-20 copper pieces (0.1-0.2 gp) per dayday; ask your GM about the exact amount.
Since those beasts can fly 40 ft. per round, you can fly up to 32 miles per day in jungleany terrain. While this is certainly less than what you can cover if you just go with a Skald, a trekking pole, and marching coffee, this speed is not reduced by flying over trackless jungle. As an additional benefit, you are immune to most encounters, because even ranged troops will suffer big penalties to hit you from the ground: you can fly as high as you want. Also, roads are often curved, not straight, so going more directly to your destination when you know where to go can save you plenty of time.
If your objective is scouting for a larger group of NPCs, and your overall speed is more limited by this larger group, you are definitely better of using flying mounts than anything else.
There are, certainly, downsides in this approach:
- Those animals will eat most of your traveling budget, specified as "hundreds" of gold pieces for a party. Although, if you are Small, one bat will probably be enough for two riders.
- You won't be able to carry too much gear with you: a Dire Bat can hold no more than 172 lbs to treat her load as Light, and a typical human weighs anywhere from 130 to 220 lbs. Again, less of a problem if you are Small.
- Those mounts aren't combat-trained. However, if you are skilled in Handle Animal, you can perform combat training yourself.
- If you plan to use those mounts in combat, even if it is for running away from the enemy, you would require ranks in Ride.
Consult your GM if they are OK with your party circumventing large parts of the plot via flying.