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Post by messiahmoose on Jan 24, 2018 18:28:04 GMT -5
Wind’s form is battered, but holding, he inspects what’s left of the firebirds, possibly by eating some of it.
He hears the chirping of the firebirds and hangs his vulture head. Waddling over, wings spread, he attempts to feed some to one of the birds as he studies them.
My intention is to see whether they’d be classified as “beasts.” E6WtoKMYp_1-20 nature check.
1-20
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Post by (George) 3.5./ ZEM ( 4.0) on Jan 24, 2018 18:51:56 GMT -5
Do a handle animal check with advantage by being a " mother bird " to them.
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Post by (George) 3.5./ ZEM ( 4.0) on Jan 24, 2018 19:00:11 GMT -5
With 5 your not sure how exacly these babies came to be nor life span.
Tho you do know they are not mystical/magical because they are acting as baby birds should with the little/limited knoledge that you have as of now.
Its basic knoledge to know if something is a beast or not.
What they can do and such will be at higher dcs.
These are beasts that wind is sure of but must/might have undergone some changes be that magic or otherwise that your not sure of.
To breath fire as they did was not normal.
So yes wind can turn into one if he wishes at somepoint.
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Post by messiahmoose on Jan 24, 2018 21:59:04 GMT -5
m|sJjb06p_1-20 Oh natural 1 on my animal handling check.
Apparently I choke on the meat and scare them, or the prospect of eating their parents does.
I do have something else up my sleeve and will post tomorrow.
I will not leave these babies to die, we will not abandon them, Wind thinks. 1-20
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Post by (George) 3.5./ ZEM ( 4.0) on Jan 24, 2018 22:10:39 GMT -5
I like those. A great one too is they think your a predator bird and try thier best they can hide from you and the others for now.
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Post by messiahmoose on Jan 25, 2018 5:58:02 GMT -5
Okay, Wind, determined, but regretful, drops his vulture form. He casts Animal Friendship on one of the firebirds, attempted to get it to calm down and instructing it (Speech of the Woods) to relay to its friends that they are going to be okay.
After that, I will cast Conjure Animals, and summon as many adult firebirds as I can. 8 for CR 1/4 4 CR 1/2 2 For CR 1 1 for CR 2
I am guessing 4 or 8.
I will instruct the conjured firebirds to travel in the direction I indicate they went and return the babies to their prents.
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Post by mighty on Jan 25, 2018 9:11:04 GMT -5
Varis backs away from the scene and sits down, watching Wind with amusement. He didn't know much about where Wind came from, but he shouldn't be surprised. There had to be some amount of kinship there despite the differences. He'd allow him to do as he wanted. It'd give them a moment to catch their breath regardless and figure out who their knew companion was.
(What time of day is it going on?)
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Post by (George) 3.5./ ZEM ( 4.0) on Jan 25, 2018 13:10:28 GMT -5
So the slavers fight was at dusk.
So its now just set to nightfall after the firebirds.
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Post by mighty on Jan 25, 2018 15:39:17 GMT -5
(Cool cool. About what I thought)
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Post by at on Jan 25, 2018 17:57:46 GMT -5
The illusions around Callo dissipate as she looks over her scorched companions. Lessons learned she thought to herself, but at least the birds were not likely to return.
"We should probably set up a camp and rest, and decide what can be done with our new friends here". The sled might make a good basis for a shelter. As Callo considers this she also notes, "Do you wish to bury the guards? If we burn them here any who come across this battle may assume the attack of the firebirds led to the slaves escape, if we hide our tracks."
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Post by metalzoan on Jan 25, 2018 18:00:48 GMT -5
Sven watches the party and their involvement with one another. And sighs whilst putting away her warhammer. She pats Falcor's head giving him a look of approval.
Falcor and Sven seem to be a yin and yang of one another. Her pale skin against his black coat.
She wonders where this company is headed and how it might not be so bad to accompany them... "we've been alone for so long after all..."
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Post by mighty on Jan 25, 2018 18:18:54 GMT -5
Varis nods as Callo speaks, glancing around at the mess they had made of the area. Stretching while letting out a sigh, he stands up, beginning to walk over to start covering some of their tracks.
"Very well. Rest would be good, think we've been attacked enough times for one day."
Looking over at the stranger that had aided them against the birds, he calls over,
"Newcomer, I suppose we have time to finish that conversation now."
(Survival check to hide tracks)
Wz697GSrp_1-20 + 4 = 221-20
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Post by (George) 3.5./ ZEM ( 4.0) on Jan 25, 2018 18:55:54 GMT -5
So just to clerify as to if there any boides there are none : all of the slavers bodies turned to sault and or ash like completly. Varis wanted a head so i let that remain for flavor wise.
So realy all u have in this vast area is ashes,dust more burned marks and more ash.
Tho it does look like someone was out here for target pratice with fireball spells.
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Post by mighty on Jan 25, 2018 19:37:51 GMT -5
(That's right, I forgot about that. Edited my post accordingly.)
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Post by (George) 3.5./ ZEM ( 4.0) on Jan 25, 2018 21:14:10 GMT -5
With the parties help and a nack for covering the trail that varis and the party left sneaking up on the slavers as little as it was thats cleared away as well.
The camels that were tried up back on the dune are gathered back up near the wagseld if not already gotten.
Only the tracks from the wagsled could be found but not for long given sandstorms would cover them when the next one kicks up.
( for the looks of it i take this is going to be a long rest ?
If so : Not sure if i went over how healing in short or long rests was going to work in our game. I found that hit dice get less and less important given how the book sets it up and i want them to be usefull as well as a resource.
So on a long rest u get your character lv+con mod for free. Do that first. If you used any hit dice previously from a prior long or shot rest you get back half of what was spent say that is 6 you get back 3 etc.
If you use them on a long rest you get back half those on your next long rest.
To reexplain hit dice for possible players who may not know what they are for. They are there to heal your wounds on a short or long rest you can spend what are call hit dice each of you should have 8 of them. When you use one (short or long rest only) you roll the dice and add your con mod. You get back that amount of hp. If you want to use more then one you can. Each time roll dice add con mod and heal that amount.
You do not auto go back to full hp on short or long rest. ( i think it says full on a long rest but just to clerify that rests wont auto heal you.)
This will keep clerics and lay on hands to be usefull in and out of combats and makes them more of a resource potions included in how to manage when to use it.
Its becomes more of a choice to heal up to extend party hps and when too save them for things to come. )
The party brakes camp :
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Post by (George) 3.5./ ZEM ( 4.0) on Jan 25, 2018 21:18:41 GMT -5
O i did find in a book that downing a potion is a bounes action. I like/love that idea.
Also im letting lay on hands be a bounes action rather the action.
Again it does not reset til a long rest.
Force feeding a potion down members gut is still an full action.
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Post by mighty on Jan 25, 2018 21:46:21 GMT -5
After the party clears their tracks and sets up camp for the night, Varis props himself up to keep first watch, motioning the others to get some sleep first.
(So perception check for my watch)
QJ7rju43p_1-20 + 4 =10
(As far as healing for the course of the night following my watch, I'm at 72 HP to start the rest in case anything interrupts it. Otherwise, then 8 + 3 = 11 free HP up to 83 HP.)
(Hit dice one)
p_1-12+3= 12 HP, making 95/102
(Hit dice 2)
p_1-20 +3 = 14 HP, making it a full 102 HP. 2 hit dice used. Rages returned.
(Almost forgot, I'll say while we were clearing our tracks and setting up camp, I would've looked for the two javelins I threw.)
p_1-20 Nope, they're gone...1-20�1-12�1-20�1-20
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Post by messiahmoose on Jan 26, 2018 7:44:44 GMT -5
If i can retcon a bit, please indicate your pre-rest HP, and I will cast a healing word if you need it.
Also, I plan on retooling my spells during the rest, and will post those later today along with my healing rolls.
I do not need healing and am up to full with the 10.
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Post by at on Jan 26, 2018 9:33:23 GMT -5
Before settling in for the night Callo moves a little away from camp to reassess how much of her possessions and powers had survived the journey here. Those held in extra-dimensional space were likely lost to her forever, but the relic she had acquired in service to the goddess Isis still seemed to have dormant power.
Kneeling down in the sand she carved a sign first to Astaroth and then to Cabiri without result. Recalling the signs of the many spirits she had called before Callo continued to work for the better part of an hour without success until the sign of Malphas flickered briefly with power before a storm of wind like a hundred birds rising into the air erased the patterns in the sand.
It would seem that only those bound to her in the future would still answer her call, the healing power of Buer and the trickery of the turnfeather. Returning to camp she summoned a shadowy raven into existence and cast it up atop the sled noting to Varis as she passed, "an extra pair of eyes may help. It is as much as my magic can summon at this time".
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Post by mighty on Jan 26, 2018 10:59:32 GMT -5
"Extra extra eyes never hurt. Get some rest. I imagine all those spells are more taxing than what I do."
(And my HP was 72 pre-rest. Only took 2 hit dice to get to full, so if any of the others are hurt you can do a healing word on them instead. Not sure what your spell slots are looking like)
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