Zorek

Helaku's page

429 posts. Alias of michaelane.


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Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Thanks for keeping it moving. I have fallen behind in my PbPs. Hoping to get caught up this week. I'll be magic missiling again after Shaylar and the lion go.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Helaku flies in a short circle, well back from the lion and uses the wand to send another shimmering ball of force toward it.
Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Helaku is also flying in addition to being invisible.
Knowledge (arcana): 1d20 + 6 ⇒ (11) + 6 = 17
Knowledge (local): 1d20 + 5 ⇒ (9) + 5 = 14
Helaku pulls out his wand of magic missiles and fires one off at the ghostly lion.
Damage: 1d4 + 1 ⇒ (3) + 1 = 4


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"Very well. Let's leave them and continue."


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Helaku speaks to Leonar as he bends, "If you wish me to look at it, I can. But perhaps we should explore the passage first." Helaku looks and listens as the passage is revealed.
Does the half movement also apply to fly speed or just when he's walking/running?
Perception: 1d20 + 2 ⇒ (15) + 2 = 17


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

I will stay invisible as long as the spell lasts I may dismiss it if a diplomatic situation arises.

Helaku casts fly before heading up the stairs. He keep a little behind the others, but watches and istens as we move forward.
Perception: 1d20 + 2 ⇒ (1) + 2 = 3


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Helaku looks on with concern, "I hope Ambrose is not the next of our band to fall. Do you feel him moving around in there Shaylar?"


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

I don't imagine it matters, but I think the haste adds to his CMD.
Protected from view by the greater invisibility Helaku casts another spell and a feeling of ennui descends over the fierce creature.
Casts oppressive boredom, DC 20 Will save or take no action for the next round.
Overcome SR?: 1d20 + 8 ⇒ (14) + 8 = 22


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Much more cautious after his death in the last battle, Helaku casts greater invisibility and moves to separate himself from the others so that catching him in an area of effect will be difficult.
Ideally want to stay within 30-40 feet of the creature, but away from the others in case of a breath weapon.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Shaylar, you should still get an extra attack due to haste - even with the full round action for Manyshot.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Helaku shares the information about the behir and his suspicions that it may be something more though he doesn't have the understanding to be more specific. He casts haste while he waits to see if anyone else can tell more about the monster.
Knowledge (arcana): 1d20 + 6 ⇒ (14) + 6 = 20

Haste on everyone. +1 attacks, +1 AC, extra attack with full attack. +30 move. You know the drill.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"No time like the present. Shall we approach now? Sorry that I'm going to be a little slow due to the damned thorns in my feet and legs." Helaku hobbles up toward the structure.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Is it just one save per day or one per hour or some other frequency. For now, I'll assume one per day.
Helaku Day One: 1d20 + 4 ⇒ (15) + 4 = 19
Helaku Day Two: 1d20 + 4 ⇒ (7) + 4 = 11
Helaku Day Three: 1d20 + 4 ⇒ (14) + 4 = 18
Helaku Day Four: 1d20 + 4 ⇒ (5) + 4 = 9
Cayenne Day One: 1d20 + 5 ⇒ (6) + 5 = 11
Cayenne Day Two: 1d20 + 5 ⇒ (20) + 5 = 25
Cayenne Day Three: 1d20 + 5 ⇒ (7) + 5 = 12
Cayenne Day Four: 1d20 + 5 ⇒ (2) + 5 = 7
Two failures for Helaku. Three for Cayenne. As long as these rolls are per day, we'll recover the two lost hp each night from regular rest So, we should just need healing when we arrive at the Ghostlord's Lair. One charge each for Helaku and Cayenne.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"Me too Shaylar. If we didn't recognize how deadly this was becoming before, surely we do now. I'm going to be making a lot more use of flight and invisibility in the future."


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"Gods. Thank you for bringing me back. It feels though that it might be quite some time before I am fully myself again."


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Helaku looks around confused. Then looks down at his ragged and bloody clothes. "How am I alive? I felt it tear me apart." He struggles shakily to his feet.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Sure, let's bring him back.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Yes, we could be looking at a Call of Cthulhu-esque party wipe. Leonar, we need you to be able to wild shape away to get word to the next party if necessary.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

That could be a good route to go. I'd forgotten about it. If so, let's go that route. If bringing Helaku back is going to be a big drain on resources, I'd rather bring in a new character.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2
CrazyHedgehog wrote:
If the opportunity was there, would you want to be brought back, or would you prefer to roll up a new character?

I'm good either way. I have a lot of new concepts I can roll with if that seems like a better move.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Helaku is at -35 hp and dead after that assault.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Helaku fixes the hideous beast with an equally fierce glare, fighting off the creature's spell. Cayenne isn't so lucky and cowers where he stands. Helaku steps away from the creature, but knowing it can probably still reach him, he casts carefully, guarding himself against its attacks as he fires off two more bolts of fire at the dragon man he attacked before. If it drops, he twists and fires the second bolt at the beast that tried to bespell him.
No weapon so no AoO
Will save (Helaku): 1d20 + 6 ⇒ (11) + 6 = 17
Will save (Cayenne): 1d20 + 1 ⇒ (5) + 1 = 6
Helaku takes a 5 foot step away and casts defensively.
Concentration vs. DC 19: 1d20 + 15 ⇒ (16) + 15 = 31
Ranged Attack 1: 1d20 + 7 ⇒ (19) + 7 = 26
Fire Damage 1: 4d6 ⇒ (2, 1, 1, 5) = 9
Ranged Attack 2: 1d20 + 7 ⇒ (20) + 7 = 27
Fire Damage 2: 4d6 ⇒ (1, 6, 2, 1) = 10
Ranged Attack 2 Confirm: 1d20 + 7 ⇒ (16) + 7 = 23
Extra Fire Damage 2 if confirmed: 4d6 ⇒ (6, 3, 5, 1) = 15


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Helaku dismounts from Cayenne to the rear away from the dragon creature and raises his hand to the closest one. After a quick word, a bolt of fire lances out at the creature. Moments later, a second one follows.
Ranged Attack 1: 1d20 + 7 ⇒ (19) + 7 = 26
Damage 1: 4d6 ⇒ (6, 3, 3, 5) = 17
Ranged Attack 2: 1d20 + 7 ⇒ (13) + 7 = 20
Damage 2: 4d6 ⇒ (4, 6, 1, 3) = 14


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

That would be x5. So add 2d8 more plus the associated bonuses! Don't forget to add your mount's strength modifier to the roll in addition to your own!


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

With the group in agreement, Helaku tries to quickly catch the ogre in a pit.
Initiative: 1d20 + 7 ⇒ (3) + 7 = 10
Casts create pit. DC 18 Reflex. 40 feet deep. With that initiative roll, hopefully we get a surprise round!


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"Much as we need to keep moving we can't allow this to continue. I can probably catch the ogre in a pit. Want me to do that and the rest of you can focus on the hobgoblins?"


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"I'm afraid so. We're just going to make sure everyone here gets moving to safety and then we need to continue on." He looks up to see that Ambrose and Aleste have most of the civilians on their way. "Lady. Much as I would enjoy banter with you under other circumstances, it looks like it is time for us to part ways. My companions have everyone moving to Brindol and for your safety, you should join them. I will ask around about this drunk and find out if he is likely to continue to be a problem." Helaku will leave the woman to ask around about this town guard and whether this is a frequent problem with him.
Dimplomacy: 1d20 + 21 ⇒ (15) + 21 = 36


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Heluku chuckles, "Tied up. Yes, I see. We have seen the horde and fought some of their troops. Tell me more of your skills. Are you sure you need to be escorted to safety. Maybe you should be the escort."


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"Greetings. We've stopped them from burning the town, but we still need to get you all moving on to Brindol. We've seen the horde with our own eyes and you don't want to get caught outside the walls. We're working to try to stop it and hope you'll be able to move back once we succeed."
Diplomacy: 1d20 + 21 ⇒ (4) + 21 = 25


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"I've got to agree with Ambrose here sir. We don't mean any disrespect, but its likely that if the horde comes here they'll burn it anyway. Take what they might use to Brindol and leave the empty town behind. With any luck they'll pass it by and these people will one day be able to move back."
Knowledge (local): 1d20 + 5 ⇒ (2) + 5 = 7
Diplomacy: 1d20 + 21 ⇒ (7) + 21 = 28


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2
CrazyHedgehog wrote:
Also I have some ideas on this, but does anyone have any firm opinions one way or the other about keeping Aleste in the party as an NPC?

I'm good either way, but interesting thought from Ambrose in the OOC about going with a cohort.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Up to CHH obviously, but having an extra character in this game might not be a bad idea. I think you've got a couple potential cohorts around the Vale too.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

I can't think of any purchases I need to make. I'm fine heading south, but if anyone does want to detour to Brindol, I'm aok with that. I think we might as well travel together this time since we don't have a need to accomplish multiple missions simultaneously.

Helaku smiles at the sight of Cayenne and walks up to rub his horse's nose. "Time to go on the road again friend. You look like you've been treated well." Helaku turns back to Killiar when he speaks. "Thank you Killiar. Thanks to all of your people. We truly appreciate your help and look forward to meeting you and your people again. I hope the day will come soon when we will all meet in peaceful times instead of under the storm clouds of war."


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"You're probably right Sellyria, but that seems to be our fate. I don't think we can take the chance that he decides to aid the Red Hand."


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"I would have thought they would steal it to try to coerce him into their service. The only other reason I can think of would be to learn from it and create a lich of their own. But it would seem there would be other ways to do that. How about the rest of you? Any ideas?"


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"A good suggestion Ambrose. I can tell you all some tales I heard of this Ghostlord before I came to the Vale." Helaku shares what he knows and suggests that perhaps the answer lies in the Thornwaste.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Knowledge (arcana): 1d20 + 6 ⇒ (10) + 6 = 16
Knowledge (local): 1d20 + 5 ⇒ (16) + 5 = 21


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

No objections. I was thinking Helaku was probably a good candidate for the horn also, but if Shaylar wants it, I'm fine with that.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"A lich's phylactery. But whose? And why is was it there?"
Helaku cannot read goblin so we're out of luck from him. If we can procure a scroll of comprehend languages that might be an option if no one else speaks goblin (I don't recall if any of you do). Helaku is definitely willing to make the proposed trade if everyone else is.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"Have you heard any news from elsewhere in the Vale while we were at the old ruins?"


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Level 8
+1 level of Sorcerer
+5 hp (4 from HD +1 Con)
Favored class bonus: +1 spell known (3rd level)
Ability score increase: +1 Charisma
Skills: +1 Diplomacy, +2 UMD
Spells
0-Level: Touch of fatigue
3rd-Level: Hold person
4th-level: Greater invisibility
Note: I am open to tweaking if you know of a 3rd/4th level that would work particularly well for our group.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Yay! Leveling is so much fun!


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Directed by Leonar, we gather all of the eggs and destroy them.
I don't think we want to take any chances with these. Do we find anything else in this location?


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"These eggs do not appear to belong to the lizardfolk so I assume they are eggs of these razorfiends. We should gather them and destroy them I think."
Perception: 1d20 + 2 ⇒ (3) + 2 = 5


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"I agree with you Leonar. These are very dangerous creatures. We need to end their threat in this area." Before destroying them though, Helaku comes in to have a closer look at them.
I do want to make sure though that these are razorfiend-sized eggs and not lizardfolk-sized eggs.
Knowledge (arcana) for razorfiend?: 1d20 + 6 ⇒ (6) + 6 = 12
Knowledge (local) for lizardfolk?: 1d20 + 5 ⇒ (17) + 5 = 22


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Whew! That's pretty much everything I can give you Ambrose. Go kill that suckah!


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Nearly out of spells but knowing he needs to try to end this fight quickly, Helaku murmurs an incantation and casts his last glitterdust to try to limit the razorfiend.
Will aim it so that it doesn't catch Ambrose. DC 18 Will save or blind (and hoping it doesn't have blindsense if the spell works!).


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Helaku casts haste hoping it will help Ambrose to deal with the razorfiend.
1st level spells: 3/8 remain. Used 1 x burning disarm, 2 x grease, 2 x ear-piercing scream
2nd level spells: 1/8 remain. Used 2 x scorching ray, 3 x create pit, 1 x invisibility, 1 x glitterdust
3rd level spells: 0/5 remain. Used 3 x fly, 2 x haste


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Oh boy! We have got to find an opportunity for rest!
Initiative: 1d20 + 7 ⇒ (20) + 7 = 27


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"I'm not so good at climbing or slipping through tight places. I will wait here and watch for trouble."
Perception: 1d20 + 2 ⇒ (4) + 2 = 6