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Ellis of Karth's page
41 posts. Alias of Helaman.
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Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
Good ambush. I fear this will not end well.
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
Ellis hears Gaspar drop like a sack… and knows that can’t be good.
Crap on a stick. Lacking any missile weapon beyond a dagger, he rises to his knees and tries to use his shield to cover Aelwulf pulling up Vanessa[/b].
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
DeJoker wrote: OCC: No I believe Gaspar is still on the near-side of the Pit and the enemy is on the far-side around a corner. So no physical combat by Gaspar.
In my minds eye I have completely miss placed about 75% of what you said. I thought the kobold/gobs/baddies were in MY side of the ledge and now Gimli was where I was, he could distract them enough this round so I could pull up Vanessa next round… and that Gaspar could fight/act from attack from his side. As for me or Aelwulf blocking the way so that Aelwulf needs to come back so he can cross so that I can cross again totally did not even enter my mind. I don’t get why I’d have to do so. Assuming non combat, I could pull up Vanessa, then throw one end of the rope, weighted by a torch if need be, back to Gaspar and assist him the same way I assisted the dwarf
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
Gimme a bit Vanessa… I’ll drop that rope soon.
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
With Gimli up he goes on full defense trying to scrunch up under his shield until the party can distract the critters. He is feeling the pain at the moment.
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
Hold on Vanessa! it’s hairy up here
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
If that’s an option? I grab it!
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
Not sure how bad it is… but I have to hold on to get the dwarf into the fight
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
DeJoker wrote: OOC: Ellis fully understand that is why I am asking, trying to find a means to deliver a map so folks can handle combat more efficiently. Granted my method of handling "Flanking" is extremely simple in that an individual that is outnumbered is assumed to be flanked with each individual beyone one giving that team a +1 To Hit and allowing for Precise Attacks. Never heard of this rule before BUT LOVE IT
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
Roll20 is hit and miss with me
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
DeJoker wrote: OCC: The only thing that Grimli can see is shadows dance caused by the torch light or his companions looking to the left. He does not see the Tiny Humanoids as they are around the corner that Ellis is braced against and 5 feet back. Sounds delightful… lol :D
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
Apologies for the dust up, that should have been bought here and asked with considerably more courtesy on my part. A bad morning after a bad nights sleep. Not an excuse, just an explanation.
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
I’ll brace for Gimli… you be over watch Aelwulf. Gimli! Quickly! Vanessa… we may have a rude arrival!, he speaks in a normal volume but tersely, hoping he is heard without shouting.

Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
I was under the impression that the plan was our more nimble footed would get forward along the ledge, then by using an anchor rope, it would be possible to make it up there without the DC14 check I’d have to make to get up there … once up there, we could lower a rope to the person in the pit.. or wherever Vanessa fell to. Ahhhh, the joys of pbp.
Ellis looks up, then at the rope around his waist, then up again.
Then he attempts the difficult walk along the ledge he was trying to avoid with all the rope stuff.
DC13-1=14: 1d20 ⇒ 9
I don’t think this game is gonna work out somehow but I’ll see where it goes.
DeJoker wrote: ** spoiler omitted **** spoiler omitted **
The group continues down the passageway, when Aelwulf suddenly stops and takes a step back, something about the floor just does not look right to him. After a closer examination he realizes that this section of floor is collapsible and that there is a narrow ledge along the left side that will allow everyone a chance of getting to the other side but for some he imagines it might not be all that easy.
Just beyond the area that Aelwulf is indicating are another set of alcoves on either side and then more passageway. It also occurs to Aelwulf that there is a lack of dust and dirt on the floor almost as if it is being constantly cleaned.
OCC: If anyone wishes to traverse the ledge it is a DC 13 Dexterity Save, to which you can choose to Take-10 if you like but Take-20 is not an option.
However, if someone has a plan perhaps it might be made easier or maybe even safe. Player's can be so creative, I never say never.
Hence all my BS-ing around with the rope, offering my rope Aelwilf taking the rope etc
Once Ellis falls prey to the trap, assuming he doesn’t make it, do I make a new character?
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
Well… crap. Hang on down there. Let me slowly climb up then we can all lower a rope to you.
He takes a few minutes to use the rope to carefully climb up before checking if it’s okay to now lower the rope.
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
[ooc]So does a character or two anchoring the rope help?[/ooc)
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
Well, I have 60 foot of rope in my crawler kit… so, who’s gonna goat their way up to be the anchor?
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
I’m wondering if we used a rope or an extended spear or such to steady us, would that not make going up that ledge there earlier? I am hardly a mountain goat and a fall or sprain so early in our journey would be bad. That said, I am deeply curious as to where those passages lead.
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
Eeeeeh… root vegetable, tubers… tis all the same. Remember we’re here to find stuff to sell for our village.
Adding sword to inventory
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
Good stuff… might be better than me current kit eh? ‘Ere, Gaspar, take yon shield an’ I’ll take the sword hey hey
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
Bugger em. We could use the steel.
He uses his mace to break free a sword for himself and a shield for anyone who wants one.
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
You reckon the quality of the weapons is bad enough to not be worth not breaking the statues? We could use the kit.
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
If Wis is investigation then I also get +2 to that result
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
D’oh! Never thought of that! We could use better kit! Are they incorporated into that statue or a sorta removal ack-cess-wry?
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
Please please be lenient. ‘Got ya, you didn’t say you were…’ moments are hard enough to manage around a table. Over pbp it’s harder to work with GM/players alike. I mean if we do something stupid? Hey, slam us but if there is any doubt? Please clarify. PbP has its own set of challenges.
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
Lets press on… and hope we can salvage them on the way out. They gotta be worth something.
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
Anyone an expert on moving these? Some airship captain would love these for scarecrows - put on one night watch and it looks like three.
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
Taking the worst roll I sorta get it buuuut it penalises multiple people working together. To steal a 5e term, it’s imposing disadvantage. How about taking the lowest roll BUT adding a static bonus for each member joining in the search?
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
How good is the workmanship? They might be worth something if they are the work of some ancient master.
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
Neutral neutral lol… will do on the rest.
Edit: adjusted crawler kit, adjusted money, added a dagger.
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
You can have my shield if I die, if I can have your armour likewise, says Ellis through dirty facial bandages.
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
might as well bring up the rear for now, nd yes, torch is lit
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
Ellis raises his shield and decides a flaming torch makes an adequate weapon for his right hand… better to use that than yield to the darkness. His mace remains secured to his belt.
I think this amount of light should be safe Grimli.
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
Here Gaspar, I bought two spare torches on top of the standard pack most of us seem to wind up with. Take one., he says extending a roughly made torch in a grimy fist.
Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
DeJoker wrote: Okay to answer the question is a Shield considered Armor, I say yes as it clearly states that is if you look at the guidelines, especially under the Figther
Armor: All armor and shields
So armor and shields are both considered to be Armor to which a Fighter can choose any type of Armor which shields are and get a +1 AC from that Armor. Although armor is usually all facing, while a shield is front facing and one side (left if you are right-handed and right if you are left-handed -- default is left)
As for Hit Points -- no the guidelines specifically state you get one roll at first level which is what all the other players have done. Well except the Dwarf because they get to roll hit points with Advantage as part of their Ancestry.
Cool. My Advance armour feature is +1 AC when using shields.
As to HP’s, I rolled them earlier (4) but wanted to double check.
Ahhh. All good. The shield/amour question?
Is it max HP, level 1?
Rfxl would be 0 for me. Forgot to round up.
Is the fighter armour bonus AC allowable for picking shields as an armour type?
Gameplay Dot / deleted dot complete. Thank you.
I read more into the unusual circumstances. Being a valued member of the community and banished seems a contradiction… but sending me to risk my life for the good of the community until I die from disease or recover would make some sense.
FORT = (STR Mod + CON Mod)/2 (round-up) +1
RFLX = (DEX Mod + INT Mod)/2 (round-up) -1
WILL = (WIS Mod + CHA Mod)/2 (round-up) +1
I like this breakdown. Makes sense.
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