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[COURT OF SWORDS // E128 // Q&A] Something to Fight For

the pieces are shuffling…

5 Likes

Technically berg shouldn’t have come back from Heaven since the priest had warcaster (advantage makes that roll 11), but then it kinda swung the other way since berg should have made con saves for hp reduction when he made his post-death con saves. But honestly, who cares? The perv situation is hilarious. I hope Berg still gets to have his downtime activity though.

1 Like

When did Mararib and Agni actually meet before the channelling last episode? As I don’t remember Agni interacting with the party since Ramus spoke to her after Berg passed the Ilneval test and that was long before Mararib joined the party.

Really enjoying seeing Max having to play Berg possessed by the Court of Swords version of Master Roshi (whomever made that comparison in the chat thank you, it is now my head canon). Can’t wait to see how long it takes the party of figure out that Berg is possessed.

I completely forgot that Mararib told the Embers to fetch Doug from the Moon Temple. Doug is very much on the path of being considered a Saint in Ramus’ Harmony religion. Also I like to think that Ramus’ statue in his Temple of Harmony will now show Ramus holding a pile of coins in one hand a bowl of ramen in the other XD

2 Likes

Hey @AdamKoebel I got a couple of questions for you. Care to take a crack at them and give me some answers?
What I want to know is do all Tieflings have the same anatomy or are they all different from the inside?
Since I missed a few things I want to know is Berg even aware of being possessed by the old man?
Can the old man be removed by Ramus?
Can a party member weigh a ton but still be 7+ feet tall or is that not allowed?
What type of magic does ‘‘Evolution’’ fall in since you said it is the main weakness for Eldritch creatures?

Right, yes! That’s all accurate.

I’m amazed how consistently good this show is every week. Just the little things like Bergs time in heaven while banished add so much flavor to the world. Most DMs would just skip over that stuff to try to get through combat but that was so significant especially now we learned that if Berg wants to spend a minute there Ramus can banish him back to talk to Fei. I would worry about letting it last the full minute though cause I’m curious if Heaven is considered Bergs home plane now.

And only because I want to see horny old man Berg for as long as possible, I’m going to be an ass and mention that there is a precedent for the ghost retaining Bergs abilities as a Barbarian while he is possessed. When Jubilant, Berg, and Azriel fought a ghost outside of the rock gnome lair (right before they died) when it possessed someone it still retained That persons abilities. I believe at the time the houseruling was it was stupid and pointless for a ghost to possess someone if it couldn’t at least use their abilities. Now there always can be reasons why the first ghost could do that and the old man can’t (hadn’t been a ghost long enough something like that) but I just wanted to point out this has been ruled on previously.

3 Likes

Another session w/o that downtime action from Maharib… haha. :-/

Was interesting seeing all the different threads this session. I’m intrigued now that there’s 2 players kind of playing “pseudo-characters” now? Can we get a whole party of infested PCs? :stuck_out_tongue:

I’m curious about the idea of having the “doppelganger” and “temporary PC” idea in the context of the table. I know you’ve discussed it before in your Office Hours show but I’m curious your take on the pacing/style and if you tweak anything to accommodate these? I guess the alternative XP system with goals helps ease the transition? I don’t think I’ve seen another example of a group with these kind of issues (one player ‘in between characters’ with a side kick and another player playing the entity possessing their character) all at the same time?

Will be interesting to see where this takes the group!

VERY
INTERESTING

1 Like

After posting that I wanted to make sure I was remembering correctly so I went back to the episode. It was Episode 34 part 3 (man it doesn’t feel that long ago). You ruled that the ghost could use Bergs extra attack and Bergs berserker attack and maintain Bergs rage because Berg had activated his rage before becoming possessed. You did mention that the ghost wouldn’t have been able to activate the rage himself if Berg hadn’t activated it first. And you didn’t let the ghost use danger sense. So it seems like your ruling was actually that no the ghost doesn’t get to use class features but it can maintain features that were already used like rage or maintaining concentration. And you specified that things like extra attack don’t count as class features it’s just something Bergs body is capable of and you did allow Bergs racial to kick in to keep him at 1 HP. (There was a discussion near the very end on whether the ghost could use Bergs proficiency bonus but it never ending up mattering so I’m not sure where you landed on that, I think you went with it cant use his bonus and must use just Bergs strength).

My bad, I jumped the gun on that and got too excited about the prospect of horny old man raging Berg joining the party.

TLDR I was wrong (with exceptions). Horny Ghost can’t use class features, but you ruled extra attacks aren’t class features and maintaining already activated abilities is fine. It also seems to have access to any racial abilities of the creature it has possessed.

3 Likes

Well there are quite a few rules that aren’t really being played “by the book” already. As the game is at high levels I see no reason why a ghost has to be bound to rules that of a lower CR creature. That said, it will be also extremely obvious that Berg isn’t Berg if he never rages or only attacks once per turn. It might be interesting for Berg to have a possibility (decent DC mental save?) to resist the geezer using some of the barbarian features, but also give the possibility to let the old man rage if the situation seems to need it to actually save the other party members. Also if Max has to play a 1 attack sad sack of HP for multiple sessions, it will get really boring.

I’m not sure how strong individual this ghost is supposed to be, but in my mind I could see Berg being too mighty to be held by a ghost for a long time. At some point the ghost just gets overwhelmed by Berg and becomes part of him. :stuck_out_tongue:

1 Like

I don’t think they had directly addressed each other yet, but Agni was in the aftermath scene of the fire dragon fight talking to Ramus and/or Berg, I believe. And Maharib could be fairly familiar with her just from them telling stories about her. Plus, Maharib was familiar with Imex from his background, so his people could have known about her as Imex’s most human-like representation.

1 Like

Oh yea I would definitely prefer if it is a fully powered Berg being controlled by a pervy ghost. I just wanted to make sure to correct what I had said previously about the rulings pertaining to their previous ghost fight.

I love the idea of the old man asking Berg to rage for him so that he can better protect the others haha.

1 Like

I’ll third this, that the ghost should be able to rage and what not. Definitely seems like a “rule of cool” situation, since Max was into the idea for at least a session based on the post-show.

@AdamKoebel: I’m not sure if I get a vote, but aye.

1 Like

Ah ok, cool. Thanks for the info :smiley: I will have to go back and rewatch that dragon fight, as I just couldn’t place where they’d interacted.

Week 128 roll results and statistics:


Ramus Krill (DansGaming):
Roll 1
  • type: Skill check
  • Skill: Initiative
  • Roll: 10
  • Modifier: +2
  • Result: 12
  • Advantage: 0
Roll 2
  • type: Spell
  • Spell: Spiritual Weapon
  • Roll: 20
  • Modifier: +10
  • Result: 30
  • Hit: ++
  • Damage: 12
  • Advantage: 0
Roll 3
  • type: Save
  • Skill: Dexterity
  • Roll: 16
  • Modifier: +3
  • Result: 19
  • Advantage: 0
Roll 4
  • type: Spell
  • Spell: Radiance of the Dawn
  • Damage: 93
Roll 5
  • type: Spell
  • Spell: Spiritual Weapon
  • Roll: 11
  • Modifier: +10
  • Result: 21
  • Hit: +
  • Damage: 7
  • Advantage: 0
Roll 6
  • type: Save
  • Skill: Wisdom
  • Roll: 20
  • Modifier: +11
  • Result: 31
  • Advantage: 0
Roll 7
  • type: Skill check
  • Skill: Religion
  • Roll: 1
  • Modifier: +6
  • Result: 7
  • Advantage: 0
Roll 8
  • type: Spell
  • Spell: Spiritual Weapon
  • Roll: 14
  • Modifier: +10
  • Result: 24
  • Hit: +
  • Damage: 13
  • Advantage: 0
Roll 9
  • type: Save
  • Skill: Constitution
  • Roll: 11
  • Modifier: +3
  • Result: 14
  • Advantage: 0
Roll 10
  • type: Save
  • Skill: Wisdom
  • Roll: 12
  • Modifier: +11
  • Result: 23
  • Advantage: 0
Roll 11
  • type: Spell
  • Spell: Wall of Light
  • Damage: 57
Roll 12
  • type: Spell
  • Spell: Spiritual Weapon
  • Roll: 4
  • Modifier: +10
  • Result: 14
  • Hit: -
  • Damage: 0
  • Advantage: 0
Roll 13
  • type: Spell
  • Spell: Spiritual Weapon
  • Roll: 1
  • Modifier: +10
  • Result: 11
  • Hit:
  • Damage: 0
  • Advantage: 0
Roll 14
  • type: Spell
  • Spell: Spiritual Weapon
  • Roll: 16
  • Modifier: +10
  • Result: 26
  • Hit: +
  • Damage: 7
  • Advantage: 0
Roll 15
  • type: Spell
  • Spell: Wall of Light
  • Roll: 19
  • Modifier: +10
  • Result: 29
  • Hit: +
  • Damage: 21
  • Advantage: 0
Roll 16
  • type: Save
  • Skill: Constitution
  • Roll: 19
  • Modifier: +3
  • Result: 22
  • Advantage: 0
Roll 17
  • type: Save
  • Skill: Constitution
  • Roll: 11
  • Modifier: +3
  • Result: 14
  • Advantage: +
Roll 18
  • type: Save
  • Skill: Constitution
  • Roll: 8
  • Modifier: +3
  • Result: 11
  • Advantage: 0
Roll 19
  • type: Spell
  • Spell: Heal
  • Healing: 70
Roll 20
  • type: Spell
  • Spell: Spiritual Weapon
  • Roll: 8
  • Modifier: +10
  • Result: 18
  • Hit: +
  • Damage: 12
  • Advantage: 0

Berg (GassyMexican):
Roll 1
  • type: Skill check
  • Skill: Initiative
  • Roll: 12
  • Modifier: +1
  • Result: 13
  • Advantage: +
Roll 2
  • type: Attack
  • Roll: 17
  • Modifier: +13
  • Result: 30
  • Advantage: 0
  • Hit: +
  • Damage: 23
  • FirstAtkRnd: 2
Roll 3
  • type: Attack
  • Roll: 6
  • Modifier: +13
  • Result: 19
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 2
Roll 4
  • type: Save
  • Skill: Constitution
  • Roll: 3
  • Modifier: +6
  • Result: 9
  • Advantage: 0
Roll 5
  • type: Save
  • Skill: Constitution
  • Roll: 6
  • Modifier: +6
  • Result: 12
  • Advantage: 0
Roll 6
  • type: Save
  • Skill: Wisdom
  • Roll: 14
  • Modifier: +3
  • Result: 17
  • Advantage: 0
Roll 7
  • type: Attack
  • Roll: 4
  • Modifier: +13
  • Result: 17
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 7
Roll 8
  • type: Attack
  • Roll: 16
  • Modifier: +13
  • Result: 29
  • Advantage: 0
  • Hit: +
  • Damage: 37
  • FirstAtkRnd: 7
Roll 9
  • type: Save
  • Skill: Constitution
  • Roll: 6
  • Modifier: +6
  • Result: 12
  • Advantage: 0
Roll 10
  • type: Attack
  • Roll: 20
  • Modifier: +13
  • Result: 33
  • Advantage: 0
  • Hit: ++
  • Damage: 50
  • FirstAtkRnd: 10
Roll 11
  • type: Attack
  • Roll: 15
  • Modifier: +13
  • Result: 28
  • Advantage: 0
  • Hit: +
  • Damage: 23
  • FirstAtkRnd: 10
Roll 12
  • type: Save
  • Skill: Constitution
  • Roll: 1
  • Modifier: +6
  • Result: 7
  • Advantage: 0
Roll 13
  • type: Save
  • Skill: Constitution
  • Roll: 17
  • Modifier: +6
  • Result: 23
  • Advantage: 0
Roll 14
  • type: Attack
  • Roll: 18
  • Modifier: +13
  • Result: 31
  • Advantage: 0
  • Hit: +
  • Damage: 32
  • FirstAtkRnd: 10
Roll 15
  • type: Save
  • Skill: Charisma
  • Roll: 17
  • Modifier: -2
  • Result: 15
  • Advantage: +
Roll 16
  • type: Save
  • Skill: Wisdom
  • Roll: 16
  • Modifier: +3
  • Result: 19
  • Advantage: 0
Roll 17
  • type: Skill check
  • Skill: Persuasion
  • Roll: 2
  • Modifier: -2
  • Result: 0
  • Advantage: 0
Roll 18
  • type: Skill check
  • Skill: Performance
  • Roll: 16
  • Modifier: -2
  • Result: 14
  • Advantage: 0
Roll 19
  • type: Skill check
  • Skill: Performance
  • Roll: 20
  • Modifier: -2
  • Result: 18
  • Advantage: +
Roll 20
  • type: Save
  • Skill: Constitution
  • Roll: 3
  • Modifier: +6
  • Result: 9
  • Advantage: 0
Roll 21
  • type: Save
  • Skill: Constitution
  • Roll: 20
  • Modifier: +6
  • Result: 26
  • Advantage: 0
Roll 22
  • type: Save
  • Skill: Constitution
  • Roll: 17
  • Modifier: +6
  • Result: 23
  • Advantage: 0
Roll 23
  • type: Save
  • Skill: Charisma
  • Roll: 6
  • Modifier: -2
  • Result: 4
  • Advantage: 0

Ten Pillars of Gold (Ezekiel_III):
Roll 1
  • type: Skill check
  • Skill: Religion
  • Roll: 4
  • Modifier: +20
  • Result: 24
  • Advantage: 0
Roll 2
  • type: Skill check
  • Skill: Insight
  • Roll: 18
  • Modifier: +13
  • Result: 31
  • Advantage: 0
Roll 3
  • type: Skill check
  • Skill: Insight
  • Roll: 5
  • Modifier: +18
  • Result: 23
  • Advantage: 0
Roll 4
  • type: Skill check
  • Skill: Persuasion
  • Roll: 16
  • Modifier: +6
  • Result: 22
  • Advantage: 0

Maharib (itmeJP):

Adam Koebel:
Roll 1
  • type: Skill check
  • Skill: Initiative
  • Result: 12
  • Advantage: 0
Roll 2
  • type: Skill check
  • Skill: Initiative
  • Result: 22
  • Advantage: 0
Roll 3
  • type: Skill check
  • Skill: Initiative
  • Result: 1
  • Advantage: 0
Roll 4
  • type: Attack
  • Result: 20
  • Target: Max
  • Advantage: 0
  • Hit: +
  • Damage: 16
Roll 5
  • type: Attack
  • Result: 21
  • Target: Max
  • Advantage: +
  • Hit: +
  • Damage: 37
Roll 6
  • type: Attack
  • Result: 18
  • Target: Max
  • Advantage: +
  • Hit: +
  • Damage: 5
Roll 7
  • type: Damage
  • Damage: 6
  • Target: Dan
Roll 8
  • type: Damage
  • Damage: 7
  • Target: Dan
Roll 9
  • type: Damage
  • Damage: 6
  • Target: Max
Roll 10
  • type: Save
  • Skill: Constitution
  • Result: 9
  • Advantage: 0
Roll 11
  • type: Save
  • Skill: Constitution
  • Result: 16
  • Advantage: 0
Roll 12
  • type: Save
  • Skill: Constitution
  • Result: 17
  • Advantage: 0
Roll 13
  • type: Save
  • Skill: Constitution
  • Result: ?
  • Advantage: 0
Roll 14
  • type: Attack
  • Result: 18
  • Target: Max
  • Advantage: +
  • Hit: +
  • Damage: 33
Roll 15
  • type: Attack
  • Result: 15
  • Target: Max
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 16
  • type: Attack
  • Result: 8
  • Target: Max
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 17
  • type: Save
  • Skill: Dexterity
  • Result: 25
  • Advantage: 0
Roll 18
  • type: Skill check
  • Skill: Initiative
  • Result: 6
  • Advantage: 0
Roll 19
  • type: Attack
  • Result: 27
  • Target: Max
  • Advantage: +
  • Hit: +
  • Damage: 41
Roll 20
  • type: Attack
  • Result: 28
  • Target: Max
  • Advantage: +
  • Hit: ++
  • Damage: 29
Roll 21
  • type: Attack
  • Result: 13
  • Target: Dan
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 22
  • type: Attack
  • Result: 7
  • Target: Dan
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 23
  • type: Attack
  • Result: 18
  • Target: Dan
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 24
  • type: Attack
  • Result: 17
  • Target: Dan
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 25
  • type: Attack
  • Result: 20
  • Target: Dan
  • Advantage: +
  • Hit: +
  • Damage: 26
Roll 26
  • type: Attack
  • Result: ?
  • Target: Dan
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 27
  • type: Attack
  • Result: ?
  • Target: Dan
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 28
  • type: Attack
  • Result: 13
  • Target: Dan
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 29
  • type: Save
  • Skill: Constitution
  • Result: 2
  • Advantage: 0
Roll 30
  • type: Save
  • Skill: Constitution
  • Result: 21
  • Advantage: 0
Roll 31
  • type: Save
  • Skill: Constitution
  • Result: 17
  • Advantage: +
Roll 32
  • type: Save
  • Skill: Constitution
  • Result: 13
  • Advantage: 0
Roll 33
  • type: Attack
  • Result: 14
  • Target: Dan
  • Advantage: -
  • Hit: -
  • Damage: 0
Roll 34
  • type: Attack
  • Result: 11
  • Target: Dan
  • Advantage: -
  • Hit: -
  • Damage: 0
Roll 35
  • type: Save
  • Skill: Constitution
  • Result: 7
  • Advantage: 0
Roll 36
  • type: Save
  • Skill: Constitution
  • Result: 21
  • Advantage: 0
Roll 37
  • type: Save
  • Skill: Constitution
  • Result: 11
  • Advantage: 0
Roll 38
  • type: Attack
  • Result: 15
  • Target: Dan
  • Advantage: -
  • Hit: -
  • Damage: 0
Roll 39
  • type: Attack
  • Result: 27
  • Target: Dan
  • Advantage: 0
  • Hit: +
  • Damage: 29
Roll 40
  • type: Save
  • Skill: Constitution
  • Result: 19
  • Advantage: +
Roll 41
  • type: Attack
  • Result: 21
  • Target: Dan
  • Advantage: 0
  • Hit: +
  • Damage: 14
Roll 42
  • type: Attack
  • Result: 18
  • Target: Dan
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 43
  • type: Save
  • Skill: Constitution
  • Result: 4
  • Advantage: 0
Roll 44
  • type: Attack
  • Result: 21
  • Target: Max
  • Advantage: +
  • Hit: +
  • Damage: 21
Roll 45
  • type: Attack
  • Result: 20
  • Target: Dan
  • Advantage: +
  • Hit: +
  • Damage: 12
Roll 46
  • type: Skill check
  • Skill: Medicine
  • Result: 15
  • Advantage: +

Average Results
  • Ramus Krill: 19.176
  • Ten Pillars of Gold: 25.000
  • Berg: 17.739
  • Maharib: No rolls
  • Adam Koebel: 15.700


Average Rolls
  • Ramus Krill: 11.824
  • Ten Pillars of Gold: 10.750
  • Berg: 11.826
  • Maharib: No rolls


Damage dealt
  • Ramus Krill: 222
  • Ten Pillars of Gold: 0
  • Berg: 165
  • Maharib: 0
  • Adam Koebel: 282


Damage taken
  • Ramus Krill: 94
  • Ten Pillars of Gold: 0
  • Berg: 188
  • Maharib: 0

It occurs to be that ramus is forming a Trinity of sorts by coopting the teachings of Heaven, The Mara, and The Primordials in his religion, but more interesting depending on who is brought back it will either be a Trinity again or a quaternity with the addition of mortals, since Amira had some giant blood in her. Which with 4 being a holy number, admittedly within the paradigm of Heaven, could be interesting.

We’ll see if this is just pattern recognition or something else soon enough.

But I’m lead to think another thought that the whole Queen from Darkness name is significantly more poignant when she is brought back with a fire deity. She has become “the Queen who Journeys from Darkness into Light” or some such nonsense.

1 Like

Interesting. Agreed that Harmony could end up being a religion with either a Trinity or Quaternity at it’s head. I’m really looking forward to seeing how it all develops.

@AdamKoebel I have looked over the sidekick rules and looked at Ten Pillars character sheet and I believe he is missing 1 skill and 1 expertise.

He should have 6 skills, 4 expertises and 3 tool proficiencies at level 13 at least if you’re using these rules:

2 Likes