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[COURT OF SWORDS // E105 // Q&A] The Court of the Void

court-of-swords
q-and-a

(Twitch: eyearcana) #21

@GassyMexican In the Patreon there was mention of making suggestions for your ability score increase or feat. I was going to put some here if that’s okay.

I put these in order (in my opinion only) of best to good choices.

  1. Lucky - I know Dan is already taking this one but I think this is huge in this campaign. Being able to choose to roll another die for an attack roll, ability check or saving throw AFTER you roll it huge. You get it to do it three times before needing a long rest. PS if you have disadvantage, you can roll a third die and pick whichever of the three you want giving you super advantage.
  2. Strength ASI - Taking that ability score increase to get you to 20 strength. There is nothing wrong with this, you get +1 to hit and +1 to damage. Nice and easy and will always help.
  3. Mage Slayer - This one is good against spellcasters which could be useful for the team.
  4. Tough/Durable - I put this two together, tough will give you more HP but Durable bumps your constitution to 14 which is good for a lot of things.

Just my two cents. Also see Shield Master suggestion from the post replying to mine.


(Twitch: eyearcana) #22

This episode was dope!!!


(profnesbitt) #23

Couple of notes on the feats. Barbarians don’t get any bonuses from their rage if they wear heavy armor so taking that feat isn’t a good idea. My suggestions would be +2 Str, shield master (now that he doesn’t have a bonus action attack being able to knock people prone with his shield before maharibs great weapon master turn would be strong plus helps his dex saves), and if he is serious about overcoming his fear then resilient wisdom would give him proficiency in wisdom saves turning is -2 into a +2. This would give him two odd scores to even out and getting his Str to 20 for his next two ASIs.


(profnesbitt) #24

Such an amazing episode holy shit I’ve been dying to learn more about the Mara forever, so many questions.
@AdamKoebel

  1. You mentioned when Berg fell from heaven that everyone in the city could see it because something falling from heaven was very noticeable because there are no stars (and possibly no moon). As a reminder what does the sky look like in the normal world? Is there only a sun? And if so how does the tarot acknowledge the existence of the star and the moon?

  2. Since warlocks exist in the main world by making pacts with the Mara does the opposite exist in voidland where “evil” maraborn reach out to heaven for power and become heaven warlocks? In that same vein would clerics in the voidplane be clerics of the Mara or can only clerics exist by being in contact with heaven? Same with Paladins, dans Paladin I believe was devoted to the fountain directly bypassing heaven altogether, can Paladins gain their power through devotion to any cause (ie Paladins of the Mara) or just to the fountain?


(SilasTheInuk12) #25

Does anyone know why the audio for this episode isn’t up on the Patreon yet?


(Twitch: eyearcana) #26

Doh yep just trying to find out a way to get him some AC, totally forgot about that and is obvious for Barbarian. I like the Shield Master idea too.


(Olf_Himself) #27

Sentinel might be a cool feat for Berg.

Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn.
This stops any movement they may have been taking.
Creatures within your reach provoke opportunity attacks even if they took the Disengage action.
When a creature within your reach makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.


(TwilightBorealis) #28

@AdamKoebel
I’ve been giving it a lot of thought, and I think I understand the motivation behind the mara crusades

Summary

Since the blessing of the moon restores life at moonrise, the grand Lumpking won’t give the mara lords XP for anything they kill in the Court of Void (since “killing” doesn’t count as “eliminating the threat” in this case). Instead, they must travel to the other world to MRDR HOBO and reap that sweet, sweet XP from the mortal servants of Heaven. In fact, it is possible that the lower soul is just a crystallization of XP, since it contains the memories and personalities of the targets. It is difficult to cross to the other world, however, because the Lumpking makes the mara lords roll to hit against the dimensional doors. And how else are the mara lords supposed to reach level 20 and win at D&D?

Edit: I also put forward “Lumpking” as a possible name for a certain green chariot-rider.


(SilasTheInuk12) #29

The gun princess and the rest are from the same area as the orc/half orcs that just got up from being dead before Utrixs place?


(ShadowYony) #30

There were Carrion Crawlers in the first part of this episode (description was provided at ~1:30:30, part 1 of the Youtube VOD).
Which one would be closest to them, appearance-wise (but maybe not the size):

  • Kwama scribs (Morrowind);
  • Crawlers (Gothic);
  • Mykosa (Dungeon Siege);
  • None of the above?

(Dalon9) #31

Week 105 roll results and statistics:


Ramus Krill (DansGaming):
Roll 1
  • type: Skill check
  • Skill: Religion
  • Roll: 9
  • Modifier: +5
  • Result: 14
  • Advantage: 0
Roll 2
  • type: Spell
  • Spell: Prayer of Healing
  • Healing: 64
Roll 3
  • type: Save
  • Skill: Wisdom
  • Roll: 10
  • Modifier: +10
  • Result: 20
  • Advantage: 0
Roll 4
  • type: Skill check
  • Skill: Initiative
  • Roll: 6
  • Modifier: +2
  • Result: 8
  • Advantage: 0
Roll 5
  • type: Skill check
  • Skill: Religion
  • Roll: 4
  • Modifier: +5
  • Result: 9
  • Advantage: 0
Roll 6
  • type: Skill check
  • Skill: Arcana
  • Roll: 6
  • Modifier: +1
  • Result: 7
  • Advantage: 0
Roll 7
  • type: Skill check
  • Skill: Religion
  • Roll: 12
  • Modifier: +5
  • Result: 17
  • Advantage: 0
Roll 8
  • type: Spell
  • Spell: Mass Healing Word
  • Healing: 28
Roll 9
  • type: Spell
  • Spell: Radiance of the Dawn
  • Damage: 78
Roll 10
  • type: Skill check
  • Skill: Religion
  • Roll: 14
  • Modifier: +5
  • Result: 19
  • Advantage: 0
Roll 11
  • type: Spell
  • Spell: Radiance of the Dawn
  • Damage: 55
Roll 12
  • type: Save
  • Skill: Constitution
  • Roll: 11
  • Modifier: +3
  • Result: 14
  • Advantage: +
Roll 13
  • type: Spell
  • Spell: Healing Word
  • Healing: 8
Roll 14
  • type: Skill check
  • Skill: Medicine
  • Roll: 8
  • Modifier: +5
  • Result: 13
  • Advantage: +
Roll 15
  • type: Skill check
  • Skill: Arcana
  • Roll: 10
  • Modifier: +1
  • Result: 11
  • Advantage: 0
Roll 16
  • type: Skill check
  • Skill: Medicine
  • Roll: 16
  • Modifier: +5
  • Result: 21
  • Advantage: +
Roll 17
  • type: Skill check
  • Skill: Medicine
  • Roll: 10
  • Modifier: +5
  • Result: 15
  • Advantage: 0
Roll 18
  • type: Skill check
  • Skill: Medicine
  • Roll: 14
  • Modifier: +3
  • Result: 17
  • Advantage: 0

Yotta Zō (Ezekiel_III):
Roll 1
  • type: Skill check
  • Skill: History
  • Roll: 9
  • Modifier: +3
  • Result: 12
  • Advantage: 0
Roll 2
  • type: Save
  • Skill: Wisdom
  • Roll: 8
  • Modifier: +3
  • Result: 11
  • Advantage: 0
Roll 3
  • type: Skill check
  • Skill: Perception
  • Roll: 19
  • Modifier: +3
  • Result: 22
  • Advantage: +
Roll 4
  • type: Skill check
  • Skill: Initiative
  • Roll: 11
  • Modifier: +4
  • Result: 15
  • Advantage: 0
Roll 5
  • type: Attack
  • Roll: 2
  • Modifier: +8
  • Result: 10
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 5
Roll 6
  • type: Attack
  • Roll: 15
  • Modifier: +8
  • Result: 23
  • Advantage: 0
  • Hit: +
  • Damage: 12
  • FirstAtkRnd: 5
Roll 7
  • type: Attack
  • Roll: 10
  • Modifier: +8
  • Result: 18
  • Advantage: 0
  • Hit: +
  • Damage: 11
  • FirstAtkRnd: 5
Roll 8
  • type: Attack
  • Roll: 19
  • Modifier: +8
  • Result: 27
  • Advantage: 0
  • Hit: +
  • Damage: 7
  • FirstAtkRnd: 5
Roll 9
  • type: Save
  • Skill: Wisdom
  • Roll: 18
  • Modifier: +3
  • Result: 21
  • Advantage: 0
Roll 10
  • type: Save
  • Skill: Death
  • Roll: 6
  • Modifier: 0
  • Result: 6
  • Advantage: 0
Roll 11
  • type: Attack
  • Roll: 10
  • Modifier: +8
  • Result: 18
  • Advantage: +
  • Hit: +
  • Damage: 10
  • FirstAtkRnd: 11
Roll 12
  • type: Attack
  • Roll: 8
  • Modifier: +8
  • Result: 16
  • Advantage: +
  • Hit: +
  • Damage: 8
  • FirstAtkRnd: 11
Roll 13
  • type: Attack
  • Roll: 17
  • Modifier: +8
  • Result: 25
  • Advantage: +
  • Hit: +
  • Damage: 5
  • FirstAtkRnd: 11
Roll 14
  • type: Save
  • Skill: Constitution
  • Roll: 7
  • Modifier: +1
  • Result: 8
  • Advantage: +
Roll 15
  • type: Save
  • Skill: Death
  • Roll: 12
  • Modifier: 0
  • Result: 12
  • Advantage: 0
Roll 16
  • type: Save
  • Skill: Death
  • Roll: 2
  • Modifier: 0
  • Result: 2
  • Advantage: 0
Roll 17
  • type: Skill check
  • Skill: Initiative
  • Roll: 19
  • Modifier: +1
  • Result: 20
  • Advantage: 0

Berg (GassyMexican):
Roll 1
  • type: Skill check
  • Skill: Initiative
  • Roll: 16
  • Modifier: +1
  • Result: 17
  • Advantage: +
Roll 2
  • type: Attack
  • Roll: 18
  • Modifier: +9
  • Result: 27
  • Advantage: 0
  • Hit: +
  • Damage: 19
  • FirstAtkRnd: 2
Roll 3
  • type: Attack
  • Roll: 3
  • Modifier: +9
  • Result: 12
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 2
Roll 4
  • type: Save
  • Skill: Constitution
  • Roll: 3
  • Modifier: +5
  • Result: 8
  • Advantage: 0
Roll 5
  • type: Save
  • Skill: Constitution
  • Roll: 11
  • Modifier: +5
  • Result: 16
  • Advantage: 0
Roll 6
  • type: Save
  • Skill: Wisdom
  • Roll: 11
  • Modifier: -2
  • Result: 9
  • Advantage: 0
Roll 7
  • type: Attack
  • Roll: 15
  • Modifier: +9
  • Result: 24
  • Advantage: 0
  • Hit: +
  • Damage: 21
  • FirstAtkRnd: 7
Roll 8
  • type: Attack
  • Roll: 17
  • Modifier: +9
  • Result: 26
  • Advantage: 0
  • Hit: +
  • Damage: 9
  • FirstAtkRnd: 7
Roll 9
  • type: Save
  • Skill: Constitution
  • Roll: 5
  • Modifier: +5
  • Result: 10
  • Advantage: +
Roll 10
  • type: Save
  • Skill: Constitution
  • Roll: 11
  • Modifier: +5
  • Result: 16
  • Advantage: 0
Roll 11
  • type: Save
  • Skill: Constitution
  • Roll: 4
  • Modifier: +5
  • Result: 9
  • Advantage: 0
Roll 12
  • type: Save
  • Skill: Constitution
  • Roll: 10
  • Modifier: +5
  • Result: 15
  • Advantage: 0
Roll 13
  • type: Skill check
  • Skill: Medicine
  • Roll: 9
  • Modifier: -2
  • Result: 7
  • Advantage: 0
Roll 14
  • type: Skill check
  • Skill: Initiative
  • Roll: 16
  • Modifier: +4
  • Result: 20
  • Advantage: 0
Roll 15
  • type: Skill check
  • Skill: Initiative
  • Roll: 19
  • Modifier: +1
  • Result: 20
  • Advantage: 0
Roll 16
  • type: Skill check
  • Skill: Medicine
  • Roll: 11
  • Modifier: -2
  • Result: 9
  • Advantage: 0

Maharib (itmeJP):
Roll 1
  • type: Skill check
  • Skill: Survival
  • Roll: 17
  • Modifier: +3
  • Result: 20
  • Advantage: 0
Roll 2
  • type: Skill check
  • Skill: Arcana
  • Roll: 9
  • Modifier: +1
  • Result: 10
  • Advantage: 0
Roll 3
  • type: Skill check
  • Skill: Insight
  • Roll: 15
  • Modifier: -1
  • Result: 14
  • Advantage: 0
Roll 4
  • type: Skill check
  • Skill: Initiative
  • Roll: 14
  • Modifier: 0
  • Result: 14
  • Advantage: 0
Roll 5
  • type: Save
  • Skill: Wisdom
  • Roll: 15
  • Modifier: -1
  • Result: 14
  • Advantage: 0
Roll 6
  • type: Attack
  • Roll: 10
  • Modifier: +9
  • Result: 19
  • Advantage: 0
  • Hit: +
  • Damage: 29
  • FirstAtkRnd: 6
Roll 7
  • type: Attack
  • Roll: 10
  • Modifier: +8
  • Result: 18
  • Advantage: 0
  • Hit: +
  • Damage: 27
  • FirstAtkRnd: 6
Roll 8
  • type: Attack
  • Roll: 8
  • Modifier: +14
  • Result: 22
  • Advantage: 0
  • Hit: +
  • Damage: 25
  • FirstAtkRnd: 6
Roll 9
  • type: Attack
  • Roll: 15
  • Modifier: +5
  • Result: 20
  • Advantage: +
  • Hit: +
  • Damage: 21
  • FirstAtkRnd: 9
Roll 10
  • type: Attack
  • Roll: 10
  • Modifier: +14
  • Result: 24
  • Advantage: +
  • Hit: +
  • Damage: 26
  • FirstAtkRnd: 9
Roll 11
  • type: Attack
  • Roll: 18
  • Modifier: +5
  • Result: 23
  • Advantage: +
  • Hit: +
  • Damage: 24
  • FirstAtkRnd: 9
Roll 12
  • type: Save
  • Skill: Constitution
  • Roll: 18
  • Modifier: +9
  • Result: 27
  • Advantage: +
Roll 13
  • type: Attack
  • Roll: 11
  • Modifier: +10
  • Result: 21
  • Advantage: 0
  • Hit: +
  • Damage: 14
  • FirstAtkRnd: 13
Roll 14
  • type: Attack
  • Roll: 13
  • Modifier: +10
  • Result: 23
  • Advantage: 0
  • Hit: +
  • Damage: 16
  • FirstAtkRnd: 13
Roll 15
  • type: Attack
  • Roll: 9
  • Modifier: +10
  • Result: 19
  • Advantage: 0
  • Hit: +
  • Damage: 13
  • FirstAtkRnd: 13
Roll 16
  • type: Skill check
  • Skill: Medicine
  • Roll: 9
  • Modifier: -1
  • Result: 8
  • Advantage: +
Roll 17
  • type: Skill check
  • Skill: Initiative
  • Roll: 15
  • Modifier: 0
  • Result: 15
  • Advantage: 0
Roll 18
  • type: Skill check
  • Skill: Medicine
  • Roll: 9
  • Modifier: -1
  • Result: 8
  • Advantage: 0
Roll 19
  • type: Save
  • Skill: Death
  • Roll: 12
  • Modifier: 0
  • Result: 12
  • Advantage: 0

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

Average Results
  • Ramus Krill: 14.231
  • Yotta Zō: 15.647
  • Berg: 15.313
  • Maharib: 17.421
  • Adam Koebel: 17.231


Average Rolls
  • Ramus Krill: 10.000
  • Yotta Zō: 11.294
  • Berg: 11.188
  • Maharib: 12.474


Damage dealt
  • Ramus Krill: 133
  • Yotta Zō: 53
  • Berg: 49
  • Maharib: 195
  • Adam Koebel: 273


Damage taken
  • Ramus Krill: 22
  • Yotta Zō: 50
  • Berg: 61
  • Maharib: 140


(phobiarg) #32

@AdamKoebel Loved this episode! Great to see more about the Mara and really start to get a different perspective on them!

On a totally unrelated note, will we see any more large scale dungeon encounters in the CoS universe? With the changes made at episode 50 I know the consensus was to reduce the borderline impossible situations that the characters were subjected to. I just finished watching your recent Roll20 stream you were going through a very intricate dungeon and it reminded me of how much I liked those moments in CoS. The encounters like the Rock Gnome King, the Mushroom Temple and the Failed Experiment were so memorable and still possibly my favorite moments. I know these encounters were extremely difficult and that’s probably why they stuck with me. Please don’t take this as me complaining that that the episode 50 revamp in anyway made the show worse. Utrix’s lair and the fall of the City of Brass were also amazing! The amount of character development and RP has also significantly increased and improved. But part of me misses the moments where the light is fading and there is one party member left standing clinging on with only a few HP just praying that the battle is over so the party can revive.


(SoCutey) #33

@GassyMexican
About the feat you could take at level 12 you should strongly consider taking the feat ‘Resilient’ (page 168 - Player’s Handbook) and choose wisdom saves.

This will give you +2 to wisdom saves instead of your -2 and will help you resolve your goal of getting over your fear.

How many times have you not been screwed over by wisdom saves? How many times have monsters and people alike not taking advantage of Bergs inability to defend his mind and taken control of him? I say it is high time for Berg to take control and shout: “Fuck you!” to his oppressors so they can hold him down no more!!

(Wisdom saves have been used for Berg in these ways: to contact Agni (Azer, fire demigod), to contact the being inside of him (The Farang), to resist being frightened by a dragon and countless other ways where you have been frustrated over not having a fighting chance)


(stevenx) #34

I will say that it’s quite believable given the life Berg has lived and all the shit he has seen, that he could entirely justify having acquired a kind of D&D street wisdom. I mean, even in that universe how many people have seen all the stuff he has? Probably none.