a fun filled day of colorful stuff
also rotting flesh
Fun fact: none of the void residents would know what a burning corpse smells like.
Question: You once said that the juice comes in different “flavors”. What flavor was the type in the kitchen, based on Little Action’s reaction? What about Ramus/Berg’s spells?
@AdamKoebel Could the characters end up “fast travelling” when they return to the world? Like could the players enter the Court of the Void from the Court of the Swords travel a small distance in the Void and then come out hundreds/thousands of miles away in the Court of Cups or something?
Hey @AdamKoebel I got a few questions:
Is the Judge a singular entity or a conjured being?
What does one have to roll as a Dragonborn to climb up a Giant’s arm and run up to his face?
Can a Dragonborn jump and do a breath weapon attack to propel himself up in the air further and or break/slow down his own fall and what do I have to roll for it?
Won’t everyone who comes through the vein become like the regular demonic entities like in the first season that attacked the cast in that town?
How is that guy in the Wheelchair a knight? There isn’t anything intimidating about him. He is literally dying in a chair.
What is the great darkness he was speaking of? Will we ever know what it truly is? Can it go
through the veins?
Also in the Court of Swords could an Orc and and a Tianshi be able to mate and have an child? If so would you allow it to be something like this? https://www.deviantart.com/petite-emi/art/Alexi-The-Butterfly-96783290
Real noob question
Why does everyone start back up on a certain level and not back on level one? I kind of forgotten that so could you please explain
you mean like in Minecraft? lol
Just wanna say how much I loved this episode. Broken Promises sneaking, the conversation with The Knight, the battle with the spawn from Yotta’s corpse, and the paying of respects. All wonderful. Kudos to Adam and everyone on the cast.
could an Orc and and a Tianshi be able to mate
Tanarukks are Orc-Tiefling hybrids, and we’ve seen one on screen towards the end of the City of Brass arc, so why not Orc-Aasimar?
Why does everyone start back up on a certain level and not back on level one?
Can you imagine what would happen to a level 1 character in a level 13 campaign? A person would never even have a chance to level up again, and would just be useless and unable to contribute in any meaningful way, which isn’t fun.
What happened today with Little Action was like someone huffing gasoline fumes. It was not pretty.
whoa, court of the void as subspace.
neat.
It’s a singular but regenerating entity.
Athletics or Acrobatics.
I don’t think a Dragonborn’s breath weapon can push hard enough to create that kind of force.
I guess we’ll find out!
Knight is a title. Anyone can be a Knight.
He might be referring to the Void, or the Mara at large?
In the Court of Swords world basically anyone can fuck basically anyone else if they really want to.
Game balance.
I almost expected a love-letter roll after the first break, for Broken Promises, like a "The Page & Knight took the memories of your secrets, roll 2d6+Int, on a 10+ Pick 2, 7-9 Pick 1…
- The Fool Inverse didn’t also learn all you knew of Ramus, Berg, Maharib, and Emira (or something similar if this is already the case).
- The Page didn’t add any false memories (What do you mean the Blood Judge person isn’t my best friend?).
- You retained most of your other memories (Who’s Mr. Nice Guy?).
Great episode overall!!
Damn their journey back to the other side is dragging out. I was positive they were making it through this episode. I hope they make it through early next episode, I’m anxious to see what’s going on with the other side.
If Broken Promises has any weird issues in their would, assuming it helped gun princess then they’d just need to do some blood stuff. There are other variables though its frustrating to think about! Like if just the void part in general is what causes issues, not the no ties to the other world then now Maharib will have a bad time as well. Its giving me anxiety on what’s gonna happen when they get back and I’m bummed I have to wait.
What was your thought process in how this would affect the players when they return?
I don’t think the blood transfusions would work without the green moon cycles. That is what sparks the change reaction. At least it seems as such.
Man sort of sad to see them leave the void love the lore of this world so much. I would love to do a campaign that starts in this world or one with a similar premise leading to a similar opposite twist if the players go through a vein. As an experienced GM @AdamKoebel do you have any advice for doing a campaign that starts somewhere like the void court? I really like the idea of regenerating at the beginning of a cycle as a way to insulate new low level players early on from the harshness of early level deaths with the entire plan that if they go to investigate a vein there is a chance they will get sucked in and be on the other side. In story terms I would love the first arc twist (around LV 3) to be them potentially getting sucked into the vein and winding up on the other side where they realize the gods that they served that walked the earth are actually the “devils” and “demons” of the real world and now that they are in the real world what do they do. And even if they don’t get sucked into the real world they would come to the realization that their world is just a shadow reflection of the real one and what do they do with that info. The problem I have is how much do I share with them up front? I want the surprise and the shock of the we aren’t real realization but I also don’t want them to buy into the campaign pitch I would put together for a full court of the void style campaign when it can change so drastically and suddenly. Any advice?
Also side unrelated lore question that I thought of while typing that one out. How long ago was heaven formed? I’m not asking in years but more or less could it be possible for a “human” to have lived through that time period and still be alive today? As tied in as Druids seemed to be to the primordials and archdruids age something like 10x slower than normal creatures combine that with a longed lived race like dwarves an archdruid could live for 3000+ years. Was heaven formed in the thousands of years ago range or the millions?
Did the Divine Comedy drain Yota ZĂ´ dry of all his juice/blood?
It seemed so because he was lighter than expected and he had lost his smell/the thing that made Yota Zô him. And the juice would be perfect for the Fool Inversed and would be why the Knight said that the other Mara couldn’t stop the fool now.
Week 116 roll results and statistics:
Ramus Krill (DansGaming):
Roll 1
- type: Skill check
- Skill: Performance
- Roll: 19
- Modifier: -1
- Result: 18
- Advantage: 0
Roll 2
- type: Skill check
- Skill: Medicine
- Roll: 10
- Modifier: +5
- Result: 15
- Advantage: 0
Roll 3
- type: Skill check
- Skill: Religion
- Roll: 17
- Modifier: +6
- Result: 23
- Advantage: 0
Roll 4
- type: Skill check
- Skill: Initiative
- Roll: 15
- Modifier: +2
- Result: 17
- Advantage: 0
Roll 5
- type: Save
- Skill: Constitution
- Roll: 2
- Modifier: +3
- Result: 5
- Advantage: 0
Roll 6
- type: Save
- Skill: Constitution
- Roll: 14
- Modifier: +3
- Result: 17
- Advantage: 0
Roll 7
- type: Spell
- Spell: Scorching Ray
- Roll: 19
- Modifier: +10
- Result: 29
- Hit: +
- Damage: 5
- Advantage: 0
Roll 8
- type: Spell
- Spell: Scorching Ray
- Roll: 12
- Modifier: +10
- Result: 22
- Hit: +
- Damage: 6
- Advantage: 0
Roll 9
- type: Spell
- Spell: Scorching Ray
- Roll: 11
- Modifier: +10
- Result: 21
- Hit: +
- Damage: 6
- Advantage: 0
Roll 10
- type: Skill check
- Skill: Religion
- Roll: 8
- Modifier: +6
- Result: 14
- Advantage: 0
Roll 11
- type: Spell
- Spell: Radiance of the Dawn
- Damage: 23
Roll 12
- type: Save
- Skill: Constitution
- Roll: 20
- Modifier: +3
- Result: 23
- Advantage: 0
Roll 13
- type: Save
- Skill: Constitution
- Roll: 20
- Modifier: +3
- Result: 23
- Advantage: 0
Roll 14
- type: Spell
- Spell: Scorching Ray
- Roll: 6
- Modifier: +10
- Result: 16
- Hit: +
- Damage: 4
- Advantage: -
Roll 15
- type: Spell
- Spell: Scorching Ray
- Roll: 5
- Modifier: +10
- Result: 15
- Hit: +
- Damage: 6
- Advantage: -
Roll 16
- type: Spell
- Spell: Scorching Ray
- Roll: 4
- Modifier: +10
- Result: 14
- Hit: -
- Damage: 0
- Advantage: -
Roll 17
- type: Skill check
- Skill: Religion
- Roll: 4
- Modifier: +6
- Result: 10
- Advantage: 0
Berg (GassyMexican):
Roll 1
- type: Skill check
- Skill: Perception
- Roll: 10
- Modifier: +3
- Result: 13
- Advantage: 0
Roll 2
- type: Skill check
- Skill: Initiative
- Roll: 12
- Modifier: +1
- Result: 13
- Advantage: +
Roll 3
- type: Save
- Skill: Constitution
- Roll: 17
- Modifier: +6
- Result: 23
- Advantage: 0
Roll 4
- type: Attack
- Roll: 10
- Modifier: +10
- Result: 20
- Advantage: 0
- Hit: +
- Damage: 21
- FirstAtkRnd: 4
Roll 5
- type: Attack
- Roll: 19
- Modifier: +10
- Result: 29
- Advantage: 0
- Hit: +
- Damage: 8
- FirstAtkRnd: 4
Roll 6
- type: Save
- Skill: Constitution
- Roll: 10
- Modifier: +6
- Result: 16
- Advantage: 0
Roll 7
- type: Save
- Skill: Wisdom
- Roll: 12
- Modifier: +3
- Result: 15
- Advantage: 0
Roll 8
- type: Attack
- Roll: 8
- Modifier: +10
- Result: 18
- Advantage: -
- Hit: +
- Damage: 42
- FirstAtkRnd: 8
Roll 9
- type: Save
- Skill: Constitution
- Roll: 4
- Modifier: +6
- Result: 10
- Advantage: 0
Roll 10
- type: Save
- Skill: Constitution
- Roll: 19
- Modifier: +6
- Result: 25
- Advantage: 0
Broken Promises (Ezekiel_III):
Roll 1
- type: Skill check
- Skill: History
- Roll: 2
- Modifier: 0
- Result: 2
- Advantage: 0
Roll 2
- type: Skill check
- Skill: Persuasion
- Roll: 8
- Modifier: +9
- Result: 17
- Advantage: 0
Roll 3
- type: Skill check
- Skill: Insight
- Roll: 11
- Modifier: +7
- Result: 18
- Advantage: 0
Roll 4
- type: Skill check
- Skill: Perception
- Roll: 20
- Modifier: +3
- Result: 23
- Advantage: 0
Roll 5
- type: Save
- Skill: Charisma
- Roll: 4
- Modifier: +9
- Result: 13
- Advantage: 0
Roll 6
- type: Skill check
- Skill: Persuasion
- Roll: 12
- Modifier: +9
- Result: 21
- Advantage: 0
Roll 7
- type: Skill check
- Skill: Stealth
- Roll: 9
- Modifier: +5
- Result: 14
- Advantage: 0
Roll 8
- type: Skill check
- Skill: Perception
- Roll: 18
- Modifier: +3
- Result: 21
- Advantage: 0
Roll 9
- type: Skill check
- Skill: Insight
- Roll: 11
- Modifier: +7
- Result: 18
- Advantage: -
Roll 10
- type: Skill check
- Skill: Initiative
- Roll: 19
- Modifier: +1
- Result: 20
- Advantage: 0
Roll 11
- type: Save
- Skill: Constitution
- Roll: 18
- Modifier: +6
- Result: 24
- Advantage: 0
Roll 12
- type: Spell
- Spell: Fire Bolt
- Roll: 10
- Modifier: +9
- Result: 19
- Hit: +
- Damage: 13
- Advantage: -
Maharib (itmeJP):
Roll 1
- type: Skill check
- Skill: Perception
- Roll: 7
- Modifier: +4
- Result: 11
- Advantage: 0
Roll 2
- type: Skill check
- Skill: Initiative
- Roll: 15
- Modifier: 0
- Result: 15
- Advantage: 0
Roll 3
- type: Save
- Skill: Constitution
- Roll: 19
- Modifier: +10
- Result: 29
- Advantage: 0
Roll 4
- type: Attack
- Roll: 4
- Modifier: +10
- Result: 14
- Advantage: -
- Hit: -
- Damage: 0
- FirstAtkRnd: 4
Roll 5
- type: Attack
- Roll: 6
- Modifier: +10
- Result: 16
- Advantage: -
- Hit: -
- Damage: 0
- FirstAtkRnd: 4
Roll 6
- type: Attack
- Roll: 2
- Modifier: +10
- Result: 12
- Advantage: -
- Hit: -
- Damage: 0
- FirstAtkRnd: 4
Roll 7
- type: Save
- Skill: Wisdom
- Roll: 16
- Modifier: -1
- Result: 15
- Advantage: 0
Roll 8
- type: Attack
- Roll: 10
- Modifier: +10
- Result: 20
- Advantage: -
- Hit: +
- Damage: 14
- FirstAtkRnd: 8
Roll 9
- type: Attack
- Roll: 5
- Modifier: +10
- Result: 15
- Advantage: -
- Hit: -
- Damage: 0
- FirstAtkRnd: 9
Roll 10
- type: Attack
- Roll: 11
- Modifier: +10
- Result: 21
- Advantage: -
- Hit: +
- Damage: 8
- FirstAtkRnd: 9
Roll 11
- type: Attack
- Roll: 6
- Modifier: +10
- Result: 16
- Advantage: -
- Hit: -
- Damage: 0
- FirstAtkRnd: 9
Roll 12
- type: Attack
- Roll: 18
- Modifier: +10
- Result: 28
- Advantage: -
- Hit: +
- Damage: 12
- FirstAtkRnd: 9
Roll 13
- type: Attack
- Roll: 1
- Modifier: +10
- Result: 11
- Advantage: -
- Hit: –
- Damage: 0
- FirstAtkRnd: 9
Roll 14
- type: Attack
- Roll: 14
- Modifier: +10
- Result: 24
- Advantage: -
- Hit: +
- Damage: 15
- FirstAtkRnd: 9
Roll 15
- type: Attack
- Roll: 3
- Modifier: +10
- Result: 13
- Advantage: -
- Hit: -
- Damage: 0
- FirstAtkRnd: 9
Roll 16
- type: Save
- Skill: Constitution
- Roll: 12
- Modifier: +10
- Result: 22
- Advantage: 0
Adam Koebel:
Roll 1
- type: Skill check
- Skill: Preception
- Result: 10
- Advantage: -
Roll 2
- type: Skill check
- Skill: Initiative
- Result: 14
- Advantage: 0
Roll 3
- type: Skill check
- Skill: Initiative
- Result: 13
- Advantage: 0
Roll 4
- type: Save
- Skill: Dexterity
- Result: 21
- Advantage: 0
Roll 5
- type: Save
- Skill: Constitution
- Result: 16
- Advantage: 0
Roll 6
- type: Attack
- Result: 12
- Target: Npc
- Advantage: 0
- Hit: -
- Damage: 0
Roll 7
- type: Attack
- Result: 21
- Target: Npc
- Advantage: 0
- Hit: +
- Damage: 11
Roll 8
- type: Attack
- Result: 19
- Target: Maharib
- Advantage: 0
- Hit: -
- Damage: 0
Roll 9
- type: Attack
- Result: 11
- Target: Berg
- Advantage: 0
- Hit: -
- Damage: 0
Roll 10
- type: Attack
- Result: 24
- Target: Berg
- Advantage: 0
- Hit: +
- Damage: 30
Roll 11
- type: Save
- Skill: Constitution
- Result: 9
- Advantage: 0
Roll 12
- type: Attack
- Result: 22
- Target: Npc
- Advantage: 0
- Hit: +
- Damage: 6
Roll 13
- type: Attack
- Result: 16
- Target: Npc
- Advantage: 0
- Hit: -
- Damage: 0
Roll 14
- type: Damage
- Damage: 20
- Target: Ramus
Roll 15
- type: Save
- Skill: Constitution
- Result: 16
- Advantage: 0
Roll 16
- type: Damage
- Damage: 13
- Target: Maharib
Roll 17
- type: Damage
- Damage: 13
- Target: Berg
Roll 18
- type: Damage
- Damage: 13
- Target: Npc
Average Results
- Ramus Krill: 17.625
- Broken Promises: 17.500
- Berg: 18.200
- Maharib: 17.625
- Adam Koebel: 16.000
Average Rolls
- Ramus Krill: 11.625
- Broken Promises: 11.833
- Berg: 12.100
- Maharib: 9.313
Damage dealt
- Ramus Krill: 50
- Broken Promises: 13
- Berg: 71
- Maharib: 49
- Adam Koebel: 106
Damage taken
- Ramus Krill: 20
- Broken Promises: 0
- Berg: 43
- Maharib: 13