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[COURT OF SWORDS // E120 // Q&A] Way Down in the Hole

gotta keep the devil…

3 Likes

I love that we finally saw the cards you drew three months ago.

Spoilers

Well, 3/4 of them at least. The first card is the big one. I bet Dan will realize what it is.

1 Like

Hey @AdamKoebel I got few more questions for you
What’s the home land of the Eldritch race or rather what part of the cosmology?
What is their major weakness?
If they are from some other void I would assume light doesn’t work on those dudes?
Is the Great Green Worm tied with that race?
It actually said ‘‘Purple Worm’’ on the sheet is that what it actually was in the D&D guide?
Were those things on Kalimat which were summoned by the Bell of Mara origins?
Were Mara even a thing before Heaven Bureaucracy was established or after if after why come out after the Primordial age?
If they weren’t how come they didn’t show up before?
So the Mara who possess people and make them go insane are just junkies in living form?

1 Like

When Zeke wanted to fly down, there was a somewhat lengthy discussion, involving math, about how far a character can travel vertically - in reality it’s much simpler (as nonsensical as this non-Euclidean world is), the rule is that you can travel your movement speed along all axes simultaneously. So, since Zeke had a flying speed of 50, he could in one movement, go 50 along the X axis, 50 along the Y (actual distance of ~70), and also 50 along the Z (actual distance ~87), descending from his starting height straight to the ground, since his initial move was 50 feet straight up. Silly, but it does make things a fair bit simpler.

2 Likes

I love Dan. He is great at staying on theme. Like choice is important.

2 Likes

I hate this.

You’re not wrong, though.

1 Like

Also it gets really weird with anyone that can take a lot of fall damage or have flying speeds and they choose to just fall. Since Xanathars says you fall 500ft instantly on your turn, and it also doesn’t use your movement to fall so he could have flown all his movement in the air dropped concentration to fall for free and just take the damage for “free” movement. Three dimensional dnd gets really time consuming to track accurately.

2 Likes

Right now the only things we know about the ancient race the Giants descended from (I assume that’s who you mean - the tomb guardians that we saw on the walls of the weird creature pit where they got the Bell way back when) is that they were opposed to entities of Outer Darkness.

Evolution.

“void” is a word that means a lot depending on who you’re asking

the Great Green Worm is a name for the Most Powerful, a mara king among kings. Greatest and eldest, least known, least knowable. Unborn and coiled around the void beneath all.

I started with a basic purple worm and added some embellishments.

I’m not sure which things you mean?

The Mara either didn’t exist or weren’t around or were better at hiding before Heaven.

Juice addicts and the Mara aren’t related.

1 Like

Oh, he drew those cards in a prep video (that i didn’t see, I’m imagining) ? As I was watching the vod, The two ideas I had were that they were the very first tarot reading of the show OR the tarot reading for the Necromancer King back in the Court of Swords

Wow man, that moment when Ameera found something of Gun Princess and I realized that she was probably one of, if not THE, first sacrifice of Formerly Bug Fucker to the Great Green Worm. Wow, so painful and SO GOOD. Why you make me enjoy emotional pain like that @AdamKoebel !? <3

It was from a prep video. I won’t say why he made a draw, or what the cards signify to Adam, to prevent spoilers. For those who don’t watch prep, I highly recommend checking this particular prep out after the arc is over. It has some really cool stuff in it.

i guess i just love suffering

Oh damn, I never thougth about it that way until now! That’s why Maharib heard the gunshot and stuff.
That’s really evil / asshole move and then act like he did after, Maybe he was angry she was saved by Maharib?!
@AdamKoebel ?

Okay, I’m a little behind, but bear with me.

Am I taking crazy pills, or is everyone forgetting about Broken Promises’ nemesis sucking juice out of Berg? Was he not vampire-like?

1 Like

Week 120 roll results and statistics:


Ramus Krill (DansGaming):
Roll 1
  • type: Skill check
  • Skill: Initiative
  • Roll: 5
  • Modifier: +2
  • Result: 7
  • Advantage: 0
Roll 2
  • type: Skill check
  • Skill: Arcana
  • Roll: 9
  • Modifier: +1
  • Result: 10
  • Advantage: 0
Roll 3
  • type: Save
  • Skill: Dexterity
  • Roll: 20
  • Modifier: +3
  • Result: 23
  • Advantage: 0
Roll 4
  • type: Spell
  • Spell: Spiritual Weapon
  • Roll: 14
  • Modifier: +10
  • Result: 24
  • Hit: +
  • Damage: 11
  • Advantage: 0
Roll 5
  • type: Spell
  • Spell: Toll the Dead
  • Damage: 33
Roll 6
  • type: Spell
  • Spell: Spiritual Weapon
  • Roll: 4
  • Modifier: +10
  • Result: 14
  • Hit: -
  • Damage: 0
  • Advantage: 0
Roll 7
  • type: Spell
  • Spell: Scorching Ray
  • Roll: 16
  • Modifier: +10
  • Result: 26
  • Hit: +
  • Damage: 10
  • Advantage: 0
Roll 8
  • type: Spell
  • Spell: Scorching Ray
  • Roll: 4
  • Modifier: +10
  • Result: 14
  • Hit: -
  • Damage: 0
  • Advantage: 0
Roll 9
  • type: Spell
  • Spell: Scorching Ray
  • Roll: 16
  • Modifier: +10
  • Result: 26
  • Hit: +
  • Damage: 10
  • Advantage: 0
Roll 10
  • type: Save
  • Skill: Dexterity
  • Roll: 4
  • Modifier: +3
  • Result: 7
  • Advantage: 0
Roll 11
  • type: Spell
  • Spell: Spiritual Weapon
  • Roll: 7
  • Modifier: +10
  • Result: 17
  • Hit: -
  • Damage: 0
  • Advantage: 0
Roll 12
  • type: Skill check
  • Skill: Religion
  • Roll: 4
  • Modifier: +6
  • Result: 10
  • Advantage: 0
Roll 13
  • type: Spell
  • Spell: Blade Barrier
  • Damage: 28
Roll 14
  • type: Spell
  • Spell: Toll the Dead
  • Damage: 28
Roll 15
  • type: Spell
  • Spell: Spiritual Weapon
  • Roll: 16
  • Modifier: +10
  • Result: 26
  • Hit: +
  • Damage: 9
  • Advantage: 0
Roll 16
  • type: Spell
  • Spell: Blade Barrier
  • Damage: 44
Roll 17
  • type: Skill check
  • Skill: Nature
  • Roll: 8
  • Modifier: +1
  • Result: 9
  • Advantage: 0
Roll 18
  • type: Skill check
  • Skill: Insight
  • Roll: 17
  • Modifier: +10
  • Result: 27
  • Advantage: 0
Roll 19
  • type: Skill check
  • Skill: Persuasion
  • Roll: 14
  • Modifier: +4
  • Result: 18
  • Advantage: 0
Roll 20
  • type: Skill check
  • Skill: Insight
  • Roll: 7
  • Modifier: +10
  • Result: 17
  • Advantage: 0
Roll 21
  • type: Skill check
  • Skill: Medicine
  • Roll: 10
  • Modifier: +5
  • Result: 15
  • Advantage: 0

Berg (GassyMexican):
Roll 1
  • type: Skill check
  • Skill: Initiative
  • Roll: 20
  • Modifier: +1
  • Result: 21
  • Advantage: +
Roll 2
  • type: Skill check
  • Skill: Stealth
  • Roll: 8
  • Modifier: +1
  • Result: 9
  • Advantage: 0
Roll 3
  • type: Save
  • Skill: Dexterity
  • Roll: 19
  • Modifier: +1
  • Result: 20
  • Advantage: +
Roll 4
  • type: Save
  • Skill: Dexterity
  • Roll: 19
  • Modifier: +1
  • Result: 20
  • Advantage: +
Roll 5
  • type: Save
  • Skill: Constitution
  • Roll: 1
  • Modifier: +6
  • Result: 7
  • Advantage: 0
Roll 6
  • type: Save
  • Skill: Constitution
  • Roll: 1
  • Modifier: +6
  • Result: 7
  • Advantage: 0
Roll 7
  • type: Attack
  • Roll: 11
  • Modifier: +10
  • Result: 21
  • Advantage: 0
  • Hit: +
  • Damage: 28
  • FirstAtkRnd: 7
Roll 8
  • type: Attack
  • Roll: 4
  • Modifier: +10
  • Result: 14
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 7
Roll 9
  • type: Attack
  • Roll: 4
  • Modifier: +10
  • Result: 14
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 9
Roll 10
  • type: Attack
  • Roll: 19
  • Modifier: +10
  • Result: 29
  • Advantage: 0
  • Hit: +
  • Damage: 33
  • FirstAtkRnd: 9
Roll 11
  • type: Skill check
  • Skill: Perception
  • Roll: 19
  • Modifier: +3
  • Result: 22
  • Advantage: 0
Roll 12
  • type: Save
  • Skill: Wisdom
  • Roll: 14
  • Modifier: +3
  • Result: 17
  • Advantage: 0

Broken Promises (Ezekiel_III):
Roll 1
  • type: Skill check
  • Skill: Initiative
  • Roll: 4
  • Modifier: +1
  • Result: 5
  • Advantage: 0
Roll 2
  • type: Spell
  • Spell: Disintegrate
  • Damage: 75
Roll 3
  • type: Save
  • Skill: Dexterity
  • Roll: 13
  • Modifier: +1
  • Result: 14
  • Advantage: 0
Roll 4
  • type: Attack (Hound)
  • Roll: 2
  • Modifier: +5
  • Result: 7
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 4
Roll 5
  • type: Attack (Hound)
  • Roll: 19
  • Modifier: +5
  • Result: 24
  • Advantage: +
  • Hit: +
  • Damage: 11
  • FirstAtkRnd: 5
Roll 6
  • type: Spell
  • Spell: Lightning Bolt
  • Damage: 31
Roll 7
  • type: Save
  • Skill: Dexterity
  • Roll: 20
  • Modifier: +2
  • Result: 22
  • Advantage: 0
Roll 8
  • type: Save
  • Skill: Dexterity
  • Roll: 4
  • Modifier: +2
  • Result: 6
  • Advantage: 0
Roll 9
  • type: Save
  • Skill: Dexterity
  • Roll: 10
  • Modifier: +2
  • Result: 12
  • Advantage: 0
Roll 10
  • type: Skill check
  • Skill: Persuasion
  • Roll: 17
  • Modifier: +9
  • Result: 26
  • Advantage: 0
Roll 11
  • type: Skill check
  • Skill: Religion
  • Roll: 11
  • Modifier: 0
  • Result: 11
  • Advantage: 0
Roll 12
  • type: Skill check
  • Skill: History
  • Roll: 11
  • Modifier: 0
  • Result: 11
  • Advantage: 0
Roll 13
  • type: Skill check
  • Skill: Insight
  • Roll: 15
  • Modifier: +7
  • Result: 22
  • Advantage: 0
Roll 14
  • type: Skill check
  • Skill: Insight
  • Roll: 17
  • Modifier: +7
  • Result: 24
  • Advantage: 0
Roll 15
  • type: Skill check
  • Skill: Investigation
  • Roll: 20
  • Modifier: 0
  • Result: 20
  • Advantage: 0

Maharib (itmeJP):
Roll 1
  • type: Skill check
  • Skill: Initiative
  • Roll: 3
  • Modifier: 0
  • Result: 3
  • Advantage: 0
Roll 2
  • type: Save
  • Skill: Dexterity
  • Roll: 2
  • Modifier: 0
  • Result: 2
  • Advantage: 0
Roll 3
  • type: Save
  • Skill: Dexterity
  • Roll: 9
  • Modifier: 0
  • Result: 9
  • Advantage: 0
Roll 4
  • type: Save
  • Skill: Dexterity
  • Roll: 4
  • Modifier: 0
  • Result: 4
  • Advantage: 0
Roll 5
  • type: Save
  • Skill: Dexterity
  • Roll: 19
  • Modifier: 0
  • Result: 19
  • Advantage: 0
Roll 6
  • type: Attack
  • Roll: 18
  • Modifier: +10
  • Result: 28
  • Advantage: 0
  • Hit: +
  • Damage: 13
  • FirstAtkRnd: 6
Roll 7
  • type: Attack
  • Roll: 10
  • Modifier: +10
  • Result: 20
  • Advantage: 0
  • Hit: +
  • Damage: 8
  • FirstAtkRnd: 6
Roll 8
  • type: Attack
  • Roll: 14
  • Modifier: +10
  • Result: 24
  • Advantage: 0
  • Hit: +
  • Damage: 12
  • FirstAtkRnd: 6
Roll 9
  • type: Attack
  • Roll: 15
  • Modifier: +10
  • Result: 25
  • Advantage: 0
  • Hit: +
  • Damage: 8
  • FirstAtkRnd: 6
Roll 10
  • type: Attack
  • Roll: 11
  • Modifier: +10
  • Result: 21
  • Advantage: 0
  • Hit: +
  • Damage: 9
  • FirstAtkRnd: 6
Roll 11
  • type: Attack
  • Roll: 5
  • Modifier: +10
  • Result: 15
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 6
Roll 12
  • type: Spell
  • Spell: Wound
  • Damage: 1
Roll 13
  • type: Save
  • Skill: Dexterity
  • Roll: 18
  • Modifier: 0
  • Result: 18
  • Advantage: 0
Roll 14
  • type: Save
  • Skill: Dexterity
  • Roll: 19
  • Modifier: 0
  • Result: 19
  • Advantage: 0
Roll 15
  • type: Attack
  • Roll: 2
  • Modifier: +10
  • Result: 12
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 15
Roll 16
  • type: Attack
  • Roll: 11
  • Modifier: +10
  • Result: 21
  • Advantage: 0
  • Hit: +
  • Damage: 15
  • FirstAtkRnd: 15
Roll 17
  • type: Attack
  • Roll: 10
  • Modifier: +10
  • Result: 20
  • Advantage: 0
  • Hit: +
  • Damage: 10
  • FirstAtkRnd: 15
Roll 18
  • type: Spell
  • Spell: Wound
  • Damage: 3
Roll 19
  • type: Attack
  • Roll: 19
  • Modifier: +10
  • Result: 29
  • Advantage: 0
  • Hit: ++
  • Damage: 20
  • FirstAtkRnd: 15
Roll 20
  • type: Attack
  • Roll: 6
  • Modifier: +10
  • Result: 16
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 20
Roll 21
  • type: Attack
  • Roll: 14
  • Modifier: +10
  • Result: 24
  • Advantage: 0
  • Hit: +
  • Damage: 14
  • FirstAtkRnd: 20
Roll 22
  • type: Attack
  • Roll: 13
  • Modifier: +10
  • Result: 23
  • Advantage: 0
  • Hit: +
  • Damage: 10
  • FirstAtkRnd: 20
Roll 23
  • type: Spell
  • Spell: Wound
  • Damage: 3
Roll 24
  • type: Skill check
  • Skill: Perception
  • Roll: 16
  • Modifier: +4
  • Result: 20
  • Advantage: 0
Roll 25
  • type: Save
  • Skill: Constitution
  • Roll: 8
  • Modifier: +10
  • Result: 18
  • Advantage: 0
Roll 26
  • type: Attack
  • Roll: 18
  • Modifier: +10
  • Result: 28
  • Advantage: 0
  • Hit: +
  • Damage: 8
  • FirstAtkRnd: 26
Roll 27
  • type: Attack
  • Roll: 8
  • Modifier: +10
  • Result: 18
  • Advantage: 0
  • Hit: +
  • Damage: 13
  • FirstAtkRnd: 26
Roll 28
  • type: Attack
  • Roll: 11
  • Modifier: +10
  • Result: 21
  • Advantage: 0
  • Hit: +
  • Damage: 12
  • FirstAtkRnd: 26
Roll 29
  • type: Save
  • Skill: Wisdom
  • Roll: 19
  • Modifier: -1
  • Result: 18
  • Advantage: 0
Roll 30
  • type: Save
  • Skill: Wisdom
  • Roll: 13
  • Modifier: -1
  • Result: 12
  • Advantage: +
Roll 31
  • type: Attack
  • Roll: 8
  • Modifier: +10
  • Result: 18
  • Advantage: 0
  • Hit: +
  • Damage: 8
  • FirstAtkRnd: 31
Roll 32
  • type: Attack
  • Roll: 19
  • Modifier: +10
  • Result: 29
  • Advantage: 0
  • Hit: ++
  • Damage: 22
  • FirstAtkRnd: 31
Roll 33
  • type: Skill check
  • Skill: History
  • Roll: 17
  • Modifier: +6
  • Result: 23
  • Advantage: 0
Roll 34
  • type: Skill check
  • Skill: History
  • Roll: 10
  • Modifier: +6
  • Result: 16
  • Advantage: +

Adam Koebel:
Roll 1
  • type: Skill check
  • Skill: Initiative
  • Result: 4
  • Advantage: 0
Roll 2
  • type: Skill check
  • Skill: Initiative
  • Result: 7
  • Advantage: 0
Roll 3
  • type: Save
  • Skill: Dexterity
  • Result: 25
  • Advantage: 0
Roll 4
  • type: Save
  • Skill: Dexterity
  • Result: 19
  • Advantage: 0
Roll 5
  • type: Damage
  • Damage: 20
  • Target: Maharib
Roll 6
  • type: Damage
  • Damage: 10
  • Target: Berg
Roll 7
  • type: Damage
  • Damage: 10
  • Target: Ramus
Roll 8
  • type: Damage
  • Damage: 10
  • Target: Npc
Roll 9
  • type: Damage
  • Damage: 10
  • Target: Npc
Roll 10
  • type: Attack
  • Result: 25
  • Target: Maharib
  • Advantage: 0
  • Hit: +
  • Damage: 24
Roll 11
  • type: Attack
  • Result: 27
  • Target: Npc
  • Advantage: 0
  • Hit: +
  • Damage: 36
Roll 12
  • type: Save
  • Skill: Constitution
  • Result: 19
  • Advantage: 0
Roll 13
  • type: Attack
  • Result: 21
  • Target: Npc
  • Advantage: 0
  • Hit: +
  • Damage: 13
Roll 14
  • type: Attack
  • Result: 22
  • Target: Npc
  • Advantage: 0
  • Hit: +
  • Damage: 9
Roll 15
  • type: Attack
  • Result: 12
  • Target: Npc
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 16
  • type: Save
  • Skill: Wisdom
  • Result: 18
  • Advantage: 0
Roll 17
  • type: Attack
  • Result: 20
  • Target: Npc
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 18
  • type: Attack
  • Result: 17
  • Target: Berg
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 19
  • type: Attack
  • Result: 8
  • Target: Npc
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 20
  • type: Attack
  • Result: 16
  • Target: Npc
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 21
  • type: Save
  • Skill: Dexterity
  • Result: 8
  • Advantage: 0
Roll 22
  • type: Skill check
  • Skill: Initiative
  • Result: 19
  • Advantage: 0
Roll 23
  • type: Save
  • Skill: Dexterity
  • Result: 5
  • Advantage: 0
Roll 24
  • type: Save
  • Skill: Dexterity
  • Result: 14
  • Advantage: 0
Roll 25
  • type: Damage
  • Damage: 10
  • Target: Npc
Roll 26
  • type: Damage
  • Damage: 15
  • Target: Npc
Roll 27
  • type: Damage
  • Damage: 7
  • Target: Maharib
Roll 28
  • type: Damage
  • Damage: 4
  • Target: Berg
Roll 29
  • type: Damage
  • Damage: 18
  • Target: Promises
Roll 30
  • type: Damage
  • Damage: 17
  • Target: Ramus
Roll 31
  • type: Attack
  • Result: 30
  • Target: Maharib
  • Advantage: 0
  • Hit: +
  • Damage: 23
Roll 32
  • type: Attack
  • Result: 23
  • Target: Berg
  • Advantage: 0
  • Hit: +
  • Damage: 60
Roll 33
  • type: Attack
  • Result: 14
  • Target: Npc
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 34
  • type: Attack
  • Result: 10
  • Target: Npc
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 35
  • type: Save
  • Skill: Dexterity
  • Result: 7
  • Advantage: 0
Roll 36
  • type: Save
  • Skill: Constitution
  • Result: 24
  • Advantage: 0
Roll 37
  • type: Save
  • Skill: Strength
  • Result: 15
  • Advantage: 0
Roll 38
  • type: Attack
  • Result: 16
  • Target: Npc
  • Advantage: +
  • Hit: -
  • Damage: 0
Roll 39
  • type: Attack
  • Result: 16
  • Target: Npc
  • Advantage: +
  • Hit: -
  • Damage: 0
Roll 40
  • type: Save
  • Skill: Wisdom
  • Result: 6
  • Advantage: 0
Roll 41
  • type: Save
  • Skill: Dexterity
  • Result: 6
  • Advantage: 0
Roll 42
  • type: Damage
  • Damage: 7
  • Target: Npc
Roll 43
  • type: Damage
  • Damage: 18
  • Target: Npc
Roll 44
  • type: Damage
  • Damage: 18
  • Target: Npc
Roll 45
  • type: Save
  • Skill: Dexterity
  • Result: 6
  • Advantage: 0
Roll 46
  • type: Skill check
  • Skill: Perception
  • Result: 19
  • Advantage: 0
Roll 47
  • type: Save
  • Skill: Wisdom
  • Result: 9
  • Advantage: 0
Roll 48
  • type: Attack
  • Result: 17
  • Target: Maharib
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 49
  • type: Save
  • Skill: Wisdom
  • Result: 19
  • Advantage: 0

Average Results
  • Ramus Krill: 17.059
  • Broken Promises: 15.692
  • Berg: 16.750
  • Maharib: 18.484
  • Adam Koebel: 15.514


Average Rolls
  • Ramus Krill: 10.294
  • Broken Promises: 12.538
  • Berg: 11.583
  • Maharib: 11.903


Damage dealt
  • Ramus Krill: 173
  • Broken Promises: 117
  • Berg: 61
  • Maharib: 189
  • Adam Koebel: 339


Damage taken
  • Ramus Krill: 27
  • Broken Promises: 18
  • Berg: 74
  • Maharib: 74

1 Like