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itmeJP Community

[court of swords // e132 // q&a] live live from the fortress of imix

QUESTIONS?
ACCOLADES?

5 Likes

Incredible show as always! Thank you again to all the folks that put in hours and hours of hard work to make this happen. <3

1 Like

Did you guys play D&D when you were younger?

Thank you so much!

I’ve been playing since I was 10!

20/10 episode. Here’s a question for the dragon fight. Since Berg is holding Ramus, will he be able to assist Unnamed once during the fight with zealous presence?

1 Like

Maybe! That’s a cool way of looking at it, I could definitely see that helping.

2 Likes

would it be possible to use the “ladder” feature of the rod of lordly might since it expands rapidly to propel a cart filled with dougs noodles to the second floor of the monastery

Week 132 roll results and statistics:


Ramus Krill (DansGaming):
Roll 1
  • type: Skill check
  • Skill: Persuasion
  • Roll: 19
  • Modifier: +4
  • Result: 23
  • Advantage: 0
Roll 2
  • type: Skill check
  • Skill: Insight
  • Roll: 20
  • Modifier: +10
  • Result: 30
  • Advantage: 0
Roll 3
  • type: Skill check
  • Skill: Insight
  • Roll: 20
  • Modifier: +10
  • Result: 30
  • Advantage: 0
Roll 4
  • type: Skill check
  • Skill: Insight
  • Roll: 15
  • Modifier: +10
  • Result: 25
  • Advantage: 0
Roll 5
  • type: Skill check
  • Skill: Survival
  • Roll: 17
  • Modifier: +5
  • Result: 22
  • Advantage: 0
Roll 6
  • type: Skill check
  • Skill: Perception
  • Roll: 11
  • Modifier: +10
  • Result: 21
  • Advantage: 0
Roll 7
  • type: Skill check
  • Skill: Initiative
  • Roll: 8
  • Modifier: +2
  • Result: 10
  • Advantage: 0
Roll 8
  • type: Save
  • Skill: Dexterity
  • Roll: 7
  • Modifier: +3
  • Result: 10
  • Advantage: 0
Roll 9
  • type: Spell
  • Spell: Spiritual Weapon
  • Roll: 7
  • Modifier: +10
  • Result: 17
  • Hit: -
  • Damage: 0
  • Advantage: 0
Roll 10
  • type: Spell
  • Spell: Toll the Dead
  • Damage: 18
Roll 11
  • type: Save
  • Skill: Constitution
  • Roll: 12
  • Modifier: +2
  • Result: 14
  • Advantage: +
Roll 12
  • type: Spell
  • Spell: Harm
  • Damage: 26
Roll 13
  • type: Spell
  • Spell: Spiritual Weapon
  • Roll: 13
  • Modifier: +10
  • Result: 23
  • Hit: +
  • Damage: 11
  • Advantage: 0
Roll 14
  • type: Spell
  • Spell: Spiritual Weapon
  • Roll: 6
  • Modifier: +10
  • Result: 16
  • Hit: -
  • Damage: 0
  • Advantage: 0
Roll 15
  • type: Spell
  • Spell: Heal
  • Healing: 80
Roll 16
  • type: Skill check
  • Skill: Medicine
  • Roll: 19
  • Modifier: +6
  • Result: 25
  • Advantage: 0
Roll 17
  • type: Skill check
  • Skill: Religion
  • Roll: 19
  • Modifier: +4
  • Result: 23
  • Advantage: 0

Berg (GassyMexican):
Roll 1
  • type: Skill check
  • Skill: Insight
  • Roll: 18
  • Modifier: -2
  • Result: 16
  • Advantage: 0
Roll 2
  • type: Skill check
  • Skill: Intimidation
  • Roll: 15
  • Modifier: +3
  • Result: 18
  • Advantage: +
Roll 3
  • type: Skill check
  • Skill: Insight
  • Roll: 5
  • Modifier: -2
  • Result: 3
  • Advantage: 0
Roll 4
  • type: Save
  • Skill: Wisdom
  • Roll: 3
  • Modifier: +3
  • Result: 6
  • Advantage: 0
Roll 5
  • type: Skill check
  • Skill: Insight
  • Roll: 7
  • Modifier: -2
  • Result: 5
  • Advantage: 0
Roll 6
  • type: Skill check
  • Skill: Arcana
  • Roll: 16
  • Modifier: -1
  • Result: 15
  • Advantage: 0
Roll 7
  • type: Skill check
  • Skill: Athletics
  • Roll: 15
  • Modifier: +12
  • Result: 27
  • Advantage: +
Roll 8
  • type: Save
  • Skill: Dexterity
  • Roll: 12
  • Modifier: +1
  • Result: 13
  • Advantage: +
Roll 9
  • type: Skill check
  • Skill: Initiative
  • Roll: 16
  • Modifier: +1
  • Result: 17
  • Advantage: 0
Roll 10
  • type: Save
  • Skill: Dexterity
  • Roll: 20
  • Modifier: +6
  • Result: 26
  • Advantage: 0
Roll 11
  • type: Attack
  • Roll: 20
  • Modifier: +12
  • Result: 32
  • Advantage: +
  • Hit: ++
  • Damage: 0
  • FirstAtkRnd: 11
Roll 12
  • type: Attack
  • Roll: 5
  • Modifier: +13
  • Result: 18
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 11
Roll 13
  • type: Skill check
  • Skill: Athletics
  • Roll: 18
  • Modifier: +12
  • Result: 30
  • Advantage: +
Roll 14
  • type: Save
  • Skill: Dexterity
  • Roll: 19
  • Modifier: +1
  • Result: 20
  • Advantage: +
Roll 15
  • type: Attack
  • Roll: 14
  • Modifier: +15
  • Result: 29
  • Advantage: +
  • Hit: +
  • Damage: 27
  • FirstAtkRnd: 15
Roll 16
  • type: Attack
  • Roll: 9
  • Modifier: 13
  • Result: 22
  • Advantage: 0
  • Hit: +
  • Damage: 22
  • FirstAtkRnd: 15
Roll 17
  • type: Skill check
  • Skill: Athletics
  • Roll: 1
  • Modifier: +12
  • Result: 13
  • Advantage: +
Roll 18
  • type: Attack
  • Roll: 12
  • Modifier: +13
  • Result: 25
  • Advantage: 0
  • Hit: +
  • Damage: 21
  • FirstAtkRnd: 18
Roll 19
  • type: Save
  • Skill: Constitution
  • Roll: 4
  • Modifier: +6
  • Result: 10
  • Advantage: 0
Roll 20
  • type: Skill check
  • Skill: Athletics
  • Roll: 11
  • Modifier: +12
  • Result: 23
  • Advantage: 0
Roll 21
  • type: Skill check
  • Skill: Athletics
  • Roll: 2
  • Modifier: +12
  • Result: 14
  • Advantage: 0
Roll 22
  • type: Skill check
  • Skill: Athletics
  • Roll: 10
  • Modifier: +12
  • Result: 22
  • Advantage: 0
Roll 23
  • type: Skill check
  • Skill: Athletics
  • Roll: 4
  • Modifier: +12
  • Result: 16
  • Advantage: 0
Roll 24
  • type: Attack
  • Roll: 10
  • Modifier: +13
  • Result: 23
  • Advantage: 0
  • Hit: +
  • Damage: 32
  • FirstAtkRnd: 24
Roll 25
  • type: Attack
  • Roll: 19
  • Modifier: +13
  • Result: 32
  • Advantage: 0
  • Hit: +
  • Damage: 42
  • FirstAtkRnd: 25
Roll 26
  • type: Attack
  • Roll: 15
  • Modifier: +13
  • Result: 28
  • Advantage: 0
  • Hit: +
  • Damage: 23
  • FirstAtkRnd: 25
Roll 27
  • type: Attack
  • Roll: 2
  • Modifier: +13
  • Result: 15
  • Advantage: 0
  • Hit: +
  • Damage: 33
  • FirstAtkRnd: 27
Roll 28
  • type: Attack
  • Roll: 18
  • Modifier: +12
  • Result: 30
  • Advantage: +
  • Hit: +
  • Damage: 0
  • FirstAtkRnd: 28
Roll 29
  • type: Attack
  • Roll: 4
  • Modifier: +13
  • Result: 17
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 28
Roll 30
  • type: Skill check
  • Skill: Athletics
  • Roll: 16
  • Modifier: +12
  • Result: 28
  • Advantage: +
Roll 31
  • type: Save
  • Skill: Constitution
  • Roll: 5
  • Modifier: +6
  • Result: 11
  • Advantage: 0
Roll 32
  • type: Attack
  • Roll: 9
  • Modifier: +13
  • Result: 22
  • Advantage: -
  • Hit: +
  • Damage: 31
  • FirstAtkRnd: 32
Roll 33
  • type: Attack
  • Roll: 5
  • Modifier: +13
  • Result: 18
  • Advantage: -
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 32
Roll 34
  • type: Skill check
  • Skill: Athletics
  • Roll: 8
  • Modifier: +12
  • Result: 20
  • Advantage: 0
Roll 35
  • type: Attack
  • Roll: 13
  • Modifier: +13
  • Result: 26
  • Advantage: -
  • Hit: +
  • Damage: 28
  • FirstAtkRnd: 35
Roll 36
  • type: Save
  • Skill: Dexterity
  • Roll: 11
  • Modifier: +1
  • Result: 12
  • Advantage: +
Roll 37
  • type: Attack
  • Roll: 13
  • Modifier: +13
  • Result: 26
  • Advantage: 0
  • Hit: +
  • Damage: 0
  • FirstAtkRnd: 37
Roll 38
  • type: Attack
  • Roll: 18
  • Modifier: +13
  • Result: 31
  • Advantage: 0
  • Hit: +
  • Damage: 34
  • FirstAtkRnd: 37
Roll 39
  • type: Skill check
  • Skill: Athletics
  • Roll: 15
  • Modifier: +12
  • Result: 27
  • Advantage: +
Roll 40
  • type: Skill check
  • Skill: Athletics
  • Roll: 19
  • Modifier: +12
  • Result: 31
  • Advantage: +
Roll 41
  • type: Skill check
  • Skill: Athletics
  • Roll: 18
  • Modifier: +12
  • Result: 30
  • Advantage: +

Ten Pillars of Gold (Ezekiel_III):
Roll 1
  • type: Save
  • Skill: Charisma
  • Roll: 12
  • Modifier: +2
  • Result: 14
  • Advantage: 0
Roll 2
  • type: Skill check
  • Skill: Arcana
  • Roll: 8
  • Modifier: +6
  • Result: 14
  • Advantage: 0
Roll 3
  • type: Skill check
  • Skill: History
  • Roll: 15
  • Modifier: +14
  • Result: 29
  • Advantage: 0
Roll 4
  • type: Skill check
  • Skill: Insight
  • Roll: 4
  • Modifier: +19
  • Result: 23
  • Advantage: 0
Roll 5
  • type: Skill check
  • Skill: Persuasion
  • Roll: 13
  • Modifier: +6
  • Result: 19
  • Advantage: 0
Roll 6
  • type: Skill check
  • Skill: Arcana
  • Roll: 15
  • Modifier: +6
  • Result: 21
  • Advantage: 0
Roll 7
  • type: Skill check
  • Skill: Intelligence
  • Roll: 7
  • Modifier: +5
  • Result: 12
  • Advantage: +
Roll 8
  • type: Skill check
  • Skill: Religion
  • Roll: 3
  • Modifier: +21
  • Result: 24
  • Advantage: +
Roll 9
  • type: Skill check
  • Skill: Religion
  • Roll: 13
  • Modifier: +14
  • Result: 27
  • Advantage: 0
Roll 10
  • type: Skill check
  • Skill: Perception
  • Roll: 20
  • Modifier: +5
  • Result: 25
  • Advantage: 0
Roll 11
  • type: Skill check
  • Skill: Initiative
  • Roll: 4
  • Modifier: +4
  • Result: 8
  • Advantage: 0
Roll 12
  • type: Save
  • Skill: Dexterity
  • Roll: 6
  • Modifier: +8
  • Result: 14
  • Advantage: 0
Roll 13
  • type: Skill check
  • Skill: Arcana
  • Roll: 12
  • Modifier: +6
  • Result: 18
  • Advantage: +
Roll 14
  • type: Spell
  • Spell: Cloud of Daggers
  • Damage: 7
Roll 15
  • type: Skill check
  • Skill: Investigation
  • Roll: 19
  • Modifier: +14
  • Result: 33
  • Advantage: 0
Roll 16
  • type: Save
  • Skill: Dexterity
  • Roll: 16
  • Modifier: +8
  • Result: 24
  • Advantage: +
Roll 17
  • type: Skill check
  • Skill: Investigation
  • Roll: 17
  • Modifier: 14
  • Result: 31
  • Advantage: +
Roll 18
  • type: Spell
  • Spell: Cloud of Daggers
  • Damage: 10
Roll 19
  • type: Skill check
  • Skill: Arcana
  • Roll: 7
  • Modifier: +6
  • Result: 13
  • Advantage: 0
Roll 20
  • type: Skill check
  • Skill: Arcana
  • Roll: 16
  • Modifier: +6
  • Result: 22
  • Advantage: 0
Roll 21
  • type: Skill check
  • Skill: Arcana
  • Roll: 8
  • Modifier: +11
  • Result: 19
  • Advantage: 0
Roll 22
  • type: Skill check
  • Skill: Arcana
  • Roll: 19
  • Modifier: +11
  • Result: 30
  • Advantage: +
Roll 23
  • type: Skill check
  • Skill: Arcana
  • Roll: 10
  • Modifier: +11
  • Result: 21
  • Advantage: +
Roll 24
  • type: Skill check
  • Skill: History
  • Roll: 6
  • Modifier: +18
  • Result: 24
  • Advantage: 0

Maharib (itmeJP):
Roll 1
  • type: Skill check
  • Skill: Religion
  • Roll: 12
  • Modifier: +1
  • Result: 13
  • Advantage: 0
Roll 2
  • type: Save
  • Skill: Wisdom
  • Roll: 18
  • Modifier: +4
  • Result: 22
  • Advantage: 0
Roll 3
  • type: Skill check
  • Skill: Persuasion
  • Roll: 13
  • Modifier: -2
  • Result: 11
  • Advantage: +
Roll 4
  • type: Skill check
  • Skill: Perception
  • Roll: 16
  • Modifier: +4
  • Result: 20
  • Advantage: 0
Roll 5
  • type: Skill check
  • Skill: Initiative
  • Roll: 13
  • Modifier: +8
  • Result: 21
  • Advantage: 0
Roll 6
  • type: Attack
  • Roll: 12
  • Modifier: +10
  • Result: 22
  • Advantage: 0
  • Hit: +
  • Damage: 8
  • FirstAtkRnd: 6
Roll 7
  • type: Attack
  • Roll: 14
  • Modifier: +10
  • Result: 24
  • Advantage: 0
  • Hit: +
  • Damage: 8
  • FirstAtkRnd: 6
Roll 8
  • type: Attack
  • Roll: 1
  • Modifier: +10
  • Result: 11
  • Advantage: 0
  • Hit:
  • Damage: 0
  • FirstAtkRnd: 6
Roll 9
  • type: Spell
  • Spell: Wound
  • Damage: 1
Roll 10
  • type: Spell
  • Spell: Wound
  • Damage: 3
Roll 11
  • type: Attack
  • Roll: 12
  • Modifier: +10
  • Result: 22
  • Advantage: 0
  • Hit: +
  • Damage: 12
  • FirstAtkRnd: 11
Roll 12
  • type: Attack
  • Roll: 8
  • Modifier: +10
  • Result: 18
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 11
Roll 13
  • type: Attack
  • Roll: 1
  • Modifier: +10
  • Result: 11
  • Advantage: 0
  • Hit:
  • Damage: 0
  • FirstAtkRnd: 11
Roll 14
  • type: Attack
  • Roll: 16
  • Modifier: +10
  • Result: 26
  • Advantage: 0
  • Hit: +
  • Damage: 13
  • FirstAtkRnd: 11
Roll 15
  • type: Attack
  • Roll: 5
  • Modifier: +10
  • Result: 15
  • Advantage: 0
  • Hit: +
  • Damage: 13
  • FirstAtkRnd: 11
Roll 16
  • type: Attack
  • Roll: 17
  • Modifier: +10
  • Result: 27
  • Advantage: 0
  • Hit: +
  • Damage: 9
  • FirstAtkRnd: 11
Roll 17
  • type: Spell
  • Spell: Wound
  • Damage: 8
Roll 18
  • type: Attack
  • Roll: 9
  • Modifier: +10
  • Result: 19
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 18
Roll 19
  • type: Attack
  • Roll: 6
  • Modifier: +10
  • Result: 16
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 18
Roll 20
  • type: Attack
  • Roll: 5
  • Modifier: +10
  • Result: 15
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 18
Roll 21
  • type: Spell
  • Spell: Wound
  • Damage: 4
Roll 22
  • type: Attack
  • Roll: 13
  • Modifier: +10
  • Result: 23
  • Advantage: 0
  • Hit: +
  • Damage: 9
  • FirstAtkRnd: 22
Roll 23
  • type: Attack
  • Roll: 2
  • Modifier: +10
  • Result: 12
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 22
Roll 24
  • type: Attack
  • Roll: 1
  • Modifier: +10
  • Result: 11
  • Advantage: 0
  • Hit:
  • Damage: 0
  • FirstAtkRnd: 22
Roll 25
  • type: Spell
  • Spell: Wound
  • Damage: 3
Roll 26
  • type: Skill check
  • Skill: Athletics
  • Roll: 8
  • Modifier: +10
  • Result: 18
  • Advantage: 0
Roll 27
  • type: Attack
  • Roll: 2
  • Modifier: +10
  • Result: 12
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 27
Roll 28
  • type: Attack
  • Roll: 14
  • Modifier: +10
  • Result: 24
  • Advantage: 0
  • Hit: +
  • Damage: 10
  • FirstAtkRnd: 27
Roll 29
  • type: Attack
  • Roll: 2
  • Modifier: +10
  • Result: 12
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 27
Roll 30
  • type: Save
  • Skill: Constitution
  • Roll: 20
  • Modifier: +10
  • Result: 30
  • Advantage: 0
Roll 31
  • type: Spell
  • Spell: Wound
  • Damage: 4
Roll 32
  • type: Attack
  • Roll: 9
  • Modifier: +10
  • Result: 19
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 32
Roll 33
  • type: Spell
  • Spell: Wound
  • Damage: 2
Roll 34
  • type: Save
  • Skill: Dexterity
  • Roll: 20
  • Modifier: +3
  • Result: 23
  • Advantage: 0
Roll 35
  • type: Spell
  • Spell: Wound
  • Damage: 2
Roll 36
  • type: Skill check
  • Skill: Perception
  • Roll: 20
  • Modifier: +4
  • Result: 24
  • Advantage: 0

Adam Koebel:
Roll 1
  • type: Skill check
  • Skill: Initiative
  • Result: 12
  • Advantage: 0
Roll 2
  • type: Skill check
  • Skill: Initiative
  • Result: 7
  • Advantage: 0
Roll 3
  • type: Damage
  • Damage: 40
  • Target: Dan
Roll 4
  • type: Damage
  • Damage: 40
  • Target: Zeke
Roll 5
  • type: Damage
  • Damage: 9
  • Target: Max
Roll 6
  • type: Damage
  • Damage: 9
  • Target: JP
Roll 7
  • type: Attack
  • Result: 19
  • Target: Max
  • Advantage: 0
  • Hit: +
  • Damage: 11
Roll 8
  • type: Attack
  • Result: 2
  • Target: JP
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 9
  • type: Save
  • Skill: Constitution
  • Result: 10
  • Advantage: 0
Roll 10
  • type: Save
  • Skill: Wisdom
  • Result: 10
  • Advantage: +
Roll 11
  • type: Attack
  • Result: 21
  • Target: JP
  • Advantage: 0
  • Hit: +
  • Damage: 6
Roll 12
  • type: Attack
  • Result: 8
  • Target: JP
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 13
  • type: Attack
  • Result: 8
  • Target: Dan
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 14
  • type: Attack
  • Result: 14
  • Target: Dan
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 15
  • type: Damage
  • Damage: 10
  • Target: JP
Roll 16
  • type: Damage
  • Damage: 11
  • Target: Max
Roll 17
  • type: Skill check
  • Skill: Athletics
  • Result: 15
  • Advantage: 0
Roll 18
  • type: Damage
  • Damage: 12
  • Target: Max
Roll 19
  • type: Save
  • Skill: Constitution
  • Result: 6
  • Advantage: 0
Roll 20
  • type: Skill check
  • Skill: Athletics
  • Result: 22
  • Advantage: 0
Roll 21
  • type: Damage
  • Damage: 21
  • Target: Dan
Roll 22
  • type: Save
  • Skill: Constitution
  • Result: 19
  • Advantage: +
Roll 23
  • type: Attack
  • Result: 18
  • Target: Zeke
  • Advantage: 0
  • Hit: +
  • Damage: 11
Roll 24
  • type: Attack
  • Result: 9
  • Target: Dan
  • Advantage: -
  • Hit: +
  • Damage: 0
Roll 25
  • type: Attack
  • Result: 20
  • Target: JP
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 26
  • type: Attack
  • Result: 13
  • Target: JP
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 27
  • type: Damage
  • Damage: 3
  • Target: JP
Roll 28
  • type: Damage
  • Damage: 12
  • Target: Max
Roll 29
  • type: Save
  • Skill: Constitution
  • Result: 10
  • Advantage: 0
Roll 30
  • type: Skill check
  • Skill: Athletics
  • Result: 24
  • Advantage: 0
Roll 31
  • type: Save
  • Skill: Wisdom
  • Result: 20
  • Advantage: +
Roll 32
  • type: Damage
  • Damage: 10
  • Target: Zeke
Roll 33
  • type: Attack
  • Result: 17
  • Target: JP
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 34
  • type: Attack
  • Result: 9
  • Target: JP
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 35
  • type: Attack
  • Result: 25
  • Target: Dan
  • Advantage: 0
  • Hit: +
  • Damage: 9
Roll 36
  • type: Attack
  • Result: 19
  • Target: Dan
  • Advantage: 0
  • Hit: +
  • Damage: 14
Roll 37
  • type: Damage
  • Damage: 13
  • Target: JP
Roll 38
  • type: Damage
  • Damage: 14
  • Target: Max
Roll 39
  • type: Skill check
  • Skill: Athletics
  • Result: 11
  • Advantage: 0
Roll 40
  • type: Damage
  • Damage: 12
  • Target: Max
Roll 41
  • type: Skill check
  • Skill: Athletics
  • Result: 17
  • Advantage: 0
Roll 42
  • type: Save
  • Skill: Constitution
  • Result: 21
  • Advantage: 0
Roll 43
  • type: Attack
  • Result: 12
  • Target: Dan
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 44
  • type: Damage
  • Damage: 2
  • Target: Dan
Roll 45
  • type: Attack
  • Result: 16
  • Target: Max
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 46
  • type: Attack
  • Result: 15
  • Target: Max
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 47
  • type: Attack
  • Result: 21
  • Target: JP
  • Advantage: 0
  • Hit: +
  • Damage: 9
Roll 48
  • type: Attack
  • Result: 12
  • Target: JP
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 49
  • type: Damage
  • Damage: 8
  • Target: JP
Roll 50
  • type: Attack
  • Result: 25
  • Target: JP
  • Advantage: 0
  • Hit: +
  • Damage: 25
Roll 51
  • type: Attack
  • Result: 16
  • Target: JP
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 52
  • type: Damage
  • Damage: 5
  • Target: Dan
Roll 53
  • type: Attack
  • Result: 12
  • Target: Dan
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 54
  • type: Attack
  • Result: 14
  • Target: JP
  • Advantage: -
  • Hit: -
  • Damage: 0
Roll 55
  • type: Attack
  • Result: 12
  • Target: JP
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 56
  • type: Attack
  • Result: 11
  • Target: JP
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 57
  • type: Save
  • Skill: Constitution
  • Result: 8
  • Advantage: 0
Roll 58
  • type: Damage
  • Damage: 6
  • Target: JP
Roll 59
  • type: Skill check
  • Skill: Athletics
  • Result: 15
  • Advantage: 0
Roll 60
  • type: Damage
  • Damage: 5
  • Target: Max
Roll 61
  • type: Skill check
  • Skill: Athletics
  • Result: 13
  • Advantage: 0
Roll 62
  • type: Damage
  • Damage: 8
  • Target: Ramus
Roll 63
  • type: Attack
  • Result: 22
  • Target: JP
  • Advantage: 0
  • Hit: +
  • Damage: 11
Roll 64
  • type: Attack
  • Result: 13
  • Target: JP
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 65
  • type: Attack
  • Result: 14
  • Target: Max
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 66
  • type: Attack
  • Result: 22
  • Target: Max
  • Advantage: 0
  • Hit: +
  • Damage: 13
Roll 67
  • type: Damage
  • Damage: 14
  • Target: JP
Roll 68
  • type: Damage
  • Damage: 21
  • Target: Max
Roll 69
  • type: Damage
  • Damage: 10
  • Target: JP
Roll 70
  • type: Damage
  • Damage: 1
  • Target: Max
Roll 71
  • type: Skill check
  • Skill: Athletics
  • Result: 23
  • Advantage: 0
Roll 72
  • type: Attack
  • Result: 25
  • Target: Max
  • Advantage: 0
  • Hit: +
  • Damage: 8
Roll 73
  • type: Attack
  • Result: 17
  • Target: Max
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 74
  • type: Attack
  • Result: 26
  • Target: JP
  • Advantage: 0
  • Hit: ++
  • Damage: 19
Roll 75
  • type: Attack
  • Result: 18
  • Target: JP
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 76
  • type: Save
  • Skill: Constitution
  • Result: ?
  • Advantage: 0
Roll 77
  • type: Damage
  • Damage: 24
  • Target: JP
Roll 78
  • type: Damage
  • Damage: 19
  • Target: Max
Roll 79
  • type: Damage
  • Damage: 19
  • Target: JP
Roll 80
  • type: Damage
  • Damage: 8
  • Target: Max
Roll 81
  • type: Skill check
  • Skill: Athletics
  • Result: 13
  • Advantage: 0
Roll 82
  • type: Damage
  • Damage: 11
  • Target: Max

Average Results
  • Ramus Krill: 20.643
  • Ten Pillars of Gold: 21.136
  • Berg: 20.659
  • Maharib: 18.607
  • Adam Koebel: 15.404


Average Rolls
  • Ramus Krill: 13.786
  • Ten Pillars of Gold: 11.364
  • Berg: 11.561
  • Maharib: 10.321


Damage dealt
  • Ramus Krill: 55
  • Ten Pillars of Gold: 17
  • Berg: 293
  • Maharib: 109
  • Adam Koebel: 513


Damage taken
  • Ramus Krill: 91
  • Ten Pillars of Gold: 61
  • Berg: 167
  • Maharib: 186


  • That was, once again, an awesome live live episode

  • There were a lot of rolls and without having them in Roll20, I hope I didn’t make too many mistakes.

  • For reduced damage, due to resistances, I still track the full damage. Otherwise it would be inconsistent, since I normally don’t know the resistances of monsters.

  • In only 14 d20 rolls, Ramus rolled a 19 3 times and a 20 twice. This resulted in an incredible 13.786 average

  • Ten Pillars of Gold dealt his first damage of the show.

  • Maharib had a huge discrapancy between Attack and Non-Attack rolls.

    • His Attack Rolls had an raw d20 average of 7.842 with 3 rolled 1s and no 20.
    • His Non-Attack Rolls had an raw d20 average of 15.556 with 3 rolled 20s and no 1.
5 Likes

I really loved seeing you all in the same space. I eagerly look forward to the Dragon soulscape thunderdome.

:purple_heart: Another fantastic show. Many thanks to all of the crew behind the scenes and to Adam, JP, Max, Dan and Zeke for the wonderful RP and story. The Live Live Shows are always just a little bit more special, but I love this show and it’s story always. :purple_heart:

So glad I was able to watch Adam’s prep before the Live Live Show started and then see so much of that prep come into play. Looking forward to the Dragon Smackdown on Tuesday, an excellent cliffhanger to end on Adam and best of luck with the longer than usual recap video for Tuesday. :purple_heart:

1 Like

The live show was great.

I am guessing Ramus kept the crown, because it did not seem like he gave it away.

Also speaking about crowns, lets talk about what it lies upon, hows Lil’ Action’s severed head doing?

Hey @AdamKoebel I got a couple of questions:
How’s this going to work anyway with the souls? Since Unnamed didn’t have a soul to begin with and now she has a soul which is basically almost a demi god’s soul? My personal opinion will be the body will probably burn in the end?
How did the Embers of Imix not went down and got rid of that golem already? They are the Fire Lord Imix’s followers the core aspect of fire.

The golem is immune to fire it seems, they couldn’t really do anything against it.

2 Likes

Not Adam but he may also reply.

If you go watch Adam’s Prep Videos for this Live Live Show on his Youtube channel the possible outcomes for the fight for soul control of UnNamed’s body is there, along with a very in depth talk about how souls work in the story/universe of Court of Swords and a lot of talk about the cosmological outcomes of various ways the story can progress from this point.

The Embers of Imix were unable to fight the Golum as it and the Fire Elementals it can summon are a direct counter to how they fight, fighting Fire with Fire is not going to go well. There’s more info about this in Adam’s Prep videos as well.

2 Likes

Awesome live show as always! A few episodes back I asked what would happen if the axe and hammer came into contact and I guess I sorta got my answer :grin: .

So about how long do you think it’ll be before we find out the repercussions of giving the Court of Coins those notes?

1 Like

Depends on how long it takes Special Division to fully work backwards and crack the ritual, they can do it from the list of ingredients but it’ll likely take a lot of time and a lot of research from high level sorcerers. By the time they figure it out, so many things could happen that could make the point moot.

great live live show. Nice to see the group got a two-fer as far as the money goes, that’s pretty awesome!

Curious to see what (if anything) happens with being able to see the Ethereal Plane. Maybe its the “space” that veins cut through? So you might be able to see some of those “funnels” for the veins. :man_shrugging: just an idea! :slight_smile:

Though the discussion of the magic items in the dwarven treasure trove, it seems like most of the players are approaching the “3 attunement slot” limit… with the idea of the lvl20 party all doing a “one last quest” you’ve been discussing will that make some of their decisions harder? I know you’ve mentioned (a while back) that they can ‘upgrade’ the magic items they already have but it seems like Max was the only one who really followed up on that (for instance I have no idea was Ramus’ attuned items are - nor their in-setting names)

Probably a question for future Adam :stuck_out_tongue: Looking forward to what happens next episode!

2 Likes

Is there gonna be a post show on patreon for the live show episode 132?

What does Berg’s 2 boons from heaven do excatly? Does he still get them even though he isn’t technically on their side?

They are doing an extended post show after 133 instead.

I believe his boons are +1/+1 to attacks/damage and an additional death save. Just because Berg doesn’t think he is on “Heaven’s side” doesn’t mean he isn’t doing what they want him to do. Also, Heaven doesn’t really have a single side, but instead consists of a bunch of bureaucrats who have different ideas on how best to do their “job”. That is exactly how one god (Little Brother) was able to send Berg to kill another god (Big Brother) without it being blasphemous. It was just internal politics.