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[COURT OF SWORDS // E139 // Q&A] Showdown at Mannum-ek-Bahl

Is it coincidental that both the Farang and the mara seem to care about choice and free will so much? Or is Ramus letting some of his experiences with the two bleed into one another?

I’ve got a semi-working idea of how dwarves name themselves and things, loosely based on mesopotamian phonemes, mainly. Add a fair bit of fantasy bullshit and you’re good to go.

yeah, it’s more like the Farang deify choice and the Mara reject Heaven and destiny but aren’t exactly like “do your own thing bud” they’re more like “heaven sucks everyone gotta die”

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Awesome thanks. That’s what I thought. Farangs big thing seemed to be choice and when Ramus brought it up this episode I was curious if he was putting a little too much of the farangs thoughts into his interpretation of what the mara told him.

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I only have 1 simple question: Why, Adam, why?

I loved the episode, it really was awesome, I was listening to it while working and had to stop working for the last hour of it, it had me at the edge of my seat until the last second. I even audibly gasped when you said the hammer also broke… My reaction was pretty similar to Max’s

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Well that was an episode! Whoo-e! Consequences for actions is like peanut butter and jelly on a toast. I like! Didn’t look like Zeke and Max noticed that JP mentioned that he knew what Dan was planning and he clearly started thinking about Stuff. When JP said he wasn’t there, it was like having a magical second bass drop just after the first one.

It just amazes me how much RPGs can change depending what someone decides to do. If no one would have asked questions after the first few the players could possibly have just walked out after an hour. Now magical items discussed in legends are destroyed, dwarves without mind… I guess Maharib at least got a possibility to get some real answers.

When it comes to forging weapons, Holy Avenger from DMG could work as a base to start fiddling from and change the extra damage to also apply to celestials. A sweet paladin like aura for Berg would be rather fitting if he is to be a champion of this new… cult? Religion? I think the difference is that it’s a cult as long as the religious leader is still alive…

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Good thing that Ramus has already died and been reincarnated as a small monkey then.

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Great episode, I love how this is a hugh twist in the narrative and I’m excited to see, how this setback will change Ramus and Ten Pillars plan making, now that their back with the cult. I guess Marahib missing will prevent a back-to-the-drawingboard episode :grin:.

As just an aside, because I might have missed it. Did Lum just fly off asking to be called back? Or was she waiting in the vicinity and has now been thrown of by Ramus teleporting most of the party?

PS.: Will we meet some of the characters from the Necromancer King One Shot as soon as we meet Southern Wind and his Court of Swords last stand?

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@GassyMexican Hey Max, if you haven’t yet decided on a feat/ability score improvement, might I suggest you hold off on doing so until a new weapon is forged for you? That way the weapon can be pretty much anything, and you can then take the appropriate feat to wield it (great weapon master/polearm master/dual-wielder, etc.).

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Or he can get an extra +1 to his Wisdom saves… :stuck_out_tongue:

Lum basically said “i’m out. if i don’t hear from you by the time i feel better, i’m going to save Kheiu without you” lots of impatient dragons around these parts.

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Attention Deficit and Impulsive Dragons sound so fun, I’m so use to seeing the “scheming/planning” dragon idea.

I’m reminded of those gifs of puppies that can’t keep focus on anything, mixed with the idea of hearing the following:
In Draconic: SQUIRREL!
from the DM: Ok, I need a dex save from everyone…

Toddler Dragons must be a trip.

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Week 139 roll results and statistics:


Ramus Krill (DansGaming):
Roll 1
  • type: Skill check
  • Skill: Arcana
  • Roll: 10
  • Modifier: +1
  • Result: 11
  • Advantage: 0
Roll 2
  • type: Save
  • Skill: Wisdom
  • Roll: 10
  • Modifier: +11
  • Result: 21
  • Advantage: 0
Roll 3
  • type: Skill check
  • Skill: Persuasion
  • Roll: 16
  • Modifier: +6
  • Result: 22
  • Advantage: +
Roll 4
  • type: Spell
  • Spell: Heal
  • Healing: 70
Roll 5
  • type: Save
  • Skill: Wisdom
  • Roll: 12
  • Modifier: +11
  • Result: 23
  • Advantage: 0
Roll 6
  • type: Spell
  • Spell: Mass Cure Wounds
  • Healing: 72
Roll 7
  • type: Spell
  • Spell: Radiance of the Dawn
  • Damage: 13
Roll 8
  • type: Spell
  • Spell: Spiritual Weapon
  • Roll: 10
  • Modifier: +10
  • Result: 20
  • Hit: -
  • Damage: 0
  • Advantage: 0
Roll 9
  • type: Save
  • Skill: Wisdom
  • Roll: 1
  • Modifier: +11
  • Result: 12
  • Advantage: 0

Berg (GassyMexican):
Roll 1
  • type: Save
  • Skill: Wisdom
  • Roll: 14
  • Modifier: +3
  • Result: 17
  • Advantage: +
Roll 2
  • type: Save
  • Skill: Wisdom
  • Roll: 18
  • Modifier: +3
  • Result: 21
  • Advantage: 0
Roll 3
  • type: Attack
  • Roll: 13
  • Modifier: +13
  • Result: 26
  • Advantage: 0
  • Hit: +
  • Damage: 36
  • FirstAtkRnd: 3
Roll 4
  • type: Attack
  • Roll: 12
  • Modifier: +13
  • Result: 25
  • Advantage: 0
  • Hit: +
  • Damage: 23
  • FirstAtkRnd: 3
Roll 5
  • type: Attack
  • Roll: 6
  • Modifier: +13
  • Result: 19
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 5
Roll 6
  • type: Attack
  • Roll: 10
  • Modifier: +13
  • Result: 23
  • Advantage: 0
  • Hit: +
  • Damage: 31
  • FirstAtkRnd: 5
Roll 7
  • type: Attack
  • Roll: 14
  • Modifier: +13
  • Result: 24
  • Advantage: 0
  • Hit: +
  • Damage: 35
  • FirstAtkRnd: 7
Roll 8
  • type: Attack
  • Roll: 1
  • Modifier: +13
  • Result: 14
  • Advantage: 0
  • Hit:
  • Damage: 0
  • FirstAtkRnd: 7

Ten Pillars of Gold (Ezekiel_III):
Roll 1
  • type: Skill check
  • Skill: History
  • Roll: 12
  • Modifier: +14
  • Result: 26
  • Advantage: 0
Roll 2
  • type: Skill check
  • Skill: Arcana
  • Roll: 13
  • Modifier: +9
  • Result: 22
  • Advantage: 0
Roll 3
  • type: Save
  • Skill: Wisdom
  • Roll: 16
  • Modifier: +3
  • Result: 19
  • Advantage: +
Roll 4
  • type: Skill check
  • Skill: Deception
  • Roll: 13
  • Modifier: +7
  • Result: 20
  • Advantage: 0
Roll 5
  • type: Skill check
  • Skill: History
  • Roll: 12
  • Modifier: +14
  • Result: 26
  • Advantage: 0
Roll 6
  • type: Save
  • Skill: Wisdom
  • Roll: 5
  • Modifier: +3
  • Result: 8
  • Advantage: 0
Roll 7
  • type: Skill check
  • Skill: Stealth
  • Roll: 15
  • Modifier: +2
  • Result: 17
  • Advantage: 0
Roll 8
  • type: Save
  • Skill: Charisma
  • Roll: 8
  • Modifier: +7
  • Result: 15
  • Advantage: +
Roll 9
  • type: Save
  • Skill: Wisdom
  • Roll: 5
  • Modifier: +3
  • Result: 8
  • Advantage: 0
Roll 10
  • type: Skill check
  • Skill: Deception
  • Roll: 16
  • Modifier: +7
  • Result: 23
  • Advantage: 0
Roll 11
  • type: Skill check
  • Skill: Deception
  • Roll: 3
  • Modifier: +14
  • Result: 17
  • Advantage: 0
Roll 12
  • type: Save
  • Skill: Dexterity
  • Roll: 7
  • Modifier: +7
  • Result: 14
  • Advantage: 0

Maharib (itmeJP):
Roll 1
  • type: Save
  • Skill: Wisdom
  • Roll: 10
  • Modifier: +4
  • Result: 14
  • Advantage: +
Roll 2
  • type: Skill check
  • Skill: Religion
  • Roll: 4
  • Modifier: +1
  • Result: 5
  • Advantage: 0
Roll 3
  • type: Save
  • Skill: Wisdom
  • Roll: 10
  • Modifier: +4
  • Result: 14
  • Advantage: 0
Roll 4
  • type: Skill check
  • Skill: Perception
  • Roll: 20
  • Modifier: +8
  • Result: 28
  • Advantage: 0
Roll 5
  • type: Save
  • Skill: Wisdom
  • Roll: 16
  • Modifier: +4
  • Result: 20
  • Advantage: +
Roll 6
  • type: Save
  • Skill: Wisdom
  • Roll: 13
  • Modifier: +4
  • Result: 17
  • Advantage: +
Roll 7
  • type: Save
  • Skill: Wisdom
  • Roll: 16
  • Modifier: +4
  • Result: 20
  • Advantage: +
Roll 8
  • type: Skill check
  • Skill: Perception
  • Roll: 19
  • Modifier: +6
  • Result: 25
  • Advantage: +
Roll 9
  • type: Save
  • Skill: Wisdom
  • Roll: 13
  • Modifier: +4
  • Result: 17
  • Advantage: 0
Roll 10
  • type: Skill check
  • Skill: Perception
  • Roll: 9
  • Modifier: +4
  • Result: 13
  • Advantage: -

Adam Koebel:
Roll 1
  • type: Damage
  • Damage: 33
  • Target: Maharib
Roll 2
  • type: Damage
  • Damage: 20
  • Target: Maharib
Roll 3
  • type: Save
  • Skill: Wisdom
  • Result: 27
  • Advantage: 0
Roll 4
  • type: Damage
  • Damage: 67
  • Target: Maharib
Roll 5
  • type: Damage
  • Damage: 67
  • Target: TenPillars
Roll 6
  • type: Damage
  • Damage: 33
  • Target: Berg
Roll 7
  • type: Damage
  • Damage: 33
  • Target: Ramus
Roll 8
  • type: Damage
  • Damage: 33
  • Target: Npc
Roll 9
  • type: Damage
  • Damage: 18
  • Target: Maharib
Roll 10
  • type: Damage
  • Damage: 18
  • Target: Berg
Roll 11
  • type: Damage
  • Damage: 34
  • Target: Berg
Roll 12
  • type: Save
  • Skill: Constitution
  • Result: 25
  • Advantage: 0
Roll 13
  • type: Skill check
  • Skill: ?
  • Result: 19
  • Advantage: 0

Average Results
  • Ramus Krill: 18.167
  • Ten Pillars of Gold: 17.917
  • Berg: 21.125
  • Maharib: 17.300
  • Adam Koebel: 23.667


Average Rolls
  • Ramus Krill: 9.833
  • Ten Pillars of Gold: 10.417
  • Berg: 11.000
  • Maharib: 13.000


Damage dealt
  • Ramus Krill: 13
  • Ten Pillars of Gold: 0
  • Berg: 125
  • Maharib: 0
  • Adam Koebel: 356


Damage taken
  • Ramus Krill: 33
  • Ten Pillars of Gold: 67
  • Berg: 85
  • Maharib: 138

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Seeing that Maharib had the best rolls in the group but still couldn’t beat the axe hurts a whole lot.

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Yeah, despite having the best rolls, he had the worst results thanks to rolling with horrible roll modifiers. (+4.3 compared to +8.3, +7.5 and +10.1 of the other players)

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