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[COURT OF SWORDS // E140B // Q&A] The Maharib One-Shot

With your new knowladge of the world, are Maharib more in harmony with harmony?
@itmeJP


I think that the darkness we saw is more in line with the beings Raziel was dealing with. They might be connected with the Farang/illithids storyline though

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On that note @AdamKoebel was it ever explained, what kind of being Raziel was following? I always thought they were one of the old gods like Immix, because of similarities to the then mysterious aspect of smithing and also to that dark snake god of fear, that got freed in the guest-quest.

But since then we have learned much more of the world and while exterior planes are a thing in CoS it’s still unclear what that thing Raziel had as a master was. I would speculate it wasn’t Mara, just by comparing how differently you depicted them in the later story, but that was the vision you had of them, when Raziel was still a thing.

If you are fine with spoilers, I would suggest looking at Adam’s prep for the Maharib One-shot. This question is answered there.

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Thanks for the warning. I guess I didn’t notice, how close my questions are coming to asking for spoilers. So far I stayed away from spoiling any CoS content for myself, I guess I’ll stick with that for now.

Sometimes as a fan, it’s just hard to differentiate between threads, that have finished and threads that are stillen thightly woven into the tapestry of the story, but left unmentioned for some time. Kudos to Adam, for keeping the whole thing together.

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Also the little worm things (and the beast itself) associated with the Bell of Dark Voices. That was a tomb with a giant in it guarding a gate behind which was locked a shadow.

That makes the potential dragon that Kalimat hatches into that much more interesting, as the bell became a part of him, which gives him some interplay with the corrupting shadows.

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Y E S

I don’t know if we’ll get to the Outer Darkness / Ancient Giants thing in this campaign but it could absolutely be the main adversary for another campaign.

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Week 140 (A and B combined) roll results and statistics:


Ramus Krill (DansGaming):
Roll 1
  • type: Skill check
  • Skill: Religion
  • Roll: 7
  • Modifier: +6
  • Result: 13
  • Advantage: 0
Roll 2
  • type: Skill check
  • Skill: Religion
  • Roll: 1
  • Modifier: +6
  • Result: 7
  • Advantage: 0
Roll 3
  • type: Skill check
  • Skill: Medicine
  • Roll: 10
  • Modifier: +5
  • Result: 15
  • Advantage: 0
Roll 4
  • type: Spell
  • Spell: Cure Wounds
  • Healing: 9
Roll 5
  • type: Skill check
  • Skill: Arcana
  • Roll: 7
  • Modifier: +1
  • Result: 8
  • Advantage: 0
Roll 6
  • type: Skill check
  • Skill: Religion
  • Roll: 20
  • Modifier: +6
  • Result: 26
  • Advantage: +
Roll 7
  • type: Skill check
  • Skill: Initiative
  • Roll: 5
  • Modifier: +1
  • Result: 6
  • Advantage: 0
Roll 8
  • type: Skill check
  • Skill: Persuasion
  • Roll: 20
  • Modifier: +4
  • Result: 24
  • Advantage: +
Roll 9
  • type: Spell
  • Spell: Regenerate
  • Healing: 38
Roll 10
  • type: Skill check
  • Skill: Insight
  • Roll: 13
  • Modifier: +10
  • Result: 23
  • Advantage: 0
Roll 11
  • type: Save
  • Skill: Intelligence
  • Roll: 12
  • Modifier: +1
  • Result: 13
  • Advantage: 0
Roll 12
  • type: Skill check
  • Skill: Perception
  • Roll: 20
  • Modifier: +10
  • Result: 30
  • Advantage: 0

Berg (GassyMexican):
Roll 1
  • type: Save
  • Skill: Intelligence
  • Roll: 20
  • Modifier: -1
  • Result: 19
  • Advantage: 0
Roll 2
  • type: Skill check
  • Skill: Insight
  • Roll: 8
  • Modifier: -2
  • Result: 6
  • Advantage: 0
Roll 3
  • type: Skill check
  • Skill: Religion
  • Roll: 15
  • Modifier: -1
  • Result: 14
  • Advantage: 0
Roll 4
  • type: Attack
  • Roll: 18
  • Modifier: +13
  • Result: 31
  • Advantage: +
  • Hit: +
  • Damage: 0
  • FirstAtkRnd: 4
Roll 5
  • type: Skill check
  • Skill: Persuasion
  • Roll: 13
  • Modifier: -2
  • Result: 11
  • Advantage: 0
Roll 6
  • type: Skill check
  • Skill: Insight
  • Roll: 13
  • Modifier: -2
  • Result: 11
  • Advantage: 0

Ten Pillars of Gold (Ezekiel_III):
Roll 1
  • type: Skill check
  • Skill: History
  • Roll: 7
  • Modifier: +17
  • Result: 24
  • Advantage: 0
Roll 2
  • type: Skill check
  • Skill: Insight
  • Roll: 17
  • Modifier: +13
  • Result: 30
  • Advantage: 0
Roll 3
  • type: Skill check
  • Skill: Perception
  • Roll: 7
  • Modifier: +11
  • Result: 18
  • Advantage: 0
Roll 4
  • type: Skill check
  • Skill: Religion
  • Roll: 18
  • Modifier: +14
  • Result: 32
  • Advantage: 0
Roll 5
  • type: Skill check
  • Skill: Animal Handling
  • Roll: 8
  • Modifier: +10
  • Result: 18
  • Advantage: 0
Roll 6
  • type: Skill check
  • Skill: Deception
  • Roll: 15
  • Modifier: +7
  • Result: 22
  • Advantage: 0

Maharib (itmeJP):
Roll 1
  • type: Save
  • Skill: Wisdom
  • Roll: 1
  • Modifier: -3
  • Result: -2
  • Advantage: 0
Roll 2
  • type: Save
  • Skill: Wisdom
  • Roll: 2
  • Modifier: +5
  • Result: 7
  • Advantage: 0
Roll 3
  • type: Skill check
  • Skill: Acrobatics
  • Roll: 18
  • Modifier: 0
  • Result: 18
  • Advantage: 0
Roll 4
  • type: Skill check
  • Skill: Investigation
  • Roll: 20
  • Modifier: +1
  • Result: 21
  • Advantage: 0
Roll 5
  • type: Skill check
  • Skill: Survival
  • Roll: 8
  • Modifier: +5
  • Result: 13
  • Advantage: 0
Roll 6
  • type: Skill check
  • Skill: Nature
  • Roll: 1
  • Modifier: +1
  • Result: 2
  • Advantage: 0
Roll 7
  • type: Attack
  • Roll: 15
  • Modifier: +10
  • Result: 25
  • Advantage: 0
  • Hit: +
  • Damage: 6
  • FirstAtkRnd: 7
Roll 8
  • type: Save
  • Skill: Wisdom
  • Roll: 7
  • Modifier: +5
  • Result: 12
  • Advantage: 0
Roll 9
  • type: Save
  • Skill: Wisdom
  • Roll: 7
  • Modifier: +5
  • Result: 12
  • Advantage: 0
Roll 10
  • type: Save
  • Skill: Wisdom
  • Roll: 19
  • Modifier: +5
  • Result: 24
  • Advantage: +
Roll 11
  • type: Save
  • Skill: Wisdom
  • Roll: 16
  • Modifier: +5
  • Result: 21
  • Advantage: 0
Roll 12
  • type: Save
  • Skill: Wisdom
  • Roll: 9
  • Modifier: +5
  • Result: 14
  • Advantage: 0
Roll 13
  • type: Save
  • Skill: Wisdom
  • Roll: 7
  • Modifier: +5
  • Result: 12
  • Advantage: 0
Roll 14
  • type: Save
  • Skill: Wisdom
  • Roll: 16
  • Modifier: +5
  • Result: 21
  • Advantage: 0
Roll 15
  • type: Attack
  • Roll: 15
  • Modifier: +10
  • Result: 25
  • Advantage: -
  • Hit: +
  • Damage: 0
  • FirstAtkRnd: 15
Roll 16
  • type: Skill check
  • Skill: Insight
  • Roll: 3
  • Modifier: +4
  • Result: 7
  • Advantage: 0
Roll 17
  • type: Skill check
  • Skill: Initiative
  • Roll: 13
  • Modifier: +5
  • Result: 18
  • Advantage: 0
Roll 18
  • type: Skill check
  • Skill: Insight
  • Roll: 13
  • Modifier: +4
  • Result: 17
  • Advantage: 0
Roll 19
  • type: Skill check
  • Skill: Persuasion
  • Roll: 5
  • Modifier: -1
  • Result: 4
  • Advantage: 0
Roll 20
  • type: Attack
  • Roll: 2
  • Modifier: +10
  • Result: 12
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 20
Roll 21
  • type: Attack
  • Roll: 8
  • Modifier: +10
  • Result: 18
  • Advantage: 0
  • Hit: +
  • Damage: 11
  • FirstAtkRnd: 20
Roll 22
  • type: Attack
  • Roll: 9
  • Modifier: +10
  • Result: 19
  • Advantage: 0
  • Hit: +
  • Damage: 12
  • FirstAtkRnd: 20
Roll 23
  • type: Attack
  • Roll: 2
  • Modifier: +10
  • Result: 12
  • Advantage: 0
  • Hit: -
  • Damage: 0
  • FirstAtkRnd: 23
Roll 24
  • type: Spell
  • Spell: Water Whip
  • Damage: 22
Roll 25
  • type: Attack
  • Roll: 5
  • Modifier: +10
  • Result: 15
  • Advantage: 0
  • Hit: +
  • Damage: 10
  • FirstAtkRnd: 25
Roll 26
  • type: Attack
  • Roll: 11
  • Modifier: +10
  • Result: 21
  • Advantage: +
  • Hit: +
  • Damage: 12
  • FirstAtkRnd: 25
Roll 27
  • type: Attack
  • Roll: 20
  • Modifier: +10
  • Result: 30
  • Advantage: +
  • Hit: ++
  • Damage: 12
  • FirstAtkRnd: 25
Roll 28
  • type: Spell
  • Spell: Water Whip
  • Damage: 34
Roll 29
  • type: Attack
  • Roll: 20
  • Modifier: +10
  • Result: 30
  • Advantage: +
  • Hit: ++
  • Damage: 10
  • FirstAtkRnd: 29
Roll 30
  • type: Skill check
  • Skill: Persuasion
  • Roll: 6
  • Modifier: -1
  • Result: 5
  • Advantage: 0
Roll 31
  • type: Save
  • Skill: Charisma
  • Roll: 17
  • Modifier: +4
  • Result: 21
  • Advantage: 0

Adam Koebel:
Roll 1
  • type: Skill check
  • Skill: ?
  • Result: 27
  • Advantage: 0
Roll 2
  • type: Skill check
  • Skill: Initiative
  • Result: 7
  • Advantage: 0
Roll 3
  • type: Skill check
  • Skill: ?
  • Result: 20
  • Advantage: 0
Roll 4
  • type: Skill check
  • Skill: ?
  • Result: 8
  • Advantage: 0
Roll 5
  • type: Skill check
  • Skill: Acrobatics
  • Result: 12
  • Advantage: 0
Roll 6
  • type: Skill check
  • Skill: Initiative
  • Result: 8
  • Advantage: 0
Roll 7
  • type: Attack
  • Result: 20
  • Target: Maharib
  • Advantage: -
  • Hit: +
  • Damage: 28
Roll 8
  • type: Attack
  • Result: 19
  • Target: Maharib
  • Advantage: -
  • Hit: +
  • Damage: 42
Roll 9
  • type: Save
  • Skill: Constitution
  • Result: 25
  • Advantage: -
Roll 10
  • type: Save
  • Skill: Constitution
  • Result: 22
  • Advantage: -
Roll 11
  • type: Save
  • Skill: Wisdom
  • Result: 12
  • Advantage: 0
Roll 12
  • type: Save
  • Skill: Dexterity
  • Result: 12
  • Advantage: -
Roll 13
  • type: Attack
  • Result: 14
  • Target: Maharib
  • Advantage: -
  • Hit: -
  • Damage: 0
Roll 14
  • type: Attack
  • Result: 12
  • Target: Maharib
  • Advantage: -
  • Hit: -
  • Damage: 0
Roll 15
  • type: Save
  • Skill: Constitution
  • Result: 12
  • Advantage: -
Roll 16
  • type: Attack
  • Result: 20
  • Target: Maharib
  • Advantage: -
  • Hit: +
  • Damage: 30
Roll 17
  • type: Attack
  • Result: 20
  • Target: Maharib
  • Advantage: -
  • Hit: +
  • Damage: 43

Average Results
  • Ramus Krill: 16.500
  • Ten Pillars of Gold: 24.000
  • Berg: 15.333
  • Maharib: 15.655
  • Adam Koebel: 15.882


Average Rolls
  • Ramus Krill: 11.500
  • Ten Pillars of Gold: 12.000
  • Berg: 14.500
  • Maharib: 10.172


Damage dealt
  • Ramus Krill: 0
  • Ten Pillars of Gold: 0
  • Berg: 0
  • Maharib: 129
  • Adam Koebel: 143
Damage taken
  • Ramus Krill: 0
  • Ten Pillars of Gold: 0
  • Berg: 0
  • Maharib: 143
1 Like

ha ha! I win at damage!

1 Like