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[COURT OF SWORDS // E97 // Q&A] The Moon Bridge

q-and-a
court-of-swords

(AdamKoebel) #1

a perilous and devil-haunted road


(Ventus24) #2

@AdamKoebel
Lets get started (THERESE SOME WEIRD QUESTION THIS TIME)

1 this one is out of left field but in this new anime ive been watching ( that time I got reincarnated as a slime) I don’t know if you heard of it or seen it but its about a guy that’s killed and gets reincarnated I another world as a slime monster ( that’s not important to the part thats important to my question is in this anime all the monsters are loosely based of of DnD monsters and if someone with a lot of magical or physical power or both grants someone a name or new name within the span of 1-2 days they get exponentially stronger both physically and magically ( do you think that granting someone a name in CoS could work this way

2 was the chalk the monks using on the ground for the teleportation spell actually integral to the spell or is it for ceremonial purposes?

3 Ok I don’t remember there being a time skip where you implying hinting that the ork girl is another reincarnation of azure or maa’d?

4 Are gate one time spell scrolls a thing and if they are are they common but expensive? and if they are could one in theory be place one on the bottom of a deep sea or lake and use the gate spell to use the highly pressurized water as a weapon?

5 So what was the guy with the crystal chains the god of slavery or just a humanoid monster?

6 Also if it is a god why is he fucking with travelers?

7 What realm or plane was this battle taking place in because you said or implied time doesnt move there?

8 (At the time im writing this the chain guy is still being fought) but are those crystal chains apart of the monster/god or is it a magic weapon the party could take?


(KimiNekoCat) #3

To be honest, everyone having a backup character in case their character dies might be a good idea.


(Ezekiel_III) #4

Don’t jynx us for fuck’s sake! :wink:


(KimiNekoCat) #5

TBH Adam is pretty good about not wiping out the characters now unless you want to die, especially if you can rez. Really only useful when you are at low levels since they die so easily.


(Mr_Undergr0und) #6

I noticed in the last fight that Max was making some attacks but only with a +8 to hit with the Hammer of Heaven. I believe this is incorrect as his proficiency is +4 I believe for his level. His strength gives him +4. He has that +1 heaven boon to his attacks and damage. His weapon is also a +2 from previous knowledge. I’m not 100% sure on the Hammer’s magic to-hit bonus. But seeing that +8 to hit is just wrong to me.


(philipov) #7

The chain guys were Chain Devils, from the Monster Manual, and the chains it summoned are an ability, not a permanent item.


(TwilightBorealis) #8

So my understanding is that Heaven is currently in a cold civil war (Little Brother vs Big Brother, as one element seen in play). Assuming that Berg is under constant surveillance, might some forces in Heaven encourage him to go along with Rib’s plan? An outside invasion might allow them to seize power, after all.


(AdamKoebel) #9

Absolutely. I’m so excited.


(AdamKoebel) #10

Accurate! I gotta make this adjustment to the sheet.


(AdamKoebel) #11

Names are important, and the granting, giving, losing and gaining of them are important to the people in this world, too! How will vary depending on the culture in question.

Both! The spell is the ceremony and the ceremony is the spell.

I was implying nothing! People were, however, inferring plenty.

Gates vary depending on who made them, I think - this one was crafted ages ago as a way to move servants of Moon around more quickly than the other Arcana. What other secrets there might be, we’ll see.

The chain-wearers were entities of the outer darkness, drawn to the moon bridge by unclean travelers!

see above re: outer darkness


(stevenx) #12

On those 1d4 rolls before the Chain Devils showed up and the party rolled 1 each time… would a 4 have brought four of those dudes?

24 chain attacks a turn :itmejpgm:


(notNOTjack) #13

The speculation that went on in chat was just chat wanting to find a connection to these lost npc’s. As Adam said he didn’t hint to anything, people just jump to assumptions almost every time a female npc appears or is mentioned. In any case the timelines don’t match for any of the characters chat was throwing out there. For starters, Azure Vortex and Maud (however it is spelled) are incarnations of the same soul and some people seemed to forget that, and besides the fact that we do not know if Maud perished in the City of Brass, the reincarnation would be an infant at this point since there wasn’t that significant of a time jump. As for Thuy it also does not fit because even if she had died on the Kobold cave back at the start of CoS, the elapsed time was closer to some 12 or 15 years rather than 20 something so the reincarnation of Thuy would have been younger.


(Darkvlagor) #14

Hey @AdamKoebel I was wondering about the peasant named “Shan-gren” the guardian of the ox. Is it Shāngrén, meaning “merchant” in chinese ?


(korulski) #15

For few episodes I wonder - am I imagining things, or is there something about the way @itmeJP speaks as Maharib that seems Christopher Judge inspired?


(admiraljuice) #16

What about Cart of Swords though?


(Dalon9) #17

Week 97 roll results and statistics:


Ramus Krill (DansGaming):
Roll 1
  • type: Skill check
  • Skill: Arcana
  • Roll: 19
  • Modifier: +1
  • Result: 20
  • Advantage: 0
Roll 2
  • type: Save
  • Skill: Wisdom
  • Roll: 3
  • Modifier: +10
  • Result: 13
  • Advantage: 0
Roll 3
  • type: Skill check
  • Skill: Perception
  • Roll: 10
  • Modifier: +9
  • Result: 19
  • Advantage: 0
Roll 4
  • type: Skill check
  • Skill: Initiative
  • Roll: 16
  • Modifier: +2
  • Result: 18
  • Advantage: 0
Roll 5
  • type: Spell
  • Spell: Spirit Guardians
Roll 6
  • type: Spell
  • Spell: Guiding Bolt
  • Roll: 3
  • Modifier: +9
  • Result: 12
  • Hit: -
  • Damage: 0
  • Advantage: 0
Roll 7
  • type: Spell
  • Spell: Spirit Guardians - Damage
  • Damage: 8
Roll 8
  • type: Spell
  • Spell: Radiance of the Dawn
  • Damage: 30
Roll 9
  • type: Spell
  • Spell: Spirit Guardians - Damage
  • Damage: 9
Roll 10
  • type: Spell
  • Spell: Guiding Bolt
  • Roll: 20
  • Modifier: +9
  • Result: 29
  • Hit: ++
  • Damage: 20
  • Advantage: 0
Roll 11
  • type: Save
  • Skill: Constitution
  • Roll: 15
  • Modifier: +3
  • Result: 18
  • Advantage: 0
Roll 12
  • type: Save
  • Skill: Constitution
  • Roll: 15
  • Modifier: +3
  • Result: 18
  • Advantage: 0
Roll 13
  • type: Spell
  • Spell: Spiritual Weapon
Roll 14
  • type: Spell
  • Spell: Spiritual Weapon - Attack
  • Roll: 5
  • Modifier: +9
  • Result: 14
  • Hit: -
  • Damage: 0
  • Advantage: 0
Roll 15
  • type: Spell
  • Spell: Toll the Dead
  • Damage: 21
Roll 16
  • type: Spell
  • Spell: Spirit Guardians - Damage
  • Damage: 12
Roll 17
  • type: Save
  • Skill: Wisdom
  • Roll: 14
  • Modifier: +10
  • Result: 24
  • Advantage: 0
Roll 18
  • type: Save
  • Skill: Constitution
  • Roll: 10
  • Modifier: +3
  • Result: 13
  • Advantage: 0
Roll 19
  • type: Spell
  • Spell: Spirit Guardians - Damage
  • Damage: 6
Roll 20
  • type: Save
  • Skill: Constitution
  • Roll: 7
  • Modifier: +3
  • Result: 10
  • Advantage: 0
Roll 21
  • type: Spell
  • Spell: Radiance of the Dawn
  • Damage: 52
Roll 22
  • type: Spell
  • Spell: Spiritual Weapon - Attack
  • Roll: 7
  • Modifier: +9
  • Result: 16
  • Hit: +
  • Damage: 10
  • Advantage: 0
Roll 23
  • type: Spell
  • Spell: Spirit Guardians - Damage
  • Damage: 9
Roll 24
  • type: Save
  • Skill: Constitution
  • Roll: 12
  • Modifier: +3
  • Result: 15
  • Advantage: 0
Roll 25
  • type: Save
  • Skill: Constitution
  • Roll: 20
  • Modifier: +3
  • Result: 23
  • Advantage: 0

Yotta Zō (Ezekiel_III):
Roll 1
  • type: Skill check
  • Skill: Persuasion
  • Roll: 12
  • Modifier: +3
  • Result: 15
  • Advantage: 0
Roll 2
  • type: Skill check
  • Skill: Perception
  • Roll: 18
  • Modifier: +3
  • Result: 21
  • Advantage: 0
Roll 3
  • type: Skill check
  • Skill: Initiative
  • Roll: 14
  • Modifier: +4
  • Result: 18
  • Advantage: 0
Roll 4
  • type: Attack
  • Roll: 17
  • Modifier: +8
  • Result: 25
  • Advantage: 0
  • Hit: +
  • Damage: 11
Roll 5
  • type: Attack
  • Roll: 3
  • Modifier: +8
  • Result: 11
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 6
  • type: Attack
  • Roll: 2
  • Modifier: +8
  • Result: 10
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 7
  • type: Attack
  • Roll: 9
  • Modifier: +8
  • Result: 17
  • Advantage: 0
  • Hit: +
  • Damage: 11
Roll 8
  • type: Attack
  • Roll: 20
  • Modifier: +8
  • Result: 28
  • Advantage: 0
  • Hit: ++
  • Damage: 17
Roll 9
  • type: Attack
  • Roll: 14
  • Modifier: +8
  • Result: 22
  • Advantage: 0
  • Hit: +
  • Damage: 5
Roll 10
  • type: Attack
  • Roll: 13
  • Modifier: +8
  • Result: 21
  • Advantage: 0
  • Hit: +
  • Damage: 7
Roll 11
  • type: Attack
  • Roll: 16
  • Modifier: +8
  • Result: 24
  • Advantage: 0
  • Hit: +
  • Damage: 11
Roll 12
  • type: Attack
  • Roll: 16
  • Modifier: +8
  • Result: 24
  • Advantage: 0
  • Hit: +
  • Damage: 8
Roll 13
  • type: Attack
  • Roll: 7
  • Modifier: +8
  • Result: 15
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 14
  • type: Attack
  • Roll: 17
  • Modifier: +8
  • Result: 25
  • Advantage: 0
  • Hit: +
  • Damage: 10
Roll 15
  • type: Attack
  • Roll: 12
  • Modifier: +8
  • Result: 20
  • Advantage: 0
  • Hit: +
  • Damage: 10
Roll 16
  • type: Attack
  • Roll: 10
  • Modifier: +8
  • Result: 18
  • Advantage: 0
  • Hit: +
  • Damage: 10
Roll 17
  • type: Attack
  • Roll: 18
  • Modifier: +8
  • Result: 26
  • Advantage: 0
  • Hit: +
  • Damage: 6
Roll 18
  • type: Attack
  • Roll: 18
  • Modifier: +8
  • Result: 26
  • Advantage: 0
  • Hit: +
  • Damage: 11
Roll 19
  • type: Attack
  • Roll: 16
  • Modifier: +8
  • Result: 24
  • Advantage: 0
  • Hit: +
  • Damage: 9
Roll 20
  • type: Save
  • Skill: Wisdom
  • Roll: 18
  • Modifier: +3
  • Result: 21
  • Advantage: +
Roll 21
  • type: Skill check
  • Skill: Acrobatics
  • Roll: 20
  • Modifier: +4
  • Result: 24
  • Advantage: 0

Berg (GassyMexican):
Roll 1
  • type: Skill check
  • Skill: Perception
  • Roll: 14
  • Modifier: +2
  • Result: 16
  • Advantage: 0
Roll 2
  • type: Skill check
  • Skill: Stealth
  • Roll: 11
  • Modifier: +1
  • Result: 12
  • Advantage: +
Roll 3
  • type: Skill check
  • Skill: Perception
  • Roll: 11
  • Modifier: +2
  • Result: 13
  • Advantage: 0
Roll 4
  • type: Skill check
  • Skill: Initiative
  • Roll: 19
  • Modifier: +1
  • Result: 20
  • Advantage: 0
Roll 5
  • type: Save
  • Skill: Constitution
  • Roll: 2
  • Modifier: +5
  • Result: 7
  • Advantage: 0
Roll 6
  • type: Attack
  • Roll: 12
  • Modifier: +8
  • Result: 20
  • Advantage: -
  • Hit: +
  • Damage: 34
Roll 7
  • type: Attack
  • Roll: 9
  • Modifier: +8
  • Result: 17
  • Advantage: -
  • Hit: +
  • Damage: 22
Roll 8
  • type: Attack
  • Roll: 4
  • Modifier: +8
  • Result: 12
  • Advantage: -
  • Hit: -
  • Damage: 0
Roll 9
  • type: Attack
  • Roll: 4
  • Modifier: +8
  • Result: 12
  • Advantage: -
  • Hit: -
  • Damage: 0
Roll 10
  • type: Save
  • Skill: Wisdom
  • Roll: 10
  • Modifier: -2
  • Result: 8
  • Advantage: 0
Roll 11
  • type: Attack
  • Roll: 5
  • Modifier: +8
  • Result: 13
  • Advantage: -
  • Hit: -
  • Damage: 0
Roll 12
  • type: Attack
  • Roll: 4
  • Modifier: +8
  • Result: 12
  • Advantage: -
  • Hit: -
  • Damage: 0

Maharib (itmeJP):
Roll 1
  • type: Skill check
  • Skill: Insight
  • Roll: 17
  • Modifier: -1
  • Result: 16
  • Advantage: 0
Roll 2
  • type: Skill check
  • Skill: Perception
  • Roll: 16
  • Modifier: +3
  • Result: 19
  • Advantage: 0
Roll 3
  • type: Skill check
  • Skill: Initiative
  • Roll: 16
  • Modifier: 0
  • Result: 16
  • Advantage: 0
Roll 4
  • type: Attack
  • Roll: 13
  • Modifier: +10
  • Result: 23
  • Advantage: 0
  • Hit: +
  • Damage: 16
Roll 5
  • type: Attack
  • Roll: 1
  • Modifier: +10
  • Result: 11
  • Advantage: 0
  • Hit:
  • Damage: 0
Roll 6
  • type: Attack
  • Roll: 3
  • Modifier: +10
  • Result: 13
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 7
  • type: Attack
  • Roll: 5
  • Modifier: +10
  • Result: 15
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 8
  • type: Attack
  • Roll: 18
  • Modifier: +10
  • Result: 28
  • Advantage: 0
  • Hit: +
  • Damage: 22
Roll 9
  • type: Attack
  • Roll: 13
  • Modifier: +10
  • Result: 23
  • Advantage: 0
  • Hit: +
  • Damage: 25
Roll 10
  • type: Attack
  • Roll: 18
  • Modifier: +10
  • Result: 28
  • Advantage: 0
  • Hit: +
  • Damage: 22
Roll 11
  • type: Attack
  • Roll: 17
  • Modifier: +10
  • Result: 27
  • Advantage: +
  • Hit: +
  • Damage: 17
Roll 12
  • type: Save
  • Skill: Wisdom
  • Roll: 12
  • Modifier: -1
  • Result: 11
  • Advantage: 0
Roll 13
  • type: Save
  • Skill: Constitution
  • Roll: 18
  • Modifier: +9
  • Result: 27
  • Advantage: 0
Roll 14
  • type: Save
  • Skill: Constitution
  • Roll: 7
  • Modifier: +9
  • Result: 16
  • Advantage: 0
Roll 15
  • type: Attack
  • Roll: 6
  • Modifier: +10
  • Result: 16
  • Advantage: 0
  • Hit: +
  • Damage: 18
Roll 16
  • type: Attack
  • Roll: 12
  • Modifier: +10
  • Result: 22
  • Advantage: +
  • Hit: +
  • Damage: 17

Adam Koebel:
Roll 1
  • type: Skill check
  • Skill: Perception
  • Result: 2
  • Advantage: 0
Roll 2
  • type: Skill check
  • Skill: Initiative
  • Result: 10
  • Advantage: 0
Roll 3
  • type: Save
  • Skill: Constitution
  • Result: 17
  • Advantage: 0
Roll 4
  • type: Attack
  • Result: 25
  • Target: Maharib
  • Advantage: 0
  • Hit: +
  • Damage: 9
Roll 5
  • type: Attack
  • Result: 9
  • Target: Yotta
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 6
  • type: Attack
  • Result: 14
  • Target: Yotta
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 7
  • type: Attack
  • Result: 11
  • Target: Berg
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 8
  • type: Attack
  • Result: 19
  • Target: Berg
  • Advantage: 0
  • Hit: +
  • Damage: 27
Roll 9
  • type: Attack
  • Result: 15
  • Target: Maharib
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 10
  • type: Attack
  • Result: 13
  • Target: Ramus
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 11
  • type: Save
  • Skill: Constitution
  • Result: 18
  • Advantage: 0
Roll 12
  • type: Save
  • Skill: Constitution
  • Result: 19
  • Advantage: 0
Roll 13
  • type: Save
  • Skill: Wisdom
  • Result: 24
  • Advantage: 0
Roll 14
  • type: Attack
  • Result: 12
  • Target: Ramus
  • Advantage: -
  • Hit: -
  • Damage: 0
Roll 15
  • type: Attack
  • Result: 26
  • Target: Ramus
  • Advantage: 0
  • Hit: +
  • Damage: 10
Roll 16
  • type: Attack
  • Result: 22
  • Target: Ramus
  • Advantage: 0
  • Hit: +
  • Damage: 10
Roll 17
  • type: Attack
  • Result: 9
  • Target: Maharib
  • Advantage: -
  • Hit: -
  • Damage: 0
Roll 18
  • type: Attack
  • Result: 16
  • Target: Maharib
  • Advantage: -
  • Hit: -
  • Damage: 0
Roll 19
  • type: Attack
  • Result: 15
  • Target: Maharib
  • Advantage: -
  • Hit: -
  • Damage: 0
Roll 20
  • type: Attack
  • Result: 22
  • Target: Berg
  • Advantage: 0
  • Hit: +
  • Damage: 10
Roll 21
  • type: Attack
  • Result: 13
  • Target: Berg
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 22
  • type: Attack
  • Result: 21
  • Target: Berg
  • Advantage: 0
  • Hit: +
  • Damage: 13
Roll 23
  • type: Save
  • Skill: Constitution
  • Result: 11
  • Advantage: 0
Roll 24
  • type: Save
  • Skill: Constitution
  • Result: 12
  • Advantage: 0
Roll 25
  • type: Save
  • Skill: Wisdom
  • Result: 25
  • Advantage: 0
Roll 26
  • type: Save
  • Skill: Wisdom
  • Result: 18
  • Advantage: 0
Roll 27
  • type: Save
  • Skill: Wisdom
  • Result: 24
  • Advantage: 0
Roll 28
  • type: Attack
  • Result: 9
  • Target: Ramus
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 29
  • type: Attack
  • Result: 10
  • Target: Ramus
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 30
  • type: Attack
  • Result: 11
  • Target: Maharib
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 31
  • type: Attack
  • Result: 9
  • Target: Maharib
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 32
  • type: Skill check
  • Skill: Initiative
  • Result: 12
  • Advantage: 0
Roll 33
  • type: Save
  • Skill: Constitution
  • Result: 28
  • Advantage: 0
Roll 34
  • type: Attack
  • Result: 24
  • Target: Ramus
  • Advantage: 0
  • Hit: +
  • Damage: 14
Roll 35
  • type: Attack
  • Result: 14
  • Target: Yotta
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 36
  • type: Save
  • Skill: Wisdom
  • Result: 15
  • Advantage: 0
Roll 37
  • type: Save
  • Skill: Strength
  • Result: 8
  • Advantage: 0
Roll 38
  • type: Save
  • Skill: Wisdom
  • Result: 7
  • Advantage: 0
Roll 39
  • type: Attack
  • Result: 20
  • Target: Berg
  • Advantage: 0
  • Hit: +
  • Damage: 10
Roll 40
  • type: Attack
  • Result: 26
  • Target: Maharib
  • Advantage: 0
  • Hit: +
  • Damage: 15
Roll 41
  • type: Attack
  • Result: 10
  • Target: Yotta
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 42
  • type: Attack
  • Result: 19
  • Target: Ramus
  • Advantage: 0
  • Hit: +
  • Damage: 13
Roll 43
  • type: Attack
  • Result: 25
  • Target: Yotta
  • Advantage: 0
  • Hit: +
  • Damage: 9
Roll 44
  • type: Attack
  • Result: 18
  • Target: Ramus
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 45
  • type: Save
  • Skill: Wisdom
  • Result: 21
  • Advantage: 0
Roll 46
  • type: Attack
  • Result: 23
  • Target: Maharib
  • Advantage: 0
  • Hit: +
  • Damage: 35
Roll 47
  • type: Attack
  • Result: 23
  • Target: Maharib
  • Advantage: 0
  • Hit: +
  • Damage: 18
Roll 48
  • type: Damage
  • Damage: 2
  • Target: Berg
Roll 49
  • type: Damage
  • Damage: 8
  • Target: Yotta
Roll 50
  • type: Damage
  • Damage: 9
  • Target: Ramus
Roll 51
  • type: Save
  • Skill: Constitution
  • Result: 15
  • Advantage: 0
Roll 52
  • type: Save
  • Skill: Constitution
  • Result: 8
  • Advantage: 0
Roll 53
  • type: Save
  • Skill: Constitution
  • Result: 18
  • Advantage: 0
Roll 54
  • type: Save
  • Skill: Strength
  • Result: 16
  • Advantage: 0
Roll 55
  • type: Save
  • Skill: Wisdom
  • Result: 14
  • Advantage: 0
Roll 56
  • type: Attack
  • Result: 21
  • Target: Berg
  • Advantage: 0
  • Hit: -
  • Damage: 0
Roll 57
  • type: Attack
  • Result: 24
  • Target: Maharib
  • Advantage: 0
  • Hit: +
  • Damage: 10
Roll 58
  • type: Attack
  • Result: 19
  • Target: Ramus
  • Advantage: -
  • Hit: +
  • Damage: 16
Roll 59
  • type: Attack
  • Result: 19
  • Target: Ramus
  • Advantage: -
  • Hit: +
  • Damage: 16
Roll 60
  • type: Attack
  • Result: 18
  • Target: Berg
  • Advantage: 0
  • Hit: +
  • Damage: 13
Roll 61
  • type: Attack
  • Result: 25
  • Target: Maharib
  • Advantage: +
  • Hit: +
  • Damage: 14
Roll 62
  • type: Attack
  • Result: 23
  • Target: Ramus
  • Advantage: +
  • Hit: +
  • Damage: 14
Roll 63
  • type: Attack
  • Result: 19
  • Target: Yotta
  • Advantage: 0
  • Hit: +
  • Damage: 13
Roll 64
  • type: Attack
  • Result: 22
  • Target: Yotta
  • Advantage: 0
  • Hit: +
  • Damage: 12
Roll 65
  • type: Attack
  • Result: 21
  • Target: Yotta
  • Advantage: +
  • Hit: +
  • Damage: 0

Average Results
  • Ramus Krill: 17.467
  • Yotta Zō: 20.714
  • Berg: 13.500
  • Maharib: 19.438
  • Adam Koebel: 17.032


Average Rolls
  • Ramus Krill: 11.733
  • Yotta Zō: 13.810
  • Berg: 8.750
  • Maharib: 12.000


Damage dealt
  • Ramus Krill: 177
  • Yotta Zō: 126
  • Berg: 56
  • Maharib: 137
  • Adam Koebel: 320


Damage taken
  • Ramus Krill: 102
  • Yotta Zō: 42
  • Berg: 75
  • Maharib: 101


(TwilightBorealis) #18

That Adam damage spike.


(profnesbitt) #19

I really like the shift Adam talked about this episode. The PCs are level 10 now, that’s rare in the world so something as trivial as murdering people isn’t something that can be punished by town guards and things like that so he didn’t try to. A lot of DMs would balance that by just having the town/temple guards be cr 10 champions or something along those lines. I like that they are still low cr and the players would destroy them. I really like the skill challenge stuff that Mearls is currently working on to address this as well. If it’s a foregone conclusion are going to win a fight, they make skill rolls instead to not see whether they succeed but the cost of success.

Question about the Mara. I know the PCs have encountered them before in the form of cambions and such, but I’ve taken to describing those as mara (little m). Are the main Mara (big M) fightable like how insanely high CR gods like Orcus are fightable in standard d&d or are they unfightable NPCs (and by unfightable I mean so strong the PCs, no matter their level, would never survive a fight against them if the Mara wanted to kill them)? The big M Mara I’m asking about are the ones you’ve given us glimpses of (guy with the soul sack).


(Nightwolf_mkii) #20

I hate to be that guy but Yotta is dead, a melee attack against an unconscious target is automatically a crit PHB 292, and crits when you are 0 hp are 2 failed saves, so he failed 2 saves each hit. RIP @AdamKoebel @Ezekiel_III