Level 5 Update: Proficiency Boost and Skiiiiiills

Level 5 Update: Proficiency Boost and Skiiiiiills

Thanks to @Bioswear for this art piece!

Matt, to Liam in 2-06: It's all good, man. Just survive to level five and everything will turn.

They’ve made it! At level 5, all classes receive a proficiency bonus increase. This means all proficient skills, saving throws, and attack bonuses go up by one. In addition, all spell/ability save DCs go up by 1. For Beau and Nott, their expertise skill bonuses increase by 2.

Read More

Quick Answers 62

Can you tell me…

This answer is directed specifically at new followers: Hi! Welcome to CritRoleStats, or to the Twitter or Tumblr if you’re seeing this from there. We’ve answered a lot of questions in our run, so inevitably, we receive many questions that we have already answered. If you’re new to us, you might try either searching our previous Quick Answers or flipping through our archives.

We also have many questions that we usually answer within the week of the episode airing. If we don’t answer your question about media references, monster statistics, or world lore, we are probably double-checking our work and sharing that information in an upcoming article. We also suggest you tune into Talks Machina every Tuesday, where we share many interesting statistics at the beginning of the show.

Can you track the attuned items of the Mighty Nein?

Sure! You can find the page with our latest update of attuned items here. The link has also been added to the Wildemount General Stats page.

Can you add CRS’s Favorite Moments to the General Stats dropdown menu?

Done!

By any chance, did you count how many times Caleb asked for Paper and Ink from The Gentleman?

Three times.

Are there any plans to track how much Caleb spends on his spells/spellbook? Any chance we can start a running stat on how much gold Caleb has spent on “fine ink and parchment”?

We do track that, among many other items spent. As Liam pointed out on Twitter, it costs 50 gold per spell slot level to transcribe a spell into his spellbook. Caleb has spent 650 gold on ink and paper for spell transcription.

Can you create an Indiana Jones style travel map of where TM9 has been (red line) and where they are heading toward (red dotted line)?

As much as we love this idea, the rights to the map are tricky. For professional courtesy, we’ll hold off until we’re a little more clear on how to present it.

When was the last time we had Crit Role PVP within a campaign?

Since the Beau and Jester fight in the Evening Nip in episode 2-19, the last character PvP event was episode 1-99 between Grog and Lionel.

Monster Analysis: Bandits (Bromkiln Byway)

Monster Analysis: Bandits (Bromkiln Byway)

Thanks to @bananacandytho for this art piece!

The roads of the Dwendalian Empire are not a safe place to travel, and even less so places of rest after dark. Having been confronted by bandits before on the Amber Road, the Mighty Nein were a bit more experienced and prepared for a larger threat on the Bronkiln Byway. It didn’t hurt that they also saw it coming, rather than fall to a decidedly more practiced, less merciful, and rather inhumanoid ambush.

Ogres

  • First Appearance: 1-01 Arrival at Kraghammer

  • Encounter Appearance: 2-19 The Gentleman's Path

  • Armor Class 11

  • Speed 40 feet

  • Suggested Average, Max HP: 59, 91

    • Ogre 1: 85 damage taken, 13 killing blow by Fjord

    • Ogre 2: 56 damage taken, 23 killing blow by Yasha

Read More

Media References and Puns of 2-19 The Gentleman's Path

Media References and Puns of 2-19 The Gentleman's Path

Thanks to @TriaElf9 for this art piece!

Beau talked about Fight Club three times in this episode.

No rules, man. No rules.

Media References

Read More

What We Know About the Cerberus Assembly

What We Know About the Cerberus Assembly

Thanks to @my2k for this art piece!

Since arriving in Zadash 12 days ago, The Mighty Nein have heard about the power of the Cerberus Assembly. They first witnessed that power when the Xhorhasian infiltrators attempted to bring down the Zauber Spire, only to be prevented by two flying mages. With Caleb’s recent trip to the Library of the Cobalt Soul, and Beau & Yasha’s conversation with Trent and Oremid, we thought it was time to devote a post to explaining what we know so far about the Empire’s resident circle of mages. (Transcripts of relevant moments are documented here.)

History

The name Cerberus Assembly is a reference to a group that existed during the Age of Arcanum. The book Caleb read discussed the war of mage houses 150 years ago in the empire that nearly destroyed part of Rexxentrum. As part of the ceasefire, the mage houses agreed to bind themselves to the empire and work for them in lieu of being arrested. As Matt said, the Cerberus Assembly, “helped the [Dwendalian] kingdom rise to power, to conquer the Julous Dominion.”

Read More

Monster Analysis: Victory Pit, Round 3

Monster Analysis: Victory Pit, Round 3

Thanks to @BlackSalander for this art piece!

The final round of the Victory Pit of Harvest Close! As this is the last fight for both The Mighty Nein and the Stubborn Stock, we’ll take this opportunity to discuss the tournament as a whole, and how the creatures used in the tournament reflects on Zadash and the Dwendalian Empire.

Hill Giant

Encounter Appearance: 2-18 Whispers of War
Armor Class 13
Speed 40 ft
Suggested Average, Max HP: 105, 160
146 damage taken, 13 HDYWTDT by Nott

Hill giants are the smallest, least intelligent, and lowest ranking giants in the giant hierarchy, called the Ordning. To a hill giant, anything smaller than it is viewed as both inferior and potential prey. Within the rankings of the hill giants, the largest giant is the ruler of their primitive domains. They have no culture, use old animal skins for clothing and uprooted trees for weapons, and have developed a ridiculous constitution from treating just about anything as food. Though they are very dim-witted, a hill giant that feels as though it has been tricked or prodded is a dangerous threat to not only the source of its rage, but to anyone else it can reach until its attention is distracted by something else.

Read More

Media References and Puns of 2-18 Whispers of War

We are very much looking forward to the Colbalt Soulastic Fair.

Media References

(0:01:06) Sam: They put these things on our iPads-- I mean, tablet devices.
(0:14:47) Matt: The people who do Campaign Coins make that now. Our friend, Deven Rue, who did our map of the show, designed it.
(0:16:19) Liam: Singing under my breath: We are the Mighty Nein, the Mighty Nein, the Mighty Nein! (Here We Go Round the Mulberry Bush)
(0:18:09) Travis: *singing* Lollipop, lollipop, oh lolly lolly lolly… (“Lollipop” by The Chordettes)
(0:25:23) Liam: That really hurt, Charlie!  Laura: Charlie!
(0:36:12) Travis: J-E-L-L-O!

Read More

What Does The Mighty Nein Have Left? Victory Pit Edition

What Does The Mighty Nein Have Left? Victory Pit Edition

Thanks to @elluzant for this art piece!

The Mighty Nein are a little tapped on resources going into their final Victory Pit battle this week. Luckily, what they do have going for them are hit points. Thanks to Jester’s Prayer of Healing, all of the Nein have over half of their hit points, and three of them have all (or, in Fjord’s case, more than all). Ahead, we break down what they have left of their relevant abilities.

Read More

Monster Analysis: Victory Pit, Round 2

Monster Analysis: Victory Pit, Round 2

Thanks to @Joshua_Mock for this art piece!

Round 2! This round of creatures cut out half of the competing groups, and for good reason. As with our last article, we’ll focus our attention on the Mighty Nein’s trial before scratching the surface of the other group’s beasts.

Winter Wolves

  • First Appearance: 2-17 Harvest Close

  • Armor Class 13

  • Speed 50 ft

  • Immune to cold damage

  • Suggested Average, Max HP: 75, 120

  • Wolf 1: 87 damage taken, 23 HDYWTDT by Yasha

  • Wolf 2: 88 damage taken, 7 HDYWTDT by Molly

Read More

Monster Analysis: Victory Pit, Round 1

Monster Analysis: Victory Pit, Round 1

Thanks to @HeatherWaite8 for this art piece!

Due to the sheer number of creatures presented for combat in celebration of Harvest Close, we’ll be breaking up the articles by each group of monsters by the round they were presented, starting with the Mighty Nein’s encounter and then scratching the surface for the monsters the other teams faced.

Otyugh

  • First Appearance: 1-21 Trial of the Take, Part 4

  • Encounter Appearance: 2-17 Harvest Close

  • Armor Class 14

  • Speed 30 ft

  • Darkvision 120 ft, Passive 11

  • Suggested Average, Max HP: 114, 168

  • 177 taken, 41 HDYWTDT by Yasha

Read More

Media References and Puns of 2-17 Harvest Close

Media References and Puns of 2-17 Harvest Close

Thanks to wildfey for this art piece!

This fall, Gail and the Hendersons learn the facts of life: family matters, everyone has diff'rent strokes, it doesn't matter who's the boss, and a full house is a recipe for happy days. Cheers!

Media References

Read More

Monster Analysis: Siff Duthar

Monster Analysis: Siff Duthar

Thanks to @AnArtistComplex for this art piece!

  • Encounter Appearance: 2-16 A Favor in Kind

  • Armor Class ≤ 14

  • Darkvision 60 ft

  • Speed 30 ft (flying)

  • Resistant to fire, cold, nonmagical physical weapon damage (and others)

  • Immune to poison damage and poisoned (and others)

  • 86 damage taken, 7 HDYWTDT by Mollymauk

As we discussed last week, Siff Duthar was a mage during the Age of Arcanum, a paranoid necromancer who destroyed his own work to avoid it falling into the hands of the Betrayer Gods (specifically, the Crawling King). While his life may have come to an end (despite his research intended to unnaturally extend it), his soul stuck around to guard the laboratory. As the Mighty Nein read through his journal that survived, undiscovered for centuries, Siff's spirit appeared to engage. His secrets were now theirs. As his ghostly form floated menacingly closer, the party quickly weighed their desperate options: talk it out, flee, or fight?

Read More