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.”

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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.

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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!

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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.

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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

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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

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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

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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?

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Media References and Puns of 2-16 A Favor in Kind

You want the transcript to Sam's D&D Beyond ad, complete with links to the various 1987 references? As you wish.

Media References

(0:01:24) Taliesin: Son, turn down that Whitney Houston tape for a second.

Sam: Grody to the max, Dad, it’s Pet Shop Boys!

Taliesin: Whatever. Did you do your homework?

Sam: No duh! And now I’m going to watch 21 Jump Street on that brand new TV network, Fox! Richard Grieco is bodacious!

Laura: Well, your friend Gail is here to play that game you love.

Sam: Punch Out!!? Contra? Operation Wolf?

Laura: No, no, the one your Aunt Pam says was invented by Satanists.

Ashley: Dungeons and Dragons!

Sam: Hey, Gail! Where’s the beef?

Ashley: Eat my shorts, dude!

Taliesin: Gail, are you sure D&D is safe? It scares me like rap music by Public Enemy and LL Cool J.

Sam: Take a chill pill, Dad. D&D is radical! It’s as trustworthy as current Democratic presidential nominee Gary Hart.

Taliesin: He is trustworthy.

Ashley: And now it’s even better with D&D Beyond, with high speed internet, Wifi, or a smartphone, you can access your stats or more on your iPad or laptop.

Laura: Have any of those things been invented yet?

Ashley: Gag me with a spoon, Mrs. Henderson!

Sam: Righteous! Now I don’t even want to go see that brand new movie, The Lost Boys. I just want to play D&D!

Travis: D&D Beyond, available now exclusively at Sharper Image, Sam Goody, Circuit City, Tower Records, CompUSA, and Crazy Eddie.

Liam: How on earth did you not put a Growing Pains reference in there?

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What Does The Mighty Nein Have Left? Siff Duthar Edition

What Does The Mighty Nein Have Left? Siff Duthar Edition

Thanks to @ningouini for this art piece!

After several combat encounters and a series of traps and puzzles, the Mighty Nein find themselves face-to-face with the spectral entity that potentially owned this lab in the distant past. They've used many of their abilities and spells over the course of the day, so here's what they've got left for the fight/conversation/retreat. Hit points are listed in parentheses next to each character’s name. We only list abilities that each character still has available to them at this moment.

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Historical Context to Siff’s Underground Lab

Historical Context to Siff’s Underground Lab

Thanks to @RickOrangeJr for this art piece!

The Mighty Nein got a glimpse into Wildemount’s deeply ancient history when they puzzled their way into the secret laboratory in episode 15. Siff’s ramblings indicate that he lived so long ago that the gods still mingled with their creations on Exandria. Ahead, we’ll break down what we know of the history of that time that informs everything The Nein saw in their exploration.

Two notes before we begin.

  1. We’re drawing from the Myth of Exandria straight out of the Tal’Dorei Campaign Setting. It’s wonderful, and if you can get a copy, you should.

  2. Spoilers for episode 15 of this campaign, and for episodes 81, 82, 83, and 89 of Campaign 1!

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Monster Analysis: Gelatinous Cube

Monster Analysis: Gelatinous Cube

Thanks to @AcidburnKG for this art piece!

  • Encounter Appearance: 2-15 Where the River Goes

  • Armor Class 6

  • Speed 15 ft

  • Blindsight 60 ft, Passive 8

  • Immune to blinded, charmed, deafened, exhaustion, frightened, and prone

  • Suggested average, max HP: 84, 120

    • 152 taken, 22 HDYWTDT by Yasha

Oozes, as Liam put it, are classic Dungeons & Dragons foes. Rumored to be the fragments of a demon lord, these unaligned beings have nearly no intelligence (most carry a -5 modifier) and no dexterity (the cube is the slowest of oozes with a -4 modifier), but a hunger that eternally seeks out organic beings to devour. Most oozes don’t have enough sentience to have any sense of drive beyond eating whatever is near it, so they can be very easily controlled by someone who wants to use an ooze as part of a trap. (Way, way back in the early days of Critical Role, Vox Machina faced its first and only ooze, a black pudding.)

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