Livetweets of 2-16 A Favor in Kind
/The pastries in Nicodranas are made with cinnamon.
Read MoreThe pastries in Nicodranas are made with cinnamon.
Read MoreThanks 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.
Read MoreThanks 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.
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.
Spoilers for episode 15 of this campaign, and for episodes 81, 82, 83, and 89 of Campaign 1!
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.)
Read MoreEncounter Appearance: 2-15 Where the River Goes
Armor Class 19
Speed 50 ft flying (hover)
Darkvision 120 ft, passive 12
Resistant to acid, cold, necrotic, thunder, and nonmagical physical weapon damage
Immune to lightning and poison damage
Immune to exhaustion, grappled, paralyzed, poisoned, prone, restrained, and unconscious
Suggested Average, Max HP: 22, 36
Temporarily dispatched by Nott with 28 damage strike
Though they may look like bright, hopeful lights, will-o’-wisps are tiny, evil undead. Often created when an evil individual is killed in anguish in places of powerful magic, wisps relish the schadenfreude of causing other creatures’ miserable deaths. This hateful origin, coupled with the notes Caleb read in the lab, gives us a glimpse into how these wisps ended up in the urns of the abandoned laboratory in the first place: vile souls who met their gruesome ends and were anchored here as cruel guardians.
Read MoreThanks to @DeMarcoDraws for this art piece!
Encounter Appearance: 2-15 Where the River Goes
Armor Class 11
Speed 10 ft, flying 30 ft
Blindsight 60 ft (via echolocation), Passive 10
Suggested Average, Max HP: 22, 35
Darkmantle 1: 27 taken, 6 killing blow by Nott
Darkmantle 2: 30 taken, 9 killing blow by Molly
Darkmantle 3: 29 taken, 9 killing blow by Beau
Darkmantles hide in dark caves, blending in with the stalactites above until they sense unwitting prey below them, who they wrap their bodies around heads like surprise hats. Darkmantles float through the air with webbed tentacles and umbrella bodies, much like squid in water. (Think a terrifying fantasy combination between a Wallmaster and a Blooper.)
Read MoreThanks to @delsinsfir for this art piece!
How many times has Sam cared how ridiculous his D&D Beyond ads are? (Hint: It rhymes with one, and is less than that.)
(0:00:48) Matt: Archer: Danger Island. The new season premieres on FXX Wednesday, April 25th at 10pm.
(0:01:38) Matt: ...they have jumped the shark…
(0:04:20) Sam: What will the Washington football team do when they face the Cowboys? Travis: LOSE!
(0:12:54) Laura: Nonagon. Do-do-do do do! (Mah Nà Mah Nà)
(0:18:13) Laura: Wind! Sam: Water! Marisha: Heart! (Captain Planet)
(0:19:43) Liam: Nice, Carrot Top, nice!
(0:41:31) Get it, Altaïr! (Assassin's Creed)
(0:41:33) Travis: SAIL! (AWOLNation)
(0:42:31) Liam: I feel streamlined. Marisha: Yeah, the oil’s working for you. Very dapper. Dapper Dan. (O Brother Where Art Thou)
(0:46:41) Marisha: Full Winklevoss twins!
(1:12:06) Laura: We’re at Burning Man, aren’t we?
Thanks to @HeatherWaite8 for this art piece!
At level four, nearly every class eschews getting a class-based improvement and grants the player the ability to choose whether to take a Feat or gain an Ability Score Improvement (ASI). The only two exceptions are druids and monks, who also get a class-based improvement (Wild Shape Improvement and Slow Fall, respectively). Most of the primary spellcasters (bards, clerics, druids, sorcerers, and wizards) also receive an additional cantrip and an extra second level spell slot per day. Warlocks just get the extra cantrip, but they, like bards and sorcerers, add one spell to their known spell list in addition to the cantrip.
If the player chooses to go the ASI route, they can choose to either give themselves a permanent +2 to one of their ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) or a permanent +1 to two of their ability scores.
If the player chooses to go the Feat route, they can choose one of the Feats listed in the D&D handbooks, like the Player’s Handbook and Xanathar’s Guide to Everything. Sometimes these feats give the character specialized abilities, sometimes it allows the player to increase one or more abilities or skills (like athletics or passive perception), and sometimes they do both. Some Feats can be achieved by anyone, while some have race, spellcasting, or ability score prerequisites. For example, Prodigy (which Beau took as part of her variant human traits) can only be taken by humans, half-orcs, and half-elves.
Read More“No more dick jokes! Focus on the cube!”
Read MoreHow do you track it when Liam announces a roll as “total balls”?
It’s fairly common for players to not announce their rolls, especially if it’s low or if it’s made irrelevant by advantage or disadvantage. In those cases, we still log that the rolls occurred in our All Rolls Charts (check the individual tabs at the bottom for each episode), but we mark the value of the rolls as Unknown.
Are you keeping track of the number of insight checks between Campaign 1 and Campaign 2?
We have them all on record in our All Rolls charts (Vox Machina and Mighty Nein) for easy consulting, but we don’t isolate them into a separate list.
Will you be tracking total healing given/done (via spells and other abilities, not rests) this campaign?
Like insight checks, we have healing rolls on record in our All Rolls charts, but don’t have it isolated into a separate list.
Read MoreThanks to @AvivOr (@UpTo4Players) for this art piece!
Yah yah yaaaaaaaah...
“I would like to play Truth or Dare, but without the Dare.”
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