We have security alerts from Azure ATP and MCAS (Microsoft Cloud App Security) configured in our environment. We are getting alerts for Unfamiliar Sign ins, Impossible Travel Activity and Atypical Travel. In my understanding :
Unfamiliar Sign -in : user signs in from a location that is unusual for the user or different from where they have always signed in from.
Impossible Travel Activity (ITA) : A user signing in from different locations within a time frame that is impossible for the travel. (signing in from India and then the UK within 25 minutes, for example)
ALSO, if one of these locations is a new one, then I would also expect an Unfamiliar Sign in. (or does ITA cover that scenario?)
Atypical travel : An Impossible Travel Activity with the Unfamiliar Sign in twist.
We need to know these differences so that we can choose which ones to have in our SIEM and reduce noise.
But the differences are either very subtle or these alerts are redundant.
- Can I please get a clear explanation of these alerts,
- Are they stepping on each others toes (redundant,repetitive,overlapping)?
- Do they check if one or the other alert has been generated for the same user before generating an alert?
In my last game (and also my first game as a DM), one of my players earned the loyalty of a Giant Goat (MM pg 326) by freeing it from its cell, avenging the death of its brothers by slaying a bridge troll, and reviving it back to life after it had been knocked out.
I’m not sure how I want to handle leveling from here on out. At first I considered using the Animal Companion system as a framework, but this goat is sentient and has its own bonds, so instead I’ve decided that using the Follower system as a base will be more relevant. However, the Follower system, as I understand it, assumes the follower is simply a low-level PC class. Because this follower is a beast and does not have a class, I’m not entirely sure how I should level up the goat throughout the campaign.
My initial idea is use the normal experience chart, starting at second level (chosen primarily/arbitrarily based on its HP of 19, it just seems like an appropriate starting point). It will share encounter experience with the party. If it levels, it will gain more HP using a d10 hit die plus its CON. It will also gain proficiency bonus at the appropriate levels. I don’t think I will allow stat increases, and certainly not PHB feats.
Besides HP and proficiency, the only ways to increase the goat’s efficacy will be through gear, which will require the player character to spend a lot of resources to commission an expert blacksmith to (1) study goat anatomy (2) build something that a goat could use. I also reserve the right to create a "class" feature if the story has earned it.
Those are my ideas. How do I keep the goat from being too strong but still rewarding the player character’s investment?