Tal'dorei Campaign Setting Pdf Download

  1. Tal'dorei Campaign Setting Pdf Download For Windows 10
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  3. Tal'dorei Campaign Pdf Download
  4. Tal'dorei Campaign Book
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The book comes with a poster map of the setting. It did not upload correctly when the PDF first went live but should be fixed now. If you purchase it, check your download library and it should be there. We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime. Tal'dorei campaign setting. Writing and Design: Matthew Mercer with James Haeck. Additional Content: Joseph Carriker and Steve Kenson.

Reading Time: 4minutes

Critters Rejoice! Now you too can follow in the footsteps of Vox Machina, with Matthew Mercer’s Critical Role Tal’Dorei Campaign setting. Dell intel thunderbolt controller driver.

It finally happened. While fans may be mourning the end of the first full campaign, this book arrives just in time to fill the void left by Percy, Grog, Keyleth, Scanlan, Pike, Vex and Vax.

And as far as content goes this book certainly doesn’t disappoint.

Campaign

What is Critical Role?
For those who don’t know, Critical Role is an actual play (AP) live D&D stream that goes out every Thursday and follows the trials and tribulations of adventurers Vox Machina as they traverse the continent of Tal’Dorei in the fantasy world of Exandria. Running online for the last two years, Critical Role has amassed an immense following of devoted fans, called Critters. Performed by a bunch of self-proclaimed “nerdy-ass voice actors,” it has proven to be one of the most successful and popular D&D games out there. And so now, with the release of the Tal’Dorei Campaign Setting Critters and D&D players around the world can explore this exciting new world and create their own legends and adventures.

So here are the top 5 reasons this book is an essential buy for any Critter or D&D fan.

1. It’s more than just single, linear narrative
Unlike some of the more recent Wizards of the Coast fifth edition D&D campaign books, the Tal’Dorei Campaign Setting doesn’t follow a single linear narrative. Instead it provides dungeon masters (DMs) with the tools to create and build any number of their own campaigns in a fully formed world set one year after the end of the Critical Role Vox Machina campaign. This approach encourages DMs and players to take on more responsibility in the story and delivers a far more creative and unique experience. However, be warned, if you are used to a more prescriptive and rigid approach to your campaign, you may find this book a bit overwhelming, as you are left almost entirely to your own devices as far as a plot is concerned.

2. There’s plenty of content
This book has mountains and mountains of content. Enough to fill multiple successive campaigns. Reading through it, the potential for adventures seems limitless; all you have to do is add your own characters to fill in the gaps.

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The book is broken down into four chapters which cover every aspect of the Critical Role campaign setting. Chapter One is called “Campaigns in Tal’Dorei,” and covers the history, deities, factions, and races of Exandria. Chapter Two, “Gazetteer of Tal’Dorei,” details the calendar and prominent locales around the continent. Chapter Three is titled “Character Options” and includes new class options, backgrounds, and feats. Finally, Chapter Four, “Allies and Adversaries,” covers all the monstrous races and creatures that populate Tal’Dorei and a few potential allies to boot.

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While it is designed to be used alongside the current core D&D rulebooks, the Player’s Handbook, Monster Manual, and Dungeon Master’s Guide, it also contains lots of supplementary content and homebrew rules from the Critical Role show. This includes variant rules on revivification, as well as the new character options for players to take, such as the “Clasp Member” and “Ashari” backgrounds.

Saving pdf files to ipad. However, one thing that perhaps is conspicuously missing is the Gunslinger fighter sub-class (represented in the show by Percy, played by Taliesen Jaffe), but this omission is alluded to in the text with a nod to the DMsguild where freely available Gunslinger options, and others, can be found.

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3. The Vestiges of Divergence
Also included in the Tal’Dorei Campaign Setting are the Vestiges of Divergence, legendary magical weapons and items that feature prominently within the Critical Role series. I was particularly excited to find them all here and given excellent descriptions that satisfyingly represent those given in the show. All you have to do is create a reason for your party to hunt for them; perhaps a legendary ancient sphinx could send them on a quest to discover them?

What’s great about their inclusion is they can be added into any D&D game that you might already be playing at home—I already have plans for my group to be sent off on a quest to find them. In fact, this goes for a large majority of the content of this book. It’s all very adaptable and could easily be dropped in your own campaign without any disruption.

As well as the items and inclusions that fans might expect, there is also brand new content created just for this book, some of which are seen in Critical Role but included here with a twist, such as some extra Vestiges that are only alluded to in the show.

4. Monster stats!
Any DM will tell you they can never have enough monster stat blocks. No matter if you already own the official fifth edition Monster Manual or Volo’s Guide to Monsters there will be times when you just can’t find the particular monster that you’re looking for. Well, worry no more! Matthew Mercer has it covered with the inclusion of 16 new unique monsters primed and ready to battle your adventuring party.

From the Ashari Firetamer to the Remnant Chosen, these 16 monsters help make bringing the world of Tal’Dorei to life that bit easier. My particular favorites included in the book are the Kraghammer Goat-Knight, dwarven warriors who patrol the cliffs of Kraghammer on their trusty Goat Steeds, and the Ravager Stabby-Stabby, elite goblin warriors and orc slaves who attack with a fierce and mad frenzy.

5. It’s all so beautifully realized
All-in-all this is a beautifully realized tome. The artwork—including an excellent pull-out map of Tal’Dorei, which is definitely getting framed and hung in my office—brings all the fantastic aspects of Critical Role to life.

Every aspect of Tal’Dorei is written out with such loving attention to detail; from Gods to Goat-riders to Goblins, it’s all here. Fans of Critical Role will be also excited to find many of the well-known and recognizable locations, each with its own carefully detailed populace, politics, and plot hooks.

This entire campaign setting is clearly a labor of love, the culmination of over five years of world building and development from Matthew Mercer. As you flick through the pages, it is easy to see how the foundations of the Critical Role phenomenon were built; sure you need some enthusiastic players and a world-class DM to emulate Vox Machina, but with this campaign setting, you can at least begin follow in their footsteps.

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A confession: I don't totally understand Critical Role as a phenomenon. I don't think it's a bad show--not by a long stretch--and I think it's awesome how many people it has inspired to enter into the hobby after getting hooked on it. But maybe I'm just a little too old to watch a livestream of people playing D&D; my attention either wanes quickly or I find myself thinking about my own games instead.

Tal'dorei Campaign Setting Pdf Download For Windows 10


But there's no denying that Critical Role is popular and has devoted fans. There are a surprising number of people willing to fork over $125 for a deluxe art book about someone else's campaign, for example. You can also buy a tarot deck based on the characters from the Critical Role campaign, Critical Role dice, and a campaign sourcebook about the campaign world created for the Critical Role livestream. What might you get out of the latter if you don't happen to belong to their fandom?

Reading the Tal'Dorei Campaign Setting book feels exactly like reading a high-production values version of someone's notes for their homebrew vanilla D&D campaign world, which is more or less what the book is as a product.

Dnd Tal'dorei Pdf



Tal'dorei Campaign Pdf Download

The world-building relies on well-established conventions--the elves were the first people of the land, they value the arts, grace, and magic, etc.--and very little is surprising. There are places named with the usual sort of compound wording: Whitestone, Daggerbay, the Frostweald. And others that seem like they could have been pulled from any number of fantasy novels you've already read (and forgotten): Drynna, Tormor Falls, the Shifting Keep. Even that extraneous apostrophe in Tal'Dorei is charmingly homespun. You can sometimes see the seams where the time-honored tradition of taking something wholesale from another campaign, filing the serial numbers off, and inserting it into your own game has been practiced; the deities in Tal'Dorei are obviously the gods of 4th edition Dungeon & Dragon's Dawn War pantheon given a quick renaming: the Raven Queen becomes the the Matron of Ravens, Bahamut becomes the Platinum Dragon, Lolth becomes the Spider Queen, etc.

The mechanical bits also seem like natural extensions of someone's home game. The new Backgrounds aren't mind-blowing wild, but they're well situated within the context and flavor of the setting. Similarly, the new class options that are introduced, such as the Way of the Cobalt Soul monk or the Juggernaut barbarian, evidence a bit of the hesitancy to add things to the game that overshadow the official options you often find in player-facing homebrewed options. None of the classes are strictly bad per se, but they seem to be either overly specific in function or occupying a space on the lower end of the power spectrum so as not to throw anything out of whack.

Similarly, the Optional Campaign Rules are explicitly called out as natural outgrowths of the house rules from their campaign: 'For those who have watched along with our adventures, you may see some of these optional rules as familiar. Many of the elements included in this chapter are based on or retooled versions of the house rules we tried within our own campaign' (118). The optional rules do feel 'lived in,' like they were rulings that came up in response to the baseline system not quite providing what they wanted it to. Potions can be quaffed in combat without that taking up an entire turn, resurrection magic is more challenging, etc. Nothing that radically restructures the game is included here; rather, it all feels like common sense rulings to accommodate the size of their gaming group and the style of play they prefer.

Tal'dorei Campaign Book


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The art is of the quality and style you would expect, and the book's production values are top notch. Ultimately, my take-away is that this is a very solid vanilla D&D setting. And I know some people will scoff at the idea of another vanilla setting, but I'm not joining that chorus. Although I prefer my own bespoke, not-the-usual-fantasy settings, vanilla has its place. If we're honest, we'd probably have to admit that there have been more D&D campaigns set in vanilla fantasy settings than anything else, and that the people who have played in them probably enjoyed them immensely because vanilla fantasy is what they want.

This is perfectly serviceable vanilla; if you're already into Critical Role, this is probably a preferable alternative to the Forgotten Realms or Greyhawk on the merits of familiarity alone.

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But you know what I really like about this book, though? It's lack of wild invention makes the idea of homebrewing your own setting look easy. Sure, your work probably won't end up getting the full-color treatment from Green Ronin, but it still looks like something approachable and possible. And maybe even fun. Whether you want to go wildly inventive or French vanilla, this book says 'We made this and had fun, so can you.'