DD Adventurers League Critical Role Pack v1.0
DD Adventurers League Critical Role Pack v1.0
DD Adventurers League Critical Role Pack v1.0
CREDITS
Adaptation: Travis Woodall DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon
ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
Graphic Design: Meagan Kenrick Adventurers League, all other Wizards of the Coast product names, and their respective
logos, its distinctive characters, elements, and locations are the sole property of Wizards
of the Coast under copyright law and trademark law, as applicable, in the USA and
D&D Adventurers League Wizards Team: Brandy around the world. All rights reserved. Critical Role, the Critical Role logos, Tal’Dorei, the
world of Exandria, its groups of individuals and its distinctive characters, elements, and
Camel, Chris Lindsay, Chris Tulach locations are the sole property of Critical Role under copyright law and trademark law, as
D&D Adventurers League Administrators: Ma’at applicable, in the USA and around the world. All rights reserved. This material is
protected under the copyright laws of the United States of America. Any rights of others
Crook, Claire Hoffman, Greg Marks, Toni Winslow- under copyright or trademark with respect to the elements in this work are reserved to
those others. Any reproduction or unauthorized use of the material or artwork contained
Brill, Travis Woodall, Bee Zelda herein is prohibited without the express written permission of Wizards of the Coast or
Critical Role, as applicable.
©2022 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA.
Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by
Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
WHAT’S IN HERE? • Deity: You may choose any deity to worship from
official rulebooks that is unique to Exandria as
presented in Explorer’s Guide to Wildemount or is not
The D&D Adventurers League: Critical Role Pack contains
unique to another world. Clerics must choose a deity.
the following sections:
Step 5: Heroic Chronicle. You may roll randomly or
• D&D Adventurers League Critical Role Campaign
choose each item from the tables listed in Explorer’s Guide
Guide. This contains the information on character
to Wildemount. If you begin play with a magic item, it
creation, playing adventures, and Dungeon Mastering in
counts as a carried item if you choose to bring it on your
a D&D Adventurers League Critical Role campaign.
adventures.
• Explorer’s Guide to Wildemount Adaptation. This guide
Step 5: Choosing Equipment. Your starting equipment
provides Dungeon Masters with notes on how to adapt
and gold are determined by your class and background;
the material from the Explorer’s Guide to Wildemount
you don’t roll for gold. You may start with a trinket of your
for play in D&D Adventurers League.
choice from available rules choices. You can sell starting
• Critical Role: Call of the Netherdeep Adaptation. This equipment using the rules in the PH and can buy
guide provides Dungeon Masters with notes on how to equipment and spell components found in the PH or
adapt the materials from Critical Role: Call of the available rules choices.
Netherdeep for play in D&D Adventurers League.
STARTING PLAY AT 5TH LEVEL OR HIGHER
CRITICAL ROLE You may choose to create a 5th level or higher character
instead of starting at 1st level. As a higher level character,
you may choose one of the following magic items to
CAMPAIGN GUIDE possess in addition to your standard gear from your class
and background.
The information in this section provides you with the rules
for creating and advancing characters within the D&D • +1 weapon
Adventurers League Critical Role campaign, an official • +1 shield
organized play program for Dungeons & Dragons. It also • +1 rod of the pact keeper
provides DM guidance on running the adventures. • +1 wand of the war mage
Note that this document is not a comprehensive guide • +1 all-purpose tool (TCE)
to all possible adjudications; see the companion resources • +1 amulet of the devout (TCE)
above for more information. • +1 arcane grimoire (TCE)
This document covers participation in D&D Adventurers • +1 bloodwell vial (TCE)
League Critical Role campaign. Please see other • +1 moon sickle (TCE)
documentation supporting play in other settings, such as • +1 rhythm-maker’s drum (TCE)
the Forgotten Realms.
• Bag of holding
CHARACTER REWARDS
You award the players rewards for their accomplishments
EXPLORER’S GUIDE
in the form of levels, gold, and magic items for their
characters, which they record on their logsheets before TO WILDEMOUNT
leaving the table. This adaptation contains guidance on adapting each of the
Advancement. Once the players successfully complete adventures found in Explorer’s Guide to Wildemount. They
an a certain part of an adventure, inform them that should each take about eight hours to play as provided in
they’ve gained a level – this is noted in the Critical Role that product.
Adaptation Guide. A character can gain no more than one The characters begin play at 1st level and should have
level per session. Players can always decline to have their advanced to 3rd level upon completion.
character gain a level that is offered.
Magic Items. Characters can use and keep any magic
item they find that is specifically mentioned in the
FOUR-HOUR PLAY EXPERIENCE
encounter in which it’s found (items that the adventure
If you’re running the adventure in a public setting, such as
describes as being lent to the characters or destroyed
a convention, however, this document modifies generally
can’t be kept). At the end of the adventure, each character
unimportant encounters, allowing it to be played in
can keep any of magic items found during the adventure.
approximately four hours without sacrificing the important
They may only bring a limited number of these magic
story beats.
items to an adventure as noted earlier in this document.
Each part includes an estimation of how long each part
Mundane Equipment and Treasure. Mundane
should take to play it in four hours. Keep these estimations
equipment found during the adventure can be used and
in mind as you play; if you notice the players running
divided up as the characters decide at the end of the
behind, quickly (but gently) usher them forward in the
adventure.
story. The first part of each adventure includes an
Treasure (including items that have a monetary value
opportunity for the players to briefly introduce themselves
but are not equipment, such as art objects and gems) is
and their characters to one another.
awarded as the adventure directs. It can be spent during
the session; any remaining treasure at the end of the
session of play is converted to gold pieces and divided CONTINUING TO CALL OF NETHERDEEP
equally among the characters.
Story Awards. These items or effects—designated in the The conclusions of each of these adventures presents an
Critical Role Adaptation Guide—are important to a “on-ramp” to Call of Netherdeep, which begins play at 3rd
storyline and are only useable during sessions of the level. This is optional story information that the characters
storyline or book adventure in which they’re awarded. can use to explain why they find themselves in Jigow, a
These items don’t count against a character’s carried string of villages on the northern shores of Xhorhal as its
magic item limit, and in the case of items, may only be residents prepare for the annual Festival of Merit.
possessed by one character in the party during play. It’s recommended that a given character play only one
of these adventures. Otherwise, the others won’t present
a sufficient challenge.
HEROIC CHRONICLE CHARACTER ADVANCEMENT
This character creation process is a fun, comprehensive The characters advance to 2nd level upon escaping Palma
way for players and Dungeon Masters to collaborate on Flora. Characters of 2nd level or higher don’t gain a level.
creating a rich backstory for the characters. It does,
however, present a challenge in a timed environment. THREE EARRING’S PLAN
If playing this adventure in a four-hour time slot, it’s
recommended that this method of character creation not If the characters decline the captain’s suggestion that they
be used; the players should have completed creating their retrieve the rod of retribution from Selachai, she drops
characters before the event. them off in Jigow—a series of coastal villages in the north
reaches of Xhorhal. She spends the entirety of the journey
This guidance allows you to play this adventure in about ENCOUNTER ON THE OPEN SEA
four hours with a group of 1st-level characters.
It’s suggested that the Complex Combat guidance be used
STAHLMAST’S LAIR
The characters advance to 3rd level after departing
Eiselcross. Characters of 3rd level or higher don’t gain a
level.
Estimated Duration: 2 hours 20 minutes
DANGEROUS DESIGNS
The crossbow breaks if 1, 2, 3, 4, or 5 is rolled for the
crossbow’s attack roll.
The characters encounter only two kobold underlings and L11. KOBOLD BARRACKS
Sken Zabriss here. The kobolds fight to the death, but Sken
flees if both are defeated. If able to cast fog cloud, she The characters encounter no kobolds here.
escapes into nearby alleys.
L20. PASSAGE TO THE UNDERDARK
OTHER HUPPERDOOK LOCATIONS
If the characters are determined on venturing into the
Exercise caution in using these areas; they can easily cause Underdark, they spend the next week wandering the
delays in progression (players love to shop). Upper realms of the lightless domain before finding a cave
that exist near the town of Jigow, a string of villages on the
ASCENDING THE MOUNTAIN northern shore of Xhorhal. Luckily, they’ve arrived just in
time for the annual Festival of Merit.
Estimated Duration: 30 minutes
CONCLUDING THE ADVENTURE CROAKER CAVE
Watchmaster Gulchswattle is thankful for the characters Estimated Duration: 1 hour
efforts (and hopefully successes) in uncovering Stahlmast’s
misdeeds. After rewarding them for their deed, he offers C1. ENTRANCE POOL
them further employment—escorting a caravan bound for
Jigow. Unfortunately, while the caravan is sacked by The characters don’t encounter frogs here.
bandits just outside of the area (leaving the characters
unable to collect their pay for the job), they’ve arrived as
its residents prepare for the Festival of Merit.
C2. TRAINING POOL
Only one bandit is here, training one giant ice frog.
CHARACTER ADVANCEMENT
The characters advance to 3rd level after departing
C3. BAT CAVERN
Eiselcross. Characters of 3rd level or higher don’t gain a The characters don’t encounter a swarm of bats here.
level.
Estimated Duration: 50 minutes The characters advance to 2nd level before departing to
Eiselcross. Characters of 2nd level or higher don’t gain a
CHARACTER INTRODUCTIONS level.
PELC’S CURIOSITIES
SALSVAULT
Estimated Duration: 2 hours
FRONT SHOP AREA
Only one bandit is ransacking the shop. They surrender
S3. ANIMATED ARMOR LABORATORY
upon noticing the characters and reveal the specified The characters encounter only one suit of animated armor
information if questioned. here.
S4. FRIGID WOE LABORATORY CONCLUDING THE ADVENTURE
The door isn’t trapped, and the chests are unlocked. The Buyer suggests that as an alternative to exploring
Eiselcross (and as an escape from the cold), the characters
S5. DISEASE STORAGE pay a visit Jigow, a group of villages in the northern
reaches of Xhorhas. The town’s annual Festival of Merit is
The chests are unlocked. approaching, and what better place to find respite from
the dangers of adventuring.
S6. NORTH HALL
The characters don’t encounter zombies here. ADVENTURE 4:
S8. RUINED DORM UNWELCOME SPIRITS
Time has taken its toll on the rug of smothering; it has This guidance allows you to play this adventure in about
only 15 hit points. four hours with a group of 1st-level characters.
SESSION 1: THE FESTIVAL OF Chapter 2 is designed for 4th-level characters, and consists
of four parts: After the Festival, Road to Bazzoxan,
MERIT Reunion with the Rivals, and Emerald Loop Caravan Stop.
The characters advance to 5th level upon completing this
FESTIVAL OF MERIT chapter.
CHARACTER ADVANCEMENT
Each character advances to 12th level upon entering the
Heart of Despair. Characters that are 12th-level or higher
don’t advance.
SESSION OVERVIEW
This chapter consists of one, two-hour session: