Critical Role's Campaign 4 Opens With a Funeral and Plenty of Intrigue

The new campaign launched this week.
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Critical Role's new campaign features a new world, a new DM, and new players, but the charm and storytelling intrigue of the longrunning Actual Play show remains the same. Campaign 4 of Critical Role officially launched last night with a four-hour episode that featured new DM Brennan Lee Mulligan expertly managing a cast of 13 players while also establishing a layered mystery involving the public execution of a firebrand revolutionary on trumped up charges. Despite the long runtime (which is typical for Critical Role), the episode moves surprisingly fast, in part because players moved in and out due to scene demands.

The debut episode kicks off with the execution of Thjazi Fang, an adventurer turned revolutionary in the city of Dol-Majkar. Fang's execution is witnessed by numerous people from his past, including former adventuring partners, family, and shady associates. Although Fang is charged with being an arcanist (magic appears to be heavily regulated in the new setting of Araman), him and several associates seems to have worked out a means of escape, but the magic ward meant to aid his quick escape fails and he dies in the first fifteen minutes of the episode.

The rest of his episode slowly introduces the large cast of players involved with Thjazi over the years, as well as brief glimpses as to why he was killed on fake charges. Liam O'Brien plays Halandil Fang, brother to Thjazi and the person responsible for organizing his funeral. Various well-wishers from Thajzi's past arrive at the funeral, starting with Halandil's ex-lover Thaisha Lloy (Aabria Iyengar), former subordinate Azune Nayar (Luis Carazo) and timid necromancer Occtis Tachonis (Alex Ward).

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The episode mostly focuses on Thjazi Fang's funeral, with various players making sometimes welcome and other time hostile entrances. Old acquaintances attempt to track down why Fang's escape from death failed, including Teor Pridesire (Travis Willingham) and tracker Kattigan Vale (Robbie Daymond) and discover Fang's longtime pixie partner Thimble (Laura Bailey) on the brink of death. Thimble was attacked in a flophouse owned by Fang while crafting the ward meant to help him disappear, meaning that Thjazi was betrayed by someone close to him and who knew of the conspiracy to help him escape execution. Meanwhile, various arcanists seemingly involved with Fang in recent years also arrive, including the masked warlock Bolaire Lathalia (Taliesin Jaffe) and dwarf wizard Murray Mag'Nesson (Marisha Ray). Both were named in Thjazi's final words, although the manner of their shared conspiracy is unclear as of now.

Araman is a place where the gods were driven out or killed 70 years prior, but religion still plays a major part of the intrigue of the show. Sam Riegel plays Wicander Halovar, a noble turned priest who attempted in vain to stop his family from executing Fang. Whitney Moore played Tyranny, a demon turned aspirant who serves Wicander. Both worship "the Light," a sort of guiding force upholding morality but lacks a metaphysical presence like traditional fantasy gods. Meanwhile, Vaelus (Ashley Johnson) arrives at the funeral in a state of perpetual mourning for her lost elven god, searching for a stone stolen by Fang and Thimble. At the mention of Thimble's name at Fang's funeral, a mysterious shattered mask retrieved by Thaisha on Fang's behalf begins to re-form upstairs, a mask that looks suspiciously like the one worn by Bolaire.

The biggest surprise of the episode was Matthew Mercer's character Sir Julien Davinos. Davinos was a rival to Thjazi Fang and bested the rogue during his failed rebellion twelve years prior. While the other PCs are mourning Fang's death, Davinos seems to celebrate his old foe's final defeat and even spits on Fang's body at his funeral. Interestingly, Davinos is also a childhood friend of Fang's estranged wife Aranessa. The other characters all seem to have reasons to stick together in the episodes to come, but Sir Julien seems to be at natural odds with the other characters, although a curse seems to follow him from the funeral that could entangle his path with the other characters.

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Although much has changed with Critical Role's new campaign, the dramatics and deep roleplay remained the same. Despite the large cast, table chatter was kept to a minimum and everyone seemed to get a spotlight to showcase their character. To the credit of the everyone on the cast, there was very little stepping on of toes, despite the many moving parts and the deep heapings of intrigue introduced over the first few hours of the campaign.

I also enjoyed that the worldbuilding of Araman, a brand-new campaign world, largely took place without Mulligan's exposition. There are lots of intriguing teases of what this world was like, but it was mostly left for the players themselves to introduce. An elf mourning their fallen god and arguments over a newly formed religion highlighted the tension of a world without gods, while natural rivalries between houses teased out the political intrigue of the world. We know very little of Araman's geography or ways, but the world feels very lived in thanks to how immersed each of the players seemed into their respective characters.

Of course, a four hour commitment for any piece of media is going to be a hard pill to swallow, although those wanting to jump into Critical Role will find no better place than this first episode. Critical Role hasn't lost a step despite its changes and I for one can't wait to see how this new campaign plays out over the coming years.
 

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Christian Hoffer

Christian Hoffer

Mercer is doing what I've seen other forever GMs do which is play antagonistic characters because they're used to being in that role when they run games. It's mildly annoying because in the case of forever GMs I've known who have done this, it's used to undercut the current GM and make themselves the center of attention as they are used to being.

Now I know Mercer isn't doing that and he's probably more of a literary foil to the other PCs but I'm getting a little PTSD from previous experiences.
 

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There were some interesting questions asked that lead towards an intrigue heavy game. I'm not sure what would lead to a delving path. One of the things that caught my interest is that there is still a specific afterlife for the elves, seemingly unlike the rest of the mortal races. The stone is the key to that, apparently. Since there are souls and were gods, and at least one kind of afterlife that would be interesting for me to pursue.
My understanding is that elves’ ultimate destination in death is the same as everyone else’s, but that the elves get to skip the journey there, which sounded like it may have had some ancient Egyptian underworld-inspired harrowing trials element to it. This used to be facilitated by an angel, but must now be facilitated by this magic stone instead, on account of all the gods (and presumably their divine servants such as angels) being dead.
 



First full ep of CR I've watched and it was a pretty good time. These are all theater kids, of course they'd spend 4 hours doing very little GAME, but a lot of work on the voice, attitude, appearance, etc. Still, there were clearly elements of things being revealed on Nat 20's or high rolls that might not've been shown otherwise. This list of players is ridiculous, so I'm curious about how a story is going to gel around them. By the end of the session it was kind of hard to care about the new characters being introduced. Spending most of the episode with Hal and his family (and extended family and found family from the rebellion), by the time I got to Dwarfy McBigTits, I was not seeing much in the way of novel dynamics. Mercer's antagonistic knight and the elf (that they changed the lighting to introduce?) seemed like some fresh air. Still not totally clear on the family dynamics between the druid, the ex-wife, Hal, Thjazi, and the child (or two?), but that might gel more with some time.

The game did kind of struggle with feeling like there was a conflict or stakes or anything, but that's OK for an ep spent mostly introducing characters. The fact that Thjazi's execution didn't result in his escape as planned is a pretty good mystery, even if no one seemed particularly interested in answering that question today.

Mechanically, I liked the use of the clue spell (which is a bit of slightly OP 3rd party stuff, but is a cool storytelling element), and Brennan's moment on the Nat 20 of "Pick two of these three things and I will tell you the answer to them." Thimble's intro being done with death saves was also pretty great, and I liked Brennan's mention of backup characters - sounds like between the large party and backup characters, death won't be something the game will shy away from as much as I'd expect (since it often is not embraced in RP-heavy / Story-focused games, for some pretty good reasons).

Worth an ep 2, at least!
 

First full ep of CR I've watched and it was a pretty good time. These are all theater kids, of course they'd spend 4 hours doing very little GAME, but a lot of work on the voice, attitude, appearance, etc. Still, there were clearly elements of things being revealed on Nat 20's or high rolls that might not've been shown otherwise. This list of players is ridiculous, so I'm curious about how a story is going to gel around them. By the end of the session it was kind of hard to care about the new characters being introduced. Spending most of the episode with Hal and his family (and extended family and found family from the rebellion), by the time I got to Dwarfy McBigTits, I was not seeing much in the way of novel dynamics. Mercer's antagonistic knight and the elf (that they changed the lighting to introduce?) seemed like some fresh air. Still not totally clear on the family dynamics between the druid, the ex-wife, Hal, Thjazi, and the child (or two?), but that might gel more with some time.

The game did kind of struggle with feeling like there was a conflict or stakes or anything, but that's OK for an ep spent mostly introducing characters. The fact that Thjazi's execution didn't result in his escape as planned is a pretty good mystery, even if no one seemed particularly interested in answering that question today.

Mechanically, I liked the use of the clue spell (which is a bit of slightly OP 3rd party stuff, but is a cool storytelling element), and Brennan's moment on the Nat 20 of "Pick two of these three things and I will tell you the answer to them." Thimble's intro being done with death saves was also pretty great, and I liked Brennan's mention of backup characters - sounds like between the large party and backup characters, death won't be something the game will shy away from as much as I'd expect (since it often is not embraced in RP-heavy / Story-focused games, for some pretty good reasons).

Worth an ep 2, at least!
RE: Backup characters, Brennan has hinted that resurrection magic probably doesn’t work in this setting, and some of the lore that got revealed in the second episode helps further support that notion. He’s also been clear that he’s leaving that up to the dice. In an interview he made a joke comparing a DM’s relationship with the dice to a pair of detectives playing good cop/bad cop. “Listen, I really want to help you out here, but my partner is crazy! He can’t even make rational decisions, he’s just plastic shapes!”
 

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