Critical Role Tell me the selling points of Tal'Dorei / Wildemount, without mentioning Critical Role, Matt Mercer, etc.

I've used Exandria stuff without being a fan of Critical Role, and I will support what most of the others are saying. It's just a well designed high quality generic D&D setting.

I ran the Call of the Netherdeep campaign. As an adventure, it's not very good, but as a supplemental setting book it has good stuff in it, going into quite a high level of detail for several adventure locations.

Watch out for the monster design - they tend to be deadlier than standard WotC monsters for the same CR.
 

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What is unique or interesting or especially well-done about the setting material? Would the answers mean anything to a non-follower of Critical Role?

I don't actually follow Critical Role or use the Tal'Dorei / Wildemount worlds, but two things I do love and use in my world are a) Deities (which is basically the Dawn War pantheon with one added), and b) Vestiges of Divergence legendary items tied to the deities.
 

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