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Critical Role The New D&D Book Is 'The Explorer's Guide to [Critical Role's] Wildemount!' By Matt Mercer

It looks like Amazon has leaked the title and description of the new D&D book a day early (unless it's all a fake-out by WotC) -- and it's a new D&D setting book called The Explorer's Guide to Wildemount; it's the Critical Role campaign setting, penned by Matt Mercer!

It looks like Amazon has leaked the title and description of the new D&D book a day early (unless it's all a fake-out by WotC) -- and it's a new D&D setting book called The Explorer's Guide to Wildemount; it's the Critical Role campaign setting, penned by Matt Mercer!

Wildemount%2C_Version_20%2C1.png

image from Critical Role wiki

There's no cover image yet, so we're stuck with the "Coming Soon" image.

This book appeared without a title on Amazon last week, and a 'reveal' date of January 9th, which was then later delayed until January 13th. Amazon appears to have jumped the gun a day early.

Here's some information about Wildemount, which is a continent in the same world as Critical Role's other setting, Tal'Dorei. It is described by the official wiki has having "real-world Eastern European influence.... The Dwendalian Empire takes inspiration from 15th century Russia as well as Germanic nations in Central Europe (e.g., Prussia). Xhorhas has a more 13th-century Romanian flair. Outside of Wynandir, on the edges of the Dwendalian Empire, the cultures and peoples of those regions display a distinctly 14th-century Spanish flavor."

HOW DO YOU WANT TO DO THIS?

A war brews on a continent that has withstood more than its fair share of conflict. The Dwendalian Empire and the Kryn Dynasty are carving up the lands around them, and only the greatest heroes would dare stand between them. Somewhere in the far corners of this war-torn landscape are secrets that could end this conflict and usher in a new age of peace—or burn the world to a cinder.

Create a band of heroes and embark on a journey across the continent of Wildemount, the setting for Campaign 2 of the hit Dungeons & Dragons series Critical Role. Within this book, you’ll find new character options, a heroic chronicle to help you craft your character’s backstory, four different starting adventures, and everything a Dungeon Master needs to breathe life into a Wildemount-based D&D campaign…
  • Delve through the first Dungeons & Dragons book to let players experience the game as played within the world of Critical Role, the world’s most popular livestreaming D&D show.
  • Uncover a trove of options usable in any D&D game, featuring subclasses, spells, magic items, monsters, and more, rooted in the adventures of Exandria—such as Vestiges of Divergence and the possibility manipulating magic of Dunamancy.
  • Start a Dungeons & Dragons campaign in any of Wildemount’s regions using a variety of introductory adventures, dozens of regional plot seeds, and the heroic chronicle system—a way to create character backstories rooted in Wildemount.
Explore every corner of Wildemount and discover mysteries revealed for the first time by Critical Role Dungeon Master, Matthew Mercer.

Critical Role's other setting, Tal'Dorei, was published a couple of years ago by Green Ronin. This brings the list of settings in official D&D books to five: Forgotten Realms, Ravnica, Ravenloft, Eberron, and Wildemount.

UPDATE! Barnes & Noble has the cover (but not the title or description).

9780786966912_p0_v2_s600x595.jpg
 

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Reynard

Legend
Supporter
Edition War 3 fast approaches, fought only by prior-edition fans in online forums, while the majority wait off to the side.
Edition War 3 is over already, but the scars are yet to heal, either on the battlefield or among the veterans. At least that war we know who won, but we still don't know the true cost...
 


Retreater

Legend
What is your personal interest?

I kinda agree in that nothing they have released is my personal interest (epic and immortal rules, guidelines, settings/adventures, and, most of all, monsters); however, i have found interesting options and items in many of the books that have resulted in me buying them. Oddly, I have purchased more 5e content than any edition of D&D and it has the lest content that caters to my personal interest!
Disclaimer that I'm probably not in the majority of D&D fans these days and that what I want may not be feasible or profitable for the company. Just my personal interests.
I'd like to see more adventures. The big meta-plot ones are usually hit-or-miss, so I'd like more "smaller" ones. Maybe not 32 pagers like the modules of yore, but I'd certainly take some mini-campaigns like "Red Hand of Doom."
Stats seem to indicate games aren't running long and into the high level, so it would seem to reason that short, mini-campaigns from levels 1-5 or 3-8 might be a good idea. Plus they'd get the opportunity to try diversifying the types of adventures produced if they want: Dark Sun, Spelljammer, etc.
 



Parmandur

Book-Friend
Disclaimer that I'm probably not in the majority of D&D fans these days and that what I want may not be feasible or profitable for the company. Just my personal interests.
I'd like to see more adventures. The big meta-plot ones are usually hit-or-miss, so I'd like more "smaller" ones. Maybe not 32 pagers like the modules of yore, but I'd certainly take some mini-campaigns like "Red Hand of Doom."
Stats seem to indicate games aren't running long and into the high level, so it would seem to reason that short, mini-campaigns from levels 1-5 or 3-8 might be a good idea. Plus they'd get the opportunity to try diversifying the types of adventures produced if they want: Dark Sun, Spelljammer, etc.

This book has four small Adventures.
 


zedturtle

Jacob Rodgers
Disclaimer that I'm probably not in the majority of D&D fans these days and that what I want may not be feasible or profitable for the company. Just my personal interests.
I'd like to see more adventures. The big meta-plot ones are usually hit-or-miss, so I'd like more "smaller" ones. Maybe not 32 pagers like the modules of yore, but I'd certainly take some mini-campaigns like "Red Hand of Doom."
Stats seem to indicate games aren't running long and into the high level, so it would seem to reason that short, mini-campaigns from levels 1-5 or 3-8 might be a good idea. Plus they'd get the opportunity to try diversifying the types of adventures produced if they want: Dark Sun, Spelljammer, etc.

I think you mentioned that you hadn't checked out the Essential Kit yet? That's a collection of small adventures (1-4 pages) that are geographically linked (and there's some story links too) that comes with free D&D Beyond version and additional adventures. It sounds just like what you want.

Plus, adapting AL seasons and using them for actual home games (smoothing out some of the weirdness that comes from the AL expectations about not having a consistent play-group) also seems like something looking at.
 


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