
Doors
Sometimes the worst and most insurmountable opponent and villain is the one that is right in front of your nose. This may sound like a joke (it’s somewhat of one, but only somewhat), but doors posed a constant adversary in the campaigns of Critical Role due to a ridiculously high number of unfortunate rolls and an (un)healthy level of overthinking.
In the first campaign alone, doors were such a fierce and recurring challenge that they even made it into the animated series. Anyone really wanting to know how bad this extent is can check the blog of CR Stats to see how often the group failed at doors. The person managed this only up to episode 43, but that already speaks for itself.
One example:
In episode 6, the group needs a dimension door, a thunder wave, a wind wall, a stone wall, 4 arrows, 2 “Bad News” cartridges, 2 axe strikes, thieves’ tools, a weapon of faith, an invisible servant, a pull from Grog, and then to defeat 4 enemy Duergar to pass through a door (via CR Stats).
The world of Critical Role was created using the rules of Dungeons & Dragons and the imagination of the Dungeon Master Matthew Mercer. Although it follows the existing rules of the D&D universe and incorporates its spells, opponents, and items, he also created his own so-called “homebrew” elements. Some particularly exciting items he devised himself are presented in the following list here on MeinMMO: 7 magical items from the most famous group in Dungeons & Dragons that you should definitely know