Just like last week’s episode, this week has brought us revelation after revelation about the Mighty Nein’s deepest secrets. Just like in Campaign 1, it seems that about fifty episodes is the time it takes for the story to really kick into high gear.
Art by Hugo Cardenas (@Takayuuki_art)
Episode Summary
Previously on Critical Role, the Mighty Nein traveled to Nott’s hometown, the village of Felderwin. They knew that the town had just suffered a sneak attack from Kryn soldiers, but the heroes were not prepared for the secrets the village had in store for them. They visited the Brenatto Apothecary, the shop of someone Nott knew as Yeza. They learned that bizarre arcane experiments on a Kryn power called dunamis were being performed there by the Cerberus Assembly, aided by the loyal-but-foolish alchemist Yeza.
They also met Nott’s son, Luke. A young halfling who believed that his mother was dead. That she had been killed by goblins.
This episode, Jester asked Nott for answers. Is Luke her real son? What happened to her? Nott explained that she was once a halfling woman named Veth. She and Yeza were married, and had a child named Luke together. (Note that “Nott the Brave” is an anagram of “Veth Brenatto” and Nott has used the aliases of “Veth,” “Bren,” and “Otto” while in disguise throughout the campaign so far.) Veth died. One long, hard winter, she and her family tried to flee from Felderwin to somewhere with more food, but they were attacked by goblin raiders in the wilderness.
Veth broke off from her family to draw the goblins off. It worked. The goblins cornered her, tied her up, and took her back to their camp. Veth flung acid her husband had made into the face of their chieftain, and he died from the burns. The chieftain’s wife, incensed, took Veth to the clan’s shaman and commanded her to make Veth suffer. They took her to a river and drowned Veth in it. Even now, Nott can still feel the water in her ears and eyes and nose—explaining her debilitating hydrophobia. And then she died.
But not long after, she woke up again. She looked at her hands and saw them green and shriveled. Somehow, she had been reborn as a goblin. The goblins bound her once more and enslaved her. Nott’s told the rest. She managed to escape. But now she has a new mission. Nott begged for Caleb’s help in finding Yeza Brenatto, her halfling husband. Caleb’s old organization, the Cerberus Assembly, probably has him in their custody, forcing him to help them with their dunamis experiments.
But Caleb had a secret to reveal, too. His name was Bren Aldric Ermendrud, not Caleb Widogast. He had revealed some choice details about his story to Nott and Beau several months ago, but he finally came clean to everyone else. He came from the imperial capital, Rexxentrum, and attended the Soltryce Academy to learn magic. He was plucked out of his classes by the Cerberus Assembly, and was being primed to study the secret art of dunamancy, but before his instruction in this unknown art could begin, he “went a little crazy, and ran away.” He’s been on the run from his former teachers for a long time. He warned them that, if the Cerberus Assembly caught even a whiff of him, everyone’s lives would be in grave danger.
With all this new information bouncing around in their restless minds, the group traveled to an inn in Felderwin and bought a room for the night. Jester cleverly asked after Yeza, but learned precious little new information. Beau interviewed some townsfolk, using her status as a member of the Cobalt Soul to get information out of people.
The party learned from a group of soldiers that the Kryn soldiers attacked after a creature with giant jaws burst through the ground. The next morning, Caduceus asked the Wildmother for guidance: “What is Yeza’s destination?” A voice on the wind whispered to him Ghor Dranas—the ancient citadel of the Betrayer Gods, and the capital of the Kryn Dynasty. Yasha said that the entire city was covered in perpetual night.
Jester risked contacting Yeza with sending, and he responded. He knew not where he was. It was dark, and he had to stay quiet, but he thanked her for telling him that Veth was still alive. Jester then arranged for Nott’s son, Luke, to be escorted to Alfield. They paid some Righteous Brand soldiers to help keep Luke and Old Edith safe on the journey.
The Mighty Nein then burrowed into the collapsed tunnel the Kryn dug to invade Felderwin, and began their underground journey towards Xhorhas. The true adventure has just begun.
Art by Caio Santos (@BlackSalander)
Spotlight: Reincarnation
It’s not exactly clear how Veth changed shape, but the spell reincarnate seems like a good bet. This 5th-level transmutation spell is a druid-only alternative to the more common raise dead, which is gained by clerics and bards at the same level. This druidic method of resurrection is less commonly used than its clerical cousin, because reincarnate “fashions a new body for the [dead] creature to inhabit, which likely causes the creature's race to change.”
The spell includes an extensive d100 table containing every race and subrace found within the Player’s Handbook. However, many new player character races have been added to D&D since the release of the Player’s Handbook. If you’re playing with books such as Volo’s Guide to Monsters, Elemental Evil Player’s Companion, Mordenkainen’s Tome of Foes, or Guildmaster’s Guide to Ravnica, you may wish to have a more comprehensive table.
If you roll a race from a setting you aren’t playing in, such as Eberron or Ravnica, you must have the DM’s approval to use this new race. The Eberron races of Valenar high and wood elves, and Aereni high and wood elves have been omitted because of their connection to a specific culture within the setting; if you’re playing in Eberron, you can choose one these results if you roll a high elf or wood elf.
d100 |
Race |
1–2 |
Aarakocra |
3 |
Aasimar, fallen |
4 |
Aasimar, protector |
5 |
Aasimar, scourge |
6–7 |
Bugbear |
8–9 |
Centaur |
10–11 |
Changeling |
12–14 |
Dragonborn, chromatic (scale color DM’s choice) |
15–17 |
Dragonborn, metallic (scale color DM’s choice) |
18 |
Dwarf, gray (duergar) |
19–20 |
Dwarf, hill |
21–22 |
Dwarf, mountain |
23 |
Elf, dark (drow) |
24 |
Elf, eladrin |
25–26 |
Elf, high |
27–28 |
Elf, sea |
29 |
Elf, shadar-kai |
30–31 |
Elf, wood |
32–33 |
Firbolg |
34 |
Genasi, air |
35 |
Genasi, earth |
36 |
Genasi, fire |
37 |
Genasi, water |
38–39 |
Githyanki |
40–41 |
Githzerai |
42 |
Gnome, deep (svirfneblin) |
43–44 |
Gnome, forest |
45–46 |
Gnome, rock |
47–48 |
Goblin |
49–50 |
Goliath |
51 |
Half-elf |
52 |
Variant half-elf, aquatic |
53 |
Variant half-elf, drow |
54 |
Variant half-elf, wood |
55–56 |
Half-orc |
57 |
Halfling, ghostwise |
58 |
Halfling, lightfoot |
59 |
Halfling, stout |
60–61 |
Hobgoblin |
62–63 |
Human |
64–65 |
Kalashtar |
66–67 |
Kenku |
68–70 |
Kobold |
71–72 |
Lizardfolk |
73–74 |
Loxodon |
75–76 |
Minotaur |
77–78 |
Orc |
79 |
Shifter, beasthide |
80 |
Shifter, longtooth |
81 |
Shifter, swiftstride |
82 |
Shifter, wildhunt |
83-84 |
Simic hybrid |
85–86 |
Tabaxi |
87–88 |
Tiefling |
89 |
Tiefling, feral |
90 |
Tiefling, infernal* |
91–92 |
Tortle |
93–94 |
Triton |
95–96 |
Vedalken |
97 |
Warforged, envoy |
98 |
Warforged, juggernaut |
99 |
Warforged, skirmisher |
100 |
Yuan-ti pureblood |
If you rolled a result of Infernal Tiefling, roll once on the table below to determine which Infernal Legacy your tiefling has inherited.
1d8 |
Infernal Legacy |
1 |
Baalzebul |
2 |
Dispater |
3 |
Fierna |
4 |
Glasya |
5 |
Levistus |
6 |
Mammon |
7 |
Mephistopheles |
8 |
Zariel |
What lessons can we learn from Matthew Mercer and the Mighty Nein next week? Is it Thursday yet?
Unless otherwise credited, all images in this article are courtesy of Chris Lockey and Critical Role.
James Haeck is the lead writer for D&D Beyond, the co-author of Waterdeep: Dragon Heist and the Critical Role Tal'Dorei Campaign Setting, the DM of Worlds Apart, and a freelance writer for Wizards of the Coast, the D&D Adventurers League, and Kobold Press. He loves watching Critical Role and wants everyone he knows to get into it, too. He lives in Seattle, Washington with his partner Hannah and his very own Frumpkins, Mei and Marzipan. You can usually find him wasting time on Twitter at @jamesjhaeck.
The reason 99% of the people do not use reincarnate is because it literally change ones character. 2 of my players literally stopped coming to the sessions after their transformations. While it was a cool story point they didnt like the idea of playing a race they hadnt chosen for their character. They simply felt like we had given them a random npc and told them here your new character. Fundamentally... Thats exactly what happened though...
Thats why the spell is never used... Also why keyleth... Marisha never used it. She felt the change was too drastic !
Its important to note though, why the spell is like that. It creates a new body. Something only true ressurection, a spell of 9th level, is capable of. So its still a very powerful spell for a 5th level. But the cost is steep.... Your character will fundamentally change and it will not be your character that you chose.
Exemples... Charms have the same effect and modify memory can destroy a character. As seen by liam in this very campaign.
Remember people... Its not because you think its cool to toy with characters, that your friend will love it too. After all its their character and mind they put in, not yours !
Great article but Reincarnate is supposed to be random, isn't it? The intent of those who transformed Nott seems to have been to turn her into a goblin rather than some random race. Isn't True Polymorph or Wish more likely?
Well, the way Veth/Nott described it, she was drowned before her transformation, so she died and then she was resurrected. It implies that Reincarnate is much more probable than True Polymorph. Wish is always an option, of course, it only seems less likely, though it is possible that an archmage is hiding due to some reason or another and has agreed to do what the goblins required. Yet, Reincarnate is only a 5th-level spell, so any 9th-level druid would be able to do it, and it feels to me that a druid is much more in line with the more primal nature of goblin tribes, as described in this campaign, than a wizard (or a sorcerer).
As far as the randomness of the spell is concerned, the outcome is up to the DM anyway, as it is they who roll for the outcome, not the player. Thus, tweaking the rules a little so that the reincarnation is not random will be entirely within the spirit of the game. Furthermore, it was already mentioned in this thread that there is a Forced Reincarnation spell in Pathfinder, a system Matthew Mercer is fond of, so it is most likely the inspiration for this story.
By the way, this obviously screams of an interpretation of classic tales like Beauty and the Beast or The Ugly Duckling. Yet, it will be really interesting if in the end Veth/Nott doesn't revert to its previous image or changes into something new. I'd really like to see if she decides that how she looks is not what really matters - but I guess we'll see.
This.
Once I had my Drow Monk die, and the DM just did a reincarnate (without telling me what it was), asked me to roll a d100 (again, without telling me what was happening), and then just told me "Hey, you're reborn as a Mountain Dwarf".
I told him "No, this is my character, my choice, and I choose to die and reroll a new character instead."
I was angry. First, he should have told me what he was doing. I would have said no, and that I would have rather reroll a new character, because 1) I am not fond of dwarves and playing a dwarf would have been horrible for me; 2) my character would NEVER have wanted to be anything else but a drow and would not have agreed to the return.
So yeah, DMs should always ask when reincarnation is a thing. Some players and characters won't mind it. Most of the time, though, it's not fun and it takes away from player enjoyment. I do like how it was used on Nott's case, though, and I thought it was a brilliant thing that Sam did, but I would never wanna have it used on myself. The race I choose is half of why I like the character.
I think that the one being reincarnated should get a saving throw or random roll to see if they keep their original race or get to choose the new race which would make it less annoying for people. Of course I think the purpose of Reincarnation is more story and roleplay focused, meant to ask the players how their characters deal with this turn of events. Also maybe allow subsequent raise deads or other spells of that nature to restore the original race.
All true, which is why making Reincarnate part of Nott's backstory (and Modify Memory being part of Caleb's) was clearly a decision made by the player(s) at character creation, not something forced on anyone by dice rolls during play. Sam embraced the idea of playing a goblin rogue first, then thought to himself, "What if she wasn't always this way?"
I suppose it could just have been a case of Divine Intervention as well. I really liked the idea that not all Goblins are evil and was hoping they'd come across a tribe of them like Nott someday. It just seems more interesting to me if members of every race can choose their own alignments. So I'm still not sure how I feel about this plot twist.
@ gxr777 they are crownsguard
Nice. Good table. If you allow Drama Points or Campaign Points (awards to give players for something especially noteworthy) a reroll on this might be worth such an expenditure. (Such as someone rolling something like kenku that they are really opposed to playing.)
oh, and maybe it was The Traveler who reincarnated her as a goblin. Trickster god is not always a nice god.
Died and got Reincarnated last night after a Beholder fight. Using this table, I went from being a Halfling to a Drow.
I often wonder whether my groups are special, or that the other groups are just more visible. I rarely ever had problems with spells like Reincarnation or other things that took away player agency for a while. I do think this is part of the agreement that Players and DMs have to find before playing. I never had players stop showing up after a reincarnation, just as I didn't have any players doing suicidal stupid things in order to not get arrested or the likes, in fact my players over the last 20 years always tended to lean into things. We had several times where the players opted for reincarnation over the safer raise dead, just to get a new story angle.
This might come from the fact though, that I often play with other DMs as players (In fact more players in my groups DM/GM than not) and therefore we have a different approach to our characters. We tend to always prefer the more interesting story option, even if that means our character is off worse.
I do get though that a player gets angry when the DM just informs him "Your proud Drow Warrior is a Dwarf now haha". A reincarnation (just as any resurection) is an opportunity for great storytelling on behalf of both the DM and the player. I firmly believe that most cases where a player doesn't want to deal with the effects of reincarnation happen because of it feeling cheap. Reincarnation is a second chance at live, but at a steep price, and this should be worth more than a simple roll on a table and a sidenote, it should be a ongoing story point. Than it won't feel like being handed a random NPC either.
I just feel that this isn’t the sort of thing that should be done without consulting the player about it. It definitely should not be done without the player fully knowing what it entails and the consequences of it.
In my case, my dm never told me he was trying reincarnate. I was not aware of how the spell worked either. He just said “roll me a d100”. Then “you’re reborn as a mountain dwarf.” That wasn’t ok for me cause first, I never agreed to it. My character would not have willingly come back to life with reincarnation (and isn’t there something that says that any kind of resurrection, the soul must be willing?). And second because I, as a player, was not ok with it and I could not play a dwarf as it’s one of my least favorite races.
This isn’t taking player agency “temporarily”. This is literally imposing on a player something that they might not be in agreement to and that at turn could ruin the enjoyment of the game. Definitely something that must be agreed upon, and not imposed upon.
You could always go on a quest to get a high level wizard to undo it with a wish spell or something. Temporarily having to play as another race for a while isn't that terrible even if you don't like that race.
Don't be so sure. The alternative would be to never see her family again.
Actually, the 5e lore on goblins seems to suggest that the Booyahgs (goblins spellcasters) are more often Wild Magic Sorcerers than anything else.
That is exactly what i meant with the DM just turning you into a Dwarf. It was bad communication, I believe, that if you know what was happening to you and what the impications were, you and your DM could have had a great storyline. Your character hating your new form, feeling the changes that your new race inflicted on you, and either finding ways to get your true form back or over time learning to deal with it (altough a dwarf is a tough one if you don't like them :))
Couldn't happen, not with this character. He would have flat-out refused to return. So even then, it wouldn't be a great storyline, because since he had a chance to not be willing, that's what he would be doing. He would prefer to remain dead than to return something other than himself. So if the DM had told me, I would have explained that to him. But he didn't and I just had to say "Sorry but my character would not have accepted to return as anything but himself." He retconned it and apologized, but I still felt upset he didn't communicate.
Even then, I can see with another character that it would work. Not as a dwarf. I hate dwarves so out of character, that would have been VERY hard for me to roleplay (sorry DORFS). But with another character, and another race, I could see how what you're saying would be interesting and I would have been ok with it. Not with this one. So it was all wrong from the beginning, and I was very upset.
I think the ratios should be different. No way shifters should be higher probability than humans.
Why? Does reincarnation adhere to the racial distribution of the real world?
This isn't a sly jab, this is a legit worldbuilding question. How does this kind of magic work?
I would think that it doesn't really matter, after all most parties seem to have a huge abundance of non human PCs while most worlds have humans as the most dominant race there is :D