Living Tal’Dorei FAQs

FAQ 1.2 (Updated 2/25/18)

1. What adventures can I play/run?

All Season modules from any of the Living Tal’Dorei seasons are legal to be played in any order (Tier Appropriate). You may play an adventure more than once but it must be with a different character. This also applies to all Trial Of Heroes.

2. Do my characters remain legal after a season ends?

Yes. You can play any character in any season module that is tier appropriate in any order if you so choose.

3. What Counts as a Living Tal’Dorei Module?

Any module released as part of a Season or it’s corresponding Trial of Heroes. The Trials may not be run without sanctioning by the admins of Living Tal’Dorei. Running without sanctioning invalidates all characters and instantly retires them.

4. How many players can I have at my table?

Living Tal’Dorei modules are designed to accommodate a table of 3-7 players. Any more or less cannot be run.

5. What rules do I use?

Optional rules from the Dungeon Master’s Guide (such as flanking) and optional rules from Xanathar’s Guide are not legal for Living Tal’Dorei play. House rules are not allowed. For guidance follow the Player’s Handbook. As an aside the Variant Human is allowed.

6. Are Matthew Mercer’s classes legal to play?

Not for Season One. We do have plans to incorporate them as the timeline moves forward and the story progresses.

7. Legal Races.

All official  5th Edition Dungeons & Dragons hardcover, printed source books are legal for play. The only restricted races at this time are:

  • Aaracockra
  • Winged Tiefling
  • Warforged
  • Centaur
  • Loxodon

8. Can I use older editions (i.e. 2nd Edition or 3.5)?

No, 5th Edition Dungeons & Dragons rules are the only rules allowable for Living Tal’Dorei play.

9. What about Sage Advice or other sources of outside guidance?

The only legal clarifications come from the Living Tal’Dorei admins.

10. How about Unearthed Arcana?

It is by definition play test material and as a whole unbalanced and unpolished. None of it is legal for Living Tal’Dorei play. The same goes for player created classes and races from DM’s guild and the D&D WIKI they are not allowed in any form or shape.

11. Do I need to maintain a log sheet?

Absolutely. Tracking your gold, items, Faction Honor and Rank, and Off Hours will all be relevant. As we have had personal experience going back and trying to piece them together we assure you it is a pain and you would be far better off keeping track each game. The less than a minute it takes will save you a headache later.

12. Am I required to have a Faction?

No but you will miss out on the benefits if you make that choice. Factions matter in Tal’Dorei and choosing to ignore them will have an impact on your progression. Tier one of Season One consists of three separate Arcs highlighting each of the Season One factions. They are:

  • The Council of Tal’Dorei
  • The Arcana Pansophical
  • The Clasp

All warnings aside it is your role playing choice to make. Should you choose to wait for factions that open up later that’s fine but you will not be permitted to switch factions or take retroactive rewards. When a character makes a faction choice it is a permanent one. The only exception to this is rewriting a character before their first adventure in Tier two.

13. Faction Ranks

  • Rank 1- 4 Honor
  • Rank 2- 5 Honor 1 Special Mission
  • Rank 3- 10 Honor 3 Special Mission
  • Rank 4- 25 Honor 5 Special Mission
  • Rank 5- 50 Honor 8 Special Mission

14. What about the PHB+1 Rule used in other organized play systems?

There isn’t one. Go nuts.

15. Can I be related to or a member of Vox Machina?

No. Only the cast of Critical Role or Matthew Mercer hold that right. Should anyone try the character is invalid. Furthermore no NPC can hand you treasure, story awards, or group affiliation aside from what is listed in the printed material. This does not include trinkets. GM’s are not empowered to add anyone to Vox Machina nor hand out/make available NPC items.

16. Do spells and effects carry over between Modules?

No. All spell effects, saved spell slots, used potions and scrolls expire at the end of every module and cannot be carried between modules. All abilities with a cool down are active at the start of every module (i.e. Divine Intervention) 

17. Speaking of Divine Intervention….

It is not Wish. A player using Divine Intervention cannot use it in any way that provides a permanent character benefit. You may not grant stat boosts, magic items of any sort, damage resistance or immunities outside what is listed as an existing 8th level spell or LOWER. If used for a Resurrection it still applies as if casting normally. Gold and Off Hours costs must be paid and the recipient must log the use of the resurrection magic on their log sheet.

18. Speaking of Wish…

We are going to see how Season 1 and the beginning of Season 2 plays out before making a final decision on how the spell functions and how wide it’s focus is. For now the ability to grant permanent resistances to multiple damage types  for your whole party appears to be far too strong for our intended balance.

We welcome feedback to help make a fair and equitable decision. 

19. Magic Item Trading.

You may trade items of equal tier between your own characters or someone else’s at a cost of 10 Off Hours. If you are grouped with someone in a module you may trade same tier items without this cost. If you are trading items to Gilmore’s Glorious Goods at a convention or sanctioned epic there is no OH cost. All trades must be logged in your sheet.

20. Gilmore’s Glorious Goods.

This is both the in between module spell casting services and epic merchant available for Season One. You may make a purchase EITHER (not both) before the module begins or after the module has concluded. There is a provided list of goods you may purchase that will vary depending on the story and the specific module. Should a magic item drop and no one in the party wants it that item may be sold to Gilmore’s Glorious Goods for the price listed in the module and the gold gained split evenly among the party. The list for Gilmore’s Glorious Goods and your Faction are different and are handled separately.

21. Purchasing items from your Faction.

May only be done at the start of a Module. What you have available for purchase depends on your Faction Rank, and the module you are playing. Items available are listed in each module.

22. Crafting Potions and Scrolls.

Currently not allowed but we intend to change over time.

23. Percy uses guns. How about players?

It’s stated in the campaign guide that guns are not widely available and this includes proficiency in their use. That being said we DO have plans to incorporate them and the Gunslinger class and their use in play will be a feature of an upcoming Season.

So, no they are not available for use today but they will be in the future. How fast and to what degree will depend on the players of Living Tal’Dorei.

24. Tal’Dorei Specific Class Archetypes and Feats

All class archetypes and backgrounds within the Tal’Dorei Campaign Setting are legal.

The following feats are not legal for Season One play

  • Dual-Focused
  • Mystic Conflux
  • Spelldriver

Errata for the feat Mending Affinity is as follows.

  • Mending Affinity: When a player uses a healer’s kit to stabilize a dying target ,it also adds in the benefit of healer’s feat if they have it. In that case the heal would be 4+ 1d6+ Player’s level+ player’s proficiency bonus.

25. The Vestiges of Divergence.

Having them at any time makes your character illegal and ineligible for Living Tal’Dorei play.

26. I died. Now what?

Death is more severe in the world of Exandria. There is no limit to the number of times Revivify can be used on a player. More permanent death is a different issue. Each Character may only receive the benefit of a Raise Dead, Resurrection, or True Resurrection once ever.

Even if said player only needs a lesser version of the spell. Each spell has a Off Hours and gold cost. The gold may be split among the party or paid solely by the dead player. No player is required to kick in gold for someone else’s resurrection.

The Off Hours and gold costs are as follows:

  • Raise Dead 50 Off Hours and 1250 gold
  • Resurrection 100 Off Hours and 10,000 gold
  • True Resurrection 150 Off Hours and 45,000 gold. 

GM rewards can be applied to dead characters to aid in the purchase of unused Resurrection magic. When cast it is up to the GM to ensure the costs are paid and it is properly logged.

27. Vampirism and Lycanthropy.

Both conditions retire your character until they are removed. No exceptions.

28. Can I make a custom background?

No. With abolishing the PHB+1 rule and actively attempting to incorporate backgrounds into the story allowing custom backgrounds for Season 1 had to be put on hold. We are willing to revisit it after we see what builds emerge from there being no PHB +1 Rule.

29. Which Spells can I learn?

Spells are a class option; any new spells learned by advancing in a class or by feats are subject to Off Hours and component cost. Characters that can prepare spells from a spellbook may copy spells by spending the required gold and Off Hours. Spells with a component that is consumed in the casting must be prepared for ahead of time.

Example: Heroes Feast: you must already have the 1200gp bowl before attempting to cast the spell and it’s use removes the bowl from your inventory.

With that being said you may learn any spell your class is capable of knowing regardless of the book it is from. So long as you meet the requirements for having it. Getting the components to cast it however is on you and any/all costs must be paid and logged.

30. Destroying Magic Items.

Simply put, you cannot. Throwing something into a chasm, or lava, or any other way that would normally destroy an item does not remove it from your count. As items with non permanent charges become available this guidance will change.

31. Consumable Magic Items.

Scrolls and Potions cannot be traded among characters but you may hand them to someone to use. When you do so remove it from your sheet. Anything unused by the end of the Module reverts back to it’s original owner.

32. Pets/Familiars/Animated Creatures and Magic Items.

Some people like making skeletons or having pets. That’s fine. If you do so they may wear magic items that do not require attunement. If you choose to they may wear an attunable item but it will count against the 3 per player maximum as if the player themselves were wearing it (i.e. you cannot wear 3 attuned items and give one to your pet).

32. Can I forgo my share of the loot?

You can but due to shenanigans previously attempted we must count all treasure as equally shared between all party members regardless of who actually takes a share. Whether you take or leave that treasure is up to you but no one can claim more than their share. Unclaimed portions go away.

33. Can I Perform Off Hours Activities while dead?

Getting Raised or Resurrected? Absolutely.

Trading items off your character or doing anything Faction related? No.

34. GM Quests.

GM’s receive experience, gold, Off Hours, and Honor from running each module. In addition, they can receive specific rewards from hitting milestones called GM Quests (listed here). The time and effort required to run the game should not negatively impact the person willing to sit in the chair. The exact nature of these Quests varies from season to season and modules by tier. Please make sure to log your GM sessions to keep track of your rewards.

35. How long can I keep Unclaimed Rewards?

All rewards must be spent before the start of each new season.

36. How do I apply the Rewards?

All components must be applied to the same character at the same time. So gold, Off Hours, Experience, and Faction Honor all count even if you would want to split them up. These can be applied to dead characters but they still fall under the restrictions of being dead until the full gold and Off Hours cost is paid. If a character is beyond needing True Resurrection GM rewards cannot be applied. The same goes for retired characters.

37. Mixed Tier Parties.

All players must be within the tier of the module or event being run. The first Trial of Heroes will feature mixed tier tables but it is specific to that event.

38. Can I award Milestone Experience?

No. Only the listed module rewards can be given out. That being said trinkets can be handed out so long as they provide no mechanical benefit, are limited to one per module max and is worth no more than 3gp.

39. What if someone does not play the entire session?

They gain none of the benefits of the module but are not locked from it. If they were already locked they are not allowed to play any part of the module.

40. Random table rolls.

There are none. As of this writing there is no intent for there to ever be any. Existing hardcover adventures for 5th Edition are not legal for Living Tal’Dorei play.

41. Becoming an Event Organizer.

Download the free modules and run them for your group or for strangers. It’s as simple as that. Don’t forget logs.

42. Organizing a Trial of Heroes

If you are a convention organizer you may request to host the Mid Season Trial, End Season Trial or both. All requests will be handled via the website.

43. Recent Errata

When we decided to make the Ravnica and Ebberon books legal it creates some issues we intend to solve here.

  1.  Double Scimitar is not legal for LT play.
  2. Ravnica specific guild backgrounds are not legal as the guilds do not exist in Exandria.

More will be added to this section as we are made aware of it.