Living Tal’Dorei FAQs


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. What Counts as a Living Tal’Dorei Module?

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

3. 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 invalidates the table.

4. 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.

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

Not for season 1. We do have plans to incorporate them as the timeline moves forward and the story progresses.

6. Can I use older editions?

No. 5th edition rules are the only ones allowable for Living Tal’Dorei play.

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

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

8. 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.

9. Do I need to maintain a log sheet?

Absolutely. Tracking your gold, items, Faction Renown and Rank, and Downtime Days 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.

10. 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. All warnings aside it is your roleplaying 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.

11. What about the PHB+1 Rule?

There isn’t one. Go nuts.

12. 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 do either of those things occur 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. GM’s are not empowered to add anyone to Vox Machina nor hand out/make available NPC items.

13. 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 cooldown are active at the start of every module (ie Divine Intervention)

14. 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 downtime costs must be paid and the recipient must log the use of the resurrection magic on their log sheet.

15. 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. We welcome feedback to help make a fair and equitable decision. No one will be able to get to Tier 4 before that point so it’s largely moot for now.

16. Magic Item Trading.

You may trade items of equal tier between your own characters or someone else’s at a cost of 10 Downtime Days. 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 DT cost. All trades must be logged in your sheet.

18. Gilmore’s Glorious Goods.

This is both the inbetween module spellcasting services and epic merchant available for season 1. 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.

19. 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.

20. Crafting Potions and Scrolls.

Currently not allowed but what will change over time.

21. 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 (3). So not today but it is indeed coming. How fast and to what degree will depend on the players of Living Tal’Dorei.

22. Tal’Dorei specific class options and Feats.

All class archetypes and backgrounds within the Tal’Dorei Campaign Setting are legal. The following feats are not legal for season 1 play, Dual-Focused, Mystic Conflux, Spelldriver. The only errata for the remaining feats is as follows. Mending Affinity: When a player uses a healer’s kit to stabilize a dying PLAYER 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.

23. The Vestiges of Divergence.

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

24. 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 Downtime Day and gold cost. The gold may be split among the party or paid solely by the dead player. No one is required to kick in gold for someone’s resurrection. The Downtime Day and gold costs are as follows: Raise Dead 50 Downtime Days and 1250 gold. Resurrection 100 Downtime Days and 10,000 gold. True Resurrection 150 Downtime Days and 45,000 gold. DM 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.

25. Vampirism and Lycanthropy.

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

26. Can I make a custom background?


27. 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 Downtime Day and component cost. Characters that can prepare spells from a spellbook may copy spells by spending the required gold and Downtime Days. 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.

28. Destroying Magic Items.

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

29. 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.

30. 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. IE you cannot wear 3 attuned items and give one to your pet.

31. 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.

32. Can I Perform Downtime Activites while dead?

Getting Raised or Resurrected absolutely. Trading items off your character or doing anything Faction related no.

33. GM Rewards.

GM Rewards provide bonus experience, gold, Downtime Days and Faction Renown. 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 this reward varies from season to season and modules by Average Player Level. The rewards will be listed in each module. Please make sure to log your GM sessions to keep track of your rewards.

34. How long can I keep Unclaimed Rewards?

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

35. How do I apply the Rewards?

All components must be applied to the same character at the same time. So gold, Downtime Days, Experience, Faction Renown 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 Downtime Day cost is paid. If a character is beyond needing True Resurrection GM rewards cannot be applied. The same goes for retired characters.

36. Mixed Tier Parties.

All players must be within the tier of the module or epic being run. No crossing the streams.

37. Can I award Milestone Experience?

No. Only the listed module rewards can be given out.

38. 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.

39. 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.

40. 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.

41. Organizing Epics

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