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Critical Role Presents: Call of the Netherdeep (D&D Adventure Book) (D&D Critical Role)

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From the Publisher

Call of the Netherdeep

Can You Change Fate?

With seven chapters of thrilling adventure, Critical Role: Call of the Netherdeep is the first major D&D adventure set in the world of Exandria—the setting of the hit live-stream show, Critical Role.

Visit the oasis city of Ank’Harel. Explore the ruins and grottoes of a sunken metropolis. And discover the dark secrets that have long lurked in its depths.

Will the red moon of ill omen shape your story’s end, or will heroism prevail?

Call of the Netherdeep

Underwater Adventures

Enter an underwater realm full of places and creatures both wondrous and horrifying.

Fifth edition’s first deep dive into underwater adventuring—Critical Role: Call of the Netherdeep introduces rules for deep sea swimming and water pressure, strange aquatic creatures, and more magic items, including items granting the ability to breathe under water.

Rivals

A rival adventuring party will challenge your player’s characters from the very beginning. As these characters, played by the Dungeon Master, make their own way through the adventure, they will grow in power and ambition—determined to prove that they are the true heroes of this story.

Call of the Netherdeep

Explore Exandria

Discover parts of Exandria revealed for the first time in this adventure and walk the streets of locations fans will recognize from Critical Role episodes.

Full of Exandrian lore and beautiful illustrations by artists from the Critical Role community—this book also includes a poster map of the city of Ank’horel drawn by cartographer Devin Rue.

Whether you’re new to the world or a long-time fan—this adventure will immerse you in a story full of depth, complex characters, and magnificent worldbuilding from the mind of Critical Role dungeon master, Matthew Mercer.

Call of the Netherdeep

Playing Dungeons & Dragons

Become an Adventurer

Adventurers come in all shapes and sizes. Find one that’s fun for you.

An elvish cleric, driven from society for trespassing on tradition. A dwarven paladin, atoning for an ignominious past. The Player’s Handbook provides the skeleton for your characters. Flesh them out however you choose.

Join the Party

D&D brings people together and forges new friendships. Silly moments spawn inside jokes; moving battles leave treasured memories—whether in the heat of battle, embroiled in social intrigue, or solving clever puzzles, your party has your back.

Choose Your Own Path

The woods are growing dark. Behind a mass of ivy, you see the stones of a crumbling castle. What do you do?

In D&D, your options are limitless. Because the dungeon master, as narrator of your tale, can improvise in reaction to any choice you make, what happens next is entirely flexible. Do you dare go on?


ziggy v
2025-09-06 11:33:38
This book is a great addition to my Exandria D&D 5e collection of source materials. There is all the information you would need to run the campaign, and there are plenty of things to cherry pick for whatever adventure you may be TTRPGing. There are great NPCs, with that grow as your party grows. There are monsters and items to add to your adventure. Beautifully illustrated, well written all around. A great book of source materials.
Michael D.
2025-08-14 14:28:44
First off, I want to note that this book did not come damaged, have ink smearing, or any other physical issues unlike some of the previous D&D book releases. So 5/5 on that.Secondly, I wanted to say that one of things I have been wanting for a while (like many people) was a full campaign book in the world of Exandria. The previous books released (the official canon D&D book, Explorer's Guide to Wilde mount; and the two, non-canon D&D book Tal'Dorei campaign settings) gave out a lot of lore but not many pre-written stories in the world of Exandria. Or at least not many mid-to-high level stories. So up until now, a lot of the work was on the DM to provide extended campaigns in the land of Wildemount/Tal'dorei. I'm hoping that with this new book, all DMs (experienced and new-comers) will be able to just jump into the magnificent world of Exandria and enjoy the stories created by Matt Mercer, and everyone at Critical Role & WotC.All that said, as this book just came out, I have not run a campaign based on this book yet - so I don't have anything to say on how easy or hard this book is to DM. So most of my review will be from just going over what's actually in the book.And with that, it cuts right to the chase... There are a couple intro pages to give you as the DM enough Background, but it quickly dives into this 167 page campaign (the other pages are for the magic items and bestiary).There are seven chapters leading adventurers from level 3 to 13 - meaning this will probably provide enough content for a couple months to a year or so depending on the players and DM.One thing I like is the way that the Explorer's Guide to Wildemount book is a good gateway into this story. If you don't have that book and want to use the full Exandria world, I would recommend getting it. It gives a lot of additional background info allowing the players to customize their characters based off of the Exandria setting and start at level 1. If you don't want or get that book, then starting from level 1 might take some additional planning on the DM - if that is something you want to do. Otherwise, starting at level 3 will be nice for most players as you should already have your subclass chosen from the the start.There are many environments and settings that will give players a decent mix of variety when playing in this campaign. From multiple continents, to both overworld & underwater encounters, characters will travel around Exandria exploring unknown realms and untold adventures in this Critical Role campaign.Based on my count, there are 24 new creature Stat blocks (not including the rivals) and 4 previously released monsters that are all in the Explorer's Guide to Wildemount; there are also 15 new rival Stat blocks as well. I really enjoy the amount of new underwater monsters in this book, I feel like they will give a lot more options for any ocean-based encounters and can easily be added into sea-faring adventures like Ghosts of Saltmarsh.While there are no new classes or races, there are about 11 new magic items and 1 previously released items. Without spoiling the story, there are a handful of items, ranging from common rarity to legendary, that the players can come across throughout the story.One major part of this book is the fact that the players choices really impact the story. There is an entire rival party (run by the DM) that can help or hinder their party. And the book clearly states when to involve the rivals and how they could respond to the players actions. This is all based on the various "Rivals" & "Rival Impressions" story sections throughout the book. I feel like it would have been interesting to potentially weave a two party campaign into this, but I understand that not all DMs have that much time on their hands.As far as bringing this story into your campaign goes, that might prove to be a little difficult seeing as this takes player from a low to medium-high level. I can easily see how the rival party idea can be brought into your own stories - as well as specific encounters/monsters/items/etc. But if you want to run the whole entire story (similar to other long campaign books) and merge it with your own homebrew story, that could become difficult unless you add your own story on at the beginning or end of this campaign.There are multiple endings (good, neutral, bad) that can happen, so there is some post-campaign stories to be told, but those would need to be made up by the DM. So if your party really wants to reach level 20, that is all on the DM to write/setup the rest of the story.Summary: This campaign book provides a lengthy story with plenty of new adventures, items, and monsters - all set in the world of Exandria. There are plenty of new story and encounter ideas that can be pulled into other canon/homebrew campaigns if so desired, while also providing a complete, engaging new experience for new and old D&D players alike.If you want the full Critical Role / Exandria experience, I would highly recommend starting this campaign with the EGtW book and potentially add in elements from their own Tal'dorei campaign setting book. Both of these book add a lot of lore and character customization options for this world - allowing for a more immersive CR experience.Side note: As Matt Mercer said in one of his interviews for it, if you are a player character, help your DM out and buy this for them if you want to play it. xD
Ivy Reisner
2025-06-21 14:03:27
Very well organized for running the campaign, with the information you need right at hand. I hate the ones where it refers you to an appendix or whatever and you're constantly flipping pages. Here the tables, stats, whatever, and exactly where they are called for. You can tell this was play tested by people who actually play the game. It's a fun adventure. Definitely worth it.
Sarianna Saberwolf
2025-06-13 18:45:59
What can I say? Critical Role hit it out of the park with this official D&D 5th Edition crossover, just like they always do. This is a great companion volume to Tal'Dorei Reborn and the Exandria D&D books, and I 100% recommend it to anybody who enjoys Critical Role or D&D.
Bryce Sabo
2025-05-30 09:55:01
This campaign is a ton of fun for experienced and curious players. If you're party is not curious and purely focused on slaughtering everyone on sight this is not your campaign! I also would not recommend for a beginner DM. Between the large sprawling cities, different quest lines, and having to maintain another party on the side including relationships with the players' party, even as far as at an individual level If you choose, can be incredibly overwhelming for even some seasoned DM's. Despite the background work and planning needing to be done before each session, the brilliance in the campaign really shines when players start to ask questions. While many books tend to give plenty enough descriptions to allow imagination to take hold, this book provides mountains of information about every location. Curious players will not be disappointed with the amount of side activities and hidden gems they can find if they take the time to explore.
Rotten Roger
2025-03-24 17:42:31
The maps were great but occasionally the wrong size. The city map is great art but you will need to mark one up to find the locations. You pcs will be cash poor. The climax has a cliche final which I skipped.Don't allow werecreatures PCs. Or if you do. Trade their immunity to weapons for either resistance or just able to go were creature.The Rival system was great especially with the three different conditions of Friend, Enemy, We don't care. But even with print outs of the rivals, it is hard to juggle them in combat. You have the monsters, PCs, and Rivals are going in same round. The medals and figments are great. The multiple factions are great. But this gives more things to track. I created a few charts so I could track the factions and how the rivals viewed each PC.Adventure League is WOTCs get people to play system. AL generally gives advice on how to run the book so the power levels will not affect other adventures the PC plays in. EX. This sword is too powerful so it a story thing. However in this case, Critical Role is a totally different universe and you will not be able to transfer your PC to normal play.TLDR Lots of stuff for the DM to track. No werecritters allowed.
Daniel J. Morgan
2025-03-03 15:32:09
I've been enjoying CR content since late 2015, but haven't really consider myself a "Critter"I am just recently starting Campaign 3 and never saw C2. That said... this is amazing.The art is fantastic, the writing is top notch and makes the villain come to life in a way that I have only seen from good portrayals of Strahd, and it has a creative design reminiscent of some of Matt's best work. (Not claiming it was or wasn't Matt's idea, just that it feels true to form, perhaps making it even more impressive if it wasn't)
Jason W
2025-03-02 14:16:42
One of the best D&D supplements I've read. Critical Role always outdoes themselves with their content. Artwork and new mechanics are outstanding & refreshing. A unique adventure that I hope to run soon.
João C S Marques
2025-02-04 19:29:35
Para quem não conhece Critical Role é provavelmente o canal mais famoso de rpg do mundo. As aventuras são narradas e jogadas por dubladores excepcionais e atores o que faz ser sempre uma história cativante e videos excelentes. Esse livro da Wizzards of The Coast para D&D 5e trás para o mundo do Dungeons & Dragons conteúdo - criaturas, itens mágicos e avetunturas baseada na narrativa do Critical Role.O Critical Role também recentemente lançou uma série na Amazon Prime baseado nas aventuras do canal - é uma animação chamada Vox Machina, muito divertida e descontraída que para quem joga RPG com amigos consegue facilmente imaginar sua trupe fazendo as besteiras e brincadeiras que acontecem na série - bem como, as tensões criadas em momentos de mistério, combate e trama.O livro, como sempre, é muito bonito, capa dura com textura, páginas de alta qualidade e artes excepcionais. Não é um livro obrigatório para jogadores e mestres iniciantes mas proporciona conteúdo adicional.
Andres Algedi Gutierrez
2025-01-12 18:29:33
Llego antes de tiempo y sin dano alguno
Denise
2024-12-20 09:14:42
Present for my son as he is a big D&D player
BeReviewer
2024-11-18 14:41:24
Das Buch kam gut verpackt an und erfüllt seinen Zweck.Inhaltlich (auch als nicht englischer Muttersprachler) noch gut verständlich.Sehr schöne Illustrationen.