Critical Role started Campaign 4 shortly after the harrowing death of Thjazi Fang, a rebellious hero whose actions touched the lives of 13 different players within the orcish city of Dol-Makjar. After Dungeon Master Brennan Lee Mulligan set the scene for both Critters and the campaign’s players in a four-episode overture, players were split into three tables and Soldiers and Seekers went away, while the Schemers stayed behind.
Now, reunited at last in Dol-Makjar, I’ve come to a startling realization: While I enjoyed the more traditional adventuring style of the Seekers and the Soldiers, who went around Timmony and Tannesar kicking butts and exploring dungeons, I have mostly enjoyed the time spent with the Schemers, who never left the city.
[Ed. note: This article contains minor spoilers for Critical Role Campaign 4 episode 27, “Complicated Questions.”]
Throughout the beginning of Campaign 4, Mulligan’s three tables of Soldiers, Seekers, and Schemers worked best for both practical and story reasons. By taking a West-Marches-style approach, Campaign 4 enabled the story to follow different paths at the same time, while the players’ choices would sooner or later reverberate across the other tables. It also displayed different playing styles.
Some tables worked out better than others. As seen in episode 26, “Council of Heroes,” while the Soldiers and Seekers each went off on their own to seek answers with mixed results, the Soldiers favored more combat-oriented situations, whereas the Seekers jumped headfirst into uncovering lore.
Ultimately, however, the Schemers’ storyline embodies everything I love about D&D: intrigue, epic role-playing, and a sandbox style set in an urban environment, making it clear that the meat of the adventure in Campaign 4 is rooted in the city itself.
Dol-Makjar serves as the main hub of power for the dangerous magical families that make up the Sundered Houses, as well as the Revolutionary Council, which, in theory, rules the place. The city is also home to the magical school of the Penteveral and the Archanade, a museum dedicated to the Shapers War. It’s no wonder then that most of the action that advanced Critters’ understanding of Aramán’s political tensions, like the Sundered Houses’ schemes—including House Halovar’s fake resurrection and House Einfasen’s diverting funds from the Revolutionary Guard—occurred during the Schemers’ time in the city.
It isn’t unheard of for Dungeons & Dragons campaigns to take place entirely within a city, such as Waterdeep: Dragon Heist, which is set in the city of Waterdeep in Faerún. However, there are plenty more campaigns set outside of a city, where budding adventurers test their mettle by going out on the road. There are pros and cons to both options. A player wanting to explore new realms and discover new creatures within those settings won’t find all that much joy staying in the same area. However, players who perhaps enjoy smaller, more intimate stories set within a city’s walls will find plenty to like in more urban campaigns.
For one thing, a city comes with laws. While it’s easier to ignore local laws while a party is on the road, being in a city means dealing with guards and officials. This forces players to think outside of the box, which is what the Schemers did plenty of during Halandil Fang (Liam O’Brien) and Bolaire Lathalia (Taliesin Jaffe)’s encounter with Lady Cormoray.
The city also fosters a sense of familiarity and fondness among players. This can come through engaging recurring NPCs. For example, Hal has family and colleagues, including his wife, Elodie, his children, Shadia and Hero, and his acting troupe at the Hallowed Round. It can also come through players becoming attached to the city through establishments and organizations, as with Murray (Marisha Ray), the bursar at the Penteveral, who influenced and guided a scholarship program to help Bolaire at the Archanade.
The reunion between all three tables in Critical Role’s latest episode, “Complicated Questions” only further highlights just how beneficial it has been for the story to have Dol-Makjar as such a prominent part of Campaign 4. For one thing, the cast is on a knife’s edge right now. For some characters, such as Teor Pridesire (Travis Willingham), Thimble (Laura Bailey) and Occtis Tachonis (Alexander Ward), their very presence within Dol-Makjar’s ancient walls is a death sentence. Teor and Occtis are both wanted dead by House Halovar and House Tachonis, whereas the anti-fey bias that has run rampant throughout Aramán due to the teachings of the Candescent Creed is especially egregious in Dol-Makjar, putting Thimble in danger.
To be clear, I know it’s impossible for the cast to remain in the city forever. There have been far too many plot threads dropped outside of Dol-Makjar’s walls that practically call for the cast to split up again and head out on their next adventure. But I’d be lying if I said that, out of all the tables, the ones staying close to home aren’t the ones I’m most eager for.






