Stephen Colbert's D&D Adventure with Matthew Mercer (Red Nose Day 2019)

Critical Role2 minutes read

Matt Mercer meets Stephen Colbert to combat child poverty through a Dungeons & Dragons adventure, discussing character creation, combat mechanics, spells, and a dramatic conclusion in the Plumgroves forest. Capo, a bard, navigates the Plumgroves with his bee companion, Eric, facing undead creatures, traps, puzzles, and a final battle, culminating in the destruction of a powerful artifact to honor Eric's bravery and sacrifice.

Insights

  • Matt Mercer and Stephen Colbert collaborate to explore Dungeons & Dragons, focusing on character creation, combat mechanics, spells, and specific abilities like Bardic Inspiration.
  • The adventure in Feolinn's Plumgroves involves defeating a dark mage, navigating challenges like undead creatures and locked doors, and culminates in a battle against Zathkira, showcasing teamwork, strategic decision-making, and the potential for selfless acts in the face of danger.

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Summary

00:00

Colbert and Mercer delve into D&D Bard

  • Matt Mercer has been on a quest for a unique hero, culminating in a meeting with Stephen Colbert to combat child poverty.
  • Colbert reminisces about his past experiences with Dungeons & Dragons, expressing excitement to re-enter the game.
  • The conversation delves into the intricacies of character classes, specifically focusing on the Bard class and its evolution over time.
  • Details about character creation are discussed, including the choice of race and name, with Colbert opting for a half-elf bard named Capo.
  • Practical instructions are provided on combat mechanics, such as attack rolls and damage calculations for weapons like the longsword and crossbow.
  • Bard-specific abilities like Bardic Inspiration and Cutting Words are explained, offering strategic advantages in combat scenarios.
  • Spells available to the Bard class, including Vicious Mockery, Disguise Self, Cure Wounds, Thunderwave, and Tasha's Hideous Laughter, are detailed with their effects and limitations.
  • The concept of cantrips and first-level spells is introduced, with a limit of four spells per day and the need to mark off each spell cast.
  • Second-level spells like Invisibility and Suggestion are described, highlighting their unique abilities and restrictions.
  • The setting for the adventure is established in the Menagerie Coast of Wildemount, specifically in the city of Feolinn known for its wines sourced from the nearby Plumgroves forest.

11:01

Dark Mage Corrupts Sphere, Bard Investigates Mystery

  • Zathkira, a dark mage, tried to corrupt the Crimson Sphere of Generosity in the Plumgroves forest.
  • He lured tourists into a subterranean layer, turning them into corrupted minions.
  • Shiona, wielding the Exalting Blade of Favor, defeated Zathkira, causing his lab to vanish.
  • Capo, a bard, notices strange disappearances similar to the past events in Feolinn's history.
  • Capo prepares to investigate with his companion Eric, a bee, heading to the Plumgroves.
  • Capo's equipment includes a backpack, studded leather armor, Thieve's Tools, torches, bedroll, flint and steel, waterskin, rope, and grappling hook.
  • Eric scouts ahead for Capo in the forest, using his bee abilities to navigate.
  • Capo encounters a black-furred undead panther in the Plumgroves and engages in combat.
  • Capo defeats the panther with a Thunderwave spell, discovering dark magic animating the creature.
  • Capo finds a hidden cavern entrance beneath the Plumgroves, leading to a chamber with a pit and a rope bridge.

23:24

"Crossbow, rocks, and magic in dungeon"

  • Imps are out of range but reachable with a crossbow.
  • Rocks are available on the floor to use as projectiles.
  • Hitting an imp with a rock causes it to fall into water.
  • Crossing a rope bridge involves tying a rope to a post and carefully traversing it.
  • A pinkish-purple glow indicates an imp's presence.
  • An imp attacks with arcane energy, causing damage and a percentile dice roll.
  • Cutting the rope and running past the imp avoids further attacks.
  • Healing can be done with the Cure Wounds spell.
  • Entering a crystalline chamber reveals bones, red spheres, and a sarcophagus.
  • Red spheres transform into aggressive mites, attacking the character.

36:05

Unlocking Power: Bard's Lock-Picking Adventure

  • The door is locked, prompting a Perception check.
  • Listening is crucial in the game, as demonstrated by the players' discussion about giant rats.
  • Bards can attempt to pick locks using thieves' tools.
  • Picking the lock involves rolling a d20 and adding Dexterity modifier.
  • Upon successfully picking the lock, a cold, eerie chamber is revealed.
  • A ghastly figure with a red orb on its face demands help unlocking the orb's power.
  • Persuasion is used to convince the figure to hand over the orb.
  • The protagonist puts on the orb, gaining immense power and a boost from their sword.
  • A battle ensues with Zathkira, resulting in significant lightning damage.
  • The protagonist finds a glass tube with blue energy hidden under a pillow.

49:26

"Shattering the Phylactery: Eric's Sacrifice Remembered"

  • The undead mage warns against touching a cold, pulsing object, identified as the phylactery. The player shatters it with a sword, dealing 9 points of radiant damage, causing the mage to fall lifeless as the energy dissipates.
  • The group reflects on the adventure, highlighting Eric's sacrifice and the potential of the magical orb for good, encouraging donations to Red Nose Day in honor of Eric's bravery and generosity.
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