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Book Buying Guide: Where to Start with Critical Role Novels and Comics

Book Buying Guide: Where to Start with Critical Role Novels and Comics

By Critical Role Store | Published: 2026-09-15

Category: Buying Guides

A practical guide to Critical Role books, novels, and comics: where to start, what order makes sense, and which format fits the way you actually read.

Quick answer

If you want a self-contained campaign you can run or read without catching up on everything, start with Critical Role: Call of the Netherdeep. If you want to follow the stories of Vox Machina and the Mighty Nein in print, begin with the comics and novels tied to those campaigns, then branch into art books and accessories. There is no single required order, but matching the format to how you already engage with Critical Role prevents wasted purchases.

Critical Role: Call of the Netherdeep
Critical Role: Call of the Netherdeep

Critical Role has grown from a livestream into a shelf of books, comics, and tabletop adventures, and that is exactly where new buyers get stuck. The covers look similar, the titles reference campaigns you may not have finished, and nobody agrees on a single reading order. The good news is that most of these books are designed to be entered at different points.

This guide breaks down the practical decision: what you want out of the book, how much context you already have, and whether you are buying to read, to run a game, or to display. It covers the Critical Role book collection broadly and calls out specific products where the catalog details make the choice clearer.

Start with the format, not the timeline

The most common mistake is treating Critical Role books reading order as a single chronological list. It is not. Campaign sourcebooks, adventure modules, comics, novels, and art books serve different purposes, and each has its own entry point. A reader who wants lore will be frustrated by an adventure module built for a game table, while a game master who buys a prose novel expecting stat blocks will be equally disappointed.

Decide first whether you are buying to read, to run, or to collect. Readers should prioritize comics and novels tied to campaigns they already know. Game masters should prioritize modules and sourcebooks. Collectors can follow whatever art or edition appeals to them, because display value does not depend on continuity.

  • If you have not finished a campaign, avoid books that spoil its ending.
  • If you only watch the show, prose and comics are the lowest-friction entry.
  • If you run games, buy modules first and lore books second.

Where to start with Critical Role novels and comics

For where to start with Critical Role novels, the safest rule is to pick the campaign you already love. Vox Machina and the Mighty Nein have the deepest print libraries, so a fan of either will find more to read without needing outside context. If you are brand new, a standalone adventure or an art-focused book is a gentler entry than a novel that assumes you know the cast.

A Critical Role comic buying guide has one extra consideration: single issues versus collected editions. Collected volumes read better in one sitting and survive shelf life more gracefully, while single issues appeal to collectors who want covers and first printings. Neither is wrong, but mixing the two mid-series creates a mismatched shelf.

  • Match the book to the campaign you have already watched.
  • Choose collected editions if you read in long sessions.
  • Choose single issues only if you actually plan to collect them.

Adventure modules and game-ready books

Adventure modules are the most self-contained Critical Role books you can buy. They assume you have a gaming group, dice, and a willingness to run sessions, but they do not assume you have memorized every episode. That makes them a strong first purchase for a game master who likes the setting but is behind on the show.

The trade-off is that modules reward preparation. If you are not going to read ahead and run sessions, a module will sit on the shelf while a novel or comic gets read. Buy modules for the table, not for the nightstand.

  • Modules are best when you have a regular group.
  • Check the level range before buying so it fits your table.
  • A module you will not run is better borrowed than bought.

Coloring books, art books, and display purchases

A Critical Role coloring book or art-focused volume is a different kind of purchase. These are low-commitment, high-enjoyment items that work for fans who want something tactile or displayable rather than a story to follow. They also make safe gifts because they do not require the recipient to be caught up on any campaign.

The honest trade-off is longevity. Coloring books get used up, and art books are read once and then displayed. If you want a book that keeps giving over months, a novel or comic collection will outlast a coloring book. If you want a gift that lands immediately, the coloring book wins.

  • Coloring books suit casual fans and gift-giving.
  • Art books double as display pieces on a shelf.
  • Do not buy a coloring book expecting a story.

Building a Critical Role book collection without duplicates

A Critical Role book collection grows fastest when you buy by campaign and format together. Track what you own by campaign name and by format, because the same story can appear as single issues, a collected volume, and a larger omnibus. Without that tracking, duplicates are almost guaranteed.

Set a simple rule: one format per story. If you start a series in collected editions, stay in collected editions. If you prefer single issues, commit to them. This keeps your shelf consistent and your spending predictable.

  • Track by campaign and format, not just title.
  • Pick one format per series and stick to it.
  • Buy the next volume only after finishing the last one.

Decision rules for buying Critical Role books

  • If you want to run a game: Buy an adventure module before any novel or comic. Modules are built for the table and stand alone, while prose assumes you want to follow a story rather than prep sessions. Start with Critical Role: Call of the Netherdeep if your group plays in the level 3 to 12 range.
  • If you want to read, not run: Choose comics and novels tied to the campaign you already know. Collected editions read better in long sittings and hold up on a shelf longer than single issues. Pick one format per series and do not mix mid-run.
  • If you are buying a gift: Choose something that does not require context. A coloring book, art-focused volume, or a small accessory like a tankard wrap works for casual fans who are not caught up. Avoid novels and modules for recipients whose campaign progress you do not know.
  • If you are collecting: Buy for condition, edition, and art rather than continuity. Track what you own by campaign and format so you do not rebuy the same story twice. One format per story keeps the shelf consistent.

Catalog details that affect the decision

  • Critical Role: Call of the Netherdeep: This adventure module takes players from levels 3 to 12 through underwater locales, mysterious ruins, and an intrigue-filled city, and pairs the party alongside rival adventurers. The level range and rival-adventurer structure make it a strong first module for a group that wants a full campaign arc rather than a one-shot, and the self-contained premise means you do not need to be caught up on the show.
  • Tankard Wrap: Is It Thursday Yet?: A debossed tankard wrap featuring custom calligraphy by Critter Chris Gladis, sized 1.75 by 0.60 inches and inspired by Matthew Mercer's send-off phrase. It is a low-cost add-on that pairs naturally with a book purchase for a themed gift, and the small size means it fits standard tankards rather than requiring a specific mug.
  • Critical Role HDYWTDT Tankard: A stainless steel tankard holding 580 mL (19.6 oz) with custom calligraphy by Chris Gladis, referencing the "How Do You Want To Do This?" phrase. If you are building a reading or game-night setup, this is the larger, sturdier companion piece, and the stated capacity tells you it holds a full bottle of most drinks.
  • Jrusar Joggers: Extra cozy joggers in red with a Jrusar crest depicting the spires above the capital of the Oderan Wilds, made from 60% cotton and 40% polyester with an elastic waist. Long reading sessions and campaign catch-ups are more comfortable in loungewear, and the fabric blend is a practical detail if you care about breathability versus warmth.

Who this guide fits

Best for

  • New fans who want a clear entry point into Critical Role books
  • Game masters looking for a self-contained module to run
  • Readers deciding between comics, novels, and collected editions
  • Gift buyers who need something that works without campaign context

Not for

  • Collectors hunting specific first printings or limited editions
  • Fans looking for a strictly chronological in-universe timeline
  • Buyers who want a single definitive list rather than decision rules

There is no universal Critical Role books reading order, and that is fine. Decide whether you are reading, running, or collecting, match the format to that goal, and buy the campaign you already love. Start with one book, finish it, then expand.

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