Critical Role

Critical Role

7.9 / 10 (19 votes)

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Sci-Fi & Fantasy, Action & Adventure, Comedy, Drama

Mar 12, 2015 Runtime N/A

4 seasons 397 episodes

Overview

Critical Role is a weekly actual play series that uses tabletop role-playing game mechanics as a means to explore and develop stories from the vast fantasy worlds of Exandria, Aramán, and beyond, with sweeping narratives intricately woven through collaboration between Game Masters and players.

Main Cast

Brennan Lee Mulligan

Brennan Lee Mulligan

Game Master

Laura Bailey

Laura Bailey

Thimble

Luis Carazo

Luis Carazo

Azune Nayar

Robbie Daymond

Robbie Daymond

Kattigan Vale

Aabria Iyengar

Aabria Iyengar

Thaisha Lloy

Seasons & Episodes

Campaign 1: Vox Machina

Campaign One, or The Campaign of Vox Machina, is the first campaign of Critical Role. It follows a group of adventurers, Vox Machina, first in their adventures across the continent of Tal'Dorei and eventually the larger world of Exandria and other Planes of Existence.

Still from Arrival at Kraghammer

1. Arrival at Kraghammer

Vox Machina arrives at the cavernous underground city of Kraghammer intent on rescuing a missing halfling paladin. They sample the culture of the city and find themselves coming face-to-face with the horrors coming from beneath the city...

Still from Into the Greyspine Mines

2. Into the Greyspine Mines

Vox Machina makes a deal with Nostoc Greyspine to put an end to the darkness now rising up from the bowels of the earth. The party gears up and makes their way into Kraghammer's mine, beginning a miles-long trek down into the veins of Khaloor.

Still from Strange Bedfellows

3. Strange Bedfellows

After saving Grog, the party comes across a duergar war camp controlled by a mind flayer. After a failed initial attack, Vex'ahlia and Keyleth find a powerful and unlikely ally.

Still from Attack on the Duergar Warcamp

4. Attack on the Duergar Warcamp

Vox Machina forms a tentative alliance with an illithid outcast, named Clarota, deep inside the caverns under Kraghammer. The heroes devise a plan and fly themselves down to the center of the enemy's war camp to chance a risky assassination attempt on a creature that could easily break their wills with a glance.

Still from The Trick About Falling

5. The Trick About Falling

Having successfully slain a dangerous illithid and its dwarven general, Vox Machina finds themselves surrounded by a small army of duergar. Barely escaping with their lives, they press forward, quickly realizing their path is growing more dangerous with every step into the darkness.

Still from Breaching the Emberhold

6. Breaching the Emberhold

Vox Machina and Clarota continue to wind their way ever downward, eventually reaching the duergar fortress of Emberhold. With a little dash of gnomic derring-do, the group sneaks in through a secret entrance to begin searching for the captive Lady Kima of Vord.​

Still from The Throne Room

7. The Throne Room

With an uneasy agreement struck between Lady Kima of Vord and Clarota, Vox Machina quietly begins a search of Emberhold. Lady Kima means to strike a blow against their unseen enemy by cutting off the head of K'Varn's military forces, but the ensuing battle may come at a price...

Still from Glass and Bone

8. Glass and Bone

Vox Machina, broken and battered, struggles to survive after a catastrophic battle with the duergar king and queen. Relying on Vex'ahlia's knowledge of the Underdark and her skill at tracking prey, the weary adventurers press on into the depths only to come across a perilous sea of bone and glass...

Still from Yug'Voril Uncovered

9. Yug'Voril Uncovered

Vox Machina battles the duergar queen, Ulara, before she can make a thrall of Grog. Keyleth and Lady Kima settle their differences, Vax'ildan encourages the druid that she is not alone, and the party makes their way to the illithid colony of Yug'Voril.

Still from K'Varn Revealed

10. K'Varn Revealed

After encountering a menagerie of trouble, Vox Machina looks into a cavern alcove and discovers the veil between planes that K'Varn stepped through to gain entrance to Yug'Voril. Making their way forward, Keyleth performs a Scrying ritual on the being himself, and discovers his true identity...

Still from The Temple Showdown

11. The Temple Showdown

Vox Machina and their allies commence their assault on K'Varn's temple. Who will survive this grueling battle?​

Still from Dungeons & Dragons Campaign Tips

12. Dungeons & Dragons Campaign Tips

No description.

Still from Escape from the Underdark

13. Escape from the Underdark

With K'Varn killed and the dread god Orcus's machinations put to an end, the party struggles with what to do next. Before a decision can be reached, several illithid glide into the chamber of the elder brain, and victory quickly yields to impending doom as Vox Machina struggles to escape the city alive...

Still from Shopping and Shipping

14. Shopping and Shipping

After allowing themselves a single night's rest back in the city of Emon, the members of Vox Machina set out for their meeting with Sovereign Uriel Tal'Dorei II and the Tal'Dorei Council. Once the Council learns of the Horn of Orcus, a course of action is eventually decided upon, and the party then heads out into the city to gear up for the mission at hand.

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15. Skyward

With the arrival of the envoys of Bahamut and the holy container in which to transport the evil Horn of Orcus, Vox Machina prepares to travel to the distant and ancient city of Vasselheim.

Still from Enter Vasselheim

16. Enter Vasselheim

As Vox Machina completes the journey across the Ozmit Sea, Lady Kima of Vord arrives and prepares the group for the culture shock awaiting them in Othanzia's capital city of Vasselheim.

Still from Hubris

17. Hubris

Parting ways with one of their members, Vox Machina is now adrift in a strange and unfamiliar city. After Grog dukes it out in a fighting pit, Vox Machina rushes to help against an attacking beast outside the city, which ends up setting a chain of events in motion.

Still from Trial of the Take (1)

18. Trial of the Take (1)

With Vox Machina now split, Scanlan, Percy, Vex'ahlia, and Grog find themselves teaming up with an unlikely duo assigned by Huntmaster Vanessa Cyndrial of the Slayer's Take guild. The task at hand: ridding the wilds around Vasselheim of a troublesome white dragon past the frost-harried north of the Vesper Timberland...

Still from Trial of the Take (2)

19. Trial of the Take (2)

Scanlan, Percy, Vex'ahlia, and Grog continue their quest with Lyra and Zahra to hunt Rimefang, an adult white dragon who was pursued by previous bands of veteran adventurers from the Slayer's Take who never returned! Is this a suicide mission or a true test of will?

Still from Trial of the Take (3)

20. Trial of the Take (3)

Like their companions before them, Keyleth, Vax'ildan, and Tiberius begin their contract for the Slayer's Take along with a driven and mysterious young cleric named Kashaw and a hardened dwarf by the name of Thorbir. The group's mission—to track down and kill an elusive rakshasa that has been preying on wealthy travelers within the city—leads to the Velvet Cabaret, an exotic establishment in the Duskmeadow District...

Still from Trial of the Take (4)

21. Trial of the Take (4)

Keyleth, Vax'ildan, and Tiberius, joined by Kashaw and Thorbir from the Slayer's Take, make their way down into the tunnels beneath the Velvet Cabaret, pursuing their mercurial prey. The path is far from easy, but after surmounting a handful of harrowing obstacles, Thorbir leads the hunting party into the hidden lair of the elusive rakshasa...

Still from Aramente to Pyrah

22. Aramente to Pyrah

With their trials behind them, the members of Vox Machina reunite within the walls of the Slayer's Take. Newly marked and happily reunited, the group decides to set out for Pyrah to find the Fire Ashari, escorting Keyleth on the next leg of her Aramenté.

Still from The Rematch

23. The Rematch

As Vox Machina prepares for the return to Emon, Grog demands a rematch against Kern to regain his honor. After some final errands, the party returns home to Greyskull Keep and a fan outside their home, but there's no time to rest with bad news on the horizon...

Still from The Feast

24. The Feast

With the Briarwoods coming to Emon, Percy reveals the full tale of how they slaughtered his family and seized control of Whitestone. Vox Machina has just one week to prepare for a diplomatic feast between the Tal'Dorei Council and the sinister and mysterious Lord and Lady Briarwood...

Still from Crimson Diplomacy

25. Crimson Diplomacy

Vax'ildan finds himself alone in the clutches of the villainous Briarwoods! While the party rushes in to save him, they are joined by a mysterious tiefling named Lillith Daturai, a powerful wizard on the run from bounty hunters. Can Vox Machina save both Vax and Lillith from their grim fates?

Still from Consequences and Cows

26. Consequences and Cows

Reeling from the aftermath of their battle against the Briarwoods, Vox Machina is called before Sovereign Uriel Tal'Dorei II to answer for their recent destructive behavior. Seeking to bolster their reputation, the group agrees to hunt a mysterious giant bird terrorizing the countryside, with some rather interesting results...

Still from The Path to Whitestone

27. The Path to Whitestone

Ghostly attackers infiltrate Greyskull Keep as Vox Machina prepares to journey northeast to Whitestone and confront the Briarwoods. Meanwhile, Keyleth begins to suspect that a mysterious power holds sway over Percy.

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28. The Sun Tree

Vox Machina sneaks into the town of Whitestone with the intent of inspiring revolution, but they could not be less prepared for the horrors that await them inside...

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29. Whispers

Vox Machina begins a campaign to sow the seeds of rebellion amongst the people of Whitestone. The cruel Sir Kerrion Stonefell is the first target on their list, but will the attack against him unleash a darker power?

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30. Stoke the Flames

The seeds of rebellion begin to take root in Whitestone! But as the members of Vox Machina make their move to bring the population to revolt, they learn that another de Rolo may still be alive...

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31. Gunpowder Plot

Scanlan finds himself alone, caught in a Briarwood trap! Meanwhile, the party fuels the fire of rebellion, but will Whitestone pay too high a price? The revolution has begun, and nothing can stop it now!

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32. Against the Tide of Bone

Exhausted and facing an undead army, Vox Machina prepares to storm Whitestone Castle! Thankfully, they're about to get some help from divine intervention...

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33. Reunions

Vox Machina enters Whitestone Castle, led by a new, unlikely ally in hopes of rescuing Cassandra de Rolo. Battles commence, debts are settled, and secrets are revealed as the group descends into the haunted catacombs.

Still from Race to the Ziggurat

34. Race to the Ziggurat

Descending deeper beneath the city of Whitestone, the weary members of Vox Machina are on a collision course with the Briarwoods and their insidious plot. What secrets lie far below and what dangers still await our heroes?

Still from Denouement

35. Denouement

In the wake of the fateful battle in the Ziggurat, Vox Machina comes face-to-face with the inner demons within Percy both literal and personal. As the Whitestone Rebellion comes to a head, can the party save Percy from the darkness within him? Or is he beyond saving?

Still from Winter's Crest in Whitestone

36. Winter's Crest in Whitestone

The Winter's Crest Festival comes to Whitestone for the first time in five years! Seeing this as a chance to relax after the revolution, Vox Machina partakes in the festivities and exchanges gifts with each other as they enjoy a well-deserved moment of peace.

Still from A Musician's Nostalgia

37. A Musician's Nostalgia

Vox Machina returns to Emon to prove their innocence. Now on the hunt for the treacherous Riskel Daxio, they must once again face the Clasp, along with some shady characters from Scanlan's past.

Still from Echoes of the Past

38. Echoes of the Past

Vox Machina takes some well-earned downtime! Scanlan continues his dance with the mysterious gnome girl, Kaylie, and the group agrees to venture back to a mysterious cavern they had abandoned years before...

Still from Omens

39. Omens

Vox Machina returns to General Krieg's home, learning about J'mon Sa Ord, ruler of Ank'Harel on the desert continent of Marquet. The group discovers a mysterious skull, and Vax'ildan questions the priorities of the group. Meanwhile, the city of Emon experiences a substantial political shift.

Still from Desperate Measures

40. Desperate Measures

Vox Machina must deal with the Chroma Conclave's attack on Emon and the possible slaughter of much of the city's leadership and notable citizenry.

Still from In Ruins

41. In Ruins

Vox Machina searches the ruins of Emon for survivors of the Chroma Conclave's attack. With the help of a new friend, they find an old one on death's door.

Still from Dangerous Dealings

42. Dangerous Dealings

Vox Machina, having rescued Gilmore and the surviving members of the Tal'Dorei royal family, must decide how to handle the Chroma Conclave's attacks across Exandria—and whether to make a devil's bargain with the Clasp.

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43. Return to Vasselheim

Now in the relative safety of Vasselheim, Vox Machina begins planning their first move against the Chroma Conclave. Fortunately, some old friends turn up to offer their aid.

Still from The Sunken Tomb

44. The Sunken Tomb

In hopes of defeating the Chroma Conclave, Vox Machina sets out to recover the Vestiges of the Divergence—ancient armor, weapons, and other items of immense power. They learn the location of one Vestige, the Deathwalker's Ward, interred with an ancient Champion of the Raven Queen... at the bottom of a lake.

Still from Those Who Walk Away

45. Those Who Walk Away

An exhausted Vox Machina spends some time hashing out their pent-up frustrations and examining their spoils of victory. They then journey to Pyrah, home of the Fire Ashari, hoping to find survivors of Thordak's escape from the Elemental Plane of Fire.

Still from Cindergrove Revisited

46. Cindergrove Revisited

Special guest star Chris Hardwick plays Gern Blanston, a blue dragonborn wizard. With fire elementals emerging from the Elemental Plane of Fire, Vox Machina joins forces with the druids of Pyrah and Zephrah — and a strange scavenger — to seal the rift between planes.

Still from The Family Business

47. The Family Business

Vox Machina returns to where much of the group's history began: Westruun. But all is not well! Not only has the Chroma Conclave decimated the area, but another strangely familiar threat has taken hold of the city, as well...

Still from Into the Frostweald

48. Into the Frostweald

Vox Machina continues the quest to collect the Vestiges of the Divergence in order to defeat the Chroma Conclave. Along the way, they are rejoined by Pike Trickfoot and discover some other old friends in dire straits.

Still from A Name is Earned

49. A Name is Earned

Vox Machina ventures deep beneath the Stormcrest Mountains to confront the mysterious androsphinx mate of Osysa — and hopefully learn more about the Vestiges of Divergence.

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50. Best Laid Plans...

Vox Machina confronts the darkness of Craven Edge and plans to retake Westruun. Scanlan infiltrates the city to set up a distraction and stumbles upon some old friends.

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51. Test of Pride

Scanlan tries to plan a safe escape for his daughter Kaylie, while Grog makes his way to the center of Westruun for the final confrontation with his uncle Kevdak.

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52. The Kill Box

Unable to defeat Kevdak in single combat, Grog calls upon Vox Machina in a desperate fight for their lives, the fate of Westruun, and control of the Herd of Storms.

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53. At Dawn, We Plan!

Vox Machina must decide: leave Westruun to fight another day, or prepare to face the deadly black dragon Umbrasyl?

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54. In the Belly of the Beast

With battle plans in place, Grog frees some Westruun citizens while Vox Machina busily prepares to engage Umbrasyl with the cunning of their tactics and the strength of the Herd of Storms. The hour arrives, Umbrasyl descends, and the battle begins...

Still from Umbrasyl

55. Umbrasyl

In the midst of battle against Vox Machina and the Herd of Storms, the ancient black dragon Umbrasyl retreats to Gatshadow Mountain after sustaining heavy damage. With Scanlan Shorthalt and Vax'ildan trapped inside the dragon and Grog Strongjaw hanging from a chain attached to an axe embedded in Umbrasyl's scaled flesh, the party must somehow survive and choose whether to follow the dragon into its lair or wait for another opportunity to slay it later.

Still from Hope

56. Hope

As the citizens of Westruun learn of Umbrasyl's demise, they must decide whether to flee possible retaliation from the Chroma Conclave or reclaim their city. With the burden of so many lives and so much destruction, the members of Vox Machina struggle with their own responsibilities and destinies. Perhaps a humble paladin can restore the hope of frightened citizens and powerful heroes alike...

Still from Duskmeadow

57. Duskmeadow

With Umbrasyl defeated, the Herd of Storms beginning a new chapter as part of the Rivermaw Tribe, and the city of Westruun restored to its people, Vox Machina journeys to Vasselheim as Vax'ildan confronts the heavy price of a bargain for his sister's life. After a short stay in Vasselheim, the party travels to Whitestone to meet old friends... and an old enemy?

Still from A Cycle of Vengeance

58. A Cycle of Vengeance

Beset by an old foe disguised as a beloved ally, Vax'ildan fights for his life while the other members of Vox Machina fend off some assassin hirelings standing between them and their friend.

Still from The Feywild

59. The Feywild

In search of one of the Vestiges of Divergence, Vox Machina enters the Feywild—a magical but dangerous twilight reflection of the Material Plane. After finding a nymph from their past and a mischievous satyr, the party finds its way to a familiar place: the home of Vax'ildan and Vex'ahlia's father, the elven city of Syngorn.

Still from Heredity and Hats

60. Heredity and Hats

Forced by circumstance to enter the elven city of Syngorn in the Feywild, Vox Machina reluctantly seeks audience with Vax'ildan and Vex'ahlia's estranged father, Syldor Vessar, and his new family. After a tense reunion, the party acquires diplomatic papers to pursue their agenda in the city—and complete some unscrupulous tasks for their satyr guide, Garmelie.

Still from Denizens of the Moonbrush

61. Denizens of the Moonbrush

The satyr guide, Garmelie, leads Vox Machina toward the cancerous tree that houses Fenthras, Wrath of the Fey Warden, one of the Vestiges of Divergence. The journey through the Feywild presents several challenges, but the biggest and scariest threats aren't always the most dangerous in this strange realm...

Still from Uninviting Waters

62. Uninviting Waters

Still travelling through the Feywild, Vox Machina and Garmelie finally arrive at the Gilded Run, a series of rivers that separate them from the Shademurk Bog. Nature itself bars passage, and even if they contend with the magical rivers, who knows what lurks below?

Still from The Echo Tree

63. The Echo Tree

The members of Vox Machina prepare for their final approach to the cancerous tree, including a discussion between Keyleth and, seemingly, the bog itself. The tree opens to them, and Vex'ahlia is offered a disturbing choice...

Still from The Frigid Doom

64. The Frigid Doom

Back in Whitestone to debate their next move, Vox Machina discovers their return from the Feywild may not have been as clean-cut as it seemed. Their attention turns to Draconia where the destruction wrought by the Conclave again leaves the party to search for allies amongst the scattered survivors while coming face to face with the cost to defeat them.

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65. The Streets of Ank'Harel

Vox Machina travels to Marquet in search of Cabal's Ruin, the next Vestige on their list. They explore the city of Ank'Harel, get involved in some questionable activities, and eventually find themselves standing before the mysterious ruler of the city...

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66. A Traveler's Gamble

After proving their strength to J'mon Sa Ord, Vox Machina heads to a casino to have some fun and make some deals. The next day, they go in search of Mistress Asharru—the owner of Cabal's Ruin—and discover a shocking scene, as well as evidence that an old foe is on the move.

Still from The Chase to Glintshore

67. The Chase to Glintshore

Anna Ripley has stolen one of the Vestiges of the Divergence and is on her way to an island of glass in search of another. With the help of Captain Damon and his skyship, Vox Machina races across the sea to stop her once and for all.

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68. Cloak and Dagger

Hot on the heels of Dr. Anna Ripley, Vox Machina finds themselves on the beach of the isle of glass. The party prepares as their confrontation with Ripley draws near. Old demons and new discoveries will surface on the Isle of Glintshore.

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69. Passed Through Fire

Vox Machina is left shaken in the aftermath of their battle with Anna Ripley. They hurry back to Whitestone to save one of their own and end up being offered an alliance from the most unlikely source...

Still from Trust

70. Trust

After a tense discussion, Vox Machina finds themselves with an unlikely—and untrustworthy—ally. A risky plan is formed and the group heads to the ruins of Draconia to prepare for their battle with Vorugal the white dragon...

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71. Vorugal

Vox Machina enacts their riskiest plan yet: summon a goristro from the Abyss to fight Vorugal and hope for the two giant creatures to kill each other. If they succeed, another member of the Chroma Conclave will fall and another Vestige will be retrieved. But if any step in their plan fails, it could have dire consequences, especially with another dragon waiting in the wings...

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72. The Elephant in the Room

Fresh off of slaying Yenk and Vorugal the Frigid Doom, the weary members of Vox Machina take time to catch their breaths and set about gathering what spoils they could find from both the corpse of the wyrm and his treasure trove before resting and returning to Whitestone for their next course of action...

Still from The Coming Storm

73. The Coming Storm

With three of the five members of the Chroma Conclave dead, Vox Machina has a meeting with their friends in Whitestone to begin planning for the upcoming battle with Thordak. Percy decides it's time for one of their allies to stop keeping secrets from the rest.

Still from Path of Brass

74. Path of Brass

Vox Machina heads to Fort Daxio to begin preparation for the upcoming fight with Thordak. With time running out until the climactic battle, the party decides to travel to the Elemental Plane of Fire in search of the final Vestige, but find themselves in over their heads...

Still from Where the Cards Fall

75. Where the Cards Fall

Guided by their bizarre new acquaintance, Vox Machina meets with the fire giant who is in possession of the Plate of the Dawnmartyr. Although their goal is literally in sight, retrieving the final Vestige might be one of their most perilous challenges yet.

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76. Brawl in the Arches

Vox Machina finds themselves face to face with Ghurrix the pit fiend, leading to an all-out battle in the middle of the City of Brass.

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77. Clash at Daxio

Vox Machina returns from the Elemental Plane of Fire, only to discover Fort Daxio under siege. With no word from Allura, they rush into battle to save as many of their allies as they can.

Still from The Siege of Emon

78. The Siege of Emon

Having gathered their allies, Vox Machina heads for the center of Emon to begin the final battle against Thordak the Cinder King.

Still from Thordak

79. Thordak

Having infiltrated the center of Emon, Vox Machina and their allies engage Thordak in a battle to the death.

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80. Raishan

Vox Machina battles Raishan within Thordak's lair.

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81. What Lies Beneath the Surface

After reuniting with an old friend, Vox Machina loots Thordak's treasure hoard before returning to Whitestone to decide what to do about Raishan.

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82. Deadly Echoes

Vox Machina and their allies travel to the island that Raishan fled to, but to reach her they must find their way past numerous obstacles and undead threats.

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83. The Deceiver's Stand

Raishan and Vox Machina have their final confrontation.

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84. Loose Ends

In a rare moment of peace, Vox Machina checks on Emon, fulfills a promise, and meets up with an old acquaintance.

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85. A Bard's Lament

Grog has a one-on-one rematch with Earthbreaker Groon. Vox Machina says farewell to a dear friend, but they meet someone new the very next day.

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86. Daring Days

Vox Machina takes some time to bond with their new companion before setting sail for their next adventure.

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87. Onward to Vesrah

Vox Machina sets sail across the Ozmit Sea to the home of the Water Ashari, dealing with scurvy trouble along the way, where upon arrival Keyleth will endeavor to complete her Aramenté... and discover a horrible truth.

Still from Tangled Depths

88. Tangled Depths

Vox Machina journeys into the Elemental Plane of Water for the final trial of Keyleth's Aramenté.

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89. Curious Tides

Having procured the lodestones, Vox Machina returns to Vesrah with Vax'ildan's life on the line as they hurry to save their fallen companion. Bargains and promises are made, cards are drawn, and new power is unlocked as Keyleth's Aramenté trials come to an end.

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90. Voice of the Tempest

Vox Machina searches for a means to seal away Opash's book and travels to Zephrah where Keyleth goes to embrace her destiny...

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91. Vox Machina Go to Hell

Vox Machina descend into the Nine Hells and enter the City of Dis to find and destroy Hotis once and for all.

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92. Deals in the Dark

After Keyleth scares off her would-be attackers, Vox Machina continues their trek through the City of Dis, and Percy makes a deal with the devil Ipkesh to assassinate Utugash. Their mission takes them to the pit fiend's abode, where they also encounter and rescue a new ally in Tova. Will they fulfill the deal, or will Percy's soul be forfeit?

Still from Bats Out of Hell

93. Bats Out of Hell

Vox Machina commences their assassination of Utugash with the aid of Tova and get brought to the prison of Mentiri. But will their deal be honored? And will Vox Machina finish off Hotis and escape the Nine Hells? Or will they be lost forever?

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94. Jugs and Rods

Vox Machina, having barely survived their escape from the Nine Hells, returns to Whitestone for some much-needed rest and respite as Vex'ahlia partakes in the Grey Hunt to truly earn her noble title and place in the city.

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95. One Year Later

After a year spent enjoying some downtime and accomplishing some personal goals, Vox Machina reunites for a beach vacation and an unexpected family reunion for a certain someone...

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96. Family Matters

Vox Machina mobilizes to assist the Trickfoots in purging Pike of the blood curse. However, some things are not as they seem...

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97. Taryon, My Wayward Son

Having dealt with the Trickfoot clan, Keyleth goes off the deep end and Taryon finds himself on a collision course with a dark secret within his own family. What will he and Vox Machina discover at Deastok?

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98. The Mines of the Many

Vox Machina inquires with The Myriad in order to alleviate the Darringtons of their debt. But is the light at the end of the tunnel a sign of hope... or imminent death?

Still from Masquerade

99. Masquerade

As Vox Machina returns to Deastok to clear the Darrington family of their debt, Taryon has a talk with his family about the future. The party then returns to Whitestone where two strange individuals make themselves known, one of them possibly being more than he seems.

Still from Unfinished Business

100. Unfinished Business

Vox Machina, along with Lionel Gayheart and Scanlan Shorthalt, travel into the mountain range of Marquet to investigate the existence of another Ziggurat. As Scanlan tries to make amends for his actions, what lies beneath will lead to a shocking reveal that will set the stage for something greater...

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101. Thar Amphala

Vox Machina journey through the Ziggurat into the Shadowfell, hot on the trail of Delilah Briarwood.

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102. Race to the Tower

All hell breaks loose as Vox Machina race to stop the return of Vecna!

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103. The Fate-Touched

Vox Machina regroup after their devastating defeat at the hands of Vecna, all while Vax’s soul is tested by the Matron of Ravens.

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104. Elysium

We journey to Elysium, where Vox Machina must prove their worth in the eyes of the gods.

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105. The Fear of Isolation

Vox Machina travel to the pools of Wittebak, where they meet a lonely stranger residing in a strange old house.

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106. The Endless Atheneum

Vox Machina race against time to earn the blessing of the Goddess of Knowledge while Vecna continues to gain power.

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107. Scaldseat

Vox Machina descend into the heart of an undersea volcano to find the forge of the gods.

Still from The Core Anvil

108. The Core Anvil

Upon finding the Core Anvil and the forge guardian that protects it, Vox Machina attempt to create the divine trammels that will aid in their fight against Vecna.

Still from The Ominous March

109. The Ominous March

Live from Gencon: Vox Machina returns to Vasselheim to prepare for the coming of Vecna

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110. The Climb Within

Vox Machina find treasures, horrors, and mysteries as they make their way through the body of an undead primordial.

Still from Shadows of Thomara

111. Shadows of Thomara

Vox Machina make their way through the cursed caverns of the undead dwarven city of Thomara, hoping their presence won't be discovered.

Still from Dark Dealings

112. Dark Dealings

Vox Machina search for a powerful artifact that could help swing the tide in their favor. Nothing could possibly go wrong…

Still from The Final Ascent

113. The Final Ascent

Vox Machina, having made their final preparations, make their way to the top of the tower of Entropis. With special guest Joe Manganiello!

Still from Vecna, the Ascended

114. Vecna, the Ascended

Vox Machina's climactic battle with Vecna begins.

Still from The Chapter Closes

115. The Chapter Closes

On the final episode of our campaign, victory is celebrated, and all debts are paid.

Campaign 2: The Mighty Nein

Set in the magical world of Exandria, on the continent of Wildemount, Critical Role's Mighty Nein campaign is the story of a group of motley and chaotic adventurers who find themselves caught in the middle of a war between two nations.

Still from Curious Beginnings

1. Curious Beginnings

In Wildemount, seven adventurers coalesce in a tavern before finding themselves drawn to a mysterious circus.

Still from A Show of Scrutiny

2. A Show of Scrutiny

The newly formed party delves into their own investigation of the events at the carnival, while still wondering if they can trust the company they've found themselves in.

Still from The Midnight Chase

3. The Midnight Chase

The party searches for the devil toad in an attempt to clear their name, finding themselves on a haunted island in the middle of the Ustaloch.

Still from Disparate Pieces

4. Disparate Pieces

The party presents evidence of the devil toad’s corruption at a midnight trial, and Beau confronts an envoy from her past.

Still from The Open Road

5. The Open Road

The group hits the road, preparing for a long trip to Zadash. But trouble in the small town of Alfield stops the band of adventurers in their tracks.

Still from The Howling Mines

6. The Howling Mines

The group questions the crownsguard for clarity about last night’s attacks, and their hunt for the gnolls leads them to a descent down a mysterious mine.

Still from Hush

7. Hush

The group plunges deeper into the gnoll mines, coming across an unexpected ally (guest Khary Payton), and wandering into a nest of dangers.

Still from The Gates of Zadash

8. The Gates of Zadash

The group decides upon a name and leaves Alfield, heading back on the open road to Zadash... though not without having to deal with the dangers of the road.

Still from Steam and Conversation

9. Steam and Conversation

The Mighty Nein explore Zadash, looking for new jobs, finding old allies, and stumbling upon intriguing mysteries.

Still from Waste and Webs

10. Waste and Webs

The Mighty Nein delve into the sewers of Zadash in search of the mysterious beast that has been terrorizing the Crownsguard...

Still from Zemnian Nights

11. Zemnian Nights

The Mighty Nein finally make it into the Tri-Spire, exploring the upper echelon of Zadash and investigating the Knights of Requital’s claims of corruption within the government...

Still from Midnight Espionage

12. Midnight Espionage

Hijinks ensue as the Mighty Nein attempt subterfuge in order to carry out the mission of the Knights of Requital...

Still from Lost & Found

13. Lost & Found

The Mighty Nein deal with the fallout from the night’s events, working to repair the fraying edges of the Knights of Requital and learning how to trust their own team.

Still from Fleeting Memories

14. Fleeting Memories

The Mighty Nein strike a deal with The Gentleman. Mollymauk's worst nightmare comes to fruition when he is forced to confront and explain his own past.

Still from Where The River Goes

15. Where The River Goes

Heading down an underground river, the Mighty Nein explore a long abandoned research facility, uncovering dangerous foes and even more dangerous secrets.

Still from A Favor in Kind

16. A Favor in Kind

The Mighty Nein deal with the ramifications of their actions in the research facility, exploring more of the dark caverns beneath Zadash and experimenting with dangerous unknowns.

Still from Harvest Close

17. Harvest Close

The Mighty Nein attend the Harvest Close Festival, taking part in sweets and games of skill, and entering the challenging Victory Pit.

Still from Whispers of War

18. Whispers of War

The end of the Harvest Close Festival brings a victory overshadowed by the bigger problems of the Empire.

Still from The Gentleman's Path

19. The Gentleman's Path

The Mighty Nein find themselves facing multiple choices as to their next actions and alliance.

Still from Labenda Awaits

20. Labenda Awaits

As The Mighty Nein get closer to Berleben, trouble awaits them on the road and in the swamp.

Still from Stalker in the Swamp

21. Stalker in the Swamp

A new ally joins the Mighty Nein as they head deep into the Labenda Swamp to investigate The Gentleman's mysterious safe house.

Still from Lost Treasures

22. Lost Treasures

The Mighty Nein delve into the waters below the safehouse in an attempt to finish their first task for The Gentleman...

Still from Have Bird, Will Travel

23. Have Bird, Will Travel

After finishing up some loose ends in the Labenda Swamp, the Mighty Nein head to the town of Hupperdook...

Still from The Hour of Honor

24. The Hour of Honor

Several members of the Mighty Nein find their pockets picked the morning following a drinking competition.

Still from Divergent Paths

25. Divergent Paths

The Mighty Nein face a killer Clockwork Warden in the Gearhole Prison.

Still from Found & Lost

26. Found & Lost

The Mighty Nein wake up to missing members, meet a stranger who could possibly help them, and find that some plans... have a high cost

Still from Converging Fury

27. Converging Fury

Still reeling from the cost of their first fight against the Iron Shepherds, the Mighty Nein gain another ally and enter Shadycreek Run, where they begin to plot their revenge against their formidable foe...

Still from Within the Nest

28. Within the Nest

The Mighty Nein set out to find some help to take down the Iron Shepherds, and enter the Sour Nest to engage with their enemies...

Still from The Stalking Nightmare

29. The Stalking Nightmare

Live from GenCon in Indianapolis! The Mighty Nein descend deeper into the Sour Nest to rescue their friends, and find help in an unexpected corner…

Still from The Journey Home

30. The Journey Home

Reunited at last, the Mighty Nein journey back to Zadash, hoping to find closure with those they've lost and the contracts they've made...

Still from Commerce & Chaos

31. Commerce & Chaos

The Mighty Nein take two weeks of downtime in Zadash, shopping and researching, before embarking on their next adventure...

Still from Beyond the Boundaries

32. Beyond the Boundaries

The Mighty Nein return to several old stomping grounds as they journey south to Nicodranas and the Menagerie Coast...

Still from The Ruby and the Sapphire

33. The Ruby and the Sapphire

Beach episode! The Mighty Nein explore Nicodranas and Jester reunites with her mother, the famed Ruby of the Sea...

Still from Encroaching Waters

34. Encroaching Waters

The Mighty Nein investigate the watery underbelly of Nicodranas, and find more danger than they bargained for...

Still from Dockside Diplomacy

35. Dockside Diplomacy

The Mighty Nein find success in their task for the Ruby, but chaos ensues as they continue their search for Marius LePual...

Still from O Captain, Who's Captain?

36. O Captain, Who's Captain?

The Mighty Nein hire a crew and set out on a naval adventure, but danger lurks on the open seas...

Still from Dangerous Liaisons

37. Dangerous Liaisons

Live from New York! The Mighty Nein are taken aboard the Squalleater, and Fjord learns more about his mysterious patron...

Still from Welcome to the Jungle

38. Welcome to the Jungle

Delving into the jungle island of Urukayxl, the Mighty Nein must utilize new tactics in order to contend with the dangerous denizens of the jungle...

Still from Temple of the False Serpent

39. Temple of the False Serpent

The Mighty Nein discover what creatures lie in wait in the inner depths of the temple...

Still from Dubious Pursuits

40. Dubious Pursuits

The Mighty Nein undergo a dangerous watery escape from the temple, and go to great lengths to maintain their alliance with Captain Avantika...

Still from A Pirate's Life for Me

41. A Pirate's Life for Me

The Mighty Nein head for the lawless island of Darktow, engaging in an act of piracy along the way...

Still from A Hole In the Plan

42. A Hole In the Plan

The Mighty Nein explore the pirate island of Darktow, and attempt to undermine Avantika...

Still from In Hot Water

43. In Hot Water

The Mighty Nein face a showdown with Avantika and her crew in Darktow, and the possible wrath of the Plank King for breaking pirate law...

Still from The Diver's Grave

44. The Diver's Grave

The Mighty Nein investigate Fjord’s shipwreck, and their underwater adventure takes a spooky turn as they head deeper into the Diver’s Grave...

Still from The Stowaway

45. The Stowaway

The Mighty Nein find a stowaway on the Squalleater, who carries a mysterious item that holds dangerous consequences for the curious...

Still from A Storm of Memories

46. A Storm of Memories

The Mighty Nein dock in Bisaft before setting sail through a dangerous storm to find the next temple of Uk’otoa…

Still from The Second Seal

47. The Second Seal

The Mighty Nein dive back underwater to find the second temple of Uk’otoa in search of Fjord’s reward…

Still from Homeward Bound

48. Homeward Bound

The Mighty Nein dock in Nicodranas and reenter the Empire, finding secrets waiting for them in Felderwin...

Still from A Game of Names

49. A Game of Names

Reeling from their discovery, the Mighty Nein come clean with each other about aspects of their past...

Still from The Endless Burrows

50. The Endless Burrows

The Mighty Nein follow the tunnels of the Kryn's burrowing worms, but find much more than caverns and rocks await them down in the underground...

Still from Xhorhas

51. Xhorhas

The Mighty Nein safely make it to Xhorhas, but find more danger than they could have imagined in this new country…

Still from Feral Business

52. Feral Business

The Mighty Nein enter Asarius, the City of Beasts, and encounter dangerous denizens within and below its streets.

Still from Cornered

53. Cornered

The Mighty Nein explore the markets of Asarius and tangle with the locals in a no-holds-barred prize fight...

Still from Well Beneath

54. Well Beneath

The Mighty Nein reunite with an old ally, and investigate the growing mystery of the fiendish rifts in Asarius...

Still from Duplicity

55. Duplicity

The Mighty Nein engage in an intense battle with some nasty fiends below the city of Asarius as they search for the source of the rifts.

Still from The Favor

56. The Favor

The Mighty Nein bring their hard-fought evidence of the abyssal rifts to Lady Olios in hopes of gaining the promised favor of the Bright Queen...

Still from In Love and War

57. In Love and War

The Mighty Nein face the ramifications of Caleb’s decision, and Nott is faced with a tense reunion.

Still from Wood and Steel

58. Wood and Steel

The Mighty Nein explore Rosohna, the City of Perpetual Night, before embarking on a dangerous mission for Professor Waccoh...

Still from Perspective

59. Perspective

The Mighty Nein engage with the stone giants in the Icozrin Steelworks, then discover a more sinister danger deep in the Vermaloc...

Still from A Turtle By Any Other Name

60. A Turtle By Any Other Name

The Mighty Nein face a fiendish showdown in the Braan, and uncover more clues about the rifts throughout Xhorhas...

Still from Agreements

61. Agreements

The Mighty Nein conclude their business with the giants and head back to Rosohna, as Fjord deals with an unexpected development in his relationship with his patron...

Still from Domestic Respite

62. Domestic Respite

The Mighty Nein explore their new keep while anticipating the meeting at the Overcrow Apothecary...

Still from Intervention

63. Intervention

The Mighty Nein tell the Bright Queen about a potential attack on Xhorhas, and attempt to infiltrate a meeting at the Overcrow Apothecary...

Still from A Dangerous Chase

64. A Dangerous Chase

Giving chase to their wily target, the Mighty Nein travel north into the Barbed Fields, a dangerous and terrifying wasteland...

Still from Chases and Trees

65. Chases and Trees

The Mighty Nein continue their trudge through the Barbed Fields, and find beauty and shelter in an unlikely corner...

Still from Beneath Bazzoxan

66. Beneath Bazzoxan

The Mighty Nein tussle with a roc and make their way to Bazzoxan, a village holding the line against historical terrors...

Still from Beyond the Eyes of Angels

67. Beyond the Eyes of Angels

The Mighty Nein delve further under the mountains near Bazzoxan, where dangerous traps and ghostly horrors lie in wait...

Still from Reflections

68. Reflections

Continuing their crawl through the tomb, the Mighty Nein must tackle a bridge of terrors and come face-to-face with familiar foes...

Still from The King's Cage

69. The King's Cage

The Mighty Nein pass through an ominous doorway to uncover the secrets of an evil locked away for centuries...

Still from Causatum

70. Causatum

The Mighty Nein come to terms with the consequences of their actions as they return to Rosohna and plan their next move...

Still from Family Gathering

71. Family Gathering

The Mighty Nein spend a day in Nicodranas, reuniting families and causing several members to question their next steps..

Still from Clay and Dust

72. Clay and Dust

Distant family waits at the Kravaraad Volcano in the Greying Wildlands, and a difficult decision changes everything for one of the Mighty Nein...

Still from Uthodurn

73. Uthodurn

Live from Indianapolis, the Mighty Nein journey through the Greying Wildlands to Uthodurn, in hopes of finding someone who can reforge the Star Razor...

Still from Manifold Morals

74. Manifold Morals

Joined by a new, lawful ally, the Mighty Nein delve deeper into the disks of Uthodurn in their search for mythril and the whereabouts of a white dragon...

Still from Rime and Reason

75. Rime and Reason

The Mighty Nein find themselves transported to snowy Mythburrow in pursuit of a white dragon, and must use all their wisdom to escape with their prize and their lives intact...

Still from Refjorged

76. Refjorged

Having returned to Uthodurn, the Mighty Nein attempt to tie up loose ends before heading back to the Cinderrest Sanctum...

Still from A Tangled Web

77. A Tangled Web

The Mighty Nein must determine their next step as they learn more about the powerful figures from Caleb's past...

Still from Between the Lines

78. Between the Lines

The Mighty Nein return to Zadash, where lore and knowledge await those that know where to look...

Still from Through the Trees

79. Through the Trees

The Mighty Nein follow the trail of the cult of the Angel of Irons in hope of beating them to their prize in the Lotusden...

Still from The Folding Halls

80. The Folding Halls

The Mighty Nein recover from their encounter with Obann and head to Nicodranas to seek Yussa's guidance, but find more than just a meeting awaits them...

Still from From Door to Door

81. From Door to Door

Continuing their search for Yussa and hoping to find a possible boon in their struggle against Obann, the Mighty Nein wander the Heirloom Sphere into rooms of ever-growing danger...

Still from The Beat of the Permaheart

82. The Beat of the Permaheart

The Mighty Nein continue their plunge into the Heirloom Sphere, seeking out a dangerous item whose destruction could change the tide in their fight against the Angel of Irons...

Still from Dark Bargains

83. Dark Bargains

Now trapped within the astral dreadnought, the Mighty Nein must decide whether or not to trust the entity that they discover waiting inside...

Still from Titles and Tattoos

84. Titles and Tattoos

Having survived the dangers of the Folding Halls, the Mighty Nein must now grapple with the gravity of Obann’s plot and decide who in the Empire they can possibly trust...

Still from The Threads Converge

85. The Threads Converge

The Mighty Nein find danger in an unexpected place when they're forced to contend with an assassin, and inch closer to uncovering truths about both the Angel of Irons and themselves...

Still from The Cathedral

86. The Cathedral

The Mighty Nein race to the cathedral of the Dawnfather in a desperate effort to stop Obann's sinister plot...

Still from Punishment and Politics

87. Punishment and Politics

Running on fumes, the Mighty Nein face down the new form of their old threat, but it is diplomacy that proves to be an even greater challenge...

Still from Unwanted Reunions

88. Unwanted Reunions

The Mighty Nein must deal with the political ramifications of their choices as they wade further into the depths of the war between the Empire and Xhorhas...

Still from Lingering Wounds

89. Lingering Wounds

The Mighty Nein take a couple days of downtime in Rexxentrum to research, train, and reconnect with faces from the past...

Still from Bathhouses and Bastions

90. Bathhouses and Bastions

The Mighty Nein continue their research and relaxation in Rexxentrum before returning to Xhorhas in hopes of convincing the Bright Queen to parley...

Still from Stone to Clay

91. Stone to Clay

The Mighty Nein spend some time at home connecting with an ally, while the answer to a once-distant goal comes rapidly into view...

Still from Home is Where the Heart Is

92. Home is Where the Heart Is

The Mighty Nein chase a lead on Nott's curse, but that lead brings Beau face to face with a past she would rather leave behind.

Still from Misery Loves Company

93. Misery Loves Company

The Mighty Nein find themselves on the hunt for the entity responsible for Nott's predicament, but neither the journey nor the quarry are quite what they expected...

Still from With Great Power...

94. With Great Power...

The Mighty Nein take stock after their tangle with a dealmaker but their arrival at a new destination holds unexpected answers...

Still from Blessing in Disguise

95. Blessing in Disguise

Now in the jungles of the White Dawn Lagoon, the Mighty Nein find themselves challenged not just by Caduceus's journey of faith, but by Jester's as well...

Still from Family Shatters

96. Family Shatters

The Mighty Nein, having arrived at the oasis menagerie, must now protect both themselves and the fragile garden denizens from the danger barreling toward them...

Still from The Fancy and the Fooled

97. The Fancy and the Fooled

Live from Chicago! The Mighty Nein return to Nicodranas, where happy reunions and fantastic makeovers are shadowed by revelations about someone close to the party...

Still from Dark Waters

98. Dark Waters

The Mighty Nein reset after their intense interactions at the party to prepare for their voyage to the peace talks, but nothing can prepare them for the danger that awaits on the high seas...

Still from High Seas, High Stakes

99. High Seas, High Stakes

Slowly recovering from the midnight attack, the Mighty Nein continue their course for the long-awaited peace talks between warring nations...

Still from Hunted at Sea

100. Hunted at Sea

The Mighty Nein are back! Faced with a pursuing dragon turtle, the Mighty Nein must rely on luck and cunning in order to battle their enormous, determined foe...

Still from Mysteries, Memories, and Music

101. Mysteries, Memories, and Music

The Mighty Nein explore the island village of Vo, uncovering strange mysteries about the island itself and its unusual inhabitants...

Still from Ghosts, Dinosaurs, and Stuff

102. Ghosts, Dinosaurs, and Stuff

The Mighty Nein must traverse a dangerous path while seeking an audience with the mysterious being that claims dominion over the island of Rumblecusp…

Still from Maritime Mysteries

103. Maritime Mysteries

Wrestling with the dangers of spending too much time on Rumblecusp, the Mighty Nein travel to the Heaven Falls, seeking a weak point in the island that could be used against Vokodo...

Still from The Ruined Sliver

104. The Ruined Sliver

Seeking answers, the Mighty Nein continue to delve into forbidden areas of Rumblecusp in order to learn more about their powerful foe...

Still from Rumble at Rumblecusp

105. Rumble at Rumblecusp

Armed with knowledge and an amorphous plan, the Mighty Nein prepare to confront Rumblecusp's dangerous overlord...

Still from A Fog Lifted

106. A Fog Lifted

The Mighty Nein must now face the ramifications of their fight with Vokodo, both within the dangerous cavern itself and amongst the villagers of Vo...

Still from Devoutness and Dicks

107. Devoutness and Dicks

With less than a week until Traveler Con, the Mighty Nein put on their party planning hats to prep Rumblecusp for the unruly event.

Still from Traveler Con

108. Traveler Con

With their preparations finished and the day upon them, it's time for the Mighty Nein's greatest challenge yet... the celebration of Traveler Con!

Still from Frigid Propositions

109. Frigid Propositions

The Mighty Nein return to the mainland where mysteries, shopping, job offers, and family reunions await their attention...

Still from Dinner with the Devil

110. Dinner with the Devil

The Mighty Nein attend a dinner hosted by a monstrous figure from Caleb's past, where both revelations and questions arise in multitude...

Still from New Homes and Old Friends

111. New Homes and Old Friends

The Mighty Nein explore a new magical haven before heading to Zadash to investigate some theories and reach out to previous connections...

Still from The Chase Begins

112. The Chase Begins

While preparing to journey to Eiselcross, the Mighty Nein find themselves torn as they uncover a pressing mystery about a friend thought lost...

Still from A Heart Grown Cold

113. A Heart Grown Cold

While sailing upon icy seas, the Mighty Nein must contend with an unexpected familiar foe that's come to enact revenge...

Still from An Open Window

114. An Open Window

Having arrived in Eiselcross, the Mighty Nein get acquainted with their allies even as threads and fates begin to cross...

Still from Fetching Fables & Frosty Friends

115. Fetching Fables & Frosty Friends

The Mighty Nein head into the frozen tundra of Foren, led by their grizzled guide, and must contend with more than a few dangerous elements of the landscape...

Still from Under Timeless Ice

116. Under Timeless Ice

The Mighty Nein delve into their first of Eiselcross's excavation sites, hot on the heels of their mysterious quarry...

Still from The Tortoise and The Dare

117. The Tortoise and The Dare

Hard choices await the Mighty Nein, who must decide whether to follow the current path of their former friend or deviate and forge a new one...

Still from Solace Between the Secrets

118. Solace Between the Secrets

The Mighty Nein forge their own way across the tundra to another Aeorian excavation site, but things far more dangerous than frozen relics await them under the snow...

Still from Malice and Mystery Below

119. Malice and Mystery Below

Deep within the mysterious Aeorian ruin, the Mighty Nein must first face a terrifying abomination before they can venture further into the strange and unknown...

Still from Contentious Company

120. Contentious Company

The Mighty Nein locate their prize but quickly learn that adversaries and conflict can come from even the most unexpected corners...

Still from Ice and Fire

121. Ice and Fire

Forced to navigate a strange new relationship with the Tombtakers, the Mighty Nein continue their trek to Aeor, where both fiery and magical dangers await any wrong moves...

Still from Nothing Ventured, Nothing Gained

122. Nothing Ventured, Nothing Gained

With secrets and mysteries ever growing, the Mighty Nein must navigate the rising tension between themselves and their ersatz allies as their travel to Aeor continues...

Still from Fair-weather Faith

123. Fair-weather Faith

The Mighty Nein must contend with eye-opening revelations and ever-shifting power dynamics as they continue to forge towards Aeor...

Still from A Walk to Warmer Welcomes

124. A Walk to Warmer Welcomes

Exhausted and hunted, the Mighty Nein search for sanctuary in Aeor while contemplating their own potential chess moves...

Still from The Neverending Day

125. The Neverending Day

Having escaped the frozen fields of Eiselcross, the Mighty Nein search for allies and assets to help them in their fight against the nine eyes...

Still from Worth Fighting For

126. Worth Fighting For

Faced with unsettling visions and a leering countdown, the Mighty Nein take stock of supplies, of lingering wounds, and of matters of the heart.

Still from Sarsaparilla, Licorice, and Red Hot

127. Sarsaparilla, Licorice, and Red Hot

The Mighty Nein enact a heist on the storage vaults of the Vergesson Sanatorium, but their quick caper proves more difficult and dangerous than they'd anticipated...

Still from Cat and Mouse

128. Cat and Mouse

With their heist uncovered and danger closing in around them, the Mighty Nein must make tough decisions to keep themselves and their loved ones safe...

Still from Between a Ball and a Hot Place

129. Between a Ball and a Hot Place

Split into two teams, the Mighty Nein must contend with the dangerous surroundings of two very different planes while trying to get back home...

Still from The Calm Before the Storm

130. The Calm Before the Storm

Reunions abound as the Mighty Nein find a momentary refuge among family and friends, but their uncertain and dangerous future casts a pall on their time together...

Still from Into the Eye

131. Into the Eye

After wrapping up with family and steeling their nerves, the Mighty Nein return to the frozen peaks and valleys of Eiselcross to weigh allies and plot their next course of action...

Still from Aeor

132. Aeor

Having located the secret entrance to Aeor, the Mighty Nein take stock of what waits for them both above and below the ice...

Still from Hunter and Hunted

133. Hunter and Hunted

As the Mighty Nein tentatively explore the edges of Aeor, they debate whether to delve further into mystery or hold the line and set traps for their rapidly approaching enemies...

Still from The Streets of the Forgotten

134. The Streets of the Forgotten

Now following the Tombtakers’ trail, the Mighty Nein converse with voices of the past for clues and meet some of Aeor’s creations...

Still from The Genesis Ward

135. The Genesis Ward

The Mighty Nein plunge deeper into both Aeor's ruined depths and its endless mysteries as they continue to chase after the elusive remaining Tombtakers...

Still from Hell or High Water

136. Hell or High Water

The Mighty Nein fight against time as they search for the Immensus Gate, but their quarry has his own tricks up his sleeve...

Still from Welcome to Cognouza

137. Welcome to Cognouza

Floating through the Astral Sea, the Mighty Nein arrive at their unsettling destination and begin exploring the living city that has haunted their dreams...

Still from Where There Is a Will...

138. Where There Is a Will...

The Mighty Nein wrangle with Cree as they attempt to stop Lucien's plan, but the Nonagon still has a few surprises in store for them all...

Still from Rebirth

139. Rebirth

The Mighty Nein prepare for an intense confrontation with their transformed former friend, but the Nonagon who awaits them above the streets of Cognouza is more powerful than any of them anticipated...

Still from Long May He Reign

140. Long May He Reign

Deep in the heart of Cognouza, the Mighty Nein face the second form of the Neo-Somnovem in hopes of bringing an end to his nightmarish dominion.

Still from Fond Farewells

141. Fond Farewells

The Mighty Nein return to the Blooming Grove to process what they've endured and to take their first steps towards embracing whatever the future holds in store...

Campaign 3: Bells Hells

Set in the magical world of Exandria, on the continent of Marquet, Critical Role's third campaign is the story of an eccentric band of adventurers who find themselves entangled in fey chaos within the city of Jrusar and embroiled in the ancient mysteries surrounding the red moon Ruidus.

Still from The Draw of Destiny

1. The Draw of Destiny

Disparate souls collide in the mountain spires of Jrusar when three different groups of adventurers meet during a battle against an unusual array of enemies...

Still from Trial by Firelight

2. Trial by Firelight

The three groups of adventurers slowly begin to form a cohesive unit as a tentative alliance is forged with the vigilant and mysterious Lord Eshteross...

Still from The Trail and the Toll

3. The Trail and the Toll

While investigating a series of thefts at the behest of their potential patron, the group stumbles onto something much more dangerous than they anticipated, with lasting consequences...

Still from On the Trail of a Killer

4. On the Trail of a Killer

Determined to avenge a tragic loss, the group takes to the streets in search of answers, but their probing into Jrusar's secrets could have dangerous ramifications...

Still from The Threat Between the Walls

5. The Threat Between the Walls

After stumbling into a literal den of thieves, the group picks up their quarry’s trail and seek the end of the thread they’ve pulled…

Still from Growing Bonds and Teasing Threads

6. Growing Bonds and Teasing Threads

The group celebrates their success by getting to know each other better and looking into the background of Orym's contact in the city, but the past is following one of them closely...

Still from Behind the Curtain

7. Behind the Curtain

After a performance goes slightly awry, the group begins investigating the strange disappearances that have all taken place in and around the Dreamscape Theater...

Still from A Woodworker's Quandary

8. A Woodworker's Quandary

The group gets to know a very unusual new friend who requests their help in a missing person's case while Dorian receives some unwelcome tidings from a beloved family member...

Still from Thicker Grows the Meal and Plot

9. Thicker Grows the Meal and Plot

The group continues their search for Chetney's missing friend, even as their discoveries yield stranger and stranger reports about the man they're looking for...

Still from Ghosts, Dates, and Darker Fates

10. Ghosts, Dates, and Darker Fates

After a successful but interrupted burglary, the party splits in order to follow leads, go on a date, and investigate the machinations of the mysterious Nightmare King...

Still from Chasing Nightmares

11. Chasing Nightmares

The group comes face to face with the terrifying entity known as the Nightmare King but the interaction leaves only questions to an increasingly perplexing puzzle...

Still from Make It Fashion

12. Make It Fashion

The group readies themselves for the ball while beginning to piece together a cryptic puzzle of criss-crossing threads of fate...

Still from A Dance of Deception

13. A Dance of Deception

With a heist somewhat planned, the group attends the masquerade ball but have trouble keeping a low profile as various complications arise...

Still from In Too Deep

14. In Too Deep

The ball takes several unexpected twists and turns when dancing shifts to fighting and fighting shifts to fleeing...

Still from The Tunnels Below

15. The Tunnels Below

Bells Hells awaken to the repercussions of their antics at the ball, but the unwanted attention of certain parties could be the key to unraveling some of Jrusar’s mysteries…

Still from The Shade Mother

16. The Shade Mother

With a new alliance made, Bells Hells discover an unsettling entity within the mines beneath the city whose terrors are more potent than any of them bargained for...

Still from Heart-to-Heartmoor

17. Heart-to-Heartmoor

With a strange job to take and stranger mysteries to chase, Bells Hells prepares for their journey into the Oderan Wilds while opening up about their lives and their secrets...

Still from A Hungry Jungle

18. A Hungry Jungle

While traveling to the Heartmoor Hamlet, Bells Hells find their night's rest interrupted by an enormous fey plant creature intent on devouring them whole...

Still from Omens Above

19. Omens Above

Newly arrived in the Heartmoor Hamlet, Bells Hells seek answers to long-sought questions and prepare for the midnight museum heist...

Still from Breaking and Entering...

20. Breaking and Entering...

With the heist underway, Bells Hells explore the traps and trinkets of the Twilight Mirror Museum, finding unexpected dangers as they venture deeper into the vault...

Still from Fight at the Museum...

21. Fight at the Museum...

Bells Hells may have located their quarry, but the heist is far from over as they face down freshly formed formidable foes...

Still from Promise and Potential

22. Promise and Potential

Now returned to Jrusar, Bells Hells meet with old and new allies to catch up on the city news and determine their next mission...

Still from To The Skies

23. To The Skies

Bells Hells finish their business in Jrusar and take to the skies on The Silver Sun skyship, where wonders and dangers lurk among the clouds…

Still from The Hellcatch Valley

24. The Hellcatch Valley

Bells Hells’ fantastical flight takes them to the lawless town of Bassuras, where danger, deception, and delight lurk behind every corner…

Still from A Taste of Tal'Dorei

25. A Taste of Tal'Dorei

Bells Hells explore Bassuras and the Paragon's Call stronghold while getting to know their new friend Dusk, whose past strangely intersects with one of their own...

Still from Hidden Truths

26. Hidden Truths

Bells Hells seek out allies and options in their evolving plan to infiltrate Paragon’s Call…

Still from A Race for the Prize

27. A Race for the Prize

Bells Hells tend to their inner relationships before returning to the Seat of Disdain, but a surprising face in Paragon's Call rattles several members of the group...

Still from The Deathwish Run

28. The Deathwish Run

Bells Hells enter the deadly crawler race known as Deathwish, where survival is the only rule and winning is the only option...

Still from Dark Portents

29. Dark Portents

With a mother-daughter reunion interrupted by deception, Bells Hells must decide who they can trust and how to navigate the tides of dangerous new knowledge...

Still from Reunion & Revelation

30. Reunion & Revelation

Bells Hells entangle themselves further in dangerous Fey business as they ride across the treacherous Hellcatch Valley to find answers to a growing mystery…

Still from Breaking Point

31. Breaking Point

Bells Hells process their feelings as they work through moon mysteries, family conflict, and a shocking revelation about one of their own...

Still from A Stage Set

32. A Stage Set

Bells Hells tinker with former friendships and robotic inner workings before returning to Paragon's Call, this time as newly minted members...

Still from Blood and Dust

33. Blood and Dust

Surrounded by chaos, Bells Hells act quickly to secure their quarry, but their attempted escape leads to an unexpected confrontation with a deadly foe...

Still from What Dreams May Come

34. What Dreams May Come

Bells Hells grapple with a devastating loss, refusing to accept fate's machinations as they attempt to stay a step ahead of Paragon's Call...

Still from Pyrrhic Return

35. Pyrrhic Return

Bells Hells sail the stormy skies as they return to Jrusar and reconnect with allies in a race to keep hope alive...

Still from A Desperate Call

36. A Desperate Call

Bells Hells magically arrive in the city of Whitestone and meet a few legendary heroes in their search to save Laudna, but discover that her soul is not so easily retrieved...

Still from From the Boughs

37. From the Boughs

Bells Hells traverse a dark and corrupted Whitestone and face twisted traumatic shadows of the past in their effort to save Laudna's soul...

Still from A Dark Balance

38. A Dark Balance

Bells Hells return to safety from the treacherous shadow realm with renewed hope to save their lost friend...

Still from The Momentum of Murder

39. The Momentum of Murder

Bells Hells must contend with the bureaucracy of being murder suspects before they can begin their turbulent travels to southern Marquet...

Still from Compulsions

40. Compulsions

Bells Hells reflect upon the latest and strangest moon developments as they near the Gloomed Jungles and prepare for a potential rendezvous with the Gorgynei lycans...

Still from Call of the Wild

41. Call of the Wild

Bells Hells travel deep into the Gloomed Jungles with the Gorgynei to seek a godly trial that may help Chetney's plight...

Still from The City of Flowing Light

42. The City of Flowing Light

Bells Hells depart from their new allies and head to Yios, where they are quickly dazzled by the lake-top metropolis' glamor and gambling...

Still from Axiom Shaken

43. Axiom Shaken

Bells Hells seek out answers about the stolen texts from members of the Grim Verity, but the knowledge revealed could change everything they know about the gods of Exandria…

Still from Bawdy Basement Belligerence

44. Bawdy Basement Belligerence

Trapped in the basement of a fugitive, Bells Hells turn to chaos in an effort to escape their hunters and learn more about who leads their adversaries...

Still from Ominous Lectures

45. Ominous Lectures

Bells Hells return to the Aydinlan Seminary to speak with two professors about the mysteries affecting their friends, but an unexpected guest complicates everything...

Still from Night at the Ligament Manor

46. Night at the Ligament Manor

Bells Hells travel to the Fey Realm, where they meet Fearne's curious Nana Morri and learn more about Fearne's unconventional upbringing...

Still from The Fey Key

47. The Fey Key

Bells Hells carefully traverse the shadowy side of the Fey Realm and dodge numerous dangers in their attempt to destroy the first Malleus Key…

Still from An Exit Most Fraught

48. An Exit Most Fraught

Bells Hells need to leave the Fey Realm behind, but the threats on their scent are extremely unkind...

Still from The Aurora Grows

49. The Aurora Grows

Bells Hells travel the aurora-filled skies of the Hellcatch Valley, concocting plans and gathering allies as the days tick down to the apogee solstice...

Still from Red Moon Rising

50. Red Moon Rising

With the apogee solstice imminent, Bells Hells begin their infiltration of the Tishtan ruins, where they encounter new faces in the fight against the Ruby Vanguard...

Still from The Apogee Solstice

51. The Apogee Solstice

Bells Hells race against time and lifelong plotting as they attempt to stop the Ruby Vanguard from releasing the god-eater Predathos and potentially dooming the world...

Still from Far From The Others

52. Far From The Others

With the magic of the apogee solstice having split the party across Exandria, half of Bells Hells must contend with the dangers and surprising connections of Northern Wildemount...

Still from Ripples

53. Ripples

The Team Wildemount half of Bells Hells arrive in Uthodurn, where they get a wider sense of how magic is responding to the events of the apogee solstice...

Still from Treacherous Toys

54. Treacherous Toys

Bells Hells' Team Wildemount tangles with the pasts of some of their own through enigmatic dreams and illuminating confrontations...

Still from Hope Within History

55. Hope Within History

Bells Hells' Team Wildemount meets with the King and Queen of Uthodurn, where insight on Ludinus Da'leth reveals a new focus and destination for the group...

Still from By Goat or By Boat

56. By Goat or By Boat

Bells Hells' Team Wildemount travel through the cursed Savalirwood as they attempt to locate the ruins of the corrupted city Molaesmyr...

Still from The Sorrow of Molaesmyr

57. The Sorrow of Molaesmyr

Bells Hells’ Team Wildemount venture deeper into the haunted ruins of Molaesmyr and search for the tower that once belonged to the imperious mage Ludinus Da’leth…

Still from Escape From The Past

58. Escape From The Past

Bells Hells' Team Wildemount are assailed by the corrupted creatures of Molaesmyr as they attempt to flee with the secrets they've obtained from the ruins...

Still from Somewhere Out There

59. Somewhere Out There

Orym, Ashton, and Laudna find themselves in an unfamiliar land, meeting unfamiliar people, as they attempt to piece together why they were separated from their friends and where exactly they are in the world...

Still from Faith or Famine

60. Faith or Famine

Team Issylra makes their way towards civilization, where a small town's troubles with an overbearing temple offers a new perspective on how helpful the gods can be...

Still from Crisis of Faith

61. Crisis of Faith

Team Issylra battles agents of the Dawnfather as they attempt to release the temple's unwanted and autocratic rule over the town of Hearthdell...

Still from A Long Walk of Reflection

62. A Long Walk of Reflection

Team Issylra trek towards the mountains of the Demithore Valley in search of a teleport spell while taking time to bond as friends and as a team...

Still from A Haunted Past

63. A Haunted Past

Team Issylra must battle a strange shadow entity in order to find a way home, but plans stall when a shocking revelation rocks the group to its core...

Still from Reunited

64. Reunited

Though split across the continents of Exandria and separated by the constraints of weird magic, both teams of Bells Hells converge in Jrusar to finally reconvene with their companions...

Still from A Path of Vengeance

65. A Path of Vengeance

Bells Hells settle into their reunion, comparing notes between experiences and dealing with the consequences of past actions...

Still from Aid of the Tempest

66. Aid of the Tempest

Bells Hells arrive in Orym's hometown of Zephrah and learn of a possible solution to Keyleth's lingering wounds, but acquiring the key ingredient is a dangerous endeavor...

Still from Bloody Flowers

67. Bloody Flowers

Bells Hells search for a way to cure Keyleth and confront the demonic denizens that have made the cursed Grey Valley their homebase...

Still from For The Tempest

68. For The Tempest

Bells Hells race to return to Zephrah with faith that their gains in the Grey Valley will save Keyleth and return hope to their fight...

Still from Nice

69. Nice

Bells Hells take some time to enjoy Zephrah before resuming their search for answers and aid in their fight against Ludinus and the Ruby Vanguard...

Still from Embattled in Bassuras

70. Embattled in Bassuras

Bells Hells return to Bassuras, seeking their friend Imahara Joe's assistance, but they quickly discover that Joe needs their aid first... and fast...

Still from Mist and Whimsy

71. Mist and Whimsy

Bells Hells travel to the fog shrouded islands of the Shattered Teeth and meet several of the unusual denizens of the chaotic land...

Still from Phantasmal Parley

72. Phantasmal Parley

Bells Hells engage with a cursed pirate ship filled with ghosts, seeking passage across the waters of the Shattered Teeth, but a parley is not easily granted...

Still from Kindling the Spirits

73. Kindling the Spirits

Bells Hells continue their journey through the fog-shrouded ocean of the Shattered Teeth with the skeletal crew of the Crimson Abyss, where surprising requests lead to surprising results...

Still from Roots Between Worlds

74. Roots Between Worlds

Bells Hells explore the island of Kalutha and prepare themselves to take counsel from the fated wisdom of the Great Tree of Atrophy...

Still from An Ancient Flame

75. An Ancient Flame

Bells Hells delve into the claustrophobic caverns of Athos Peak, seeking the resting place of an ember of the great fire primordial Emperor Rau'shan...

Still from A Gathering of Heroes

76. A Gathering of Heroes

Bells Hells return to Whitestone in search of allies and refuge, taking time to reflect on the weight of their choices and the path ahead...

Still from The Promise and the Price

77. The Promise and the Price

Bells Hells' resident witches delve into the hidden horrors of Whitestone Castle and a choice is made regarding the shard of Rau'shan...

Still from Fractures

78. Fractures

Bells Hells face interparty turmoil as they grapple with the consequences of choices made and broken trust at a crucial crossroads...

Still from To Hurt Is to Heal

79. To Hurt Is to Heal

Bells Hells find respite in the Fey Realm while they seek ways to mend their broken trust and rebuild their friendships...

Still from A Test of Trust

80. A Test of Trust

Bells Hells put their trust in each other to the test as they tackle Nana Morri's final task for them among tangled and lost ruins within the Fey Realm...

Still from The Eve of the Red Moon

81. The Eve of the Red Moon

Bells Hells ponder fey bargains and prepare for their dangerous race through Ruby Vanguard territory...

Still from Rush for the Bloody Bridge

82. Rush for the Bloody Bridge

With their Fey Realm tasks complete, Bells Hells turn their attention to the ruddy moon and the foes that block the bridge…

Still from Ruidus

83. Ruidus

Bells Hells take their first steps on Ruidus and begin their investigation of the mysterious ruddy moon…

Still from Red Rural Revelations

84. Red Rural Revelations

Bells Hells are introduced to a village on Ruidus and learn about the way of life on the moon…

Still from Intense Interrogations

85. Intense Interrogations

Bells Hells question their captured enemies, but their search for information is interrupted by the pursuing hunt from another foe...

Still from Doorways to Darker Depths

86. Doorways to Darker Depths

Bells Hells stumble upon a secret entrance to Exandria from Ruidus, but this lucky portal leads to a place just as dangerous as the one waiting for them in the sky...

Still from Arrival at Kreviris

87. Arrival at Kreviris

Bells Hells reach the city of Kreviris, where they explore the surface details of the Ruidian capital…

Still from Seeking Sedition

88. Seeking Sedition

While seeking contact with the Volition rebellion, Bells Hells find themselves cornered with no way out of their underground hideaway as enemies close in...

Still from Divisive Portents

89. Divisive Portents

Bells Hells join the Volition rebellion, where they learn about the inner workings of Kreviris and its leaders known as the Weave Mind...

Still from Mission Improbable

90. Mission Improbable

Bells Hells split the party in order to take on two different missions to prove themselves to the Volition, but as the stakes rise, so does the danger...

Still from True Heroism

91. True Heroism

Chaos reigns as Bells Hells attempt to find each other and leave Kreviris, but an old enemy complicates their attempted escape...

Still from Broken Roads

92. Broken Roads

Rattled and reeling, Bells Hells prepare to leave Ruidus and return to Exandria, where tensions are escalating and pressure is building…

Still from Bittersweet Reunions

93. Bittersweet Reunions

The Crown Keepers endure a battle for their lives and the very heart of their team, with dire consequences for every move...

Still from Where The Red Fearne Glows

94. Where The Red Fearne Glows

Bells Hells begin their hunt for Ludinus' whereabouts and how to slow his plot, but not before an old foe arrives to test one of their own to the brink...

Still from Gathering of Needs

95. Gathering of Needs

Bells Hells take time to focus inwards on their grief and their healing, but inner demons threaten the harmony of their bond...

Still from Shadows New and Old

96. Shadows New and Old

Bells Hells work to fortify their bonds and friendship in the face of darkness before engaging in a whirlwind of travel stops on the way to Aeor...

Still from Ancient Sins

97. Ancient Sins

Bells Hells encounter Aeorian terrors as they explore the ruined city and seek out the wrinkle in Ludinus' plans...

Still from The Nox Engine

98. The Nox Engine

Live at the Greek Theatre! Bells Hells battle the creeping terror of an unleashed demon, but their own darkest thoughts may prove to be the real enemy...

Still from Downfall (1)

99. Downfall (1)

In the midst of a lull in the Calamity, a group of powerful individuals embark on a divine mission to the flying city of Aeor...

Still from Downfall (2)

100. Downfall (2)

The Divine continue their infiltration of Aeor, looking deeper into the city's flaws and virtues as they seek out the center of its hubris...

Still from Downfall (3)

101. Downfall (3)

All of the Divine planning and improvising comes to a head in the final battle within Aeor's underbelly...

Still from Reconciliation

102. Reconciliation

Bells Hells contemplate the revelations of the Occultus Thalamus while one of their own is brought low by darkness and desire...

Still from Cages

103. Cages

Bells Hells seek a way to cut Delilah's puppet strings once and for all...

Still from The Cradle's Convocation

104. The Cradle's Convocation

Bells Hells meet with the Exandrian Accord in Vasselheim, where plans begin to form and connections begin to solidify...

Still from Collecting Legends

105. Collecting Legends

Bells Hells take center stage in the Platinum Sanctuary, where they must prove themselves as worthy potential heroes to the Exandrian Accord...

Still from Unseelie Interrupted

106. Unseelie Interrupted

Bells Hells return to the Fey Realm in an attempt to tangle an upcoming meeting between Ludinus and the Unseelie Court...

Still from Under the Arch Heart's Eye

107. Under the Arch Heart's Eye

Bells Hells endure rocky combat and fey wiles within a temple of the Arch Heart, but come face to face with a surprising eavesdropper with plans of their own..

Still from Looming

108. Looming

Bells Hells learn just how resilient the Fey can be when it comes to matters of the mind and seek answers from Fearne's estranged, strange father...

Still from A Test of Fate

109. A Test of Fate

Bells Hells make haste to the Raven's Crest temple in Vasselheim by invitation from the Matron of Ravens, but the welcome they receive puts them all on the edge...

Still from In the Shadow of War

110. In the Shadow of War

Bells Hells reel from their recent conversations with the divine and seek out calmer heads and resolute monoliths within the city of Vasselheim...

Still from The Nein Hells

111. The Nein Hells

Bells Hells meet their new allies on the road to Kreviris and learn just what makes this team so mighty...

Still from The Assembling of Legends

112. The Assembling of Legends

Bells Hells introduce the Mighty Nein to the moon before flashing backwards to the reunion of Exandria's most legendary heroes...

Still from Assault on the Malleus Key

113. Assault on the Malleus Key

With allies in tow and an army at their backs, Vox Machina begin their assault on the Malleus Fortress...

Still from Fight for the Bloody Bridge

114. Fight for the Bloody Bridge

Vox Machina assail the Malleus Key, intent on rescuing the trapped Vax’ildan as enemies attack from all sides…

Still from To the Arx Creonum

115. To the Arx Creonum

Bells Hells and the Mighty Nein wait in the shadows of the moon city before launching an explosive attack on the Weavemind’s stronghold…

Still from The Weave Mind

116. The Weave Mind

The Mighty Nein steal their way through the Arx Creonum to confront the psychic minds that control the Ruidian populace...

Still from Race to the Ruidian Core

117. Race to the Ruidian Core

Bells Hells delve into the fungal network of Ruidus, seeking Ludinus, Liliana, and the Hallowed Cage...

Still from The Hallowed Cage

118. The Hallowed Cage

Bells Hells face Ludinus Da'leth, attempting to stop his infiltration of Predathos' glass prison...

Still from Predathos Awakened

119. Predathos Awakened

With one of their own absorbed and threats from all directions, Bells Hells bring the fight to Predathos itself...

Still from The Red End

120. The Red End

Bells Hells face Predathos and its terrifying second form as they attempt to bring a god-eater to heel...

Still from A New Age Begins

121. A New Age Begins

Bells Hells return to Exandria with a proposal for the gods and their own visions for the future to come...

Campaign 4

Hero to many. Enemy to some. When Thjazi Fang is marked for execution, various figures from across his remarkable life unite to uncover the truth behind his grim fate. In a land still suffering from the fallout of dead gods and living in the shadow of a tumultuous rebellion, these disparate people will come together across the fractured world of Aramán and connect in ways they never imagined. As hope and victory fade, a question hangs over Aramán. Without the Gods, what great deeds now fall to us? And who, or what, shall grab their crown for themselves?

Still from The Fall of Thjazi Fang

1. The Fall of Thjazi Fang

A politically suspicious execution brings the friends, family, and enemies of noted war hero Thjazi Fang to the city of Dol-Makjar to celebrate a life well-adventured…

Still from Broken Wing

2. Broken Wing

The loved ones of Thjazi Fang must contend with the ramifications of his past plots and schemes still reverberating across Dol-Makjar and their own lives…

Still from The Snipping of Shears

3. The Snipping of Shears

With the true source of the Candescent Creed's magic revealed and the search for Occtis pressing in from all sides, lines of trust must quickly be drawn amongst the allies…

Still from Stone-Faced

4. Stone-Faced

The Houses of Royce and Davinos are attacked by the focused might and undead horror of House Tachonis, while the secrets Bolaire has kept for years tumble into the light…

Still from Branching Paths

5. Branching Paths

Decisions are made about how to keep Occtis safe from his family while the Soldiers embark on a hunt for friend and foe alike…

Still from Knives and Thorns

6. Knives and Thorns

Tyranny struggles with her crueler instincts as the Soldiers discover a safe haven for fairies that may hold clues about Cyd's whereabouts...

Still from On the Scent

7. On the Scent

The Soldiers arrive in the Kingdom of Timmony, where local customs are bending against the religious influence of the Candescent Creed...

Still from Fanged Revenge

8. Fanged Revenge

A battle for vengeance ensues in Castle Sloke as the Soldiers face the traitorous Baron Casimir Gavendale and his new knights...

Still from To the Hounds!

9. To the Hounds!

The search for Teor's brother Cyd continues as the Soldiers are guided by the Hounds of the King down a mysterious fey shortcut...

Still from Blood for Blood

10. Blood for Blood

Deep in the hidden dungeon of Castle Delawney, the Soldiers must fight for their lives against the cruel allies of House Tachonis...

Still from Make Merry

11. Make Merry

The Schemers reckon with the swift changes coming to Dol-Makjar while the Soldiers ponder stone, blood, and blade...

Still from The Giant's Belt

12. The Giant's Belt

The Seekers arrive in Riesingürtle, where they explore the city and parley with Lord Einfasen, the head of the mighty and intimidating House Einfasen...

Still from Seeking Sanctuary

13. Seeking Sanctuary

As the walls close in on the Seekers, they are forced to decide if Einfasen's castle is truly as safe as its lord claims or if they should pursue another haven...

Still from A Bridge Too Far

14. A Bridge Too Far

The druids of Shaungarten question Thaisha's decision to bring the undead Occtis to their sanctuary and debate their continued aid...

Still from Flight to Castle Torch

15. Flight to Castle Torch

The Seekers take to the skies via an eagle ally, bonding in the clouds as they head to the home of the Barrowguard...

Still from Visions of Shadow & Stone

16. Visions of Shadow & Stone

While searching for Alogar, the Seekers stop at Shadowlight Waypoint, where they learn of an unearthed prophecy and those who hold fast to its meaning...

Still from The Place of Wings

17. The Place of Wings

The Seekers arrive in Tannesar, where stranger and stranger revelations await them within this ancient place of power...

Still from Vindicta & Vale

18. Vindicta & Vale

Vaelus speaks with a deceased ally of Thaisha's while Occtis grapples with his family's plans... and what was left behind...

Still from Hand & Wheel

19. Hand & Wheel

In Dol-Makjar, the Schemers juggle jobs and subterfuge as they reckon with the ascent of the Sundered Houses...

Still from The Vanishing

20. The Vanishing

Azune is summoned to the Palazzo Davinos to investigate the disappearance of House Royce as Murray, Bolaire, and Hal realize other arcanists have gone missing...

Still from King of Cards

21. King of Cards

A visit to The Seven Stars yields important meetings and a nudge in the direction of their disappeared illusionist...

Still from The Point of No Return

22. The Point of No Return

With nowhere to go and no choice but forward, the Schemers put their wits and tricks to the test in a confrontation with the Crow Keepers...

Still from Buried Truths

23. Buried Truths

Murray learns more than she bargained for while investigating the belongings of House Tachonis while Bolaire and Hal are caught in a crime they can't explain...

24. Episode 24

No description.

Where to Watch

Ruh roh... don’t have that yet. Working on it lol 😅