
Voice actor Matthew Mercer leads a group of fellow voice actors on epic Dungeons & Dragons campaigns. These familiar voices bring the audience into the full experience of D&D, allowing imaginations to soar as the characters embark on adventures. This is Critical Role!

Our story begins as Vox Machina, the heroes of Emon, arrive at the cavernous underground city of Kraghammer. After wiping out a grave threat to Emon's emperor, Sovereign Uriel Tal'Dorei III, the band of adventurers has been sent on a journey by Arcanist, Allura Vysoren to find Lady Kima of Vord, a Halfling Paladin of Bahamut, who was drawn to Kraghammer upon learning of a great evil resting beneath it. The party get their bearings in the sprawling, dwarven city, meet a few of its more colorful denizens, and learn that the dwarves have been dealing with unnatural creatures spilling out of the mines in recent months. The mine's overseer, Nostoc Greyspine, barely finishes explaining their troubles, when a pack of goblins and ogres come spilling out of the mine's entrance, pursued by something far worse.

After Scanlon Shorthalt brought the abomination of a Naga to it's tortured end, the Vox Machina vowed to Nostoc Greyspine to put an end to the darkness now bubbling up out of the bowls of the earth. The team quickly gears up and makes their way into the mine, and begins a miles long trek down into the veins of Khaloor. After many hours wandering the dark, they reach a subterranean river within a massive, inky cavern where they are are attacked by a pair of umberhulks. The beasts are dispatched without too much difficulty, but in a fit of rage and shortsightedness, Grog charges toward a flickering light further off in the cavern. He stumbles across several Duergar, dark cousins of the dwarves above, as well as a skittering, four legged brain. The wretched thing is killed quickly, but not before lashing out at Grog's psyche. The goliath's mind is broken, and he falls to the ground in a heap.

With Grog's mind now silenced, the twins fall upon the last surviving Duergar. Vex'ahlia presses their dwarven captive for information. The Duergar only laughs at the barbarian's plight, and spits out warnings of the "master" that awaits them below, before Vax'ildan finally puts her out of her misery. After an uneasy night's rest for the party and hours of meditation for Keylith, the druid is thankfully able to restore Grog's mind, and the Vox Machina continue down through the great cavern. They pass through a gutted goblin village strewn with corpses, and eventually spy another group of Duergar, dragging along 3 dwarven captives. Scanlan and the twins whip out their flying carpet and tail the Duergar from afar, over a thin, creeking rope bridge. Scanlon disappears from sight, and now invisible, carefully makes his way into a war camp teeming with dark dwarves, ogres, and trolls. There he bears witness to an Illithid controlling all those around him, devouring the mind of one of the three dwarven miners.After catching his companions up, the group hatches a plan to lure their enemies into an illusion and drop them to their doom, into the cavern below the bridge. It is partially successful, but then, while acting as living bait, Vax's mind is stunned by the Illithid and he is almost dropped to his death before Tiberius swoops in to save him.With the plan now in disarray, Vex and Keylith decide to delve into the chasm below the bridge, in spite of their companions' protests. Their instincts serve them well though, and hidden behind a subterranean waterfall they find a cave. Within it awaits a powerful and unlikely ally.

The Vox Machina form a tentative alliance with an Illithid outcast named Clarota, deep inside the caverns under Kraghammer. They learn of the creature's people and their subjugation to a mysterious being known only as Kvarn, as well as the haggard mind flayer's expulsion from the hive. Now cut off from the Elder Brain, Clarota burns with hatred for this Kvarn, and wishes to free the Illithid race from the usurping entity. In order to do so, the Vox Machina must proceed further into the deep, and reach the center of Clarota's hive. But in order for the heroes of Emon to reach the Illithid city in the belly of Khaloor, they must get past the first flayer they encountered, as well as its small army of Duergar.The heroes devise a plan, and fly themselves down to the center of the enemey's war camp, to chance a risky assassination attempt on a creature that could easily break their will with a glance.

Having successfully slain a dangerous Illithid and its dwarven general, the Vox Machina find themselves surrounded by a small army of Duergar. They once again take to the air, hoping to clear the war camp and travel deeper into the territory of the Mind Flayers. Not quite fast enough, they are attacked mid flight and brought crashing to the ground, within a stone's throw of the tunnel that will hopefully lead them to Lady Kima. With some quick spell work from Tiberius and Keylith, the group is able to flee further into the bowels of Khaloor and find shelter long enough to heal their wounds. Pressing forward, they quickly realize their path is growing more dangerous with every step into the darkness. Running into a pair of ogres hauling some rather exotic cargo, the Vox Machina quickly find things moving from bad to worse.

The party continues to wind its way ever downward, far below Kraghammer. Covering more ground in the endless night of the Underdark, Vox Machina eventually reaches a massive cavern, spires of jagged obsidian stretching out for miles before them. The group quietly passes through the fields of stone, making their way toward the Duergar Fortress, Emberhold, looming in the dim light of the caverns many magma flows. With a little dash of gnomic daring do, the group is able to sneak in through a secret entrance, and at long last find the one they have traveled so far to find: Lady Kima of Vord.

With an uneasy agreement struck between Kima and Clarota, Vox Machina quietly begin 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. The party battles their way through the fortress, and with the help of some quick thinking from Tiberius, they manage to gain the upper hand against the Duergar King, Murghol, and Ulara, his queen. The dwarven King is defeated, but victory comes at a price…

Vox Machina struggles to survive after their battle with the Duergar King and Queen, our heroes broken and battered. Tiberius and Lady Kima turned to stone, and Vax'ildan and Scanlon badly wounded, the party flees the Duergar keep, not knowing where the Sorceress Queen Ulara has stolen off to with their Goliath companion. Realizing how far they've pushed themselves, they seek respite in the shadows and thankfully cure their stony friends with the blessings of the goddess, Sarenrae (tenuous though they may be). Relying on Vex'ahlia's knowledge of the underdark and her knack for tracking her prey, the weary travelers press on into the deep. They come across yet another abomination in the dark, and battle the queer creature in a sea of bone and glass, Percy felling it with a thunderous crash from Bad News. Finally leaving the wretch behind them, they spy a fire twinkling in the distance…

The team overtakes the Duergar Queen, before Ulara is able to make a thrall of Grog. After slaying her underlings, and momentarily banishing her to another dimension, Vox Machina presses her for information about K'Varn. It is in that instant that K'varn speaks to them, through the lips of the Duergar queen.His evil palpably radiating from the queen, K'varn urges Vox Machina to find him, in the city of Yug'voril. His message delivered, the Duergar falls still, her life departed.To the surprise of the weary group, Keylith again voices her growing doubts about the path they all walk, but after some assuaging words from Vax'ildan, the group makes camp in order to rest their tired bones.Later, they proceed on, finding a vast island in yet another massive underground cavern. Clarota informs them that this is where the city of Yug'voril stands. The party finds a ruined boat beneath the surface of the subterranean lake, and after Tiberius raises it and Percy patches it up, they take to the water. Pausing at a craggy beach as they make their way on to K'Varn, the party perhaps goes looking for trouble and does indeed find it.

The team jumps right into a fight with some undead. Vax'ildan ends up surrounded and takes a few hits getting paralyzed before the team can jump to his aid, but the fight is over almost before it begins once Tiberius gets involved. What Tiberius didn't kill Vex'ahlia does.While the team tries to recover from the battle they are engaged by a Cloaker. After enveloping Tiberius and being telekinetically thrown from him the group chooses to retreat to the boat. The Cloaker gives chase and the party must battle over water. Scanlan proves his ingenuity once again and uses a new spell to help fight the Cloaker and once it is defeated Percy chooses to skin the monster.They make their way to another beach in the massive cavern and end up encountering a group of Grick. Tiberius makes short work of them by tossing a bomb crafted by Percy into the room and throwing a fireball on top of it. Once dealt with they look into the cavern room and discover the veil between planes that K'varn stepped through to gain entrance to Yag'voril. Keyleth chooses to scry Yag'voril and sees a collection of horrors being wrought by K'varn. With Keyleth's scrying we learn that the dreaded K'varn is a massive Beholder. K'varn traps Keyleth within her scry and Vax'ildan saves her by slapping her face. They make their way closer to Yag'voril and they see a city made in a way that defies their understanding. As they travel closer to the end of their current goal they encounter a towering humanoid and as they try to react it rushes them.

This time around, Vox Machina finds themselves in dire straits. We pick up where we last left off, with the adventurers about to take on a giant of some sort they stumbled upon while scouting. After Vax'ildan is overpowered by it's dreadful stench, a fight ensues, in which the giant is revealed to be a Fomorian and is quickly subdued. Keyleth places a geas upon their foe, forcing him to fight for them in the battle against K'varn. Everybody then rests, to prepare for their next big test: the assault on K'varn's temple. Who will survive this grueling battle?

This week's adventure was a side one shot story featuring yours truly. I was hired by some weirdo warlock tiefling named Snugglelord, and he hired some sailor Dwarf named Salty Pete. I like calling him Sam, though. Sam is a name I can get behind! Anyway, Snugglelord promised me riches unbound if I followed him in search of some mystical land called "chat room" so, I did it. For the money. Salty Pete kept harping about a ship he had from his sailing days, I'll probably have to steal it and sell it later. The boat flipping market is HUGE! We get to this barren village that Snugglelord promised us would be bustling town. We find some people, but they ran away. Probably knew to step away from a boss fighter like me! We find out they were standing in front of a well, but we quickly found out that there wasn't water in there, it was like some kinda evil juice! We find a house and burn it down. (Don't be a snitch, though!) The person in the house led us to the leader of the town who tasked us to fix their evil juice problem. Salty falls down a pit for not letting the hero (me) investigate. I try to save him and am sucked in as well. Snugglelord follows. We see our lord and savior Bahamut and almost die. After falling through the other side, we see a gem. Snugglelord does something useful for once and finds out that the place is booby trapped. I use an ancient Dwarven rope technique to activate the trap and we fight this big ole golem. Oh yea, we accidentally cut off Salty Pete's fingers, but he's being totally cool about it.
With K'Varn killed, and the dread god Orcus' machinations put to an end, the party struggles with what to do next. The horn of Orcus hovers in the air, held aloft by Tiberius' sorcery, and Vox Machina debates whether to stay or flee the heart of Yug'voril. Before a decision can be reached, several Illithid glide into the chamber of the Elder Brain, and the situation quickly turns on its head even further. The immediate threat is eventually dealt with, but the real danger is still coming. Before they are entirely overwhelmed, the party flees the pyramid as a sea of Illithid surge up its sloping walls. Catching up with Tiberius, the rest of Vox Machina scramble as quickly as they can toward the portal the Dragonborn has opened on the far shore they once entered by…

After allowing themselves a single night's rest back in the city of Emon, Vox Machina sets out for their meeting with the Sovereign Uriel and the Council of Tal'Dorei. Once the Council learns of the Horn of Orcus, the gathering quickly descends into squabbling over the fate of the dark artifact. 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. Everyone knows the best goods in town can always be found at Gilmore's…

The party finishes their necessary purchases within the city of Emon in preparation for their journey. With the arrival of the Envoys of Bahamut, and the holy container in which to transport the evil Horn of Orcus, Vox Machina is given permission to embark on a Skyship to cross the Ozmit Sea toward the distant city of Vasselheim.As they traverse the expansive ocean, the ship is suddenly under siege by a band of wyvern and griffin-riding bandits, tossing the deckhands over board to their deaths. The party enters the fray, defending the Skyship, and even taking a prisoner in the process.With the battle over, and the artifact still safe, the party prepares for their arrival in a strange, foreign land…

As Vox Machina completes their journey across the Ozmit Sea, Tiberius and Scanlan engage in a strange math workshop until Kima arrives and prepares the group for the culture shock awaiting them in Othanzia's capital city of Vasselheim. The airship touches down, and a representative from the Platinum Sanctuary escorts them and the payload, through the chilled streets to the head of their order… High Bearer Vord himself.The task is laid before them: Enter the Hall of the Exalt, an ancient vault below the Sanctuary, exterminate the invading vermin, seal away the Reliquary containing the dreaded Horn of Orcus, and return safely. Easier said than done, as some of the Hall's defenses are active and the party is forced to traverse a number of deadly traps in hopes of being rid of the evil artifact once and for all!Destiny finds a member of Vox Machina, and they must say goodbye to one of their own for a time.

Parting ways with their beloved cleric, Vox Machina is now adrift in a strange and unfamiliar city. With heavy hearts, they wander Vasselheim in the Braving Grounds District, home to the worshipers of Kord, the deity of battle and strength. Fittingly, Grog soon finds himself in a fighting pit, duking it out with as tough an opponent as he could ever wish for.Later, the party spots an attacking beast high on the city walls, and true to form, Vox Machina rushes to help. Following the fleeing creature off into the dense forests outside the city, they find their prey and a whole lot more.

With the party now split, Scanlan, Percy, Vex, and Grog find themselves teaming up with an unlikely duo assigned by Huntmaster Vanessa Cyndrial of the Slayer's Take Guild. Lyra, a somewhat overly zealous wizard on her first field mission, and Zahra, an intimidating tiefling warlock, now lead the team on their requisite mission. The task at hand–ridding the wilds around Vasselheim of a troublesome white dragon. Putting differences aside, the forced fellowship heads out into the frost-harried north of the Vesper Timberland…

Our unlikely collection of travelers press forward into to the frozen, hoary wilds of the Vesper Timberland, closing the last few miles between themselves and their prey. Rimefang, the dread white dragon awaits them, high above, within a blizzard-harried mountaintop. An intimidating pair of towering frost giants find them in the wood below, threatening to bring their quest to a end. Yet despite their mounting challenges, the party eventually finds itself standing before the great and terrible wyrm…

Like their companions before them, Keyleth, Vax, and Tiberius make their way to The Slayer's Take. Arriving shortly after their friends' departure for the Vesper Timberlands, the trio are introduced to the rest of their own hunting party. Along with Brother Kashaw, a driven and mysterious young cleric, and a hardened dwarf by the name of Thorbir, the group receives its mission. There within the very walls of Vasselheim itself, they are to track down and kill an elusive Rakshasa that has been preying on wealthy travelers. With a little poking about in the city streets, they conclude that their only thread of information leads to the Velvet Cabaret, an exotic establishment in the Quadroads District.

The three members of Vox Machina and their Slayer's Take companions make their way down into the tunnels beneath the Velvet Cabaret, pursuing their mercurial prey. The path is far from easy, but after a handful of harrowing obstacles are surmounted, the dwarven warrior, Thorbir, leads the hunting party into the the hidden lair of the elusive Rakshasa.

With their trials behind them, Vox Machina is brought together within the walls of The Slayer's Take. Osysa congratulates them all and offers them the final branding that will seal their membership in the Take. Newly marked and happily reunited, the group decides to set out for Pyrah to find the Fire Ashari, escorting Keyleth on her AraMente.

As Vox Machina prepares for their return to Emon, Grog demands a rematch against Kern to regain his honor. Keylith and Tiberius get into trouble with the law, as Burt "Scanlan" Reynolds mounts a legal defense. Percy has a series of unusual encounters while shopping, as Vax contemplates a tattoo. Upon returning home, the group has an awkward encounter with a fan, but there's no time to rest with bad news on the horizon…

Percy reveals the full tale of his blood feud with the Briarwoods, leaving Vox Machina just one week to prepare. While half the team returns to Kraghammer to settle old debts, Vax acquires some new weapons, Percy forges a special surprise, and makeovers are applied to Trinket and Grog. Finally, the group makes their way to a fateful dinner with the sinister and mysterious Lord and Lady Briarwood…

Vax finds himself alone in the clutches of the villainous Briarwoods! While the team rushes in to save him, they are joined by a mysterious tiefling named Lilith, a powerful wizard who is on the run from vicious bounty hunters. Can Vox Machina save both Vax and Lilith from their violent fates? With special guest player, Kit Buss!

Reeling from the aftermath of their battle against the Briarwoods, Vox Machina is called before Sovereign Uriel to answer for their recent destructive behavior. Looking to bolster their reputation, the group agrees to hunt a mysterious giant bird terrorizing the countryside…

Greyskull Keep is infiltrated by ghostly attackers as Vox Machina prepares to make their way Northeast to Whitestone to confront the Briarwoods head on. Meanwhile, Keylith begins to suspect the mysterious power that seems to hold sway over Percy.

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

Vox Machina begin their campaign to sow the seeds of rebellion among 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?

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

After countless technical difficulties, we present you with Critical Role Episode 31. Due to its length, we've broken the episode in to two parts, with the second half below.Scanlan finds himself alone, caught in a Briarwood trap! Meanwhile, the party fuels the fire of rebellion, but will the price the town of Whitestone pays be too high? The revolution has begun, and nothing can stop it now!

Vox Machina are exhausted, facing an undead army, and preparing to storm Whitestone Castle! Thankfully they're about to get some help from an old friend…

Vox Machina make their way through Whitestone Castle, lead 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.

Vox Machina vs. The Briarwoods: who will survive? And what terrible secret waits for our heroes beneath Whitestone?

Vox Machine fights for Percy's soul as the Whitestone rebellion comes to a head! All this plus berets, tree hugging and… ships?

It's time for the Winter's Crest Festival in Whitestone! Contests, prizes, and revelry abound as we wrap up our year with a nice bow.

Vox Machina return 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.

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

Vox Machina is in disarray as a mysterious skull is found and Vax questions the priorities of the group. Meanwhile, the city of Emon experiences a substantial political shift.

Desperate to help survivors of the attack, Vox Machina attempt to fend off the assailing beasts, but our heroes are rendered helpless in the face of temptation, infighting and despair.

Vox Machina searches through the rubble of Emon, hoping to find their allies among the survivors. With special guest Jason Charles Miller!

In the wake of the devastation of Emon, Vox Machina begins making their long term plans to take back the city. But first, they must decide whether or not to make a devil's bargain with the Clasp: a dangerous underground criminal organization.

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

Happy one year anniversary! On this most auspicious of days, Vox Machina finds itself deep within a lost shrine to the Raven Queen in search of an artifact that may help them defeat the Chroma conclave. But more danger lurks within the shrine than they could possibly be prepared for! With special guests Will Friedle and Mary Elizabeth Mcglynn.

An exhausted Vox Machina spends some time hashing out their pent up frustrations and examining their spoils of victory. They then journey to the Fire Ashari, hoping to find survivors of the red dragon's escape from the fire plane.

Vox Machina joins forces with an eccentric candlemaker to help seal the rift between their world and the fire plane. Guest starring Chris Hardwick. #FeeltheGern

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

Vox Machina continue their quest to collect the vestiges. Along the way they are rejoined by Pike, and discover some other old friends in dire straits.

Vox Machina ventures deep beneath the Stormcrest Mountains to confront the mysterious Sphinx, and hopefully learn more about the Vestiges of Divergence.

Happy 50th episode everybody! Grog has a sword problem and the group stages an intervention, after which they begin to plan their attack on the Goliaths currently pillaging Westruun. Everything is going to go great.

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

Grog Vs. Kevdak! Vox Machina Vs. The Herd! It's an all out battle with the fate of Westrunn!

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

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...

Vox Machina heads up Gatshadow Mountain for their final confrontation with the Dragon Umbrasyl. With special guest star Chris Perkins!

With Umbrasyl defeated, Vox Machina must now help decide the future of Westrunn. With special guest Patrick Rothfuss!

The battle wary group return to Vasselheim as Vax brings himself face to face with the Raven Queen.

The Rakshasa comes to Whitestone looking for vengeance as our heroes prepare for their journey into the Feywild.

Vox Machina delves into the Feywild! With danger at their heels, the heroes travel to Syngorn city in search of Vax and Vex's parents. But as they take their first steps in this new world, they learn that the Feywild has certain rules that mortals are not to break, and that certain creatures are not to be trifled with.

Welcome to our first live show ever! Vox Machina makes their way into the elven City of Syngorn to complete their pact with Garmili the satyr cartoonist.

As Vox Machina head into the Moonbursh, they are drafted into of battle between a pack of lycans and a village of pixies. Also, they make a pit stop at the Last Campsite of Sorudun the Happy. Everything goes well, obviously.

An epic adventure is great, but bring along more than a thousand of your friends is even better. The Critical Role Crew hit Indy with one of their greatest adventures yet. If you didn't happen to make it, don't worry. Here's your chance to share in the adventure.

Vox Machina find the root of the pestilence deep within the Shademirk, and come face to face with the creature who holds the next vestige.

Vox Machina go on a secret mission to the decimated city of Draconia, in the hopes of learning more about the Chroma Conclave.

Vox Machina make their way to the distant continent of Marquet, traveling into the exotic city of Ank'Harel to seek allies and another vestige of power to aid in their war against the Chroma Conclave… and get slightly distracted.

Vox Machina request the help of J'mon Sa Ord in the upcoming battle against the Chroma Conclave and the whereabouts of Mistress Asharru are finally uncovered. Also Spice.

The chase is on as Vox Machina race towards the Island of Glass in search of a returning adversary!

Vox Machine chases Dr. Ripley across the Island of Glass, but are they prepared for what she has in store?

Vox Machina return to Whitestone in a desperate attempt to save Percy, but there's far more waiting for them than they bargained for.

Vox Machina make a deal with a treacherous foe and prepare for their confrontation with Vorugal, the White Dragon!

Everything comes to a head as Vox Machina faces off against the white dragon Vourgal and Yenk, a Goristro Demon from the abyss! The battle royale will be joined by friend and foe alike!

The members of Vox Machina begin to recuperate, sift through the spoils of battle, and prepare for their return to Whitestone.

Happy Halloween! The countdown to the final battle with Thordak begins as secrets are revealed to the war council and a possible site for the final encounter is chosen.

Vox Machina begin to assemble their allies at Fort Braxio, and take the opportunity to visit the City of Brass deep in the Fire Plane to retrieve the final vestige!

The members of Vox Machina make their way through the City of Brass as they search for the next vestige, but a desperate gamble leads them into making a devil's bargain.

Vox Machina are caught in a street brawl against the pit fiend Ghurrix!

Fort Daxio is under siege! Is Vox Machina too late to salvage anything from the battle?

The battle for Emon begins! Vox Machina makes their way toward the ruins of the Cloudtop district!

Vox Machina vs. Thordak the Cinder King

Teetering at the edge of exhaustion, Vox Machina make a desperate play against the final member of the Chroma Conclave.

The chase is on as Vox Machina search for Raishan and the stolen dragon eggs. Guest starring Patrick Rothfuss!

Vox Machina has made their way to the mysterious island where Raishan is hiding. But the island itself may be an ancient and terrible death trap! With special guest Patrick Rothfuss.

It's Vox Machina Vs. Raishan as the last member of the Chroma Conclave will either stand or fall! With special guest Patrick Rothfuss!

With the Chroma Conclave defeated, Vox Machina begin to pick up the pieces. With special guest Patrick Rothfuss.

Grog vs. Earthbreaker Groon in the Temple of Kord! Scanlan awakes! Vox Machina go to see a guy about a hand!

Vox Machina get to know Terry, and prepare for an ocean voyage!

Adventure on the high seas! Vox Machina prepare to be boarded!

Vox Machina enter the Water Elemental Plane as the final part of Keyleth's Aramente.

Keyleth completes her Aramente as the fate of Vax is decided!

Vox Machina make their way to the home of the Air Ashari for the coronation of Keyleth!

Vox Machina descend into the nine hells, take a walking tour of the city of Dis, and sample the local cuisine

Vox Machina search the city of Dis for any alternative to making a deal with a devil. With guest star ND Stevenson.

With the dangers of the city of Dis looming, Vox Machina must surmount their dangerous agreement and find their quarry.

Vox Machina raise a toast to a bit of well earned quiet. All that's left is for Vex to become mistress of the Grey Hunt...

It's been one year since we last saw Vox Machina, but the gang is getting back together for a group vacation to the Bay of Gifts!

There is a deadly curse upon the Trickfoot name, and it is unlike anything Vox Machina has ever faced…

Tary's past catches up with him, as Vox Machina find themselves racing towards the city of Deastok.

To save the Darrington family, Vox Machina descend deep into an abandoned mine.

Tary returns to deal with the distinction of his family, and echoes of the past follow Vox Machina to Whitestone.

Happy 100th episode! Vox Machina make their way to the mysterious second Ziggurat outside Ank'Harel! With special guest Jon Heder.

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

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

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

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

Vox Machina travel to the pools of Wittebak where they meet a lonely stranger residing in a strange old house... Guest starring Darin De Paul!

Vox Machina race against time to earn the blessing of the Goddess of Knowledge while Vecna continues to gain power. Guest starring Darin De Paul.

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

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.

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

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

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

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

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

Vox Machina battles Vecna.

Victory is celebrated, and all debts are paid…

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

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...

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.

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

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.

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.

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

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.

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

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

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...

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

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...

The Mighty Nein find themselves creating dangerous allegiances, and uncovering more about the past of one of their own...

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

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...

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

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

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

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

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

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

The Mighty Nein explore the town of Hupperdook, and find much more intrigue than they bargained for...

The Mighty Nein head down into the Gearhole Prison to destroy the clockwork Gear Warden, and hopefully help a family in need...

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 (with guest Ashly Burch).

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...(with guests Ashly Burch and Sumalee Montano!)

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...(with guests Ashly Burch and Sumalee Montano!)

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

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...

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

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

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

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

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

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

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

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...

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

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

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

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

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...

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

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

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

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

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

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

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

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

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

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

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

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.

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...

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

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

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

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

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...

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

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

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

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

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

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

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

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

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

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

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

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

Joined by a new, lawful ally, the Mighty Nein delve deeper into the disks of Uthodurn in their search for mithral and the whereabouts of a white dragon... (guest starring Mica Burton!)

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...(guest starring Mica Burton!)

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

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

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

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...

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

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...

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...

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

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...

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...

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

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...

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...

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

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

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

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.

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...

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

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

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...

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...

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...

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

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...

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

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

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

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

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

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...

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

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!

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

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

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

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

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

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

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...

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

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...

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...

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...

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

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...

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...

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

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

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...

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

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

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...

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

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...

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...

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

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...

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

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...

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

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

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...

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...

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.

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...

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...

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...

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...

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...

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…

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...

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

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...

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...

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...

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...

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

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

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

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…

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...

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...

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...

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

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...

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

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

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…

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

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...

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

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...

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

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...

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

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

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

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

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...

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

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...

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

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

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

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...

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

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

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

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...

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

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

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

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

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...

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...

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...

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...

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...

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

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...

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

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...

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...

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...

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

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...

Complete episode guide for Critical Role with detailed information about every season and episode including air dates, summaries, ratings, and streaming availability in Romania.
This episode guide is organized by seasons, making it easy to track your viewing progress or find specific episodes. Use the episode information to plan your binge-watching sessions or catch up on missed episodes.