Critical Role Season 2
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.
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Critical Role
2015The second Campaign of Critical Role. This is the story of "The Mighty Nein".
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Critical Role Season 2 Full Episode Guide
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...
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 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…
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...
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 fight against time as they search for the Immensus Gate, but their quarry has his own tricks up his sleeve...
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...
Now following the Tombtakers’ trail, the Mighty Nein converse with voices of the past for clues and meet some of Aeor’s creations...
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...
Having located the secret entrance to Aeor, the Mighty Nein take stock of what waits for them both above and below the ice...
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...
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…
Split into two teams, the Mighty Nein must contend with the dangerous surroundings of two very different planes while trying to get back home...
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...
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...
Faced with unsettling visions and a leering countdown, the Mighty Nein take stock of supplies, of lingering wounds, and of matters of the heart.
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…
Exhausted and hunted, the Mighty Nein search for sanctuary in Aeor while contemplating their own potential chess moves...
The Mighty Nein must contend with eye-opening revelations and ever-shifting power dynamics as they continue to forge towards Aeor...
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...
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...
The Mighty Nein locate their prize but quickly learn that adversaries and conflict can come from even the most unexpected corners...
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 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...
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 delve into their first of Eiselcross's excavation sites, hot on the heels of their mysterious quarry...
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...
Having arrived in Eiselcross, the Mighty Nein get acquainted with their allies even as threads and fates begin to cross...
While sailing upon icy seas, the Mighty Nein must contend with an unexpected familiar foe that’s come to enact revenge…
While preparing to journey to Eiselcross, the Mighty Nein find themselves torn as they uncover a pressing mystery about a friend thought lost...
The Mighty Nein explore a new magical haven before heading to Zadash to investigate some theories and reach out to previous connections…
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 return to the mainland where mysteries, shopping, job offers, and family reunions await their attention...
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!
With less than a week until Traveler Con, the Mighty Nein put on their party planning hats to prep Rumblecusp for the unruly event.
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...
Armed with knowledge and an amorphous plan, the Mighty Nein prepare to confront Rumblecusp's dangerous overlord...
Seeking answers, the Mighty Nein continue to delve into forbidden areas of Rumblecusp in order to learn more about their powerful foe...
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...
The Mighty Nein must traverse a dangerous path while seeking an audience with the mysterious being that claims dominion over the island of Rumblecusp…
The Mighty Nein explore the island village of Vo, uncovering strange mysteries about the island itself and its unusual inhabitants...
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...
Slowly recovering from the midnight attack, the Mighty Nein continue their course for the long-awaited peace talks between warring nations...
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...
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, having arrived at the oasis menagerie, must now protect both themselves and the fragile garden denizens from the danger barreling toward them...
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 take stock after their tangle with a dealmaker but their arrival at a new destination holds unexpected answers…
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 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 spend some time at home connecting with an ally, while the answer to a once-distant goals comes rapidly into view…
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 take a couple days of downtime in Rexxentrum to research, train, and reconnect with faces from the past...
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...
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 race to the cathedral of the Dawnfather in a desperate effort to stop Obann’s sinister plot…
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...
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...
Now trapped within the astral dreadnought, the Mighty Nein must decide whether or not to trust the entity that they discover waiting inside...
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...
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 recover from their encounter with Obann and head to Nicodranas to seek Yussa's guidance, but find more than just a meeting awaits them...
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 return to Zadash, where lore and knowledge await those that know where to look...
The Mighty Nein must determine their next step as they learn more about the powerful figures from Caleb's past...
Having returned to Uthodurn, the Mighty Nein attempt to tie up loose ends before heading back to the Cinderrest Sanctum...
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!)
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!)
Live from Indianapolis, the Mighty Nein journey through the Greying Wildlands to Uthodurn, in hopes of finding someone who can reforge the Star Razor...
Distant family waits at the Kravaraad Volcano in the Greying Wildlands, and a difficult decision changes everything for one of the Mighty Nein...
The Mighty Nein spend a day in Nicodranas, reuniting families and causing several members to question their next steps...
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 pass through an ominous doorway to uncover the secrets of an evil locked away for centuries...
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 delve further under Bazzoxan, where dangerous traps and ghostly horrors lie in wait...
The Mighty Nein tussle with a roc and make their way to Bazzoxan, a village holding the line against historical terrors...
The Mighty Nein continue their trudge through the Barbed Fields, and find beauty and shelter in an unlikely corner...
Giving chase to their wily target, the Mighty Nein travel north into the Barbed Fields, a dangerous and terrifying wasteland...
The Mighty Nein tell the Bright Queen about a potential attack on Xhorhas, and attempt to infiltrate a meeting at the Overcrow Apothecary...
The Mighty Nein explore their new keep while anticipating the meeting at the Overcrow Apothecary...
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 face a fiendish showdown in the Braan, and uncover more clues about the rifts throughout Xhorhas...
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 explore Rosohna, the City of Perpetual Night, before embarking on a dangerous mission for Professor Waccoh...
The Mighty Nein face the ramifications of Caleb’s decision, and Nott is faced with a tense reunion.
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 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 reunite with an old ally, and investigate the growing mystery of the fiendish rifts in Asarius...
The Mighty Nein explore the markets of Assarius and tangle with the locals in a no-holds-barred prize fight...
The Mighty Nein enter Assarius, the City of Beasts, and encounter dangerous denizens within and below its streets.
The Mighty Nein safely make it to Xhorhas, but find more danger than they could have imagined in this new country…
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...
Reeling from their discovery, the Mighty Nein come clean with each other about aspects of their past...
The Mighty Nein dock in Nicodranas and reenter the Empire, finding secrets waiting for them in Felderwin...
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 Bisaft before setting sail through a dangerous storm to find the next temple of Uk’otoa…
The Mighty Nein find a stowaway on the Squall-Eater, who carries a mysterious item that holds dangerous consequences for the curious...
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 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 explore the pirate island of Darktow, and attempt to undermine Avantika...
The Mighty Nein head for the lawless island of Darktow, engaging in an act of piracy along the way...
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 discover what creatures lie in wait in the inner depths of the temple...
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...
Live from New York! The Mighty Nein are taken aboard the Squall Eater, and Fjord learns more about his mysterious patron...
The Mighty Nein hire a crew and set out on a naval adventure, but danger lurks on the open seas...
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 investigate the watery underbelly of Nicodranas, and find more danger than they bargained for...
Beach episode! The Mighty Nein explore Nicodranas and Jester reunites with her mother, the famed Ruby of the Sea...
The Mighty Nein return to several old stomping grounds as they journey south to Nicodranas and the Menagerie Coast...
The Mighty Nein take two weeks of down time in Zadash, shopping and researching, before embarking on their next adventure...
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...
Live from Indianapolis! The Mighty Nein descend deeper into the Sour Nest to rescue their friends, and find help in an unexpected corner...
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 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...
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!
The Mighty Nein head down into the Gearhold Prison to destroy the clockwork Gear Warden, and hopefully help a family in need…
The Mighty Nein explore the town of Hupperdook, and find much more intrigue than they bargained for...
After finishing up some loose ends in the Labenda Swamp, the Mighty Nein head to the town of Huperdook...
The Mighty Nein delve into the waters below the safehouse in an attempt to finish their first task for the Gentleman...
A new ally joins the Mighty Nein as they head deep into the Labenda Swamp to investigate the Gentleman’s mysterious safe house…
As The Mighty Nein get closer to Berleben, trouble awaits them on the road and in the swamp...
The Mighty Nein find themselves facing multiple choices as to their next actions and alliances...
The end of the Harvest Close Festival brings a victory overshadowed by the bigger problems of the Empire...
The Mighty Nein attend the Harvest Close Festival, taking part in sweets and games of skill, and entering the challenging Victory Pit...
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...
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 find themselves creating dangerous allegiances, and uncovering more about the past of one of their own…
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…
Hijinks ensue as the Mighty Nein attempt subterfuge in order to carry out the mission of the Knights of Requital...
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...
The Mighty Nein delve into the sewers of Zadash in search of the mysterious beast that has been terrorizing the Crownsguard...
The Mighty Nein explore Zadash, looking for new jobs, finding old allies, and stumbling upon intriguing mysteries...
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 group plunges deeper into the gnoll mines, coming across an unexpected ally (guest Khary Payton), and wandering into a nest of dangers...
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 hits the road, preparing for a long trip to Zidash. But trouble in the small town of Alfield stops the band of adventurers in their tracks…
The party presents evidence of the devil toad’s corruption at a midnight trial, and Beau confronts an envoy from her past...
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 Usteloch...
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...
In Wildemount, seven adventurers coalesce in a tavern before finding themselves drawn to a mysterious circus...