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. This is Critical Role!
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Critical Role
2015Campaign Two is the second campaign of Critical Role. It takes place beginning in Sydenstar, 835 P.D., approximately twenty years after the adventures of Vox Machina. The returning cast plays all-new characters and features the continent of Wildemount as its primary setting. In the eighth episode, the adventuring party adopted the name "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 Vergesson Sanatorium, 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' 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 into the forbidden areas of Rumblecusp in order to learn more about their powerful foe.
Wrestling 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 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.
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, 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 goal 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 Yussah'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.
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.
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 dreadful creature 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 Nein discuss the information Caleb and Beau got from the library and decide to set out on a job that was offered. There is a camp being intimidated by giants outside of town, and they are about to handle the situation.
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 Asarius and tangle with the locals in a no-holds-barred prize fight.
The Nein make a stop for mounts in Beast Town. They end up exterminating an infestation in the basement of the mount shop. The get distracted by side quests.
The Mighty Nein travel the tunnel to its natural end. Along the way they negotiated with kobalds and ran from giants. They exit to a group of Rangers and Scouts, the Muck Men. There is another battle and the Nein heads to Xhorhas.
The group decides the next best action is to travel the tunnel. They come across a few monsters and met a guide, Spurt. Eventually they wind up in a touch and go battle with some really large enemies.
The Mighty Nein investigates the town to find out what exactly happened to the missing man and who really has him. Eventually they believe that the Crik have him, and have taken him into the tunnels under the mountain range.
The Mighty Nein sail back to Nicodranas for a short recovery period before returning to the Empire and heading to the site of a recent crick attack and Nott's hometown, Felderwin.
The Mighty Nein continue exploring the sea floor for the site of the second seal to Uk'otoa's prison.
After the adventures in happy fun ball, the Mighty Nein get a good rest. They wake up still in port and head out to grab a good breakfast, they stock up and head back to the ball eater. After leaving port a storm begins.
Back on the Squall Eater, Nott stumbles across a stowaway below deck. It appears that a young girl has ran on the ship to hide with a very unique item. The crew agrees to take her to their next stop to repair the ship.
The Mighty Nein walk the ocean floor looking for Fjords ship wreck and discover more than they were looking for.
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...
With their mission to the island mostly successful, the Squall Eater and The Mistake head towards the pirate city of Darktow for repairs as the Mighty Nein begin to learn new sailing skills.
The group complete their mission in the temple, but events force them to flee back to the ships for safety.
The Mighty Nein and Avantika delve into Uk'otoa's temple, eliminating the dangers and traps in their way to find the secret at its heart.
The Mighty Nein join Avantika's expedition to find the temple to Uk'otoa, having learned that she also has an eye bestowed on her like Fjord.
Live from New York. The crew of The Mistake are cornered by the pirate Captain Avantika, who offers them the choice of joining her crew or perishing.
Having accidentally stolen a ship and kidnapping Marius, the group now face the choice of trying to sail it by themselves, despite Fjord being the only person with any experience, or sneaking past the alerted city guards to attempt to discreetly hire a crew.
Fearing of repercussions for their actions in the sewers, the Mighty Nein do their best to cover up their involvement by framing Algar. Seemingly now in the clear, they head to the docks to find Marius LePual for answers about Fjord's stone, but things quickly spiral out of control.
The Mighty Nein continue to track down Algar in order to force him to stop harassing Jester's mother. During their investigations, a Tortle named Orly Skiffback also gives them information about the man Fjord has been searching for; Marius LePual.
Jester takes her friends to meet her mother, the Ruby of the Sea, in Nicodranas. As she recalls her adventures to her mother, the secret of Jester's father comes to light.
The Mighty Nein travel to the Empire's Southern border to cross into Fjord and Jester's homeland, the Menagerie Coast.
The Mighty Nein takes some "down time" upon returning to Zadash. After a group shopping trip to Pumat's shop, Jester tries to please The Traveller by defacing the god Bahamut's statue and Fjord rides South towards the Menagerie Coast to search for information about a former shipmate.
The Mighty Nein reunited report their success to Ophelia and travel with her back to Zadash. The troupe stops at Molly's grave to pay their respects. Yasha awakens and storms off. The others continue and meet once again with the Gentleman.
After Nila evacuates her family, the remaining members of the party continue to push into the Iron Shepherd's fortress. As things seem dire, an unlikely reunion with an old ally brings them renewed hope.
The remaining members of The Mighty Nein, along with their two allies, Keg & Nila, learn that the Iron Shepherds are the same group that the Gentleman contracted them to handle. Knowing how outmatched they were last time, they seek the aid of a local cleric to help them infiltrate Lorenzo's keep, the Sour Nest.
The group are left in shock by Mollymauk's death at the hands of Lorenzo, leader of the Iron Shepherds mercenary group. After burying his body and paying their respects, they pursue the Iron Shepherds to Shady Creek Run, both for revenge and to save their still captured friends.
Mollymauk, Beau, Caleb & Nott wake to find the rest of their party has been kidnapped in the middle of the night. Their only lead is an aggravated female Dwarf who is also tracking the bandit group.
The Mighty Nein strike a deal to fight the automaton in the depths of Hupperdook's prison for the warden in exchange for the release of the children's parents. Following the fight, the group find a safe place to say farewell to Kiri and continue on their way to Shady Creek Run.
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.
After narrowly surviving the troll attack and losing their guide, The Mighty Nein focus on the task of clearing out the safe-house of Merrow, twisted and dangerous mer-folk.
Having met up with the Gentleman's hireling, The Mighty Nein journey deep into the swamp with their guide towards the safehouse. As they near their destination, they realise that they are not alone.
The Mighty Nein continue their journey to Labenda, running into an old Orc tanner, Crocodiles and a small half-bird girl called Kiri.
Before they are able to leave Zadash, the Gentleman invites The Mighty Nein to a meeting to request their aid with some issues plaguing his business.
After winning their fight in the Victory Pit, The Mighty Nein attempt to tie up any loose ends in order to leave Zadash before they get swept up in the impending war. Caleb accepts Beau's proposal to take him to the Library of the Cobalt Soul and tells her and Nott his real reason for fearing fire.
Having survived a string of stressful events, the Mighty Nein decide to unwind at the Harvest Close festival, playing various games and inevitably causing mischief.
After their successful raid on the ruins, The Mighty Nein return to the Gentleman to present the recovered loot, whilst keeping the best of it for themselves.
The Mighty Nein are asked by the Gentleman for their help in clearing out an ancient haunted ruin located in the sewers beneath Zadash in exchange for his aid in smuggling Horris to safety.
With Zadash on lock-down following the attack, the Mighty Nein seek out the aid of the Gentleman, a mysterious and powerful crime boss, to help them smuggle Horris out of the city.
The Drow's attack on the Zauber Spire has thrown Zadash into chaos. With the guards all now on high alert, the Mighty Nein need to escape the Tri-Spire before their own illicit deeds are discovered.
The Mighty Nein and Ulog begin their mission to incriminate the High Richter and Lord Sutan by sneaking into their houses and planting evidence tying them to treasonous acts.
The Mighty Nein find themselves drawn into a conspiracy by the Knights of Requital to frame the corrupt High Richter and Lord Sutan in order to remove then from power.
The Mighty Nein accept a contract from the Crownsguard to kill a monster that has appeared in the city and venture into the sewers beneath the streets of Zadash to find their bounty.
The Mighty Nein continue to explore Zadash and, upon convening in a local sauna, run into an unexpected familiar face.
After giving Watchmaster Bryce their new group name of The Mighty Nein, the party set off for Zadash. Following a small altercation with a group of bandits, they finally arrive at their destination and begin to explore the city along with an odd tour guide.
The party continue to make their way through the mines, searching for any surviving prisoners of the Gnolls. During their mission, they come across a mysterious man called Shakäste, who has also come to help the villagers. Together, they push forward to uncover the source of the Gnoll's recent aggression.
The village of Alfield has recently been under attack by repeated Gnoll raids. Aggreeing to help the Watchmaster, the party venture into the nearby mines to rescue the prisoners being held there.
The group are finally free to leave Trostenwald and begin traveling to the city of Zadash, but they find their journey interrupted by trouble in the next village.
Injured but victorious, the party takes the Devil-Toad back to Trostenwald and attempt to clear their names and deal with the fallout of the affair. They discuss their pasts and plan for the future.
After defeating the zombified guards, the group try to dispose of the bodies in a way that won't draw more suspicion upon them. As the devil-toad had escaped with Toya during the battle, they must now track them down to prove their innocence.
Following the attack on the circus, most of the party is under suspicion. To clear their names, they must sneak through the town to gather more information about the man who had initially transformed in hopes of finding a lead to the real culprits.
A new adventure begins! Seven strangers are thrust together to defeat an undead attack during a circus show.