Critical Role Season 3
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 Three: Bells Hells is the third campaign of Critical Role, which began airing on October 21, 2021. It is set on the continent of Marquet and begins in 843 PD, within a year after the events of Exandria Unlimited Prime.
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Critical Role Season 3 Full Episode Guide
Bells Hells' resident witches delve into the hidden horrors of Whitestone Castle and a choice is made regarding the shard of Rau'shan...
Bells Hells return to Whitestone in search of allies and refuge, taking time to reflect on the weight of their choices and the path ahead...
Bells Hells delve into the claustrophobic caverns of Athos Peak, seeking the resting place of an ember of the great fire primordial Emperor Rau'shan.
Bells Hells explore the island of Kalutha and prepare themselves to take counsel from the fated wisdom of the Great Tree of Atrophy.
Bells Hells continue their journey through the fog-shrouded ocean of the Shattered Teeth with the skeletal crew of the Crimson Abyss, where surprising requests lead to surprising results.
Bells Hells engage with a cursed pirate ship filled with ghosts, seeking passage across the waters of the Shattered Teeth, but a parley is not easily granted.
Bells Hells travel to the fog shrouded islands of the Shattered Teeth and meet several of the unusual denizens of the chaotic land.
Gathering their strongest engineer-minded allies, Bells Hells arrives in Bassaras once more, now under the red light of Ruidus.
Our heroes prepare to venture forth for answers surrounding recovered artifacts, and the mysterious nature of Ashton's fate.
Bells Hells race to return to Zephrah with faith that their gains in the Grey Valley will save Keyleth and return hope to their fight.
Bells Hells search for a way to cure Keyleth and confront the demonic denizens that have made the cursed Grey Valley their homebase.
Arriving in Zephrah, Bells Hells rush to help the Voice of the Tempest and her strangely lingering wounds.
Bells Hells settle into their reunion, comparing notes between experiences and dealing with the consequences of past actions...
Though split across the continents of Exandria and separated by the constraints of weird magic, both teams of Bells Hells converge in Jrusar to finally reconvene with their companions.
Team Issylra must battle a strange shadow entity in order to find a way home, but plans stall when a shocking revelation rocks the group to its core.
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.
Caught between the brimming tensions of community and imposed faith, our heroes are pulled into the conflict's breaking point.
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.
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.
Assailed by the deadly denizens of Molaesmyr, our heroes seek to grab what they seek and survive to flee the corrupted grounds.
Having arrived in the fabled, corrupted heart of the Savalirwood, our heroes search the ruins of Molaesmyr in hopes of learning more about Ludinus and his nature.
Goat-mounted and driven, our heroes trek towards the dark, corrupted depths of the Savalirwood in hopes of finding hidden answers about the past.
Having delved into some of Chetney's past, one half of the scattered crew seeks info on the threats that loom, and the means of returning to their found family.
With the changes across Exandria mounting in the wake of the Moon of Ill Omen, our heroes seek information while avoiding some tumultuous history.
Team Wildemount has acquired new allies with older ties, and heads towards Uthodurn while dealing with the aftermath of bestial violence.
In the wake of the Apogee Solstice and the culmination of an ancient mage's machinations, Bells Hells finds itself divided and cast across Exandria, one side within the North of Wildemount.
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 apogee solstice imminent, Bells Hells begin their infiltration of the Tishtan ruins, where they encounter new faces in the fight against the Ruby Vanguard.
Having escaped from their planar journey and recovered their ride, Bells Hells sets skysail as the coming Apogee Solstice rapidly approaches.
With one victory achieved, the mounting threats rise exponentially, and the race for a theoretical exit starts now.
Bells Hells carefully traverse the shadowy side of the Fey Realm and dodge numerous dangers in their attempt to destroy the first Malleus Key.
Leaving Yios to leap into the Fey Realm after an important target, Bells Hells finds themselves meeting with Fearne's curious Nana Morri and learn more about Fearne's unconventional upbringing.
Bells Hells return to the Aydinlan Seminary to speak with two professors about the mysteries affecting their friends, but an unexpected guest complicates everything.
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 seek out answers about the stolen texts from members of the Grim Verity, but the knowledge revealed could change everything they know about the gods of Exandria.
With the completion of Chetney's unique trial, Bells Hells heads towards the city of Yios and the promise of answers.
Bells Hells travel deep into the Gloomed Jungles with the Gorgynei to seek a godly trial that may help Chetney's plight.
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 must contend with the bureaucracy of being murder suspects before they can begin their turbulent travels to southern Marquet.
Our heroes have battled through a shadow realm to save the soul of a friend - and now return to Whitestone with hope in their eyes.
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 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.
As the echoes of tragedy ripple on, Bells Hells push ever onward to make good on lingering promises, and hold onto hope.
As the scales of fate shifted towards darker consequences at the hand of Otohan, Bells Hells faces the outcome of the deadly battle
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 tinker with former friendships and robotic inner workings before returning to Paragon's Call, this time as newly minted members.
Hot on the trail of moon-based mysteries, Bells Hells tangles with dark truths, familial fallout, and ominous portents.
Bells Hells finds themselves entangled in dangerous Fey business as they ride across the Hellcatch for more answers to a growing mystery and looming danger.
Following the crazed Deathwish Run, a Mother-Daughter reunion is interrupted by an insidious deception revealed.
Tension builds at the base of the Bone Tree as dangerous automatons and their mad dog drivers growl in anticipation of the Deathwish Run.
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 seek out allies and options in their evolving plan to infiltrate Paragon's Call.
We return to the rough-and-tumble streets of Bassaras and the terrifying promise of what lies within the Taste of Tal'dorei.
Gliding over the dangerous landscape of the Hellcatch Valley, Bells Hells head for their destination of Bassuras, and whatever threats may await them there.
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.
Returned from their Heartmoor caper, our heroes seek to close some threads while the promise of new adventures and mysteries grows.
Deep in the twisting halls of the Twilight Mirror Museum, our heroes skulk battered and bruised as their quarry stares them down in the heart of danger.
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...
Newly arrived in the Heartmoor Hamlet, Bells Hells seek answers to long-sought questions and prepare for the midnight museum heist.
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.
In the aftermath of the escape from the Shade Mother, Bells Hells prepares for their next journey chasing the mysteries that flicker beyond the horizon.
Making a temporary alliance, our heroes delve into the tunnels deep within the Smolder Spire to seek their quarry, finding more than they bargained for.
Following the antics that ended the Ball with a friend's departure, our heroes grapple with merging mysteries and unwanted attention.
As the Quorum's Ball grows ever more chaotic, the complications continue to mount in the face of our heroes, and familiar darkness rears its ugly head
With a heist somewhat planned, the group attends the masquerade ball but have trouble keeping a low profile as various complications arise.
The group readies themselves for the ball while beginning to piece together a cryptic puzzle of criss-crossing threads of fate.
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.
Seeking the missing wild man, our heroes fall deeper into the conspiracy, leading to a tense burglary interrupted - and there's still a date to get to.
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.
Our heroes, now coming off the rush of a mystery solved, now look to learn about this mysterious new figure who's wandered in their path, and where this may take them.
Our heroes pursue a mystery that leads them to enjoy a night at the theater - but who knows where their investigation shall take them, and what dangers may lie in wait?
Our heroes gather in the afterglow of a successful mission for vengeance, seeking to know more about each other, and the many mysteries that permeate the streets of Jrusar.
Our heroes are hot on the trail of a murderer when their path leads them into the heart of a terribly dangerous situation.
As a night of victory turns into tragedy, our heroes must awaken to deal with the aftermath and danger that now lingers in the shadows.
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.
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.
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...