Matthew Mercer incarnant Dungeon Master
Épisodes 368
Dungeons & Dragons: Vox Style
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Arrival at Kraghammer
Vox Machina arrives at the cavernous underground city of Kraghammer intent on rescuing a missing halfling paladin. They sample the culture of the city and find themselves coming face-to-face with the horrors coming from beneath the city...
Lire la suiteInto the Greyspine Mines
Vox Machina makes a deal with Nostoc Greyspine to put an end to the darkness now rising up from the bowels of the earth. The party gears up and makes their way into Kraghammer's mine, beginning a miles-long trek down into the veins of Khaloor.
Lire la suiteStrange Bedfellows
After saving Grog, the party comes across a duergar war camp controlled by a mind flayer. After a failed initial attack, Vex'ahlia and Keyleth find a powerful and unlikely ally.
Lire la suiteAttack on the Duergar Warcamp
Vox Machina forms a tentative alliance with an illithid outcast, named Clarota, deep inside the caverns under Kraghammer. The heroes devise a plan and fly themselves down to the center of the enemy's war camp to chance a risky assassination attempt on a creature that could easily break their wills with a glance.
Lire la suiteThe Trick about Falling
Having successfully slain a dangerous illithid and its dwarven general, Vox Machina finds themselves surrounded by a small army of duergar. Barely escaping with their lives, they press forward, quickly realizing their path is growing more dangerous with every step into the darkness.
Lire la suiteBreaching the Emberhold
Vox Machina and Clarota continue to wind their way ever downward, eventually reaching the duergar fortress of Emberhold. With a little dash of gnomic derring-do, the group sneaks in through a secret entrance to begin searching for the captive Lady Kima of Vord.
Lire la suiteThe Throne Room
With an uneasy agreement struck between Lady Kima of Vord and Clarota, Vox Machina quietly begins a search of Emberhold. Lady Kima means to strike a blow against their unseen enemy by cutting off the head of K'Varn's military forces, but the ensuing battle may come at a price...
Lire la suiteGlass and Bone
Vox Machina, broken and battered, struggles to survive after a catastrophic battle with the duergar king and queen. Relying on Vex'ahlia's knowledge of the Underdark and her skill at tracking prey, the weary adventurers press on into the depths only to come across a perilous sea of bone and glass...
Lire la suiteYug'Voril Uncovered
Vox Machina battles the duergar queen, Ulara, before she can make a thrall of Grog. Keyleth and Lady Kima settle their differences, Vax'ildan encourages the druid that she is not alone, and the party makes their way to the illithid colony of Yug'Voril.
Lire la suiteK'Varn Revealed
After encountering a menagerie of trouble, Vox Machina looks into a cavern alcove and discovers the veil between planes that K'Varn stepped through to gain entrance to Yug'Voril. Making their way forward, Keyleth performs a Scrying ritual on the being himself, and discovers his true identity...
Lire la suiteThe Temple Showdown
Vox Machina and their allies commence their assault on K'Varn's temple. Who will survive this grueling battle?
Lire la suiteDungeons & Dragons Campaign Tips
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Escape from the Underdark
With K'Varn killed and the dread god Orcus's machinations put to an end, the party struggles with what to do next. Before a decision can be reached, several illithid glide into the chamber of the elder brain, and victory quickly yields to impending doom as Vox Machina struggles to escape the city alive...
Lire la suiteShopping and Shipping
After allowing themselves a single night's rest back in the city of Emon, the members of Vox Machina set out for their meeting with Sovereign Uriel Tal'Dorei II and the Tal'Dorei Council. Once the Council learns of the Horn of Orcus, a course of action is eventually decided upon, and the party then heads out into the city to gear up for the mission at hand.
Lire la suiteSkyward
With the arrival of the envoys of Bahamut and the holy container in which to transport the evil Horn of Orcus, Vox Machina prepares to travel to the distant and ancient city of Vasselheim.
Lire la suiteEnter Vasselheim
As Vox Machina completes the journey across the Ozmit Sea, Lady Kima of Vord arrives and prepares the group for the culture shock awaiting them in Othanzia's capital city of Vasselheim.
Lire la suiteCritical Role Panel: How to Score A Massive Hit
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Hubris
Parting ways with one of their members, Vox Machina is now adrift in a strange and unfamiliar city. After Grog dukes it out in a fighting pit, Vox Machina rushes to help against an attacking beast outside the city, which ends up setting a chain of events in motion.
Lire la suiteTrial of the Take (1)
With Vox Machina now split, Scanlan, Percy, Vex'ahlia, and Grog find themselves teaming up with an unlikely duo assigned by Huntmaster Vanessa Cyndrial of the Slayer's Take guild. The task at hand: ridding the wilds around Vasselheim of a troublesome white dragon past the frost-harried north of the Vesper Timberland...
Lire la suiteTrial of the Take (2)
Scanlan, Percy, Vex'ahlia, and Grog continue their quest with Lyra and Zahra to hunt Rimefang, an adult white dragon who was pursued by previous bands of veteran adventurers from the Slayer's Take who never returned! Is this a suicide mission or a true test of will?
Lire la suiteTrial of the Take (3)
Like their companions before them, Keyleth, Vax'ildan, and Tiberius begin their contract for the Slayer's Take along with a driven and mysterious young cleric named Kashaw and a hardened dwarf by the name of Thorbir. The group's mission—to track down and kill an elusive rakshasa that has been preying on wealthy travelers within the city—leads to the Velvet Cabaret, an exotic establishment in the Duskmeadow District...
Lire la suiteTrial of the Take (4)
Keyleth, Vax'ildan, and Tiberius, joined by Kashaw and Thorbir from the Slayer's Take, make their way down into the tunnels beneath the Velvet Cabaret, pursuing their mercurial prey. The path is far from easy, but after surmounting a handful of harrowing obstacles, Thorbir leads the hunting party into the hidden lair of the elusive rakshasa...
Lire la suiteAramente to Pyrah
With their trials behind them, the members of Vox Machina reunite within the walls of the Slayer's Take. Newly marked and happily reunited, the group decides to set out for Pyrah to find the Fire Ashari, escorting Keyleth on the next leg of her Aramenté.
Lire la suiteThe Rematch
As Vox Machina prepares for the return to Emon, Grog demands a rematch against Kern to regain his honor. After some final errands, the party returns home to Greyskull Keep and a fan outside their home, but there's no time to rest with bad news on the horizon...
Lire la suiteThe Feast
With the Briarwoods coming to Emon, Percy reveals the full tale of how they slaughtered his family and seized control of Whitestone. Vox Machina has just one week to prepare for a diplomatic feast between the Tal'Dorei Council and the sinister and mysterious Lord and Lady Briarwood...
Lire la suiteCrimson Diplomacy
Vax'ildan finds himself alone in the clutches of the villainous Briarwoods! While the party rushes in to save him, they are joined by a mysterious tiefling named Lillith Daturai, a powerful wizard on the run from bounty hunters. Can Vox Machina save both Vax and Lillith from their grim fates?
Lire la suiteConsequences and Cows
Reeling from the aftermath of their battle against the Briarwoods, Vox Machina is called before Sovereign Uriel Tal'Dorei II to answer for their recent destructive behavior. Seeking to bolster their reputation, the group agrees to hunt a mysterious giant bird terrorizing the countryside, with some rather interesting results...
Lire la suiteCritical Trolls for Extra Life
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The Path to Whitestone
Ghostly attackers infiltrate Greyskull Keep as Vox Machina prepares to journey northeast to Whitestone and confront the Briarwoods. Meanwhile, Keyleth begins to suspect that a mysterious power holds sway over Percy.
Lire la suiteThe Sun Tree
Vox Machina sneaks into the town of Whitestone with the intent of inspiring revolution, but they could not be less prepared for the horrors that await them inside...
Lire la suiteD&Diesel
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Whispers
Vox Machina begins a campaign to sow the seeds of rebellion amongst the people of Whitestone. The cruel Sir Kerrion Stonefell is the first target on their list, but will the attack against him unleash a darker power?
Lire la suiteStoke the Flames
The seeds of rebellion begin to take root in Whitestone! But as the members of Vox Machina make their move to bring the population to revolt, they learn that another de Rolo may still be alive...
Lire la suiteNovember 2015 Critmas
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Gunpowder Plot
Scanlan finds himself alone, caught in a Briarwood trap! Meanwhile, the party fuels the fire of rebellion, but will Whitestone pay too high a price? The revolution has begun, and nothing can stop it now!
Lire la suiteAgainst the Tide of Bone
Exhausted and facing an undead army, Vox Machina prepares to storm Whitestone Castle! Thankfully, they're about to get some help from divine intervention...
Lire la suiteReunions
Vox Machina enters Whitestone Castle, led by a new, unlikely ally in hopes of rescuing Cassandra de Rolo. Battles commence, debts are settled, and secrets are revealed as the group descends into the haunted catacombs.
Lire la suiteRace to the Ziggurat
Descending deeper beneath the city of Whitestone, the weary members of Vox Machina are on a collision course with the Briarwoods and their insidious plot. What secrets lie far below and what dangers still await our heroes?
Lire la suiteDecember 2015 Critmas
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Denouement
In the wake of the fateful battle in the Ziggurat, Vox Machina comes face-to-face with the inner demons within Percy both literal and personal. As the Whitestone Rebellion comes to a head, can the party save Percy from the darkness within him? Or is he beyond saving?
Lire la suiteWinter's Crest in Whitestone
The Winter's Crest Festival comes to Whitestone for the first time in five years! Seeing this as a chance to relax after the revolution, Vox Machina partakes in the festivities and exchanges gifts with each other as they enjoy a well-deserved moment of peace.
Lire la suiteThe Story of Vox Machina
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A Musician's Nostalgia
Vox Machina returns to Emon to prove their innocence. Now on the hunt for the treacherous Riskel Daxio, they must once again face the Clasp, along with some shady characters from Scanlan's past.
Lire la suiteEchoes of the Past
Vox Machina takes some well-earned downtime! Scanlan continues his dance with the mysterious gnome girl, Kaylie, and the group agrees to venture back to a mysterious cavern they had abandoned years before...
Lire la suiteBuilding RPG Encounters! (Game Master Tips)
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Omens
Vox Machina returns to General Krieg's home, learning about J'mon Sa Ord, ruler of Ank'Harel on the desert continent of Marquet. The group discovers a mysterious skull, and Vax'ildan questions the priorities of the group. Meanwhile, the city of Emon experiences a substantial political shift.
Lire la suiteHow to Create Non-Player Characters for RPGs (Game Master Tips)
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Desperate Measures
Vox Machina must deal with the Chroma Conclave's attack on Emon and the possible slaughter of much of the city's leadership and notable citizenry.
Lire la suitePreparing for the Unexpected! (Game Master Tips)
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In Ruins
Vox Machina searches the ruins of Emon for survivors of the Chroma Conclave's attack. With the help of a new friend, they find an old one on death's door.
Lire la suiteBuilding RPG Social Encounters! (Game Master Tips)
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Dangerous Dealings
Vox Machina, having rescued Gilmore and the surviving members of the Tal'Dorei royal family, must decide how to handle the Chroma Conclave's attacks across Exandria—and whether to make a devil's bargain with the Clasp.
Lire la suiteThe Rule of Cool! (Game Master Tips)
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Return to Vasselheim
Now in the relative safety of Vasselheim, Vox Machina begins planning their first move against the Chroma Conclave. Fortunately, some old friends turn up to offer their aid.
Lire la suiteCritical Role Panel: Wizard World Gaming Portland
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RPG Etiquette! (Game Master Tips)
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Critical Role Q&A and Battle Royale!
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Rewarding Your Players! (Game Master Tips)
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The Sunken Tomb
In hopes of defeating the Chroma Conclave, Vox Machina sets out to recover the Vestiges of the Divergence—ancient armor, weapons, and other items of immense power. They learn the location of one Vestige, the Deathwalker's Ward, interred with an ancient Champion of the Raven Queen... at the bottom of a lake.
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Those Who Walk Away
An exhausted Vox Machina spends some time hashing out their pent-up frustrations and examining their spoils of victory. They then journey to Pyrah, home of the Fire Ashari, hoping to find survivors of Thordak's escape from the Elemental Plane of Fire.
Lire la suiteCritical Role Invades GameSpot
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Cindergrove Revisited
Special guest star Chris Hardwick plays Gern Blanston, a blue dragonborn wizard. With fire elementals emerging from the Elemental Plane of Fire, Vox Machina joins forces with the druids of Pyrah and Zephrah — and a strange scavenger — to seal the rift between planes.
Lire la suiteThe Family Business
Vox Machina returns to where much of the group's history began: Westruun. But all is not well! Not only has the Chroma Conclave decimated the area, but another strangely familiar threat has taken hold of the city, as well...
Lire la suiteInto the Frostweald
Vox Machina continues the quest to collect the Vestiges of the Divergence in order to defeat the Chroma Conclave. Along the way, they are rejoined by Pike Trickfoot and discover some other old friends in dire straits.
Lire la suiteCritical Sloth
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Critical Role x Kinda Funny: Dungeons & Dragons (1)
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Critical Role x Kinda Funny: Dungeons & Dragons (2)
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Critical Role x Kinda Funny: Dungeons & Dragons (3)
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Critical Role x Kinda Funny: Dungeons & Dragons (4)
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A Name is Earned
Vox Machina ventures deep beneath the Stormcrest Mountains to confront the mysterious androsphinx mate of Osysa — and hopefully learn more about the Vestiges of Divergence.
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Best Laid Plans...
Vox Machina confronts the darkness of Craven Edge and plans to retake Westruun. Scanlan infiltrates the city to set up a distraction and stumbles upon some old friends.
Lire la suiteTest of Pride
Scanlan tries to plan a safe escape for his daughter Kaylie, while Grog makes his way to the center of Westruun for the final confrontation with his uncle Kevdak.
Lire la suiteThe Kill Box
Unable to defeat Kevdak in single combat, Grog calls upon Vox Machina in a desperate fight for their lives, the fate of Westruun, and control of the Herd of Storms.
Lire la suiteAt Dawn, We Plan!
Vox Machina must decide: leave Westruun to fight another day, or prepare to face the deadly black dragon Umbrasyl?
Lire la suiteIn the Belly of the Beast
With battle plans in place, Grog frees some Westruun citizens while Vox Machina busily prepares to engage Umbrasyl with the cunning of their tactics and the strength of the Herd of Storms. The hour arrives, Umbrasyl descends, and the battle begins...
Lire la suiteCritical Role Q&A and Battle Royale: Take II
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Umbrasyl
In the midst of battle against Vox Machina and the Herd of Storms, the ancient black dragon Umbrasyl retreats to Gatshadow Mountain after sustaining heavy damage. With Scanlan Shorthalt and Vax'ildan trapped inside the dragon and Grog Strongjaw hanging from a chain attached to an axe embedded in Umbrasyl's scaled flesh, the party must somehow survive and choose whether to follow the dragon into its lair or wait for another opportunity to slay it later.
Lire la suiteHope
As the citizens of Westruun learn of Umbrasyl's demise, they must decide whether to flee possible retaliation from the Chroma Conclave or reclaim their city. With the burden of so many lives and so much destruction, the members of Vox Machina struggle with their own responsibilities and destinies. Perhaps a humble paladin can restore the hope of frightened citizens and powerful heroes alike...
Lire la suiteCritical Role and GameSpot at E3 2016
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Duskmeadow
With Umbrasyl defeated, the Herd of Storms beginning a new chapter as part of the Rivermaw Tribe, and the city of Westruun restored to its people, Vox Machina journeys to Vasselheim as Vax'ildan confronts the heavy price of a bargain for his sister's life. After a short stay in Vasselheim, the party travels to Whitestone to meet old friends... and an old enemy?
Lire la suiteA Cycle of Vengeance
Beset by an old foe disguised as a beloved ally, Vax'ildan fights for his life while the other members of Vox Machina fend off some assassin hirelings standing between them and their friend.
Lire la suiteDeadlands One-Shot for MDA Charity!
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Critical Role EXTRA – Liam's Quest!
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The Feywild
In search of one of the Vestiges of Divergence, Vox Machina enters the Feywild—a magical but dangerous twilight reflection of the Material Plane. After finding a nymph from their past and a mischievous satyr, the party finds its way to a familiar place: the home of Vax'ildan and Vex'ahlia's father, the elven city of Syngorn.
Lire la suiteHeredity and Hats
Forced by circumstance to enter the elven city of Syngorn in the Feywild, Vox Machina reluctantly seeks audience with Vax'ildan and Vex'ahlia's estranged father, Syldor Vessar, and his new family. After a tense reunion, the party acquires diplomatic papers to pursue their agenda in the city—and complete some unscrupulous tasks for their satyr guide, Garmelie.
Lire la suiteCritical Role's 'The Dating Game' Panel – SDCC 2016
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Critical Role Answers Your Questions at SDCC!
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Denizens of the Moonbrush
The satyr guide, Garmelie, leads Vox Machina toward the cancerous tree that houses Fenthras, Wrath of the Fey Warden, one of the Vestiges of Divergence. The journey through the Feywild presents several challenges, but the biggest and scariest threats aren't always the most dangerous in this strange realm...
Lire la suiteUninviting Waters
Still travelling through the Feywild, Vox Machina and Garmelie finally arrive at the Gilded Run, a series of rivers that separate them from the Shademurk Bog. Nature itself bars passage, and even if they contend with the magical rivers, who knows what lurks below?
Lire la suiteThe Echo Tree
The members of Vox Machina prepare for their final approach to the cancerous tree, including a discussion between Keyleth and, seemingly, the bog itself. The tree opens to them, and Vex'ahlia is offered a disturbing choice...
Lire la suiteThe Frigid Doom
Back in Whitestone to debate their next move, Vox Machina discovers their return from the Feywild may not have been as clean-cut as it seemed. Their attention turns to Draconia where the destruction wrought by the Conclave again leaves the party to search for allies amongst the scattered survivors while coming face to face with the cost to defeat them.
Lire la suiteThe Streets of Ank'Harel
Vox Machina travels to Marquet in search of Cabal's Ruin, the next Vestige on their list. They explore the city of Ank'Harel, get involved in some questionable activities, and eventually find themselves standing before the mysterious ruler of the city...
Lire la suiteCritical Role Extra - The Return of Liam!
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A Traveler's Gamble
After proving their strength to J'mon Sa Ord, Vox Machina heads to a casino to have some fun and make some deals. The next day, they go in search of Mistress Asharru—the owner of Cabal's Ruin—and discover a shocking scene, as well as evidence that an old foe is on the move.
Lire la suiteThe Chase to Glintshore
Anna Ripley has stolen one of the Vestiges of the Divergence and is on her way to an island of glass in search of another. With the help of Captain Damon and his skyship, Vox Machina races across the sea to stop her once and for all.
Lire la suiteCloak and Dagger
Hot on the heels of Dr. Anna Ripley, Vox Machina finds themselves on the beach of the isle of glass. The party prepares as their confrontation with Ripley draws near. Old demons and new discoveries will surface on the Isle of Glintshore.
Lire la suitePassed Through Fire
Vox Machina is left shaken in the aftermath of their battle with Anna Ripley. They hurry back to Whitestone to save one of their own and end up being offered an alliance from the most unlikely source...
Lire la suiteTrust
After a tense discussion, Vox Machina finds themselves with an unlikely—and untrustworthy—ally. A risky plan is formed and the group heads to the ruins of Draconia to prepare for their battle with Vorugal the white dragon...
Lire la suiteVorugal
Vox Machina enacts their riskiest plan yet: summon a goristro from the Abyss to fight Vorugal and hope for the two giant creatures to kill each other. If they succeed, another member of the Chroma Conclave will fall and another Vestige will be retrieved. But if any step in their plan fails, it could have dire consequences, especially with another dragon waiting in the wings...
Lire la suiteSetting up your Gamemaster's Screen! (Game Master Tips)
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The Elephant in the Room
Fresh off of slaying Yenk and Vorugal the Frigid Doom, the weary members of Vox Machina take time to catch their breaths and set about gathering what spoils they could find from both the corpse of the wyrm and his treasure trove before resting and returning to Whitestone for their next course of action...
Lire la suiteImprov and the Unexpected (Game Master Tips)
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The Coming Storm
With three of the five members of the Chroma Conclave dead, Vox Machina has a meeting with their friends in Whitestone to begin planning for the upcoming battle with Thordak. Percy decides it's time for one of their allies to stop keeping secrets from the rest.
Lire la suiteGetting Players To Roleplay (Game Master Tips)
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Path of Brass
Vox Machina heads to Fort Daxio to begin preparation for the upcoming fight with Thordak. With time running out until the climactic battle, the party decides to travel to the Elemental Plane of Fire in search of the final Vestige, but find themselves in over their heads...
Lire la suiteHow to Customize Creatures (Game Master Tips)
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Where the Cards Fall
Guided by their bizarre new acquaintance, Vox Machina meets with the fire giant who is in possession of the Plate of the Dawnmartyr. Although their goal is literally in sight, retrieving the final Vestige might be one of their most perilous challenges yet.
Lire la suiteCreating Magical Items (Game Master Tips)
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Brawl in the Arches
Vox Machina finds themselves face to face with Ghurrix the pit fiend, leading to an all-out battle in the middle of the City of Brass.
Lire la suiteFixing GM Mistakes! (Game Master Tips)
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Player Character Deaths (Game Master Tips)
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Clash at Daxio
Vox Machina returns from the Elemental Plane of Fire, only to discover Fort Daxio under siege. With no word from Allura, they rush into battle to save as many of their allies as they can.
Lire la suiteHow to Run an EVIL RPG Campaign! (Game Master Tips)
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The Siege of Emon
Having gathered their allies, Vox Machina heads for the center of Emon to begin the final battle against Thordak the Cinder King.
Lire la suiteThordak
Having infiltrated the center of Emon, Vox Machina and their allies engage Thordak in a battle to the death.
Lire la suiteRaishan
Vox Machina battles Raishan within Thordak's lair.
Lire la suiteWhat Lies Beneath the Surface
After reuniting with an old friend, Vox Machina loots Thordak's treasure hoard before returning to Whitestone to decide what to do about Raishan.
Lire la suiteDeadly Echoes
Vox Machina and their allies travel to the island that Raishan fled to, but to reach her they must find their way past numerous obstacles and undead threats.
Lire la suiteThe Deceiver's Stand
Raishan and Vox Machina have their final confrontation.
Lire la suiteLoose Ends
In a rare moment of peace, Vox Machina checks on Emon, fulfills a promise, and meets up with an old acquaintance.
Lire la suiteA Bard's Lament
Grog has a one-on-one rematch with Earthbreaker Groon. Vox Machina says farewell to a dear friend, but they meet someone new the very next day.
Lire la suiteDaring Days
Vox Machina takes some time to bond with their new companion before setting sail for their next adventure.
Lire la suiteCreating Homebrew Content in RPGS! (Game Master Tips)
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Onward to Vesrah
Vox Machina sets sail across the Ozmit Sea to the home of the Water Ashari, dealing with scurvy trouble along the way, where upon arrival Keyleth will endeavor to complete her Aramenté... and discover a horrible truth.
Lire la suiteWrite One-Shot RPG Campaigns! (Game Master Tips)
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Tangled Depths
Vox Machina journeys into the Elemental Plane of Water for the final trial of Keyleth's Aramenté.
Lire la suiteNous ne disposons d'aucun synopsis. Votre contribution est la bienvenue !
Curious Tides
Having procured the lodestones, Vox Machina returns to Vesrah with Vax'ildan's life on the line as they hurry to save their fallen companion. Bargains and promises are made, cards are drawn, and new power is unlocked as Keyleth's Aramenté trials come to an end.
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Voice of the Tempest
Vox Machina searches for a means to seal away Opash's book and travels to Zephrah where Keyleth goes to embrace her destiny...
Lire la suiteVox Machina Go to Hell
Vox Machina descend into the Nine Hells and enter the City of Dis to find and destroy Hotis once and for all.
Lire la suiteDeals in the Dark
After Keyleth scares off her would-be attackers, Vox Machina continues their trek through the City of Dis, and Percy makes a deal with the devil Ipkesh to assassinate Utugash. Their mission takes them to the pit fiend's abode, where they also encounter and rescue a new ally in Tova. Will they fulfill the deal, or will Percy's soul be forfeit?
Lire la suiteBats Out of Hell
Vox Machina commences their assassination of Utugash with the aid of Tova and get brought to the prison of Mentiri. But will their deal be honored? And will Vox Machina finish off Hotis and escape the Nine Hells? Or will they be lost forever?
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Jugs and Rods
Vox Machina, having barely survived their escape from the Nine Hells, returns to Whitestone for some much-needed rest and respite as Vex'ahlia partakes in the Grey Hunt to truly earn her noble title and place in the city.
Lire la suiteCritical Role Extra - Liam's Quest: Full Circle
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One Year Later
After a year spent enjoying some downtime and accomplishing some personal goals, Vox Machina reunites for a beach vacation and an unexpected family reunion for a certain someone...
Lire la suiteFireside Q&A with Matthew Mercer
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Family Matters
Vox Machina mobilizes to assist the Trickfoots in purging Pike of the blood curse. However, some things are not as they seem...
Lire la suiteTaryon, My Wayward Son
Having dealt with the Trickfoot clan, Keyleth goes off the deep end and Taryon finds himself on a collision course with a dark secret within his own family. What will he and Vox Machina discover at Deastok?
Lire la suiteThe Mines of the Many
Vox Machina inquires with The Myriad in order to alleviate the Darringtons of their debt. But is the light at the end of the tunnel a sign of hope... or imminent death?
Lire la suiteLevel 17 Battle Royale!
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Beyond Critical Role at MomoCon 2017
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Talks Machina with Critical Role at MomoCon 2017
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Masquerade
As Vox Machina returns to Deastok to clear the Darrington family of their debt, Taryon has a talk with his family about the future. The party then returns to Whitestone where two strange individuals make themselves known, one of them possibly being more than he seems.
Lire la suiteUnfinished Business
Vox Machina, along with Lionel Gayheart and Scanlan Shorthalt, travel into the mountain range of Marquet to investigate the existence of another Ziggurat. As Scanlan tries to make amends for his actions, what lies beneath will lead to a shocking reveal that will set the stage for something greater...
Lire la suiteThar Amphala
Vox Machina journey through the Ziggurat into the Shadowfell, hot on the trail of Delilah Briarwood.
Lire la suiteVisit The Slayer's Cake In Downtown Whitestone
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Race to the Tower
All hell breaks loose as Vox Machina race to stop the return of Vecna!
Lire la suiteThe Fate-Touched
Vox Machina regroup after their devastating defeat at the hands of Vecna, all while Vax’s soul is tested by the Matron of Ravens.
Lire la suiteElysium
We journey to Elysium, where Vox Machina must prove their worth in the eyes of the gods.
Lire la suiteThe Fear of Isolation
Vox Machina travel to the pools of Wittebak, where they meet a lonely stranger residing in a strange old house.
Lire la suiteTalks Machina with Critical Role at SDCC 2017
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The Endless Atheneum
Vox Machina race against time to earn the blessing of the Goddess of Knowledge while Vecna continues to gain power.
Lire la suiteScaldseat
Vox Machina descend into the heart of an undersea volcano to find the forge of the gods.
Lire la suiteThe Core Anvil
Upon finding the Core Anvil and the forge guardian that protects it, Vox Machina attempt to create the divine trammels that will aid in their fight against Vecna.
Lire la suiteThe Ominous March
Live from Gencon: Vox Machina returns to Vasselheim to prepare for the coming of Vecna
Lire la suiteThe Climb Within
Vox Machina find treasures, horrors, and mysteries as they make their way through the body of an undead primordial.
Lire la suiteBar Room Blitz - A Sam Riegel One-Shot
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Shadows of Thomara
Vox Machina make their way through the cursed caverns of the undead dwarven city of Thomara, hoping their presence won't be discovered.
Lire la suiteDark Dealings
Vox Machina search for a powerful artifact that could help swing the tide in their favor. Nothing could possibly go wrong…
Lire la suiteThe Final Ascent
Vox Machina, having made their final preparations, make their way to the top of the tower of Entropis. With special guest Joe Manganiello!
Lire la suiteCritical Role One-Shot - Shadow of War (1)
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Vecna, the Ascended
Vox Machina's climactic battle with Vecna begins.
Lire la suiteCritical Role One-Shot - Shadow of War (2)
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The Chapter Closes
On the final episode of our campaign, victory is celebrated, and all debts are paid.
Lire la suiteCritical Role One-Shot: Thursday By Night (1)
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Critical Role One-Shot: Thursday By Night (2)
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Grog's One-Shot
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Critical Role One-Shot: Trinket's Honey Heist
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Critical Role One-Shot: Sam's One-Shot
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Critical Role Panel: Pax Unplugged 2017
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Critical Role One-Shot: Hearthstone One-Shot
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Epic Level Battle Royale
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Talks Machina - Campaign Wrap-up
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CR: The Perfume from Critical Role
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Talks Machina - Fireside Chat
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Curious Beginnings
In Wildemount, seven adventurers coalesce in a tavern before finding themselves drawn to a mysterious circus.
Lire la suiteA Show of Scrutiny
The newly formed party delves into their own investigation of the events at the carnival, while still wondering if they can trust the company they've found themselves in.
Lire la suiteThe Midnight Chase
The party searches for the devil toad in an attempt to clear their name, finding themselves on a haunted island in the middle of the Ustaloch.
Lire la suiteDisparate Pieces
The party presents evidence of the devil toad’s corruption at a midnight trial, and Beau confronts an envoy from her past.
Lire la suiteThe Open Road
The group hits the road, preparing for a long trip to Zadash. But trouble in the small town of Alfield stops the band of adventurers in their tracks.
Lire la suiteThe Howling Mines
The group questions the crownsguard for clarity about last night’s attacks, and their hunt for the gnolls leads them to a descent down a mysterious mine.
Lire la suiteHush
The group plunges deeper into the gnoll mines, coming across an unexpected ally (guest Khary Payton), and wandering into a nest of dangers.
Lire la suiteThe Gates of Zadash
The group decides upon a name and leaves Alfield, heading back on the open road to Zadash... though not without having to deal with the dangers of the road.
Lire la suiteSteam and Conversation
The Mighty Nein explore Zadash, looking for new jobs, finding old allies, and stumbling upon intriguing mysteries.
Lire la suiteWaste and Webs
The Mighty Nein delve into the sewers of Zadash in search of the mysterious beast that has been terrorizing the Crownsguard...
Lire la suiteZemnian Nights
The Mighty Nein finally make it into the Tri-Spire, exploring the upper echelon of Zadash and investigating the Knights of Requital’s claims of corruption within the government...
Lire la suiteTalks Machina - Live from WonderCon 2018
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Midnight Espionage
Hijinks ensue as the Mighty Nein attempt subterfuge in order to carry out the mission of the Knights of Requital...
Lire la suiteLost & Found
The Mighty Nein deal with the fallout from the night’s events, working to repair the fraying edges of the Knights of Requital and learning how to trust their own team.
Lire la suiteCritical Role Full Panel - C2E2 2018
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Critical Role Answers Your Questions - C2E2 2018
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Fleeting Memories
The Mighty Nein strike a deal with The Gentleman. Mollymauk's worst nightmare comes to fruition when he is forced to confront and explain his own past.
Lire la suiteWhere The River Goes
Heading down an underground river, the Mighty Nein explore a long abandoned research facility, uncovering dangerous foes and even more dangerous secrets.
Lire la suiteA Favor in Kind
The Mighty Nein deal with the ramifications of their actions in the research facility, exploring more of the dark caverns beneath Zadash and experimenting with dangerous unknowns.
Lire la suiteHarvest Close
The Mighty Nein attend the Harvest Close Festival, taking part in sweets and games of skill, and entering the challenging Victory Pit.
Lire la suiteWhispers of War
The end of the Harvest Close Festival brings a victory overshadowed by the bigger problems of the Empire.
Lire la suiteThe Gentleman's Path
The Mighty Nein find themselves facing multiple choices as to their next actions and alliance.
Lire la suiteLabenda Awaits
As The Mighty Nein get closer to Berleben, trouble awaits them on the road and in the swamp.
Lire la suiteStalker 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.
Lire la suiteD&D Beyond Official Theme
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Lost Treasures
The Mighty Nein delve into the waters below the safehouse in an attempt to finish their first task for The Gentleman...
Lire la suiteHave Bird, Will Travel
After finishing up some loose ends in the Labenda Swamp, the Mighty Nein head to the town of Hupperdook...
Lire la suiteThe Hour of Honor
Several members of the Mighty Nein find their pockets picked the morning following a drinking competition.
Lire la suiteDivergent Paths
The Mighty Nein face a killer Clockwork Warden in the Gearhole Prison.
Lire la suiteFound & Lost
The Mighty Nein wake up to missing members, meet a stranger who could possibly help them, and find that some plans... have a high cost
Lire la suiteConverging Fury
Still reeling from the cost of their first fight against the Iron Shepherds, the Mighty Nein gain another ally and enter Shadycreek Run, where they begin to plot their revenge against their formidable foe...
Lire la suiteTalks Machina Live from San Diego Comic Con 2018
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Within the Nest
The Mighty Nein set out to find some help to take down the Iron Shepherds, and enter the Sour Nest to engage with their enemies...
Lire la suiteThe Stalking Nightmare
Live from GenCon in Indianapolis! The Mighty Nein descend deeper into the Sour Nest to rescue their friends, and find help in an unexpected corner…
Lire la suiteFireside Chat & NPC Build with Matthew Mercer
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The Journey Home
Reunited at last, the Mighty Nein journey back to Zadash, hoping to find closure with those they've lost and the contracts they've made...
Lire la suiteHoney Heist 2: Electric Beargaloo
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Commerce & Chaos
The Mighty Nein take two weeks of downtime in Zadash, shopping and researching, before embarking on their next adventure...
Lire la suiteBeyond the Boundaries
The Mighty Nein return to several old stomping grounds as they journey south to Nicodranas and the Menagerie Coast...
Lire la suiteLiam's One-Shot: The Song of the Lorelei
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The Ruby and the Sapphire
Beach episode! The Mighty Nein explore Nicodranas and Jester reunites with her mother, the famed Ruby of the Sea...
Lire la suiteEncroaching Waters
The Mighty Nein investigate the watery underbelly of Nicodranas, and find more danger than they bargained for...
Lire la suiteDockside Diplomacy
The Mighty Nein find success in their task for the Ruby, but chaos ensues as they continue their search for Marius LePual...
Lire la suiteSam Riegel's Crash Pandas One-Shot
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O Captain, Who's Captain?
The Mighty Nein hire a crew and set out on a naval adventure, but danger lurks on the open seas...
Lire la suiteDangerous Liaisons
Live from New York! The Mighty Nein are taken aboard the Squalleater, and Fjord learns more about his mysterious patron...
Lire la suiteWelcome to the Jungle
Delving into the jungle island of Urukayxl, the Mighty Nein must utilize new tactics in order to contend with the dangerous denizens of the jungle...
Lire la suiteTemple of the False Serpent
The Mighty Nein discover what creatures lie in wait in the inner depths of the temple...
Lire la suiteCritical Role and the Club of Misfits
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Critical Role Q&A - MCM London
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Dubious Pursuits
The Mighty Nein undergo a dangerous watery escape from the temple, and go to great lengths to maintain their alliance with Captain Avantika...
Lire la suiteSunday Critical Role Interview @ MCM London 2018
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A Pirate's Life for Me
The Mighty Nein head for the lawless island of Darktow, engaging in an act of piracy along the way...
Lire la suiteA Hole In the Plan
The Mighty Nein explore the pirate island of Darktow, and attempt to undermine Avantika...
Lire la suiteHoney Heist 3: Tova's Honeys
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Fireside Chat with Sam Riegel
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In Hot Water
The Mighty Nein face a showdown with Avantika and her crew in Darktow, and the possible wrath of the Plank King for breaking pirate law...
Lire la suiteMighty Nein Intro
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The Diver's Grave
The Mighty Nein investigate Fjord’s shipwreck, and their underwater adventure takes a spooky turn as they head deeper into the Diver’s Grave...
Lire la suiteThe Stowaway
The Mighty Nein find a stowaway on the Squalleater, who carries a mysterious item that holds dangerous consequences for the curious...
Lire la suiteA Storm of Memories
The Mighty Nein dock in Bisaft before setting sail through a dangerous storm to find the next temple of Uk’otoa…
Lire la suiteThe Night Before Critmas
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The Second Seal
The Mighty Nein dive back underwater to find the second temple of Uk’otoa in search of Fjord’s reward…
Lire la suiteHomeward Bound
The Mighty Nein dock in Nicodranas and reenter the Empire, finding secrets waiting for them in Felderwin...
Lire la suiteA Game of Names
Reeling from their discovery, the Mighty Nein come clean with each other about aspects of their past...
Lire la suiteThe Endless Burrows
The Mighty Nein follow the tunnels of the Kryn's burrowing worms, but find much more than caverns and rocks await them down in the underground...
Lire la suiteXhorhas
The Mighty Nein safely make it to Xhorhas, but find more danger than they could have imagined in this new country…
Lire la suiteFeral Business
The Mighty Nein enter Asarius, the City of Beasts, and encounter dangerous denizens within and below its streets.
Lire la suiteThe Search For Grog
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The Search for Grog
After pulling a card from the Deck of Many Things, Grog's soul was stolen and trapped in the Plane of Pandemonium. This is the story of Vox Machina attempting to find and rescue their big buddy, Grog...
Lire la suiteCornered
The Mighty Nein explore the markets of Asarius and tangle with the locals in a no-holds-barred prize fight...
Lire la suiteWell Beneath
The Mighty Nein reunite with an old ally, and investigate the growing mystery of the fiendish rifts in Asarius...
Lire la suiteDuplicity
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.
Lire la suiteThe Favor
The Mighty Nein bring their hard-fought evidence of the abyssal rifts to Lady Olios in hopes of gaining the promised favor of the Bright Queen...
Lire la suiteIn Love and War
The Mighty Nein face the ramifications of Caleb’s decision, and Nott is faced with a tense reunion.
Lire la suiteWood and Steel
The Mighty Nein explore Rosohna, the City of Perpetual Night, before embarking on a dangerous mission for Professor Waccoh...
Lire la suitePerspective
The Mighty Nein engage with the stone giants in the Icozrin Steelworks, then discover a more sinister danger deep in the Vermaloc...
Lire la suiteA Turtle By Any Other Name
The Mighty Nein face a fiendish showdown in the Braan, and uncover more clues about the rifts throughout Xhorhas...
Lire la suiteAgreements
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...
Lire la suiteDomestic Respite
The Mighty Nein explore their new keep while anticipating the meeting at the Overcrow Apothecary...
Lire la suiteIntervention
The Mighty Nein tell the Bright Queen about a potential attack on Xhorhas, and attempt to infiltrate a meeting at the Overcrow Apothecary...
Lire la suiteNous ne disposons d'aucun synopsis. Votre contribution est la bienvenue !
A Dangerous Chase
Giving chase to their wily target, the Mighty Nein travel north into the Barbed Fields, a dangerous and terrifying wasteland...
Lire la suiteChases and Trees
The Mighty Nein continue their trudge through the Barbed Fields, and find beauty and shelter in an unlikely corner...
Lire la suiteTails of Equestria One-Shot
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Beneath Bazzoxan
The Mighty Nein tussle with a roc and make their way to Bazzoxan, a village holding the line against historical terrors...
Lire la suiteBeyond the Eyes of Angels
The Mighty Nein delve further under the mountains near Bazzoxan, where dangerous traps and ghostly horrors lie in wait...
Lire la suiteReflections
Continuing their crawl through the tomb, the Mighty Nein must tackle a bridge of terrors and come face-to-face with familiar foes...
Lire la suiteThe Search For Bob
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The Search for Bob
Vox Machina returns in this special one-shot, canonically taking place immediately following Campaign 1 and the events of "The Search For Grog"
Lire la suiteThe King's Cage
The Mighty Nein pass through an ominous doorway to uncover the secrets of an evil locked away for centuries...
Lire la suiteCausatum
The Mighty Nein come to terms with the consequences of their actions as they return to Rosohna and plan their next move...
Lire la suiteFamily Gathering
The Mighty Nein spend a day in Nicodranas, reuniting families and causing several members to question their next steps..
Lire la suiteClay and Dust
Distant family waits at the Kravaraad Volcano in the Greying Wildlands, and a difficult decision changes everything for one of the Mighty Nein...
Lire la suiteCritical Role One-Shot: Shadow of the Crystal Palace
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Uthodurn
Live from Indianapolis, the Mighty Nein journey through the Greying Wildlands to Uthodurn, in hopes of finding someone who can reforge the Star Razor...
Lire la suiteManifold Morals
Joined by a new, lawful ally, the Mighty Nein delve deeper into the disks of Uthodurn in their search for mythril and the whereabouts of a white dragon...
Lire la suiteRime and Reason
The Mighty Nein find themselves transported to snowy Mythburrow in pursuit of a white dragon, and must use all their wisdom to escape with their prize and their lives intact...
Lire la suiteRefjorged
Having returned to Uthodurn, the Mighty Nein attempt to tie up loose ends before heading back to the Cinderrest Sanctum...
Lire la suiteDalen's Closet
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Dalen's Closet
Vox Machina return to the beaches of Dalen's Closet for the official wedding of Vex'ahlia and Percival, but no wedding ever goes off without a hitch...
Lire la suiteA Tangled Web
The Mighty Nein must determine their next step as they learn more about the powerful figures from Caleb's past...
Lire la suiteBetween the Lines
The Mighty Nein return to Zadash, where lore and knowledge await those that know where to look...
Lire la suiteThrough the Trees
The Mighty Nein follow the trail of the cult of the Angel of Irons in hope of beating them to their prize in the Lotusden...
Lire la suiteFeast of Legends One-Shot
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Travis Willingham's Spooktacular
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The Folding Halls
The Mighty Nein recover from their encounter with Obann and head to Nicodranas to seek Yussa's guidance, but find more than just a meeting awaits them...
Lire la suiteFrom Door to Door
Continuing their search for Yussa and hoping to find a possible boon in their struggle against Obann, the Mighty Nein wander the Heirloom Sphere into rooms of ever-growing danger...
Lire la suiteUnDeadwood: Stay Close, Reverend (1)
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The Beat of the Permaheart
The Mighty Nein continue their plunge into the Heirloom Sphere, seeking out a dangerous item whose destruction could change the tide in their fight against the Angel of Irons...
Lire la suiteUnDeadwood: God Don't Play Cards (2)
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Dark Bargains
Now trapped within the astral dreadnought, the Mighty Nein must decide whether or not to trust the entity that they discover waiting inside...
Lire la suiteUnDeadwood: I Got My Wish (3)
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Titles and Tattoos
Having survived the dangers of the Folding Halls, the Mighty Nein must now grapple with the gravity of Obann’s plot and decide who in the Empire they can possibly trust...
Lire la suiteThe Threads Converge
The Mighty Nein find danger in an unexpected place when they're forced to contend with an assassin, and inch closer to uncovering truths about both the Angel of Irons and themselves...
Lire la suiteUnDeadwood: Goodnight, Miss Miriam (4)
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The Cathedral
The Mighty Nein race to the cathedral of the Dawnfather in a desperate effort to stop Obann's sinister plot...
Lire la suiteThe Adventures of the Darrington Brigade
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The Adventures of the Darrington Brigade
Taryon Darrington leads a troupe of unlikely miscreants through a dangerous journey in search of glory.
Lire la suitePunishment and Politics
Running on fumes, the Mighty Nein face down the new form of their old threat, but it is diplomacy that proves to be an even greater challenge...
Lire la suiteUnwanted Reunions
The Mighty Nein must deal with the political ramifications of their choices as they wade further into the depths of the war between the Empire and Xhorhas...
Lire la suiteEnd of 2019 Fireside Chat
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Lingering Wounds
The Mighty Nein take a couple days of downtime in Rexxentrum to research, train, and reconnect with faces from the past...
Lire la suiteBathhouses and Bastions
The Mighty Nein continue their research and relaxation in Rexxentrum before returning to Xhorhas in hopes of convincing the Bright Queen to parley...
Lire la suiteStone to Clay
The Mighty Nein spend some time at home connecting with an ally, while the answer to a once-distant goal comes rapidly into view...
Lire la suiteHome is Where the Heart Is
The Mighty Nein chase a lead on Nott's curse, but that lead brings Beau face to face with a past she would rather leave behind.
Lire la suiteMisery Loves Company
The Mighty Nein find themselves on the hunt for the entity responsible for Nott's predicament, but neither the journey nor the quarry are quite what they expected...
Lire la suiteWith Great Power...
The Mighty Nein take stock after their tangle with a dealmaker but their arrival at a new destination holds unexpected answers...
Lire la suiteBlessing in Disguise
Now in the jungles of the White Dawn Lagoon, the Mighty Nein find themselves challenged not just by Caduceus's journey of faith, but by Jester's as well...
Lire la suiteCritical Role One-Shot: Cinderbrush: A Monsterhearts Story
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Family Shatters
The Mighty Nein, having arrived at the oasis menagerie, must now protect both themselves and the fragile garden denizens from the danger barreling toward them...
Lire la suiteThe Fancy and the Fooled
Live from Chicago! The Mighty Nein return to Nicodranas, where happy reunions and fantastic makeovers are shadowed by revelations about someone close to the party...
Lire la suiteDark Waters
The Mighty Nein reset after their intense interactions at the party to prepare for their voyage to the peace talks, but nothing can prepare them for the danger that awaits on the high seas...
Lire la suiteHigh Seas, High Stakes
Slowly recovering from the midnight attack, the Mighty Nein continue their course for the long-awaited peace talks between warring nations...
Lire la suiteDOOM Eternal One-Shot
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Mighty Vibes Vol 1: Lo-fi Beats to Doodle To
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Hunted at Sea
The Mighty Nein are back! Faced with a pursuing dragon turtle, the Mighty Nein must rely on luck and cunning in order to battle their enormous, determined foe...
Lire la suiteMysteries, Memories, and Music
The Mighty Nein explore the island village of Vo, uncovering strange mysteries about the island itself and its unusual inhabitants...
Lire la suiteMighty Vibes Vol 3: Chill Tunes to Drink Tea/Meditate To
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Ghosts, Dinosaurs, and Stuff
The Mighty Nein must traverse a dangerous path while seeking an audience with the mysterious being that claims dominion over the island of Rumblecusp…
Lire la suiteMaritime Mysteries
Wrestling with the dangers of spending too much time on Rumblecusp, the Mighty Nein travel to the Heaven Falls, seeking a weak point in the island that could be used against Vokodo...
Lire la suiteThe Ruined Sliver
Seeking answers, the Mighty Nein continue to delve into forbidden areas of Rumblecusp in order to learn more about their powerful foe...
Lire la suiteRumble at Rumblecusp
Armed with knowledge and an amorphous plan, the Mighty Nein prepare to confront Rumblecusp's dangerous overlord...
Lire la suiteA Fog Lifted
The Mighty Nein must now face the ramifications of their fight with Vokodo, both within the dangerous cavern itself and amongst the villagers of Vo...
Lire la suiteDevoutness and Dicks
With less than a week until Traveler Con, the Mighty Nein put on their party planning hats to prep Rumblecusp for the unruly event.
Lire la suiteTraveler Con
With their preparations finished and the day upon them, it's time for the Mighty Nein's greatest challenge yet... the celebration of Traveler Con!
Lire la suiteFrigid Propositions
The Mighty Nein return to the mainland where mysteries, shopping, job offers, and family reunions await their attention...
Lire la suiteDinner with the Devil
The Mighty Nein attend a dinner hosted by a monstrous figure from Caleb's past, where both revelations and questions arise in multitude...
Lire la suiteNew Homes and Old Friends
The Mighty Nein explore a new magical haven before heading to Zadash to investigate some theories and reach out to previous connections...
Lire la suiteThe Chase Begins
While preparing to journey to Eiselcross, the Mighty Nein find themselves torn as they uncover a pressing mystery about a friend thought lost...
Lire la suiteA Heart Grown Cold
While sailing upon icy seas, the Mighty Nein must contend with an unexpected familiar foe that's come to enact revenge...
Lire la suiteAn Open Window
Having arrived in Eiselcross, the Mighty Nein get acquainted with their allies even as threads and fates begin to cross...
Lire la suiteFetching Fables & Frosty Friends
The Mighty Nein head into the frozen tundra of Foren, led by their grizzled guide, and must contend with more than a few dangerous elements of the landscape...
Lire la suiteUnder Timeless Ice
The Mighty Nein delve into their first of Eiselcross's excavation sites, hot on the heels of their mysterious quarry...
Lire la suiteThe Tortoise and The Dare
Hard choices await the Mighty Nein, who must decide whether to follow the current path of their former friend or deviate and forge a new one...
Lire la suiteSolace Between the Secrets
The Mighty Nein forge their own way across the tundra to another Aeorian excavation site, but things far more dangerous than frozen relics await them under the snow...
Lire la suiteMalice and Mystery Below
Deep within the mysterious Aeorian ruin, the Mighty Nein must first face a terrifying abomination before they can venture further into the strange and unknown...
Lire la suiteContentious Company
The Mighty Nein locate their prize but quickly learn that adversaries and conflict can come from even the most unexpected corners...
Lire la suiteNous ne disposons d'aucun synopsis. Votre contribution est la bienvenue !
Ice and Fire
Forced to navigate a strange new relationship with the Tombtakers, the Mighty Nein continue their trek to Aeor, where both fiery and magical dangers await any wrong moves...
Lire la suiteNothing Ventured, Nothing Gained
With secrets and mysteries ever growing, the Mighty Nein must navigate the rising tension between themselves and their ersatz allies as their travel to Aeor continues...
Lire la suiteFair-weather Faith
The Mighty Nein must contend with eye-opening revelations and ever-shifting power dynamics as they continue to forge towards Aeor...
Lire la suiteA Walk to Warmer Welcomes
Exhausted and hunted, the Mighty Nein search for sanctuary in Aeor while contemplating their own potential chess moves...
Lire la suiteThe Neverending Day
Having escaped the frozen fields of Eiselcross, the Mighty Nein search for allies and assets to help them in their fight against the nine eyes...
Lire la suiteMighty Vibes Vol 4: Lofi Beats for Best Buddies to Listen To
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Worth Fighting For
Faced with unsettling visions and a leering countdown, the Mighty Nein take stock of supplies, of lingering wounds, and of matters of the heart.
Lire la suiteBlizzConline Presents: A Critical Role Diablo Campaign
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Sarsaparilla, Licorice, and Red Hot
The Mighty Nein enact a heist on the storage vaults of the Vergesson Sanatorium, but their quick caper proves more difficult and dangerous than they'd anticipated...
Lire la suiteCat and Mouse
With their heist uncovered and danger closing in around them, the Mighty Nein must make tough decisions to keep themselves and their loved ones safe...
Lire la suiteBetween a Ball and a Hot Place
Split into two teams, the Mighty Nein must contend with the dangerous surroundings of two very different planes while trying to get back home...
Lire la suiteThe Calm Before the Storm
Reunions abound as the Mighty Nein find a momentary refuge among family and friends, but their uncertain and dangerous future casts a pall on their time together...
Lire la suiteInto the Eye
After wrapping up with family and steeling their nerves, the Mighty Nein return to the frozen peaks and valleys of Eiselcross to weigh allies and plot their next course of action...
Lire la suiteAeor
Having located the secret entrance to Aeor, the Mighty Nein take stock of what waits for them both above and below the ice...
Lire la suiteHunter and Hunted
As the Mighty Nein tentatively explore the edges of Aeor, they debate whether to delve further into mystery or hold the line and set traps for their rapidly approaching enemies...
Lire la suiteThe Streets of the Forgotten
Now following the Tombtakers’ trail, the Mighty Nein converse with voices of the past for clues and meet some of Aeor’s creations...
Lire la suiteThe Genesis Ward
The Mighty Nein plunge deeper into both Aeor's ruined depths and its endless mysteries as they continue to chase after the elusive remaining Tombtakers...
Lire la suiteHell or High Water
The Mighty Nein fight against time as they search for the Immensus Gate, but their quarry has his own tricks up his sleeve...
Lire la suiteWelcome to Cognouza
Floating through the Astral Sea, the Mighty Nein arrive at their unsettling destination and begin exploring the living city that has haunted their dreams...
Lire la suiteWhere There Is a Will...
The Mighty Nein wrangle with Cree as they attempt to stop Lucien's plan, but the Nonagon still has a few surprises in store for them all...
Lire la suiteRebirth
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...
Lire la suiteNous ne disposons d'aucun synopsis. Votre contribution est la bienvenue !
Long May He Reign
Deep in the heart of Cognouza, the Mighty Nein face the second form of the Neo-Somnovem in hopes of bringing an end to his nightmarish dominion.
Lire la suiteFond Farewells
The Mighty Nein return to the Blooming Grove to process what they've endured and to take their first steps towards embracing whatever the future holds in store...
Lire la suiteCampaign 2 Wrap Up
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Vox Machina vs. Mighty Nein One-Shot
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Nous ne disposons d'aucun synopsis. Votre contribution est la bienvenue !
The Nautilus Ark: A Johnson Corp Odyssey
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Mighty Vibes Vol 6 - Lofi Beats to Study with Your Twin to
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Exandria: An Intimate History
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The Draw of Destiny
Disparate souls collide in the mountain spires of Jrusar when three different groups of adventurers meet during a battle against an unusual array of enemies...
Lire la suiteThe Elder Scrolls Online: Blackwood - The Golden Goose (3)
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Trial by Firelight
The three groups of adventurers slowly begin to form a cohesive unit as a tentative alliance is forged with the vigilant and mysterious Lord Eshteross...
Lire la suiteThe Trail and the Toll
While investigating a series of thefts at the behest of their potential patron, the group stumbles onto something much more dangerous than they anticipated, with lasting consequences...
Lire la suiteOn the Trail of a Killer
Determined to avenge a tragic loss, the group takes to the streets in search of answers, but their probing into Jrusar's secrets could have dangerous ramifications...
Lire la suiteThe Threat Between the Walls
After stumbling into a literal den of thieves, the group picks up their quarry’s trail and seek the end of the thread they’ve pulled…
Lire la suiteGrowing Bonds and Teasing Threads
The group celebrates their success by getting to know each other better and looking into the background of Orym's contact in the city, but the past is following one of them closely...
Lire la suiteBehind the Curtain
After a performance goes slightly awry, the group begins investigating the strange disappearances that have all taken place in and around the Dreamscape Theater...
Lire la suiteA Woodworker's Quandary
The group gets to know a very unusual new friend who requests their help in a missing person's case while Dorian receives some unwelcome tidings from a beloved family member...
Lire la suiteThicker Grows the Meal and Plot
The group continues their search for Chetney's missing friend, even as their discoveries yield stranger and stranger reports about the man they're looking for...
Lire la suiteGhosts, Dates, and Darker Fates
After a successful but interrupted burglary, the party splits in order to follow leads, go on a date, and investigate the machinations of the mysterious Nightmare King...
Lire la suiteChasing Nightmares
The group comes face to face with the terrifying entity known as the Nightmare King but the interaction leaves only questions to an increasingly perplexing puzzle...
Lire la suiteGuest Battle Royale
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Make It Fashion
The group readies themselves for the ball while beginning to piece together a cryptic puzzle of criss-crossing threads of fate...
Lire la suiteA Dance of Deception
With a heist somewhat planned, the group attends the masquerade ball but have trouble keeping a low profile as various complications arise...
Lire la suiteIn Too Deep
The ball takes several unexpected twists and turns when dancing shifts to fighting and fighting shifts to fleeing...
Lire la suiteElden Ring One-Shot: O Ye of Little Faith
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The Tunnels Below
Bells Hells awaken to the repercussions of their antics at the ball, but the unwanted attention of certain parties could be the key to unraveling some of Jrusar’s mysteries…
Lire la suiteThe Shade Mother
With a new alliance made, Bells Hells discover an unsettling entity within the mines beneath the city whose terrors are more potent than any of them bargained for...
Lire la suiteHeart-to-Heartmoor
With a strange job to take and stranger mysteries to chase, Bells Hells prepares for their journey into the Oderan Wilds while opening up about their lives and their secrets...
Lire la suiteA Hungry Jungle
While traveling to the Heartmoor Hamlet, Bells Hells find their night's rest interrupted by an enormous fey plant creature intent on devouring them whole...
Lire la suiteTiny Tina’s Wonderlands One-shot
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Omens Above
Newly arrived in the Heartmoor Hamlet, Bells Hells seek answers to long-sought questions and prepare for the midnight museum heist...
Lire la suiteBreaking and Entering...
With the heist underway, Bells Hells explore the traps and trinkets of the Twilight Mirror Museum, finding unexpected dangers as they venture deeper into the vault...
Lire la suiteFight at the Museum...
Bells Hells may have located their quarry, but the heist is far from over as they face down freshly formed formidable foes...
Lire la suiteDignity: An Adventure with Stephen Colbert
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Promise and Potential
Now returned to Jrusar, Bells Hells meet with old and new allies to catch up on the city news and determine their next mission...
Lire la suiteTo The Skies
Bells Hells finish their business in Jrusar and take to the skies on The Silver Sun skyship, where wonders and dangers lurk among the clouds…
Lire la suiteThe Hellcatch Valley
Bells Hells’ fantastical flight takes them to the lawless town of Bassuras, where danger, deception, and delight lurk behind every corner…
Lire la suiteNous ne disposons d'aucun synopsis. Votre contribution est la bienvenue !
A Taste of Tal'Dorei
Bells Hells explore Bassuras and the Paragon's Call stronghold while getting to know their new friend Dusk, whose past strangely intersects with one of their own...
Lire la suiteNous ne disposons d'aucun synopsis. Votre contribution est la bienvenue !
Hidden Truths
Bells Hells seek out allies and options in their evolving plan to infiltrate Paragon’s Call…
Lire la suiteA Race for the Prize
Bells Hells tend to their inner relationships before returning to the Seat of Disdain, but a surprising face in Paragon's Call rattles several members of the group...
Lire la suiteThe Deathwish Run
Bells Hells enter the deadly crawler race known as Deathwish, where survival is the only rule and winning is the only option...
Lire la suiteSan Diego Comic-Con 2022 - Critical Role Q&A Panel
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Dark Portents
With a mother-daughter reunion interrupted by deception, Bells Hells must decide who they can trust and how to navigate the tides of dangerous new knowledge...
Lire la suiteReunion & Revelation
Bells Hells entangle themselves further in dangerous Fey business as they ride across the treacherous Hellcatch Valley to find answers to a growing mystery…
Lire la suiteBreaking Point
Bells Hells process their feelings as they work through moon mysteries, family conflict, and a shocking revelation about one of their own...
Lire la suiteA Stage Set
Bells Hells tinker with former friendships and robotic inner workings before returning to Paragon's Call, this time as newly minted members...
Lire la suiteBlood and Dust
Surrounded by chaos, Bells Hells act quickly to secure their quarry, but their attempted escape leads to an unexpected confrontation with a deadly foe...
Lire la suiteWhat Dreams May Come
Bells Hells grapple with a devastating loss, refusing to accept fate's machinations as they attempt to stay a step ahead of Paragon's Call...
Lire la suitePyrrhic Return
Bells Hells sail the stormy skies as they return to Jrusar and reconnect with allies in a race to keep hope alive...
Lire la suiteA Desperate Call
Bells Hells magically arrive in the city of Whitestone and meet a few legendary heroes in their search to save Laudna, but discover that her soul is not so easily retrieved...
Lire la suiteFrom the Boughs
Bells Hells traverse a dark and corrupted Whitestone and face twisted traumatic shadows of the past in their effort to save Laudna's soul...
Lire la suiteA Dark Balance
Bells Hells return to safety from the treacherous shadow realm with renewed hope to save their lost friend...
Lire la suiteThe Momentum of Murder
Bells Hells must contend with the bureaucracy of being murder suspects before they can begin their turbulent travels to southern Marquet...
Lire la suiteGeneration Nord One-Shot
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Compulsions
Bells Hells reflect upon the latest and strangest moon developments as they near the Gloomed Jungles and prepare for a potential rendezvous with the Gorgynei lycans...
Lire la suiteThe Mighty Nein Reunited: Unfinished Business (1)
Picking up several months after the events in Cognouza, The Mighty Nein have all started new chapters in their lives. However, when some discover that there are still old chapters yet to be closed, our unsung heroes must reunite for more stories untold…
Lire la suiteThe Mighty Nein Reunited: Uk'otoa Unleashed (2)
The reunion isn't over yet! Picking up several months after the events in Cognouza, our unsung heroes have all started new chapters in their lives. However, when some discover that there are still old chapters yet to be closed, The Mighty Nein must reunite for more stories untold.
Lire la suiteCall of the Wild
Bells Hells travel deep into the Gloomed Jungles with the Gorgynei to seek a godly trial that may help Chetney's plight...
Lire la suiteThe City of Flowing Light
Bells Hells depart from their new allies and head to Yios, where they are quickly dazzled by the lake-top metropolis' glamor and gambling...
Lire la suiteAxiom Shaken
Bells Hells seek out answers about the stolen texts from members of the Grim Verity, but the knowledge revealed could change everything they know about the gods of Exandria…
Lire la suiteBawdy Basement Belligerence
Trapped in the basement of a fugitive, Bells Hells turn to chaos in an effort to escape their hunters and learn more about who leads their adversaries...
Lire la suiteOminous Lectures
Bells Hells return to the Aydinlan Seminary to speak with two professors about the mysteries affecting their friends, but an unexpected guest complicates everything...
Lire la suiteNight at the Ligament Manor
Bells Hells travel to the Fey Realm, where they meet Fearne's curious Nana Morri and learn more about Fearne's unconventional upbringing...
Lire la suiteThe Fey Key
Bells Hells carefully traverse the shadowy side of the Fey Realm and dodge numerous dangers in their attempt to destroy the first Malleus Key…
Lire la suiteAn Exit Most Fraught
Bells Hells need to leave the Fey Realm behind, but the threats on their scent are extremely unkind...
Lire la suiteThe Aurora Grows
Bells Hells travel the aurora-filled skies of the Hellcatch Valley, concocting plans and gathering allies as the days tick down to the apogee solstice...
Lire la suiteRed Moon Rising
With the apogee solstice imminent, Bells Hells begin their infiltration of the Tishtan ruins, where they encounter new faces in the fight against the Ruby Vanguard...
Lire la suiteThe Apogee Solstice
Bells Hells race against time and lifelong plotting as they attempt to stop the Ruby Vanguard from releasing the god-eater Predathos and potentially dooming the world...
Lire la suiteExandria: An Intimate Appendix | Ruidus and the Gods
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Far From The Others
With the magic of the apogee solstice having split the party across Exandria, half of Bells Hells must contend with the dangers and surprising connections of Northern Wildemount...
Lire la suiteRipples
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...
Lire la suiteTreacherous Toys
Bells Hells' Team Wildemount tangles with the pasts of some of their own through enigmatic dreams and illuminating confrontations...
Lire la suiteHope Within History
Bells Hells' Team Wildemount meets with the King and Queen of Uthodurn, where insight on Ludinus Da'leth reveals a new focus and destination for the group...
Lire la suiteBy Goat or By Boat
Bells Hells' Team Wildemount travel through the cursed Savalirwood as they attempt to locate the ruins of the corrupted city Molaesmyr...
Lire la suiteThe Sorrow of Molaesmyr
Bells Hells’ Team Wildemount venture deeper into the haunted ruins of Molaesmyr and search for the tower that once belonged to the imperious mage Ludinus Da’leth…
Lire la suiteEscape From The Past
Bells Hells' Team Wildemount are assailed by the corrupted creatures of Molaesmyr as they attempt to flee with the secrets they've obtained from the ruins...
Lire la suiteSomewhere Out There
Orym, Ashton, and Laudna find themselves in an unfamiliar land, meeting unfamiliar people, as they attempt to piece together why they were separated from their friends and where exactly they are in the world...
Lire la suiteNous ne disposons d'aucun synopsis. Votre contribution est la bienvenue !
Faith or Famine
Team Issylra makes their way towards civilization, where a small town's troubles with an overbearing temple offers a new perspective on how helpful the gods can be...
Lire la suiteCrisis of Faith
Team Issylra battles agents of the Dawnfather as they attempt to release the temple's unwanted and autocratic rule over the town of Hearthdell...
Lire la suiteA Long Walk of Reflection
Team Issylra trek towards the mountains of the Demithore Valley in search of a teleport spell while taking time to bond as friends and as a team...
Lire la suiteA Haunted Past
Team Issylra must battle a strange shadow entity in order to find a way home, but plans stall when a shocking revelation rocks the group to its core...
Lire la suiteReunited
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...
Lire la suiteA Path of Vengeance
Bells Hells settle into their reunion, comparing notes between experiences and dealing with the consequences of past actions...
Lire la suiteAid of the Tempest
Bells Hells arrive in Orym's hometown of Zephrah and learn of a possible solution to Keyleth's lingering wounds, but acquiring the key ingredient is a dangerous endeavor...
Lire la suiteNous ne disposons d'aucun synopsis. Votre contribution est la bienvenue !
Bloody Flowers
Bells Hells search for a way to cure Keyleth and confront the demonic denizens that have made the cursed Grey Valley their homebase...
Lire la suiteFor The Tempest
Bells Hells race to return to Zephrah with faith that their gains in the Grey Valley will save Keyleth and return hope to their fight...
Lire la suiteNice
Bells Hells take some time to enjoy Zephrah before resuming their search for answers and aid in their fight against Ludinus and the Ruby Vanguard...
Lire la suiteEmbattled in Bassuras
Bells Hells return to Bassuras, seeking their friend Imahara Joe's assistance, but they quickly discover that Joe needs their aid first... and fast...
Lire la suiteMist and Whimsy
Bells Hells travel to the fog shrouded islands of the Shattered Teeth and meet several of the unusual denizens of the chaotic land...
Lire la suiteLet's Play Queen By Midnight!
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Phantasmal Parley
Bells Hells engage with a cursed pirate ship filled with ghosts, seeking passage across the waters of the Shattered Teeth, but a parley is not easily granted...
Lire la suiteMortal Kombat 1 One-Shot | Sindel Vs. The Realms
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Kindling the Spirits
Bells Hells continue their journey through the fog-shrouded ocean of the Shattered Teeth with the skeletal crew of the Crimson Abyss, where surprising requests lead to surprising results...
Lire la suiteRoots Between Worlds
Bells Hells explore the island of Kalutha and prepare themselves to take counsel from the fated wisdom of the Great Tree of Atrophy...
Lire la suiteAn Ancient Flame
Bells Hells delve into the claustrophobic caverns of Athos Peak, seeking the resting place of an ember of the great fire primordial Emperor Rau'shan...
Lire la suiteA Gathering of Heroes
Bells Hells return to Whitestone in search of allies and refuge, taking time to reflect on the weight of their choices and the path ahead...
Lire la suiteThe Mighty Nein Reunion: Echoes of the Solstice
Live from Wembley Arena in London, UK! In the wake of the chaos after the Apogee Solstice, The Mighty Nein join forces yet again to deal with the rolling dangers suddenly unleashed…
Lire la suiteThe Promise and the Price
Bells Hells' resident witches delve into the hidden horrors of Whitestone Castle and a choice is made regarding the shard of Rau'shan...
Lire la suiteFractures
Bells Hells face interparty turmoil as they grapple with the consequences of choices made and broken trust at a crucial crossroads...
Lire la suitePersona 5 Tactica One-Shot
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Choose Their Adventure...Again! Critical Role Foundation One-Shot to benefit Red Nose Day
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To Hurt Is to Heal
Bells Hells find respite in the Fey Realm while they seek ways to mend their broken trust and rebuild their friendships...
Lire la suiteA Test of Trust
Bells Hells put their trust in each other to the test as they tackle Nana Morri's final task for them among tangled and lost ruins within the Fey Realm...
Lire la suiteThe Eve of the Red Moon
Bells Hells ponder fey bargains and prepare for their dangerous race through Ruby Vanguard territory...
Lire la suiteRush for the Bloody Bridge
With their Fey Realm tasks complete, Bells Hells turn their attention to the ruddy moon and the foes that block the bridge…
Lire la suiteCritical Role: Sick Day
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Ruidus
Bells Hells take their first steps on Ruidus and begin their investigation of the mysterious ruddy moon…
Lire la suiteRed Rural Revelations
Bells Hells are introduced to a village on Ruidus and learn about the way of life on the moon…
Lire la suiteIntense Interrogations
Bells Hells question their captured enemies, but their search for information is interrupted by the pursuing hunt from another foe...
Lire la suiteDoorways to Darker Depths
Bells Hells stumble upon a secret entrance to Exandria from Ruidus, but this lucky portal leads to a place just as dangerous as the one waiting for them in the sky...
Lire la suiteArrival at Kreviris
Bells Hells reach the city of Kreviris, where they explore the surface details of the Ruidian capital…
Lire la suiteCritical Role Creates Characters in Daggerheart
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Critical Role plays Daggerheart
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Seeking Sedition
While seeking contact with the Volition rebellion, Bells Hells find themselves cornered with no way out of their underground hideaway as enemies close in...
Lire la suiteDivisive Portents
Bells Hells join the Volition rebellion, where they learn about the inner workings of Kreviris and its leaders known as the Weave Mind...
Lire la suiteMission Improbable
Bells Hells split the party in order to take on two different missions to prove themselves to the Volition, but as the stakes rise, so does the danger...
Lire la suiteTrue Heroism
Chaos reigns as Bells Hells attempt to find each other and leave Kreviris, but an old enemy complicates their attempted escape...
Lire la suiteBroken Roads
Rattled and reeling, Bells Hells prepare to leave Ruidus and return to Exandria, where tensions are escalating and pressure is building…
Lire la suiteBittersweet Reunions
The Crown Keepers endure a battle for their lives and the very heart of their team, with dire consequences for every move...
Lire la suiteWhere The Red Fearne Glows
Bells Hells begin their hunt for Ludinus' whereabouts and how to slow his plot, but not before an old foe arrives to test one of their own to the brink...
Lire la suiteThe Menagerie Levels Up with Daggerheart!
The Menagerie characters level up to level 4 after the events of their first one-shot! Watch as the adventurers gain more experience, increase their abilities, and choose new domain deck cards.
Lire la suiteGathering of Needs
Bells Hells take time to focus inwards on their grief and their healing, but inner demons threaten the harmony of their bond...
Lire la suiteFireside Chat LIVE with Matthew Mercer
Join us in the tavern for our first Beacon Exclusive fireside chat with our legendary game master, Matthew Mercer!
Lire la suiteShadows New and Old
Bells Hells work to fortify their bonds and friendship in the face of darkness before engaging in a whirlwind of travel stops on the way to Aeor...
Lire la suiteThe Menagerie Returns!
The Menagerie returns! Join game master Matthew Mercer as he leads the cast of Critical Role through a LIVE One-Shot using the Daggerheart system!
Lire la suiteAncient Sins
Bells Hells encounter Aeorian terrors as they explore the ruined city and seek out the wrinkle in Ludinus' plans...
Lire la suiteThe Menagerie Levels Up! | Levels 4-6 | Daggerheart | Open Beta
The Menagerie characters level up through Levels 5 and 6 after the events of their latest one-shot! Watch as the adventurers gain more experience, increase their abilities, and choose new domain deck cards.
Lire la suiteThe Nox Engine
Live at the Greek Theatre! Bells Hells battle the creeping terror of an unleashed demon, but their own darkest thoughts may prove to be the real enemy...
Lire la suiteDownfall (1)
In the midst of a lull in the Calamity, a group of powerful individuals embark on a divine mission to the flying city of Aeor...
Lire la suiteDownfall (2)
The Divine continue their infiltration of Aeor, looking deeper into the city's flaws and virtues as they seek out the center of its hubris...
Lire la suiteDownfall (3)
All of the Divine planning and improvising comes to a head in the final battle within Aeor's underbelly...
Lire la suiteReconciliation
Bells Hells contemplate the revelations of the Occultus Thalamus while one of their own is brought low by darkness and desire...
Lire la suiteCages
Bells Hells seek a way to cut Delilah's puppet strings once and for all..
Lire la suiteThe Cradle's Convocation
Bells Hells meet with the Exandrian Accord in Vasselheim, where plans begin to form and connections begin to solidify...
Lire la suiteCollecting Legends
Bells Hells take center stage in the Platinum Sanctuary, where they must prove themselves as worthy potential heroes to the Exandrian Accord...
Lire la suiteUnseelie Interrupted
Bells Hells return to the Fey Realm in an attempt to tangle an upcoming meeting between Ludinus and the Unseelie Court...
Lire la suiteUnder the Arch Heart's Eye
Bells Hells endure rocky combat and fey wiles within a temple of the Arch Heart, but come face to face with a surprising eavesdropper with plans of their own..
Lire la suiteLooming
Bells Hells learn just how resilient the Fey can be when it comes to matters of the mind and seek answers from Fearne's estranged, strange father...
Lire la suite