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- The Mighty Nein reunite with an old ally, and investigate the growing mystery of the fiendish rifts in Asarius.
- The Mighty Nein engage in an intense battle with some nasty fiends below the city of Asarius as they search for the source of the rifts.
- The Mighty Nein bring their hard-fought evidence of the abyssal rifts to Lady Olios in hopes of gaining the promised favor of the Bright Queen.
- The Mighty Nein face the ramifications of Caleb's decision, and Nott is faced with a tense reunion.
- The Nein discuss the information Caleb and Beau got from the library and decide to set out on a job that was offered. There is a camp being intimidated by giants outside of town, and they are about to handle the situation.
- The Mighty Nein engage with the stone giants in the Icozrin Steelworks, then discover a more sinister danger deep in the Vermaloc.
- The Mighty Nein face a fiendish showdown in the Braan, and uncover more clues about the rifts throughout Xhorhas.
- The Mighty Nein conclude their business with the giants and head back to Rosohna, as Fjord deals with an unexpected development in his relationship with his patron.
- The Mighty Nein explore their new keep while anticipating the meeting at the Overcrow Apothecary.
- The Mighty Nein tell the Bright Queen about a potential attack on Xhorhas, and attempt to infiltrate a meeting at the Overcrow Apothecary.
- Giving chase to their wily target, the Mighty Nein travel north into the Barbed Fields, a dangerous and terrifying wasteland.
- The Mighty Nein continue their trudge through the Barbed Fields, and find beauty and shelter in an unlikely corner.
- GM Mark Hulmes guides Ashley Johnson, Markeia McCarty, Julie Nathanson, Liam O'Brien, and Roger Craig Smith through a ridiculously wholesome My Little Pony: Tails of Equestria adventure.
- The Mighty Nein tussle with a dreadful creature and make their way to Bazzoxan, a village holding the line against historical terrors.
- The Mighty Nein delve further under Bazzoxan, where dangerous traps and ghostly horrors lie in wait.
- Continuing their crawl through the tomb, the Mighty Nein must tackle a bridge of terrors and come face-to-face with familiar foes.
- After the events of The Search For Grog, Vox Machina are stranded in the Plane of Pandemonium without the necessary components to make it home. Thus, they must search for Bob to recover their components from the thief.
- The Mighty Nein pass through an ominous doorway to uncover the secrets of an evil locked away for centuries.
- The Mighty Nein come to terms with the consequences of their actions as they return to Rosohna and plan their next move.
- The Mighty Nein spend a day in Nicodranas, reuniting families and causing several members to question their next steps.
- Distant family waits at the Kravaraad Volcano in the Greying Wildlands, and a difficult decision changes everything for one of the Mighty Nein.
- 2015– 4h 5m8.7 (30)TV EpisodeBrought to you by our friends at Chaosium, this special Call of Cthulhu one-shot features Keeper of Arcane Lore Taliesin Jaffe guiding investigators Marisha Ray, Erika Ishii, Phil LaMarr, Travis Willingham, Ashly Burch, and Liam O'Brien through a horrifying adventure.
- Live from Indianapolis, the Mighty Nein journey through the Greying Wildlands to Uthodurn, in hopes of finding someone who can reforge the Star Razor.
- Joined by a new, lawful ally, the Mighty Nein delve deeper into the disks of Uthodurn in their search for mithral and the whereabouts of a white dragon.
- 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.
- Having returned to Uthodurn, the Mighty Nein attempt to tie up loose ends before heading back to the Cinderrest Sanctum.
- 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.
- The Mighty Nein must determine their next step as they learn more about the powerful figures from Caleb's past.
- The Mighty Nein return to Zadash, where lore and knowledge await those that know where to look.
- The Mighty Nein follow the trail of the Cult of the Angel of Irons in hope of beating them to their prize in the Lotusden.
- The Mighty Nein recover from their encounter with Obann and head to Nicodranas to seek Yussah's guidance, but find more than just a meeting awaits them.
- Continuing their search for Yussa and hoping to find a possible boon in their struggle against Obann, the Mighty Nein wander the Heirloom Sphere into rooms of ever-growing danger.
- The Mighty Nein continue their plunge into the Heirloom Sphere, seeking out a dangerous item whose destruction could change the tide in their fight against the Angel of Irons.
- Now trapped within the astral dreadnought, the Mighty Nein must decide whether or not to trust the entity that they discover waiting inside.
- Having survived the dangers of the Folding Halls, the Mighty Nein must now grapple with the gravity of Obann's plot and decide who in the Empire they can possibly trust.
- The Mighty Nein find danger in an unexpected place when they're forced to contend with an assassin, and inch closer to uncovering truths about both the Angel of Irons and themselves.
- The Mighty Nein race to the cathedral of the Dawnfather in a desperate effort to stop Obann's sinister plot.
- 2015– 4h 36m8.2 (25)TV EpisodeLive from the Bass Concert Hall in Austin, TX, Taryon Darrington leads a troupe of unlikely miscreants through a dangerous journey in search of glory.
- Running on fumes, the Mighty Nein face down the new form of their old threat, but it is diplomacy that proves to be an even greater challenge.
- The Mighty Nein must deal with the political ramifications of their choices as they wade further into the depths of the war between the Empire and Xhorhas.
- The Mighty Nein take a couple days of downtime in Rexxentrum to research, train, and reconnect with faces from the past.
- The Mighty Nein continue their research and relaxation in Rexxentrum before returning to Xhorhas in hopes of convincing the Bright Queen to parley.
- The Mighty Nein spend some time at home connecting with an ally, while the answer to a once-distant goal comes rapidly into view.
- The Mighty Nein chase a lead on Nott's curse, but that lead brings Beau face to face with a past she would rather leave behind.
- The Mighty Nein find themselves on the hunt for the entity responsible for Nott's predicament, but neither the journey nor the quarry are quite what they expected.
- The Mighty Nein take stock after their tangle with a dealmaker but their arrival at a new destination holds unexpected answers.
- Now in the jungles of the White Dawn Lagoon, the Mighty Nein find themselves challenged not just by Caduceus' journey of faith, but by Jester's as well.
- Welcome to our special Valentine's Day Monsterhearts one-shot. Four teenagers take on the horrors of high school - hormones, social cliques, teen angst - Oh, and they're also monsters.
- The Mighty Nein, having arrived at the oasis menagerie, must now protect both themselves and the fragile garden denizens from the danger barreling toward them.
- Live from Chicago. The Mighty Nein return to Nicodranas, where happy reunions and fantastic makeovers are shadowed by revelations about someone close to the party.
- The Mighty Nein reset after their intense interactions at the party to prepare for their voyage to the peace talks, but nothing can prepare them for the danger that awaits on the high seas.
- Slowly recovering from the midnight attack, the Mighty Nein continue their course for the long-awaited peace talks between warring nations.
- Game Master Matthew Mercer leads a horde of demons on an adventure based on the DOOM Eternal FPS.
- The Mighty Nein are back! Faced with a pursuing dragon turtle, the Mighty Nein must rely on luck and cunning in order to battle their enormous, determined foe.
- The Mighty Nein explore the village of Vo, uncovering strange mysteries about the island itself and its unusual inhabitants.
- The Mighty Nein must traverse a dangerous path while seeking an audience with the mysterious being that claims dominion over the island of Rumblecusp.
- Wrestling the dangers of spending too much time on Rumblecusp, the Mighty Nein travel to the Heavenfalls, seeking a weak point in the island that could be used against Vokodo.
- Seeking answers, the Mighty Nein continue into the forbidden areas of Rumblecusp in order to learn more about their powerful foe.
- Armed with knowledge and an amorphous plan, the Mighty Nein prepare to confront Rumblecusp's dangerous overlord.
- The Mighty Nein must now face the ramifications of their fight with Vokodo, both within the dangerous cavern itself and amongst the villagers of Vo.
- With less than a week until Traveler Con, the Mighty Nein put on their party planning hats to prep Rumblecusp for the unruly event.
- With their preparations finished and the day upon them, it's time for the Mighty Nein's greatest challenge yet - the celebration of Traveler Con.
- The Mighty Nein return to the mainland where mysteries, shopping, job offers, and family reunions await their attention.
- The Mighty Nein attend a dinner hosted by a monstrous figure from Caleb's past, where both revelations and questions arise in multitude.
- The Mighty Nein explore a new magical haven before heading to Zadash to investigate some theories and reach out to previous connections.
- While preparing to journey to Eiselcross, the Mighty Nein find themselves torn as they uncover a pressing mystery about a friend thought lost.
- While sailing upon icy seas, the Mighty Nein must contend with an unexpected familiar foe that's come to enact revenge.
- Having arrived in Eiselcross, the Mighty Nein get acquainted with their allies even as threads and fates begin to cross.
- The Mighty Nein head into the frozen tundra of Foren, led by their grizzled guide, and must contend with more than a few dangerous elements of the landscape.
- The Mighty Nein delve into their first of Eiselcross's excavation sites, hot on the heels of their mysterious quarry.
- Hard choices await the Mighty Nein, who must decide whether to follow the current path of their former friend or deviate and forge a new one.
- The Mighty Nein forge their own way across the tundra to another Aeorian excavation site, but things far more dangerous than frozen relics await them under the snow.
- Deep within the mysterious Aeorian ruin, the Mighty Nein must first face a terrifying abomination before they can venture further into the strange and unknown.
- The Mighty Nein locate their prize but quickly learn that adversaries and conflict can come from even the most unexpected corners.
- Forced to navigate a strange new relationship with the Tombtakers, the Mighty Nein continue their trek to Aeor, where both fiery and magical dangers await any wrong moves.
- With secrets and mysteries ever growing, the Mighty Nein must navigate the rising tension between themselves and their ersatz allies as their travel to Aeor continues.
- The Mighty Nein must contend with eye-opening revelations and ever-shifting power dynamics as they continue to forge towards Aeor.
- Exhausted and hunted, the Mighty Nein search for sanctuary in Aeor while contemplating their own potential chess moves.
- Having escaped the frozen fields of Eiselcross, the Mighty Nein search for allies and assets to help them in their fight against the nine eyes.
- We teamed up with BlizzConline 2021 for a special one-shot inspired by Diablo. Matthew Mercer runs players Laura Bailey, Marisha Ray, Liam O'Brien, and special guests Mica Burton and Carlos Luna through a dungeon-crawling adventure.
- Faced with unsettling visions and a leering countdown, the Mighty Nein take stock of supplies, of lingering wounds, and of matters of the heart.
- The Mighty Nein enact a heist on the storage vaults of the Vergesson Sanatorium, but their quick caper proves more difficult and dangerous than they'd anticipated.
- With their heist uncovered and danger closing in around them, the Mighty Nein must make tough decisions to keep themselves and their loved ones safe.
- Split into two teams, the Mighty Nein must contend with the dangerous surroundings of two very different planes while trying to get back home.
- Reunions abound as the Mighty Nein find a momentary refuge among family and friends, but their uncertain and dangerous future casts a pall on their time together.
- After wrapping up with family and steeling their nerves, the Mighty Nein return to the frozen peaks and valleys of Eiselcross to weigh allies and plot their next course of action.
- Having located the secret entrance to Aeor, the Mighty Nein take stock of what waits for them both above and below the ice.
- As the Mighty Nein tentatively explore the edges of Aeor, they debate whether to delve further into mystery or hold the line and set traps for their rapidly approaching enemies.
- Now following the Tombtakers' trail, the Mighty Nein converse with voices of the past for clues and meet some of Aeor's creations.
- The Mighty Nein plunge deeper into both Aeor's ruined depths and its endless mysteries as they continue to chase after the elusive remaining Tombtakers.
- The Mighty Nein fight against time as they search for the Immensus Gate, but their quarry has his own tricks up his sleeve.
- Floating through the Astral Sea, the Mighty Nein arrive at their unsettling destination and begin exploring the living city that has haunted their dreams.
- The Mighty Nein wrangle with Cree as they attempt to stop Lucien's plan, but the Nonagon still has a few surprises in store for them all.
- The Mighty Nein prepare for an intense confrontation with their transformed former friend, but the Nonagon who awaits them above the streets of Cognouza is more powerful than any of them anticipated.
- Deep in the heart of Cognouza, the Mighty Nein face the second form of the Neo-Somnovem in hopes of bringing an end to his nightmarish dominion.
- The Mighty Nein return to the Blooming Grove to process what they've endured and to take their first steps towards embracing whatever the future holds in store.
- Legendary Exandrian heroes Vox Machina and the Mighty Nein face off in an epic TEAM DEATHMATCH. This one-shot was unlocked as part of The Legend of Vox Machina Kickstarter campaign.
- Now that the Mighty Nein's Campaign 2 adventures have come to an end, the cast sits down for a round table discussion of every arc of their journey.
- 2015– 3h 24m8.0 (12)TV EpisodeAfter a cosmic disaster leaves the earth uninhabitable, the crew of The Nautilus is tasked with transporting what's left of humanity to a new planet. Can they get everyone there safely?
- On the continent of Marquet, strangers traveling in the capital city of Jrusar, are thrown together in battle and are thereafter approached about working together for a mysterious benefactor.
- The main story takes a break this week as the cast takes the stage at San Diego Comic-Con.
- A special one-shot from the folks at Critical Role and GameSpot. At the behest of a wealthy benefactor, The Swamp Lords are tasked with locating the source of a poisonous substance that's driving people crazy and affecting his bottom line.
- On a special episode, Geek and Sundry and Smart Girls team up for an MDA charity stream. Critical Role cast members do a Deadlands one-shot, with the audience allowed to participate by donating and choosing a way to affect the story.
- Live from San Diego Comic Con, the cast participates in a "Dating Game" type panel.
- Live from San Diego Comic Con, the cast participate in a Q&A.
- In this special episode for the charity Extra Life, we once again join Salty Pete, Snugglelord, and Ulfgar Fireforge as Vox Moronica continue their adventures.
- The three groups of adventurers slowly begin to form a cohesive unit as a tentative alliance is forged with the vigilant and mysterious Lord Eshteross.
- While investigating a series of thefts at the behest of their potential patron, the group stumbles onto something much more dangerous than they anticipated, with lasting consequences.
- November's Critmas. The cast open your letters and presents and share all the love with the community.
- It's December Critmas. The cast opens your letters and gifts and shares the love with community.
- 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.
- SPECIAL EPISODE: A special one-shot RPG inspired by the upcoming video game Middle-earth: Shadow of War. Join Dungeon Master and voice actor Matthew Mercer as he leads fellow voice actors Laura Bailey, Darin De Paul, Sam Riegel and Travis Willingham through Mordor as a group of Orcs from the Marauder tribe against a mysterious new enemy.
- SPECIAL EPISODE: This week, Critical Role sits down to play a special one-shot RPG inspired by the upcoming video game Middle-earth: Shadow of War. Join Dungeon Master and voice actor Matthew Mercer as he leads fellow voice actors Laura Bailey, Darin De Paul, Sam Riegel and Travis Willingham through Mordor as a group of Orcs from the Marauder tribe against a mysterious new enemy.
- 2015– 3h 38mTV EpisodeGame Master Matthew Mercer leads a group of restaurateurs on an adventure inspired by The Elder Scrolls Online: Blackwood.
- 2015– 4h 20mTV EpisodeGame Master Marisha Ray leads a group of restaurateurs on their second adventure inspired by The Elder Scrolls Online: Blackwood.
- 2015– 4h 29mTV EpisodeGame Master Liam O'Brien leads a group of restaurateurs on the final installment of their adventure inspired by The Elder Scrolls Online: Blackwood.
- Take a deep lore dive into the history of how Exandria came to be, from the Founding, to the Calamity, to the Age of Arcanum, and beyond -- narrated by Exandria's architect and our very own Game Master Matthew Mercer.
- Our heroes are hot on the trail of a murderer when their path leads them into the heart of a terribly dangerous situation.
- Matthew Mercer sits down with a bottle of port in one hand and an iPad in the other to answer YOUR questions during this special fireside chat live stream. Join him for a fan-guided NPC build (to be used in an upcoming game of Critical Role), enabled by your charitable donations to 826LA.
- A kimono-clad Sam Riegel sits down with a glass of wine to answer questions from a titillated home audience, thanks to YOUR support of our recent Pablove Foundation campaign with our buddy Blair Herter.
- 2015– 53mTV EpisodeCritical Role Dungeon Master Matthew Mercer runs a special one-on-one D&D adventure for Stephen Colbert, shaped by your Red Nose Day donations. Join Matt as he leads Stephen through a special adventure in the Menagerie Coast in Wildemount. Through your gracious donations to Red Nose Day, YOU chose Stephen's character class, his companion, the legendary weapon to be sought, and the villain that Stephen's character must face.
- The cast of Critical Role sits down to answer questions and play some games in a fireside chat to close out 2019. Thank you, Critters, for making it a wonderful year.
- 2015– 1h 44mTV EpisodeMatthew Mercer answers questions about Explorer's Guide to Wildemount, our new campaign guide with Dungeons and Dragons, in this - special - fireside chat produced and hosted from home by Marisha Ray.
- A one-shot based off of Wendy's RPG system Feast of Legends.
- 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 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, 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.
- 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.
- 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 comes face to face with the terrifying entity known as the Nightmare King but the interaction leaves only questions to an increasingly perplexing puzzle.
- The group readies themselves for the ball while beginning to piece together a cryptic puzzle of criss-crossing threads of fate.
- With a heist somewhat planned, the group attends the masquerade ball but have trouble keeping a low profile as various complications arise.
- 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
- Five warriors are plucked from Exandria's timeline and forced to fight in an alternate reality TV show - Garyon Garrington's Plunder Games. The last contestant standing will be awarded one use of the Wish spell.
- GM Matthew Mercer leads a group of the Tarnished comprised of our very own Marisha Ray and Sam Riegel, as well as special guests Krystina Arielle, Brennan Lee Mulligan, and Alexander Ward through the Lands Between.
- Following the antics that ended the Ball with a friend's departure, our heroes grapple with merging mysteries and unwanted attention.
- 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.
- 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.
- 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.
- Bunker Master Ashly Burch guides players Laura Bailey, Ashley Johnson, Travis Willingham, Robbie Daymond, and Ify Nwadiwe through a Bunkers and Badasses one-shot, inspired by Tiny Tina's Wonderlands.
- Newly arrived in the Heartmoor Hamlet, Bells Hells seek answers to long-sought questions and prepare for the midnight museum heist.
- Steeped in mysteries and pulling the threads attached, our heroes rush into the dangers of the Twilight Mirror Museum to burgle within.
- 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.
- 2015– 1h 41m9.0 (15)TV EpisodeGame Master Matthew Mercer guides an adventure shaped by your donations to CRF's Red Nose Day fundraiser. Players Ashley Johnson, Marisha Ray, and Sam Riegel reprise Level 5 versions of their Mighty Nein characters (Yasha, Beau, and Nott respectively), alongside the one and only Stephen Colbert.
- Returned from their Heartmoor caper, our heroes seek to close some threads while the promise of new adventures and mysteries grows.
- 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.
- Gliding over the dangerous landscape of the Hellcatch Valley, Bells Hells head for their destination of Bassuras, and whatever threats may await them there.
- 2015– 4h 6m6.9 (11)TV EpisodeMarisha Ray takes the RPG A Familiar Problem to Exandria with a chaotic crew of scrappy, stressed-out animal pals on an adventure. This one-shot features Critical Role's own Laura Bailey, Matthew Mercer, and Travis Willingham with special guests Heidi N Closet (RuPaul's Drag Race) and Isabella Roland (Dimension 20).
- We return to the rough-and-tumble streets of Bassaras and the terrifying promise of what lies within the Taste of Tal'dorei.
- Bells Hells seek out allies and options in their evolving plan to infiltrate Paragon's Call.
- Bells Hells tend to their inner relationships before returning to the Seat of Disdain, but a surprising face in Paragon's Call rattles several members of the group.
- Tension builds at the base of the Bone Tree as dangerous automatons and their mad dog drivers growl in anticipation of the Deathwish Run.
- 2015– 59mTV EpisodeAfter almost three long years...we finally reunited with the Critters at San Diego Comic Con.
- Following the crazed Deathwish Run, a Mother-Daughter reunion is interrupted by an insidious deception revealed.
- 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.
- Hot on the trail of moon-based mysteries, Bells Hells tangles with dark truths, familial fallout, and ominous portents.
- Bells Hells tinker with former friendships and robotic inner workings before returning to Paragon's Call, this time as newly minted members.
- Surrounded by chaos, Bells Hells act quickly to secure their quarry, but their attempted escape leads to an unexpected confrontation with a deadly foe.
- As the scales of fate shifted towards darker consequences at the hand of Otohan, Bells Hells faces the outcome of the deadly battle
- As the echoes of tragedy ripple on, Bells Hells push ever onward to make good on lingering promises, and hold onto hope.
- Bells Hells magically arrive in the city of Whitestone and meet a few legendary heroes in their search to save Laudna, but discover that her soul is not so easily retrieved.
- Bells Hells traverse a dark and corrupted Whitestone and face twisted traumatic shadows of the past in their effort to save Laudna's soul.
- 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.
- "Players Laura Bailey, Aimee Carrero, Christian Navarro, Liam O'Brien, and Lou Wilson, are led by game master and sponsorship legend... Sam Riegel on a journey through the information superhighway (aka the internet). PLUS we'll unveil a special guest that you won't want to miss!"
- Bells Hells must contend with the bureaucracy of being murder suspects before they can begin their turbulent travels to southern Marquet.
- Bells Hells reflect upon the latest and strangest moon developments as they near the Gloomed Jungles and prepare for a potential rendezvous with the Gorgynei lycans.
- 2015– 4h 49m7.3 (12)TV EpisodePicking 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.
- 2015–8.0 (11)TV EpisodePicking 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.
- Bells Hells travel deep into the Gloomed Jungles with the Gorgynei to seek a godly trial that may help Chetney's plight.
- With the completion of Chetney's unique trial, Bells Hells heads towards the city of Yios and the promise of answers.
- 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.
- Trapped in the basement of a fugitive, Bells Hells turn to chaos in an effort to escape their hunters and learn more about who leads their adversaries.
- Bells Hells return to the Aydinlan Seminary to speak with two professors about the mysteries affecting their friends, but an unexpected guest complicates everything.
- 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 carefully traverse the shadowy side of the Fey Realm and dodge numerous dangers in their attempt to destroy the first Malleus Key.
- With one victory achieved, the mounting threats rise exponentially, and the race for a theoretical exit starts now.
- Having escaped from their planar journey and recovered their ride, Bells Hells sets skysail as the coming Apogee Solstice rapidly approaches.
- With the apogee solstice imminent, Bells Hells begin their infiltration of the Tishtan ruins, where they encounter new faces in the fight against the Ruby Vanguard.
- Bells Hells race against time and lifelong plotting as they attempt to stop the Ruby Vanguard from releasing the god-eater Predathos and potentially dooming the world.
- 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.
- Team Wildemount has acquired new allies with older ties, and heads towards Uthodurn while dealing with the aftermath of bestial violence
- With the changes across Exandria mounting in the wake of the Moon of Ill Omen, our heroes seek information while avoiding some tumultuous history.
- 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.
- 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 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.
- Assailed by the deadly denizens of Molaesmyr, our heroes seek to grab what they seek and survive to flee the corrupted grounds.
- 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.
- 2015– 5h 5mTV EpisodeJoin the voice of Ganondorf himself, Matthew Mercer, as he leads Emily Axford, Omar Najam, Robbie Daymond, Liam O'Brien and Marisha Ray on a wild adventure through Hyrule.
- 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.
- Caught between the brimming tensions of community and imposed faith, our heroes are pulled into the conflict's breaking point.
- 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.
- 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.
- 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.
- Bells Hells settle into their reunion, comparing notes between experiences and dealing with the consequences of past actions.
- Arriving in Zephrah, Bells Hells rush to help the Voice of the Tempest and her strangely lingering wounds.
- 2015– 1hTV EpisodeCritical Role cast discussion and Q&A panel from San Diego Comic-Con 2023, with host, Robbie Daymond
- Bells Hells search for a way to cure Keyleth and confront the demonic denizens that have made the cursed Grey Valley their homebase.
- 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.
- Our heroes prepare to venture forth for answers surrounding recovered artifacts, and the mysterious nature of Ashton's fate.
- Gathering their strongest engineer-minded allies, Bells Hells arrives in Bassaras once more, now under the red light of Ruidus.
- Bells Hells travel to the fog shrouded islands of the Shattered Teeth and meet several of the unusual denizens of the chaotic land.
- 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.
- Join gamemaster Marisha Ray and players Sam Riegel, Noshir Dalal, Travis Willingham, and Gina Darling for a magnificently brutal Mortal Kombat 1 one-shot.
- 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.
- 2015– 4h 43m9.6 (8)TV EpisodeIn the wake of the chaos after the Apogee Solstice, The Mighty Nein join forces yet again to deal with the rolling dangers suddenly unleashed.
- Liam O'Brien leads a one of a kind one-shot inspired by Atlus West's Persona 5 Tactica with Robbie Daymond, Xanthe Huynh, Krystina Arielle, Jared Goldstein, and Matthew Mercer.
- In Critical Role Foundation's One Shot to benefit Red Nose Day, set among the enigmatic islands of the Shattered Teeth, a troupe of unlikely allies finds themselves thrust into a fateful journey of high-adventure and absolute absurdity.
- Bells Hells face interparty turmoil as they grapple with the consequences of choices made and broken trust at a crucial crossroads.
- Bells Hells find respite in the Fey Realm while they seek ways to mend their broken trust and rebuild their friendships.
- 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.
- Bells Hells ponder fey bargains and prepare for their dangerous race through Ruby Vanguard territory.
- With their Fey Realm tasks complete, Bells Hells turn their attention to the ruddy moon and the foes that block the bridge.
- 2015– 1h 54mTV EpisodeIt's a Critical Role Sick Day. Travis Willingham, Robbie Daymond, Taliesin Jaffe, and Sam Riegel gather around in their comfiest clothes to make their Bells Hells characters using the Baldur's Gate 3 character builder.
- Bells Hells take their first steps on Ruidus and begin their investigation of the mysterious ruddy moon.
- Bells Hells are introduced to a village on Ruidus and learn about the way of life on the moon.
- Bells Hells question their captured enemies, but their search for information is interrupted by the pursuing hunt from another foe.
- 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.
- Our heroes, Vox Machina, travel to the underground, dwarven city of Kraghammer to find the halfling paladin Lady Kima of Vord.
- Vox Machina vows to put an end to a dark power in the bowels of the earth. The party gears up and ventures into the Greyspine Mines.
- Vox Machina finds a camp of enemies and lures them into an illusion. Soon after, Vex and Keyleth delve into a chasm and discover an unlikely ally.
- Vox Machina forms an alliance with Clarota, an Illithid that also wishes to destroy K'varn, who is oppressing his people. To continue, the party must bypass the Duergar camp controlled by the mind flayer they saw previously. *Q&A follows.
- After their success at the warcamp and their victory over the bulette, Vox Machina takes to the air to make their escape and delve deeper into Khaloor in search of Lady Kima. The quest continues to become more dangerous with every step.
- Vox Machina make their way further downward, far below Kraghammer. Through a cavern of obsidian spires, they travel to where Lady Kima is being held: Emberhold. The group manages to sneak in through a secret entrance to help her escape.
- Vox Machina has rescued Kima, and she has made a grudging alliance with Clarota to defeat K'varn. Tiberius devises a clever plan to confront the dwarven King of Emberhold, but their fight comes at a price.
- After their battle with the Duergar King and Queen, Vox Machina is in bad shape. Tiberius and Kima are stone, Vax and Scanlan are injured, and the Queen has kidnapped Grog. The party rests before they continue to meet a new abomination.
- Tracking down Grog, Vox Machina finds a out more about K'varn. The party then finds their way to a stone island near the city of Yug'voril and takes to the water. The group soon looks for trouble and finds it easily.
- Drawing closer to the city of Yug'voril, the party decides to have Keyleth use a spell to uncover the truth about what K'varn really is. *A Q&A with the cast follows regular game play.
- The party formulates a plan to finally confront and defeat K'varn "The Mad Beholder". *Some cast members play "Just Dance" after regular game play.
- The main story takes a break this week, as Matt gives tips for new Dungeons and Dragons players, as well as beginning the legend of Vox Moronica.
- With K'Varn defeated, a betrayal forces Vox Machina to flee Yug'voril and the Underdark.
- Vox Machina and the Council of Tal'Dorei decide how best to dispose of the Horn of Orcus. The team then heads off to acquire some magical gear from their old friend (and corporate sponsor) Gilmore.
- In preparation for transport to the holy city of Vasselheim, the Horn of Orcus is sealed within a holy vessel supplied by the followers of Bahamut. Vox Machina defends their Skyship from a small party of Wyvern and Griffin riding pirates.
- Lady Kima and Vox Machina arrive in Vasselheim. High Bearer Vord asks for assistance in clearing the Platinum Sanctuary's vaults and sealing the Horn of Orcus within.
- Pike leaves the group to restore the temple of Sarenrae. Grog faces off against a powerful opponent in the Crucible. The team rushes off to slay a Hydra attacking the walls of Vasselheim.
- To avoid judgment for illegally hunting a Hydra near Vasselheim, the team attempts to join the "Slayer's Take". The team is split - with Vex, Percy, Scanlan and Grog gaining some new allies as they set off to hunt a vicious white dragon.
- Fighting their way past blizzards, frost giants, and up an icy mountain cavern, the trial party comes face-to-face with the monstrous white dragon Rimefang.
- While half of Vox Machina hunts a white dragon, the other half is sent to destroy an elusive Rakshasa. Vax, Keyleth and Tiberius are joined by the mysterious Brother Kashaw and the curmudgeonly Thorbir.
- With the Rakshasa's identity revealed, the team continues their pursuit, fighting their way through monsters, spirits and a river of acid.
- After successfully completing their trials, Vox Machina is inducted into the Slayer's Take. The team then sets out with an apprehensive Keyleth toward Pyrah, home of the Fire Ashari.
- Grog returns to The Crucible for a rematch with Kern. Scanlan and Vex break Tiberius and Keyleth out of jail. Percy goes shopping.
- Percy reveals a bit of his past after Vox Machina is invited to a feast celebrating the arrival of Lord and Lady Briarwood.
- The team desperately tries to rescue Vax from Lord and Lady Briarwood. A mysterious tiefling wizard reveals herself and jumps to Vox Machina's aid.
- Vox Machina's actions following their battle with the Briarwoods causes Uriel to question whether they are the heroes they claim to be. Removed from the city council, they attempt to repair their reputation by aiding a nearby cattle farm.
- Vox Machina defends their witness from both Percy and invisible assassins. When Seeker Asum suggests that Uriel might be under the Briarwood's control, and that a fair trial may not be possible, the team decides to travel to Whitestone.
- Vox Machina battles a serpentine Behir. The team slips into Whitestone and discovers a horrific message waiting for them at the Sun Tree.