Our story begins as Vox Machina, the heroes of Emon, arrive at the cavernous underground city of Kraghammer. After wiping out a grave threat to Emon’s emperor, Sovereign Uriel Tal’Dorei III, the band of adventurers has been sent on a journey by Arcanist, Allura Vysoren to find Lady Kima of Vord, a Halfling Paladin of Bahamut, who was drawn to Kraghammer upon learning of a great evil resting beneath it. The party get their bearings in the sprawling, dwarven city, meet a few of its more colorful denizens, and learn that the dwarves have been dealing with unnatural creatures spilling out of the mines in recent months. The mine’s overseer, Nostoc Greyspine, barely finishes explaining their troubles, when a pack of goblins and ogres come spilling out of the mine’s entrance, pursued by something far worse.
After Scanlon Shorthalt brought the abomination of a Naga to it’s tortured end, the Vox Machina vowed to Nostoc Greyspine to put an end to the darkness now bubbling up out of the bowls of the earth. The team quickly gears up and makes their way into the mine, and begins a miles long trek down into the veins of Khaloor. After many hours wandering the dark, they reach a subterranean river within a massive, inky cavern where they are are attacked by a pair of umberhulks. The beasts are dispatched without too much difficulty, but in a fit of rage and shortsightedness, Grog charges toward a flickering light further off in the cavern. He stumbles across several Duergar, dark cousins of the dwarves above, as well as a skittering, four legged brain. The wretched thing is killed quickly, but not before lashing out at Grog’s psyche. The goliath’s mind is broken, and he falls to the ground in a heap.
With Grog’s mind now silenced, the twins fall upon the last surviving Duergar. Vex’ahlia presses their dwarven captive for information. The Duergar only laughs at the barbarian’s plight, and spits out warnings of the “master” that awaits them below, before Vax’ildan finally puts her out of her misery. After an uneasy night’s rest for the party and hours of meditation for Keylith, the druid is thankfully able to restore Grog’s mind, and the Vox Machina continue down through the great cavern. They pass through a gutted goblin village strewn with corpses, and eventually spy another group of Duergar, dragging along 3 dwarven captives. Scanlan and the twins whip out their flying carpet and tail the Duergar from afar, over a thin, creeking rope bridge. Scanlon disappears from sight, and now invisible, carefully makes his way into a war camp teeming with dark dwarves, ogres, and trolls. There he bears witness to an Illithid controlling all those around him, devouring the mind of one of the three dwarven miners. After catching his companions up, the group hatches a plan to lure their enemies into an illusion and drop them to their doom, into the cavern below the bridge. It is partially successful, but then, while acting as living bait, Vax’s mind is stunned by the Illithid and he is almost dropped to his death before Tiberius swoops in to save him. With the plan now in disarray, Vex and Keylith decide to delve into the chasm below the bridge, in spite of their companions’ protests. Their instincts serve them well though, and hidden behind a subterranean waterfall they find a cave. Within it awaits a powerful and unlikely ally.
The Vox Machina form a tentative alliance with an Illithid outcast named Clarota, deep inside the caverns under Kraghammer. They learn of the creature’s people and their subjugation to a mysterious being known only as Kvarn, as well as the haggard mind flayer’s expulsion from the hive. Now cut off from the Elder Brain, Clarota burns with hatred for this Kvarn, and wishes to free the Illithid race from the usurping entity. In order to do so, the Vox Machina must proceed further into the deep, and reach the center of Clarota’s hive. But in order for the heroes of Emon to reach the Illithid city in the belly of Khaloor, they must get past the first flayer they encountered, as well as its small army of Duergar. The heroes devise a plan, and fly themselves down to the center of the enemey’s war camp, to chance a risky assassination attempt on a creature that could easily break their will with a glance.
Having successfully slain a dangerous Illithid and its dwarven general, the Vox Machina find themselves surrounded by a small army of Duergar. They once again take to the air, hoping to clear the war camp and travel deeper into the territory of the Mind Flayers. Not quite fast enough, they are attacked mid flight and brought crashing to the ground, within a stone’s throw of the tunnel that will hopefully lead them to Lady Kima. With some quick spell work from Tiberius and Keylith, the group is able to flee further into the bowels of Khaloor and find shelter long enough to heal their wounds. Pressing forward, they quickly realize their path is growing more dangerous with every step into the darkness. Running into a pair of ogres hauling some rather exotic cargo, the Vox Machina quickly find things moving from bad to worse.
The party continues to wind its way ever downward, far below Kraghammer. Covering more ground in the endless night of the Underdark, Vox Machina eventually reaches a massive cavern, spires of jagged obsidian stretching out for miles before them. The group quietly passes through the fields of stone, making their way toward the Duergar Fortress, Emberhold, looming in the dim light of the caverns many magma flows. With a little dash of gnomic daring do, the group is able to sneak in through a secret entrance, and at long last find the one they have traveled so far to find: Lady Kima of Vord.
With an uneasy agreement struck between Kima and Clarota, Vox Machina quietly begin 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. The party battles their way through the fortress, and with the help of some quick thinking from Tiberius, they manage to gain the upper hand against the Duergar King, Murghol, and Ulara, his queen. The dwarven King is defeated, but victory comes at a price…
Vox Machina struggles to survive after their battle with the Duergar King and Queen, our heroes broken and battered. Tiberius and Lady Kima turned to stone, and Vax’ildan and Scanlon badly wounded, the party flees the Duergar keep, not knowing where the Sorceress Queen Ulara has stolen off to with their Goliath companion. Realizing how far they’ve pushed themselves, they seek respite in the shadows and thankfully cure their stony friends with the blessings of the goddess, Sarenrae (tenuous though they may be). Relying on Vex’ahlia’s knowledge of the underdark and her knack for tracking her prey, the weary travelers press on into the deep. They come across yet another abomination in the dark, and battle the queer creature in a sea of bone and glass, Percy felling it with a thunderous crash from Bad News. Finally leaving the wretch behind them, they spy a fire twinkling in the distance…
The team overtakes the Duergar Queen, before Ulara is able to make a thrall of Grog. After slaying her underlings, and momentarily banishing her to another dimension, Vox Machina presses her for information about K’Varn. It is in that instant that K’varn speaks to them, through the lips of the Duergar queen . His evil palpably radiating from the queen, K’varn urges Vox Machina to find him, in the city of Yug’voril. His message delivered, the Duergar falls still, her life departed. To the surprise of the weary group, Keylith again voices her growing doubts about the path they all walk, but after some assuaging words from Vax’ildan, the group makes camp in order to rest their tired bones. Later, they proceed on, finding a vast island in yet another massive underground cavern. Clarota informs them that this is where the city of Yug’voril stands. The party finds a ruined boat beneath the surface of the subterranean lake, and after Tiberius raises it and Percy patches it up, they take to the water. Pausing at a craggy beach as they make their way on to K’Varn, the party perhaps goes looking for trouble and does indeed find it.
The team jumps right into a fight with some undead. Vax’ildan ends up surrounded and takes a few hits getting paralyzed before the team can jump to his aid, but the fight is over almost before it begins once Tiberius gets involved. What Tiberius didn’t kill Vex’ahlia does. While the team tries to recover from the battle they are engaged by a Cloaker. After enveloping Tiberius and being telekinetically thrown from him the group chooses to retreat to the boat. The Cloaker gives chase and the party must battle over water. Scanlan proves his ingenuity once again and uses a new spell to help fight the Cloaker and once it is defeated Percy chooses to skin the monster. They make their way to another beach in the massive cavern and end up encountering a group of Grick. Tiberius makes short work of them by tossing a bomb crafted by Percy into the room and throwing a fireball on top of it. Once dealt with they look into the cavern room and discover the veil between planes that K’varn stepped through to gain entrance to Yag’voril. Keyleth chooses to scry Yag’voril and sees a collection of horrors being wrought by K’varn. With Keyleth’s scrying we learn that the dreaded K’varn is a massive Beholder. K’varn traps Keyleth within her scry and Vax’ildan saves her by slapping her face. They make their way closer to Yag’voril and they see a city made in a way that defies their understanding. As they travel closer to the end of their current goal they encounter a towering humanoid and as they try to react it rushes them.
This time around, Vox Machina finds themselves in dire straits. We pick up where we last left off, with the adventurers about to take on a giant of some sort they stumbled upon while scouting. After Vax’ildan is overpowered by it’s dreadful stench, a fight ensues, in which the giant is revealed to be a Fomorian and is quickly subdued. Keyleth places a geas upon their foe, forcing him to fight for them in the battle against K’varn. Everybody then rests, to prepare for their next big test: the assault on K’varn’s temple. Who will survive this grueling battle?
This week’s adventure was a side one shot story featuring yours truly. I was hired by some weirdo warlock tiefling named Snugglelord, and he hired some sailor Dwarf named Salty Pete. I like calling him Sam, though. Sam is a name I can get behind! Anyway, Snugglelord promised me riches unbound if I followed him in search of some mystical land called “chat room” so, I did it. For the money. Salty Pete kept harping about a ship he had from his sailing days, I’ll probably have to steal it and sell it later. The boat flipping market is HUGE! We get to this barren village that Snugglelord promised us would be bustling town. We find some people, but they ran away. Probably knew to step away from a boss fighter like me! We find out they were standing in front of a well, but we quickly found out that there wasn’t water in there, it was like some kinda evil juice! We find a house and burn it down. (Don’t be a snitch, though!) The person in the house led us to the leader of the town who tasked us to fix their evil juice problem. Salty falls down a pit for not letting the hero (me) investigate. I try to save him and am sucked in as well. Snugglelord follows. We see our lord and savior Bahamut and almost die. After falling through the other side, we see a gem. Snugglelord does something useful for once and finds out that the place is booby trapped. I use an ancient Dwarven rope technique to activate the trap and we fight this big ole golem. Oh yea, we accidentally cut off Salty Pete’s fingers, but he’s being totally cool about it.
With K’Varn killed, and the dread god Orcus’ machinations put to an end, the party struggles with what to do next. The horn of Orcus hovers in the air, held aloft by Tiberius’ sorcery, and Vox Machina debates whether to stay or flee the heart of Yug’voril. Before a decision can be reached, several Illithid glide into the chamber of the Elder Brain, and the situation quickly turns on its head even further. The immediate threat is eventually dealt with, but the real danger is still coming. Before they are entirely overwhelmed, the party flees the pyramid as a sea of Illithid surge up its sloping walls. Catching up with Tiberius, the rest of Vox Machina scramble as quickly as they can toward the portal the Dragonborn has opened on the far shore they once entered by…
After allowing themselves a single night’s rest back in the city of Emon, Vox Machina sets out for their meeting with the Sovereign Uriel and the Council of Tal’Dorei. Once the Council learns of the Horn of Orcus, the gathering quickly descends into squabbling over the fate of the dark artifact. 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. Everyone knows the best goods in town can always be found at Gilmore’s…
The party finishes their necessary purchases within the city of Emon in preparation for their journey. With the arrival of the Envoys of Bahamut, and the holy container in which to transport the evil Horn of Orcus, Vox Machina is given permission to embark on a Skyship to cross the Ozmit Sea toward the distant city of Vasselheim. As they traverse the expansive ocean, the ship is suddenly under siege by a band of wyvern and griffin-riding bandits, tossing the deckhands over board to their deaths. The party enters the fray, defending the Skyship, and even taking a prisoner in the process. With the battle over, and the artifact still safe, the party prepares for their arrival in a strange, foreign land…
As Vox Machina completes their journey across the Ozmit Sea, Tiberius and Scanlan engage in a strange math workshop until Kima arrives and prepares the group for the culture shock awaiting them in Othanzia’s capital city of Vasselheim. The airship touches down, and a representative from the Platinum Sanctuary escorts them and the payload, through the chilled streets to the head of their order… High Bearer Vord himself. The task is laid before them: Enter the Hall of the Exalt, an ancient vault below the Sanctuary, exterminate the invading vermin, seal away the Reliquary containing the dreaded Horn of Orcus, and return safely. Easier said than done, as some of the Hall’s defenses are active and the party is forced to traverse a number of deadly traps in hopes of being rid of the evil artifact once and for all! Destiny finds a member of Vox Machina, and they must say goodbye to one of their own for a time
Not everyone gets to go to Comic-Con or watch some of the great talks there like the Critical Role panel on our Conival stage this year. We understand, and we’re here to help. Grab your dice. We saved you a front row seat to one of the biggest panels to hit our venue this year at Comic-Con. Matthew Mercer hosts all of your favorite players as they talk about what it takes to make the show and how it all comes together. It takes way more than dice and a little imagination to make something as epic as Critical Role work. You need to the right people and one of the best dungeon masters around. Find out about not only about how the group formed but how they each found their way into tabletop gaming. Fan art, stories from the front lines of gaming, and what makes them love the game so much; the team over at Critical Role answers all of your questions and more. Where do those names come from and how do you spell them? What was one of the toughest monsters that they ever have to face and defeat? What was their favorite moment from this season? And what does it take to make for an amazing dungeon master?
Parting ways with their beloved cleric, Vox Machina is now adrift in a strange and unfamiliar city. With heavy hearts, they wander Vasselheim in the Braving Grounds District, home to the worshipers of Kord, the deity of battle and strength. Fittingly, Grog soon finds himself in a fighting pit, duking it out with as tough an opponent as he could ever wish for. Later, the party spots an attacking beast high on the city walls, and true to form, Vox Machina rushes to help. Following the fleeing creature off into the dense forests outside the city, they find their prey and a whole lot more.
With the party now split, Scanlan, Percy, Vex, and Grog find themselves teaming up with an unlikely duo assigned by Huntmaster Vanessa Cyndrial of the Slayer’s Take Guild. Lyra, a somewhat overly zealous wizard on her first field mission, and Zahra, an intimidating tiefling warlock, now lead the team on their requisite mission. The task at hand–ridding the wilds around Vasselheim of a troublesome white dragon. Putting differences aside, the forced fellowship heads out into the frost-harried north of the Vesper Timberland…
Our unlikely collection of travelers press forward into to the frozen, hoary wilds of the Vesper Timberland, closing the last few miles between themselves and their prey. Rimefang, the dread white dragon awaits them, high above, within a blizzard-harried mountaintop. An intimidating pair of towering frost giants find them in the wood below, threatening to bring their quest to a end. Yet despite their mounting challenges, the party eventually finds itself standing before the great and terrible wyrm…
Like their companions before them, Keyleth, Vax, and Tiberius make their way to The Slayer’s Take. Arriving shortly after their friends’ departure for the Vesper Timberlands, the trio are introduced to the rest of their own hunting party. Along with Brother Kashaw, a driven and mysterious young cleric, and a hardened dwarf by the name of Thorbir, the group receives its mission. There within the very walls of Vasselheim itself, they are to track down and kill an elusive Rakshasa that has been preying on wealthy travelers. With a little poking about in the city streets, they conclude that their only thread of information leads to the Velvet Cabaret, an exotic establishment in the Quadroads District.
The three members of Vox Machina and their Slayer’s Take companions make their way down into the tunnels beneath the Velvet Cabaret, pursuing their mercurial prey. The path is far from easy, but after a handful of harrowing obstacles are surmounted, the dwarven warrior, Thorbir, leads the hunting party into the the hidden lair of the elusive Rakshasa.
With their trials behind them, Vox Machina is brought together within the walls of The Slayer’s Take. Osysa congratulates them all and offers them the final branding that will seal their membership in the Take. Newly marked and happily reunited, the group decides to set out for Pyrah to find the Fire Ashari, escorting Keyleth on her AraMente.
As Vox Machina prepares for their return to Emon, Grog demands a rematch against Kern to regain his honor. Keylith and Tiberius get into trouble with the law, as Burt “Scanlan” Reynolds mounts a legal defense. Percy has a series of unusual encounters while shopping, as Vax contemplates a tattoo. Upon returning home, the group has an awkward encounter with a fan, but there’s no time to rest with bad news on the horizon…
Percy reveals the full tale of his blood feud with the Briarwoods, leaving Vox Machina just one week to prepare. While half the team returns to Kraghammer to settle old debts, Vax acquires some new weapons, Percy forges a special surprise, and makeovers are applied to Trinket and Grog. Finally, the group makes their way to a fateful dinner with the sinister and mysterious Lord and Lady Briarwood…
Vax finds himself alone in the clutches of the villainous Briarwoods! While the team rushes in to save him, they are joined by a mysterious tiefling named Lilith, a powerful wizard who is on the run from vicious bounty hunters. Can Vox Machina save both Vax and Lilith from their violent fates? With special guest player, Kit Buss!
Reeling from the aftermath of their battle against the Briarwoods, Vox Machina is called before Sovereign Uriel to answer for their recent destructive behavior. Looking to bolster their reputation, the group agrees to hunt a mysterious giant bird terrorizing the countryside…
Greyskull Keep is infiltrated by ghostly attackers as Vox Machina prepares to make their way Northeast to Whitestone to confront the Briarwoods head on. Meanwhile, Keylith begins to suspect the mysterious power that seems to hold sway over Percy.
Welcome adventurers! Vin Diesel, star of the upcoming movie, The Last Witch Hunter, may have faced off against gangs and intergalactic monsters, but does he have what it takes to step into the world of Dungeons & Dragons? Geek & Sundry and Nerdist throw the action star into a world filled with danger around every turn, a few friends, and more than a few monsters to vanquish. Guided by our very own Matt Mercer (Critical Role), Vin Diesel will be joined by Nerdist’s Dan Casey (The Dan Cave), Jessica Chobot (Nerdist News), Laura Bailey (Critical Role), and Travis Willingham (Critical Role) as they set out on a brand new adventure filled with excitement, fun, and hopefully, plenty of critical rolls.
Vox Machina begin their campaign to sow the seeds of rebellion among 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?Vox Machina begin their campaign to sow the seeds of rebellion among 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?
The seeds of rebellion begin to take root in Whitestone! But as Vox Machina make their move to bring the population to revolt, they learn that another de Rolo may still be alive…
Scanlan finds himself alone, caught in a Briarwood trap! Meanwhile, the party fuels the fire of rebellion, but will the price the town of Whitestone pays be too high? The revolution has begun, and nothing can stop it now!
Vox Machina are exhausted, facing an undead army, and preparing to storm Whitestone Castle! Thankfully they’re about to get some help from an old friend…
Vox Machina make their way through Whitestone Castle, lead 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.
Vox Machina vs. The Briarwoods: who will survive? And what terrible secret waits for our heroes beneath Whitestone?
Vox Machine fights for Percy’s soul as the Whitestone rebellion comes to a head! All this plus berets, tree hugging and… ships?
It’s time for the Winter’s Crest Festival in Whitestone! Contests, prizes, and revelry abound as we wrap up our year with a nice bow.
The Story of Vox Machina takes you through the group’s first quests with the team narrating and guiding you every step of the way. Illustrations take you to major turning points in their quest to vanquish a malevolent lich or to save one of their own from a terrible fate. Watch their first meeting with Percy. Explore the city streets of Emon. Ride on that faithful magic carpet to safety from the crumbling tower. Even if you know every story of the Vox Machina inside and out, this is a great video to show other people who might be wondering where you disappear off to every Thursday night.
Vox Machina return 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.
Vox Machina take some well earned downtime! Scanlan continues his dance with the mysterious gnome girl, and the group agrees to venture back to a mysterious cavern they had abandoned years before…
Vox Machina is in disarray as a mysterious skull is found and Vax questions the priorities of the group. Meanwhile, the city of Emon experiences a substantial political shift.
Desperate to help survivors of the attack, Vox Machina attempt to fend off the assailing beasts, but our heroes are rendered helpless in the face of temptation, infighting and despair.
Vox Machina searches through the rubble of Emon, hoping to find their allies among the survivors. With special guest Jason Charles Miller!
In the wake of the devastation of Emon, Vox Machina begins making their long term plans to take back the city. But first, they must decide whether or not to make a devil’s bargain with the Clasp: a dangerous underground criminal organization.
Now in the relative safety of Vasselheim, Vox Machina begins planning their first move against the Choma Conclave. Fortunately, some old friends turn up to offer their aid.
Come hither as Critical Role’s Matt Mercer tells you how to be a better GM / DM. In today’s episode he has some word on RPG etiquette
If there’s one thing Playable Characters like more than setting things on fire, it’s treasure. It’s an incredible motivator and not giving out enough treasure is a great way to make PCs grumpy. Give out too much, though, and suddenly their power will spiral out of control! Here are some tips to help you give out just the right amount of treasure in your game.
Happy one year anniversary! On this most auspicious of days, Vox Machina finds itself deep within a lost shrine to the Raven Queen in search of an artifact that may help them defeat the Chroma conclave. But more danger lurks within the shrine than they could possibly be prepared for! With special guests Will Friedle and Mary Elizabeth Mcglynn.
Come hither as Critical Role’s Matt Mercer tells you how to be a better GM / DM. In today’s season finale, he answers some frequently asked questions.
An exhausted Vox Machina spends some time hashing out their pent up frustrations and examining their spoils of victory. They then journey to the Fire Ashari, hoping to find survivors of the red dragon’s escape from the fire plane.
Vox Machina return to where much of their history began: Westruun. But all is not well! Not only have the Chroma Conclave decimated the area, but another strangely familiar threat has taken hold of the city as well…
Vox Machina continue their quest to collect the vestiges. Along the way they are rejoined by Pike, and discover some other old friends in dire straits.
Vox Machina ventures deep beneath the Stormcrest Mountains to confront the mysterious Sphinx, and hopefully learn more about the Vestiges of Divergence.
Scanlan tries to plan a safe escape for his daughter Kaylie, while Grog makes his way to the center of Westrunn for his final confrontation with his uncle Kevdak.
To support Geek and Sundry's and Amy Poehler Smart Girl's charity stream which benefited MDA, Matt Mercer, Marisha Ray, Liam O'Brien, Laura Bailey, and Travis Willingham teamed up for a one-shot campaign in the western roleplaying game Deadlands. Audience members were allowed to make donations in order to "buy" Fate chips for players, which had the power to re-roll or add dice to rolls. With a high enough donation, a generous audience member could add a single sentence that could completely change the game.
This week on Critical Role, Liam O’Brien take the DM chair as Laura Bailey, Sam Riegel, Taliesin Jaffe, and Travis Willingham go on their own epic adventure of danger and hula hoops.
The man in the black hat returns, and this time, he’s bringing some guests along for the ride. Mary McGlynn and Ashly Burch join Travis, Sam, and Laura as Liam takes the DM seat yet again for this episode of Critical Role. Who will live, who will die, and who will have the best looking mustache? (For that last one, the answer is Obby.)
Matt Mercer is back with another round of tips and tricks for aspiring and skilled Game Masters alike. Today, he’s giving us a bird’s eye view of what’s behind his game master screen so you can get a good idea of what you may like to have behind yours.
Matt Mercer is back for another round of Game Master Tips! Regardless of all the planning and plotting and scheming and dreaming, your players will deviate from the your prescribed path. This week, Matt will be giving a few helpful hints on how to plan for those little detours.
Matthew Mercer teaches us how to get your group to roleplay, because sometimes it doesn't come naturally. Character background stories, engaging conversation comfortably, and leaving your comfort zone are just a few ways to get started.
Customizing the creatures and characters in your campaign can add a nice flavor to the experience. How you customize is dependent on many factors: party size, mobility, recovery ability, story relevency, and more.
Part of any great campaign is having custom items in your arsenal, but before you do, you'll need to consider the enchantment levels, distribution rules, and more.
Game Masters create beautiful worlds, creatures, items and more, but mistakes can easily be made. One small mistake can throw everything off. Matt Mercer runs us through common mistakes and ways to resolve them!
Player death is inevitable in a campaign, and Matt Mercer gives us some tips to handle the event properly. Thematics, last words, mourning, and properly moving on are just a few ways to help soften the blow.
Are your adventurers making questionable decisions? Are they becoming evil? Do you want to run an evil campaign the right way? Matt Mercer shows us how to keep things on track even with Murder Hobos in this installment of GM Tips!
Matt Mercer offers helpful tips and tricks for creating homebrew content for your campaign.
Matthew Mercer outlines a basic structure to designing your own one-shot, and gives some tips to make them better.
Choosing personality archetypes can lead to fun characters, and the real meat comes from the backstory and the experience. Game Master Matt Mercer lays out a few tips for roleplaying against type in this episode of GM Tips!
Brian Wayne Foster is joined by the cast of Critical Role - live in Anaheim at WonderCon 2017! The cast talks about their Critical Role experiences, from inspiring their audience, to entering Hell and drinking ale, and answer some great questions from the audience. Beef jerky is not included, unfortunately.
Matthew Mercer sits down by the fireside with a comfortable robe and some port wine to answer your questions, whatever they may be. Turn down the lights and turn up the fire, for this intimate two-hour Q&A session.
**** Spoilers E98 **** Matt Mercer, Marisha Ray, Taliesin Jaffe and Brian Wayne Foster are talking about Critical Role, their experiences and take questions from the audience. (Friday panel)
Join Brian W. Foster (Host of Talks Machina) as he moderates a special episode featuring Matthew Mercer, Marisha Ray, and Taliesin Jaffe from Critical Role. Cast members will discuss the latest adventures of Vox Machina and answers your questions. (Saturday panel)
During San Diego Comic-Con 2017, Brian Wayne Foster was joined by the whole cast of Critical Role to talk announcements, Critical Role, and answer questions from the audience!
The cast of Critical Role sit down to play a special one-shot RPG inspired by the upcoming video game Middle-earth: Shadow of War! Matt Mercer DMs this adventure with players Laura Bailey, Darin De Paul, Sam Riegel and Travis Willingham adventuring through Mordor as a group of orcs from the Marauder tribe against a mysterious new enemy.
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.
This week, Matt Mercer returns to the DM chair for a World of Warcraft-set adventure where the Burning Legion has set upon an apocalyptic march on Azeroth and the forces of the Horde and Alliance have come together to stop them.
With the escapades of Vox Machina concluded, it is finally time to find out the answers to questions both viewers and the adventurers themselves have wondered about for months—and years. Matthew Mercer, Travis Willingham, Laura Bailey, Marisha Ray, Taliesin Jaffe, Liam O’Brien, and Sam Riegel, joined by Ashley Johnson over video chat, talked at length about their characters, their motivations and pasts, and their own personal feelings about a campaign that has touched the lives of thousands of people. This is the first chapter of Critical Role.
Introducing "CR" the new perfume from Critical Role. *Not a Real Product*
Join Brian W. Foster as he moderates a special episode featuring the cast of Critical Role from the arena at WonderCon 2018. Watch as they dive deep into the adventures of the Critical Role Campaigns and answer your burning questions.
The players of Critical Role talk about campaigns and more in this full panel from C2E2.
The cast of Critical Role (Travis Willingham, Marisha Ray, Talliesin Jaffe, Sam Riegel, Liam O'Brien, Laura Bailey, Matthew Mercer) go straight to the fan Q&A during their panel including what was unexpected from the narrative that affected their character.
As the second campaign of Critical Role got underway, every week Sam Riegel found a fun way to tell everyone about show sponsor D&D Beyond. In February, he composed a catchy jingle that seemed like it just had to be animated in the style of some of the most beloved cartoons from the 1980s.
Brian W. Foster hosts a special Critical Role community Q&A live from San Diego Comic-Con with Matthew Mercer, Marisha Ray, Liam O'Brien, Sam Riegel, and Taliesin Jaffe. The cast answer fan questions about Vox Machina, the Mighty Nein, and anything and everything Critical Role!
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!
Trinket and the Sweet Brothers are at it again in the craziest caper this side of Whitestone! Don't miss Marisha Ray's Honey Heist 2: Electric Beargaloo -- featuring Matthew Mercer, Liam O'Brien, Talisin Jaffe, Sam Riegel, and the inimitable Brian W. Foster in an uproarious ursine romp through Grant Howitt's indie RPG.
Thanks to generous Critter donations to the Pablove Foundation, game master Sam Riegel takes his friends on the ride of their lives in Grant Showitt's Crash Pandas! Join (most of) the Critical Role gang with special guest Blair Herter in this hilarious one-shot!
The Critical Role panel from Saturday, 27 October 2018 at MCM London. Taliesin Jaffe, Marisha Ray, Matthew Mercer, Liam O'Brien, Sam Riegel and Brian W. Foster.
The Critical Role panel at MCM London from Sunday, 28 October 2018. Taliesin Jaffe, Marisha Ray, Matthew Mercer, Liam O'Brien, Sam Riegel and Brian W. Foster.
It's your turn to Role! Check out the new Mighty Nein Critical Role intro and roll on over to Geek & Sundry's Twitch, YouTube, or projectalpha.com to catch the show!
Thanks to your generous support of the Legend of Vox Machina Kickstarter campaign, we got to take our dear Travis Willingham through a haunted house and scare the ever-living sh*t out of him as part of a special, unannounced $10M stretch goal.
Five strangers to both each other and the historic mining town of Deadwood are hired to investigate supernatural rumors by a local community pillar.
After being bestowed with mysterious power and a sense of coming dread, our wary clan finds some of Deadwood's residents might not be as frightened as they seem.
On the trail of the puppet master, Arabella faces a devastating choice while the mystery's home grows closer.
Our heroes close in on the Necromancer after another personal loss, and come to realize justice takes many forms.
Game Master Matthew Mercer leads a horde of demons on an adventure based on the DOOM Eternal FPS.
Vox Machina and the Mighty Nein face off in a team deathmatch! Which team of legendary Exandrian heroes will come out victorious? Thank you to all of the incredible Kickstarter backers who unlocked this adventure as part of The Legend of Vox Machina Kickstarter Campaign!
Sometimes the smallest heroes are also the most stressed out.. Join us for this One Shot as we play our new one-page RPG, A Familiar Problem! The episode will be run by Marisha Ray and will include an incredible cast of animal familiars: Laura Bailey, Matthew Mercer, and Travis Willingham with special guests Heidi N Closet (Ru Paul’s Drag Race) and Isabella Roland (Dimension 20). This scrappy and stressed out team of familiars will set out on a daring (and chaotic) quest to prove they’re up for adventure.
(RECORDING OF OUR LONDON LIVE SHOW) 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…
Game Master Sam Riegel guides our returning guests masterfully through a battle royale for the ages that goes exactly according to plan… To set the scene: 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.
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.
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!
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.
Check out our LIVE SHOW EXPERIENCE of Campaign 3, Episode 98 at the Greek Theatre! In this more theatrical version of the show, you'll get a close up look at our players and experience the performance just as our audience did at the venue. Bells Hells battle the creeping terror of an unleashed demon, but their own darkest thoughts may prove to be the real enemy...
Join us in the tavern for a monthly Ask Me Anything (AMA) series where you can sit down with us and learn more about our Critical Role cast and guests! Questions will be curated directly from Beacon members via Discord and each episode will feature a different cast member for a 30-60 minute fireside chat. Cozy up by the fire and enjoy the deep dive with us!
They've explored Exandria and now the cast of Critical Role find themselves at Florida Supercon in Miami for an epic panel! The Critters themselves - Matthew Mercer, Laura Bailey, Travis Willingham, Sam Riegel, Liam O'nBrien, Ashley Johnson, Taliesin Jaffe, & Marisha Ray - gathered to talk about their Vox Machina, The Mighty Nein, their characters, and of course... d*ick jokes!
Bells Hells learn about the downfall of Aeor
Bells Hells contemplate the revelations of the Occultus Thalamus while one of their own is brought low by darkness and desire...
Bells Hells seek a way to cut Delilah's puppet strings once and for all...
Bells Hells meet with the Exandrian Accord in Vasselheim, where plans begin to form and connections begin to solidify...
Bells Hells take center stage in the Platinum Sanctuary, where they must prove themselves as worthy potential heroes to the Exandrian Accord...
Bells Hells return to the Fey Realm in an attempt to tangle an upcoming meeting between Ludinus and the Unseelie Court...
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...
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...
Bells Hells make haste to the Raven's Crest temple in Vasselheim by invitation from the Matron of Ravens, but the welcome they receive puts them all on the edge...
Bells Hells meet their new allies on the road to Kreviris and learn just what makes this team so mighty...
Bells Hells introduce the Mighty Nein to the moon before flashing backwards to the reunion of Exandria's most legendary heroes...
With allies in tow and an army at their backs, Vox Machina begin their assault on the Malleus Fortress...
The Mighty Nein steal their way through the Arx Creonum to confront the psychic minds that control the Ruidian populace...
Bells Hells delve into the fungal network of Ruidus, seeking Ludinus, Liliana, and the Hallowed Cage...
The battle for Exandria's future continues
Join 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.
Laura Bailey, Ashley Johnson, Matthew Mercer, Liam O'Brien, Marisha Ray, and Travis Willingham (sadly minus Taliesin Jaffe and Sam Riegel) discuss everything going on in Critical Role Land with a fireside chat and short Q&A. PLUS, get a sneak peek of what we've been working on with our partners at Amazon Studios!
Gamemaster Marisha Ray leads a Mortal Kombat themed smackdown with players Sam Riegel, Noshir Dalal, Travis Willingham, and Gina Darling using Till The Last Gasp by Darrington Press!
Princesses Aimee Carrero, Aabria Iyengar, Laura Bailey, and Taliesin Jaffe fight to become Queen by Midnight alongside our illustrious Midnight Crier and game designer Kyle Shire!
Join GM Liam O'Brien as he leads the rebellious players Robbie Daymond, Xanthe Huynh, Krystina Arielle, Jared Goldstein and Matthew Mercer in a one-shot inspired by Persona 5 Tactica
Game Master Matthew Mercer guides a quest shaped by your donations for CRF’s Red Nose Day fundraiser! Laura Bailey, Taliesin Jaffe, and Sam Riegel will play alongside legendary comedians and actors Sam Richardson and Tony Hale to help raise money for the fight against child poverty.
It is a special episode broadcast live when cast illness prevented the airing of the regularly scheduled Campaign 3 episode. It featured Taliesin Jaffe, Sam Riegel, and Travis Willingham of the regular cast, along with Robbie Daymond, creating their Bells Hells characters in Baldur's Gate 3 and answering questions from the live chat audience.
The Menagerie is back again! Join game master Matthew Mercer as he leads the cast of Critical Role through a LIVE One-Shot using the Daggerheart system!
A special Daggerheart Critmas Story Live Show from Camden, NJ on December 7th.