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The Mighty Nein forge their own way across the tundra to another Aeorian excavation site, but things far more dangerous than frozen relics await them under the snow...
Hard choices await the Mighty Nein, who must decide whether to follow the current path of their former friend or deviate and forge a new one...
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...
Campaign Two is the second campaign of Critical Role. It takes place approximately twenty years after the adventures of Vox Machina, following a group called The Mighty Nein. The returning cast plays all-new characters and features the continent of Wildemount as its primary setting.