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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...
Exhausted and hunted, the Mighty Nein search for sanctuary in Aeor while contemplating their own potential chess moves...
Faced with unsettling visions and a leering countdown, the Mighty Nein take stock of supplies, of lingering wounds, and of matters of the heart.
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.