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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 delve into their first of Eiselcross's excavation sites, hot on the heels of their mysterious quarry...
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...
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.