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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...
Now trapped within the astral dreadnought, the Mighty Nein must decide whether or not to trust the entity that they discover waiting inside...
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...
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.