![]() On 17 March 2020, Critical Role announced that it was suspending all live broadcasts of both the D&D stream Critical Role and Talks Machina due to the COVID-19 pandemic. Episodes are archived on the Critical Role website and the Critical Role and Geek & Sundry YouTube channels. Eventually the live broadcasts of Critical Role and VODs aired exclusively on Critical Role's channels. In February 2019, Critical Role parted ways with Geek & Sundry, launched their own Twitch and YouTube channels, and started to self-produce new shows and content under the name Critical Role Productions LLC. The first part of the second campaign was live streamed on the Geek & Sundry Twitch channel and YouTube, on Thursdays at 7pm (Pacific Time). Armed with this knowledge, the Mighty Nein consolidate their alliances and goals, travel across the land and even the planes, and engage in a desperate race against time that will determine the fate of their home and those they hold dear.īefore the campaign began airing, most of the players participated in a session 0 with Matt so that they could get a feel for their characters and the setting they would be playing in. The cold circumstances lead to even colder complications, however, with knowledge of an encroaching threat from the distant past threatening to return: the Somnovem. The Mighty Nein pursue a familiar face north to Eiselcross toward the ruins of the ancient magocracy of Aeor. However, they discover more secrets, oddities, and threats than expected, including the potential loss of their own memories and selves and an even more chilling omen on the horizon. Soon after peace is apparently made a reality, the party finally arrives at the long-awaited destination of Rumblecusp for the event that Jester and the Traveler spent half a year preparing for. With a tentative cease-fire in place, the Mighty Nein make time within their hectic schedules to plan for Traveler Con and to catch up with their own separated families and former friends. ![]() Complicating things further, the party finds themselves drawn deeper into the tangled webs of intrigue between the Dwendalian Empire and the Kryn Dynasty with the fates of both territories hanging in the balance. Meanwhile, the Angel of Irons cult has their own plans to release their god. The Mighty Nein seeks to free Yasha from Obann's control while Fjord struggles to free himself from Uk'otoa's. From their new home base in the capital of Rosohna, they continue their search for answers and in the course of their chase, they end up losing one of their own to Obann, a servant of the Chained Oblivion. Upon finding an " anchor" to the Abyss, the party earns the favor of the Bright Queen Leylas Kryn. The Mighty Nein return to the mainland and travel deep into Xhorhas in search of the missing Yeza. ![]() But their respite is short-lived as their adventure sets sail to the seas, where both answers and dangers lurk from above and beneath. Then, in pursuit of clues as to Fjord's mysterious patron, the party arrives in Nicodranas, the home of Jester. ![]() The Mighty Nein scramble to recover those who were lost, and the attempt bears a heavy cost and an unexpected gain. In the aftermath of the attack on the Zauber Spire, they find themselves exploring the underbelly of Zadash, gambling their fates with the Gentleman, and riding across the swamps of Berleben before engaging in merriment and mayhem among the folks of Hupperdook, oblivious to their soon-to-be changing fortunes. Out of necessity, they come together as a group, calling themselves the Mighty Nein and setting off north. Seven disparate individuals first meet by chance in the sleepy town of Trostenwald, but they quickly become involved in an investigation after a zombie attacks the recently arrived traveling carnival. ![]() → Main article: The Adventures of the Mighty Nein Story arc Warlock (Hexblade Pact of the Blade), Paladin (Oath of the Open Sea) ![]()
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