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Painting Each Other | The Legend of Vox Machina

The Legend of Vox Machina Season 3 premiere is right around the corner, so IGN sat down with the Critical Role team one last time before the new season hits Prime Video. This time, though, there’s a twist! We’ve challenged them with questions before, but we figured Fantastic Fest was worth cranking things up to a new level. In that spirit, we gave Liam O’Brien, Marisha Ray and Travis Willingham a mission: paint each other’s Vox Machina characters. Each of the cast and our host drew a character from the hat (Vax’ildan, Keyleth and Grog with a bonus Vex’ahlia, as there were four participants) and did their best to honor the work of their animation partners, Titmouse. There were some mixed results but, as always, plenty of shenanigans (and oodles of respect paid towards the animators who make magic happen every day — did you know painting is really hard?)

 

Watch the episode live on Twitch and YouTube at 7pm PST. Restreams on Twitch at midnight and the next day at 9am PST

Runtime Break start
?h ?m ?h ?m

Episode 109: Title TBA


Previous Episode: "Looming"

[–] [email protected] 1 points 15 hours ago* (last edited 15 hours ago)

Ank'Harel and Draconia


Easter Eggs
Mercer cameo!

Pock O'Pea signature

Zerxus from Calamity!

bird from the Titmouse logo pooping on Percival

 

Episodes and other media available on YouTube and Twitch

Episode 14: Secrets for Sale

You began the night before the Battle for Mouse. Dolly (having revealed her mission from the Spinner and the party agreeing to turn from the Web) refused to hand over supplies to the Gloam. You did, however, decide that delivering the bag as promised could give you an element of surprise. You soon set to planning your attack:
Dolly, Raidion, and I (tCNtM) would deliver the bag to the Gloam (Dolly and Raidion claiming they had left the rest of the party behind whilst I waited in the trees)
Raidion sent a Firebolt into the sky. Endellion, Kelnys, and the Grenwyrd brothers would attack from the castle trapping your enemies in a pincer. I was keen to use the bag of holding to transport Kylen (Endellion's biggest and strongest brother) into the brewery beyond the walls and thus into the thick of the action. Along with Dolly you went to convince the barbarian to go along with the ruse, but despite Endellion's permission, Kylen refused to leave his brother's side.
Meanwhile Raidion sought out Lesota (Endellion's mother) finding her on one of the towers overlooking what would come morning be a battlefield. He asked her about family and about love before Lesota offered him words of comfort and acceptance along with a very awkward hug.
Kelnys was preparing for the morning and, along with Wilder the Cook, searched for Goodberries in the well-stocked pantry beneath the kitchens. As he did, Endellion (or Eloen) took a moment to herself in her father's observatory far above the rest of the hubbub as Castle Grenwyrd prepared for battle.
Below in the courtyard, Dolly bolstered her companions with a speech. I (tCNtM) was still unsure that the plan (in its current state) would work. Together you formed a new strategy:

Construct an explosive that could be detonated in the brewery to help level the playing field and catch the Gloam unawares.
Endellion had returned to the courtyard and (having teased Eden from the sidelines as he trained up a militia) sparred with her eldest brother, learning that her weapons were capable of greater utility than she had previously realized.
That night you all returned to Endellion's room where Raidion pitched his new nickname to Endellion.
Pebble. The fact that Endellion neither attacked him, nor stormed out of the room spoke volumes for the growth of their relationship.
Kylen woke you the next morning. You put your plan into action. Dolly and Raidion entered the brewery to speak with the Gloam whilst I watched from the trees. Inside the brewery the Gloam had begun to grow suspicious and made an attempt to seize the tiefling and the wood elf. Dolly casting Darkness to cover their escape as Raidion slammed the homemade bomb into position by the door.
As Raidion and Dolly sprinted towards safety, I (tCNtM) emerged from hiding and lit the place up. As the gates opened, Kelnys and the Grenwyrds stormed into battle. Kellen sniped from a distance whilst Eden and Kylen charged straight into the throng, as I (tCNtM) picked off Gloam warriors with his crossbow. Dolly cast Shatter. Endellion fired arrows into her foes. Torian attacked with unexpected ferocity. Raidion killed multiple enemies with a devastating fireball and Kelnys was behind a hedge.
Just as you seemed to be in the ascendancy, Eden fell. His siblings and militia stunned into inaction by his death before Dolly brought him back with a Healing Word.
As the battle continued to rage, I entered the smoldering brewery where he was met by an unexpected foe. Morgan. He struck I with a Blinding Smite almost downing the Kobold, as Raidion began to hear the familiar whispers of the deck in his pocket before they coalesced into a single word:

"Help."
I was calling out, blinded and cornered. Hoping for the aid of his friends in bringing down his foe, but Morgan the Oathbreaker Paladin summoned new reserves of fervor from his fellow Gloam members as they all attacked with sudden speed. Finally Raidion arrived to aid his Kobold companion. A clutch use of Hypnotic Gaze finally paying dividends as Morgan was rendered incapacitated. Kelnys and Torian formed a rear guard and were dealing with the Gloam that attacked in waves. Endellion fougth alongside Eden and Kylen. I had managed to flee the brewery with Dolly unable to act as Raidion remained inside with Morgan. The wood elf was stunned to realize, that merely by wishing it could be so, he had teleported from the building still retaining enough power to cast Fireball.
As you mopped up the remains of the Gloam warriors, you descended en masse upon Morgan who had left the brewery and was moving into the main body of the fight with a resigned heaviness. Kelnys struck him with lighning as Dolly stabbed Morgan with a dagger who in turn struck her down (with what surely would have been a killing blow) before Raidion called (for the first time) on the Deck of Many Friends. As the card began to spin and glow, a figure emerged, Revenna Snacks. Her hair a flock of ravens that descended upon Morgan, causing him to miss his previous swing at Dolly, though she still dropped unconscious after he attacked again. Raidion revived Dolly with a Goodberry before it fell to Endellion to land the final blow on Morgan who (tear-stained and blood-soaked) thanked her as he breathed his last.
Revenna became a flock of ravens and was absorbed by the card which then turned to dust. Then a figure appeared in the sky. Barabask. He accused the party of killing the Virtuous and betraying the Antiqua, naming them 'God Killers' and declaring that they were in league with the Gloam. He then proclaimed himself the new god of Reliquiae, Barabask the Sinless.
You stand in the snow. The frozen ground hard beneath your feet, surrounded by bodies. Steam rising from black blood in the crisp winter morning. The image of Barabask fades, the clouds darkening. You can hear the calls of far off birds, the wind in the trees, the ragged breathing of those beside you still suffused with the exhiliration and terror of battle.
Then Kylen swings his axe towards the sky where Barabask appeared and shouts

"Fuck you! Fuck you! You will not harm my sister! You will not take her from us!"
You hear footsteps in the snow and Torian is running back towards the castle and you can hear him sobbing, immediately having burst into uncontrollable tears.


Previous Episode: The God Killers

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by Abyss Grant


by LYuenger


by Ariadne Mouse


by Rdioactive Otter

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Fan Art Gallery: Sorrow in the Gloaming


by Zhellers


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Please note that these broadcasts are only scheduled for the times listed below.

The Re-Slayer’s Take, Season 2

Follow the escapades of the second-coolest monster hunters this side of Exandria: The Re-Slayer’s Take! After six misfit mercenaries are rejected from the elite monster hunting group, The Slayer’s Take, they band together, battling supernatural creatures across the rugged continent of Issylra.

  • Episode 4 releases Monday, September 30th on your favorite podcast streaming service at 5am Pacific
  • Episode 5 releases Monday, September 30th on Beacon at 5am Pacific

Tales From The Stinky Dragon, Campaign 3: Kanon

A team of trained soldiers is caught in the middle of a war between distant deities and under-dwelling devils. As they turn the tide of this celestial crusade, a voice beckons them from the beyond—destiny or doom?

  • Episode 1 releases Monday, September 30th on Beacon and the Tales From The Stinky Dragon Patreon at 12am Pacific.
  • Episode 1 releases Wednesday, October 2nd on your favorite podcast streaming platform and the Tales From The Stinky Dragon YouTube Channel at 12am Pacific.

Critical Role Abridged

All the twists and turns of an episode of Critical Role in half the time! In Critical Role Abridged, the rich tapestry of a Critical Role campaign is lovingly distilled to its most pivotal, hilarious, and poignant moments in about 60-90 minutes per episode.

  • Campaign 3, Episode 24 releases Tuesday, October 1st at 10am Pacific on YouTube
  • Campaign 3, Episode 24 Podcast out Tuesday, October 1st on your favorite podcast streaming service at 5am Pacific
  • Campaign 3, Episode 46 releases Tuesday, October 1st at 10am Pacific on Beacon

The Legend of Vox Machina, Season 3

Everything is at stake in the long-awaited Season Three of The Legend of Vox Machina. The Chroma Conclave’s path of destruction spreads like wildfire while the Cinder King hunts down Vox Machina. Our lovable band of misfits must rise above inner (and outer) demons to try and save their loved ones, Tal’Dorei, and all of Exandria.

  • Episodes 1-3 will release on Thursday, October 3rd only on Prime Video

Critical Role: Campaign 3, Episode 109

Bells Hells continue on their adventure…

  • Airs Thursday, October 3rd at 7pm Pacific on Twitch and YouTube
  • VOD and Podcast out Thursday, October 3rd at 7pm Pacific on Beacon
  • Rebroadcasts Friday, October 4th at 12am Pacific and 9am Pacific on Twitch
  • VOD out Monday, October 7th at 12pm Pacific on YouTube
  • Podcast out October 10th on your favorite podcast streaming service at 5am Pacific

Critical Cooldown: Campaign 3, Episode 109

Get a backstage pass to Campaign 3, Episode 109 You’ll be right there at the table immediately after Matt says “Is it Thursday yet?”, experiencing the cast’s post-show reactions.

  • Releases Thursday, October 3rd at 7pm Pacific only on Beacon

The Legend of Vox Machina Season 3 Launch Party!

Join the cast of The Legend of Vox Machina LIVE and celebrate the launch of Season 3 with us!

  • Airs Friday, October 4th LIVE at 7pm Pacific on Beacon, Twitch, and YouTube
  • VOD immediately available after the stream ends
 

With Legend Of Vox Machina Streaming Free Before Season 3, Critical Role Stars Talk 'Really Embracing' Changes From The Original Story

article by Laura Hurley

The days are counting down until The Legend of Vox Machina returns for Season 3 in the 2024 TV schedule on Prime Video, just over a year and a half after the second season ended a cliffhanger that was quite literally very hot. The new batch of episodes will continue adapting the story from Critical Role's first live-streamed Dungeons & Dragons campaign. The first two seasons are now available streaming free without an Amazon Prime Video subscription, and the stars opened up to CinemaBlend about making changes for the animated series.

For the final week ahead of The Legend of Vox Machina's third season premiere on October 3, Prime Video has made all 24 episodes from the first two seasons available streaming on the official YouTube account. From Vox Machina taking down their first dragon to the Season 2 cliffhanger, you can relive the highs and lows for a refresher.

As for how to prepare for what Season 3 has in store beyond the trailer, it turns out that Critical Role fans who might think they're completely spoiled on the next chapters in Vox Machina's story are in for some surprises. When I spoke with the cast – all of whom are also executive producers of the series – ahead of the premiere, they weighed in on the perks of building suspense for viewers by making changes beyond the original campaign.

Matt Mercer, the Critical Role Dungeon Master and voice of many Legend of Vox Machina characters, shared:

It's fun. As part of the adaptation process, really embracing the fact that the original campaign will always be there, we want to carry the true spirit of the original campaign through the series, but also allowing moments where we can show parts of the story that we didn't have the chance to show from the players' perspective in the original campaign, which is a surprise for everybody in a lot of cool ways.

The first two seasons already delivered some examples of scenes that don't actually include any of the original player characters, and it's safe to say that will continue into the third season. Mercer went on:

And with hindsight, [we can] go back and just change a few things here and there to better serve the overall narrative in ways that will definitely surprise original watchers of the campaign. Any of those changes are all done with consensus and excitement, and it's with the intent of serving the story more than anything, and then the benefit of also knowing that it's really going to knock a few people off their expectations.

Travis Willingham, who voices Grog and has co-written several episodes with fellow cast member Sam Riegel, shared his own take on the "task" of subverting expectations with the Prime Video adaptation of the original story. In a group interview with several of his castmates/EPs chiming in, he shared with CinemaBlend:

For us, so much of our audience has an expectation of what's coming, and it's our task to upset those expectations, and sort of redirect how the story is told, so that people may know what's coming, but the effects of it, we want it to last and have people wonder what's coming from episode to episode. So if we can do that, we feel like we've been effective in our storytelling this time through.

As for the question of whether they enjoy creating suspense even for campaign viewers who know the original story, Ashley Johnson – who voices Pike and appeared in The Last of Us' live-action TV show in a pretty perfect role after voicing Ellie for the video games – immediately responded with "Absolutely." Marisha Ray, the voice of Keyleth, shared her take:

There's a story, even if you know where it is going, [that] you can still have that element of surprise. I think that's why we as humans love stories and can watch movies or we can watch series several times over and still get that emotional response. That's on full display, especially here in Season 3.

Based on the trailer and opening title sequence, the idea of Keyleth outliving the rest of Vox Machina seems to have a part to play in Season 3. The footage also gives away that the Keyleth/Vax romance seems to be back on track after some setbacks in Season 2. Liam O'Brien, the voice of Vax'ildan, shared his thoughts on changes from table to screen:

I also see it just as an extension of what we do at the table for the eight of us. We all like shocking each other, surprising each other with moments at the table, and now we're just doing it for many more people. It's just all storytelling.

In some parting thoughts on the subject of creating suspense for fans of the original Critical Role campaign as well as show-only viewers, Travis Willingham shared:

We're fans of these type of stories, and so we've seen it when it's done well and when it's not done so well. For us, we have the advantage of knowing exactly who this story is for. We made it for ourselves, and we've made it for our fans and the people that have been here with us along the way. We think we have it dialed in pretty tight.

Also starring Laura Bailey as Vex'ahlia, Taliesin Jaffe as Percy, and Sam Riegel as Scanlan, Season 3 of the Legend of Vox Machina is going to see the group heading to hell and back as part of the mission to take down the Chroma Conclave of dragons and save Exandria.

That is, at least part of the group will definitely be going to hell, as Percy and Vex are conspicuously absent from the hell-set scenes in the trailer, although Matt Mercer gets a cameo.

The Legend of Vox Machina Season 3 will consist of twelve episodes. Like the first two seasons, Prime Video will release the episodes in batches of three per week, starting with the first three on Thursday, October 3. In the meantime, you can always revisit Seasons 1 and 2 streaming free via YouTube or via a Prime Video subscription. You can also check out CinemaBlend's picks for the best animated TV shows for more viewing options.

 

Get Well Soon Sam

Produced by the Beacon Bits Team: Ajorra ItsMeTay26 kaawro Windhover76 kjamesb sizzyedia violetmagik Aldriem/yamangupta JedrenBlack Edited by: JedrenBlack violetmagik Aldriem/yamangupta TPBurrows Music by: Liso812 TheDukeInPurple Written by: Windhover76 kjamesb TheDukeInPurple Assistant Writers: Ajorra voiletmagik Artwork provided by: Aldriem/yamangupta Rainingdragons Thank you to everyone who contributed time, energy, effort and love into this project. You're awesome ❤️

[–] [email protected] 5 points 5 days ago (1 children)

Found another windows-only issue with soundblaster PCI models the other day where the driver causes “an unstable overclock” on the cpu.

[–] [email protected] 8 points 5 days ago (9 children)

Having a solar heated loop for radiated heating in the floor is definitely a setup I want to get going.

[–] [email protected] 1 points 5 days ago (1 children)

How about going to a water park and riding a jet ski on the lazy river?

[–] [email protected] 1 points 5 days ago* (last edited 5 days ago)
  • 03:27:45 Braius:"No, I think I was doing a higher-pitched thing."
  • 03:29:12 Bane
  • 03:31:00 Sam:"Save the cheerleader." (Heroes reference #1)
    Laura:"Damn the man, save the empire."
    Sam:"Geass it."
  • 03:31:52 Dorian lends Coriolis to transport the guard to the Unseelie faster.
  • 03:32:08 Liam's Mr Ed impression.
  • 03:42:42 Orym:"...we at least have a chance to cut off his hand before he pulls it."
  • 03:43:40 Orym mentions a coin toss being bad and Ashton gets triggered, lashes out, and walks away.
  • 03:47:04 Laudna doubts that Ruidusborn have god-like or god-eating powers
  • 03:49:54 Three spoopy ladies
  • 03:51:31 Imogen:"Did we go too far today?"
    Braius:"Oh, never. We're on a mission to save the world."
  • 03:54:10 Laudna:"We're not speaking in absolutions."
  • 03:54:58 Dorian:"I would imagine if you could see the future, the one future you couldn't see is the future where the gods come to an end."
  • 03:57:21 Dorian:"Don't worry, I'm not casting a spell on you."
  • 04:00:07 Fan Art Moment Floating frog cups in the hot springs
  • 04:00:33 Pâté returns
  • 04:01:38 To which god do you direct your prayer?
  • 04:02:59 ...As horns rise, framed in shadow within the dark...
    "If what is to come is inevitable, then chase the rest away, and we remain."
  • 04:04:02 Nanna Morri:"Beautiful work you do."
  • 04:05:03 Braius:"I don't want to be alone tonight."
    Nanna Morri:"I'm in the Cherry Blossom Suite"

  • 04:05:57 Marisha:"MILF Manor (Morri I'd Like to Fuck)"
  • 04:06:10 Sam:"You can date the paintings!"
    (reference to a game Date Everything that Robbie is part of)
  • 04:07:46 Chetney:"Jacknife!"
  • 04:08:12 Fan Art Moment Bompers copying (and exceeding) Chetney's splash in the springs
  • 04:11:18 Liam:"It's feeling smol."
  • 04:15:47 Gloamglut's mourning call
  • 04:17:12 Matt:"It's Horror Cozy."
[–] [email protected] 1 points 5 days ago* (last edited 5 days ago) (1 children)

♪Episode Song References♪

ᕕ( ᐛ)ᕗ

Highlights

  • 00:12:21 Imogen starts with 2 HP
  • 00:13:05 Braius:"How about we, you know, Double Team them a little bit?"
    Dorian:"Do you mean that the way I think--"
    Imogen:"No, Braius. No."
    Fearne:"Like a sandwich."
    Braius:"When we played Spin the Bottle, I just felt like there was maybe something..."
    Imogen:"There was nothing...you're great."
    Travis:"Oof, the You're Great."
  • 00:19:56 Do you prefer Nightmare King?
  • 00:21:10 Strategizing with Modify Memory
  • 00:21:53 Emissary's named Cashadoor
  • 00:22:18 Lore Drop Sammanar is the leader of the Unseelie Court
    Sam makes a joke about a samovar of wine and chicken cacciatore
  • 00:25:31 Ira:"Shh. It's been a long day..."
  • 00:27:34 Just a little 7th level Psychic Lance
    The guard that falls is called Ademadon by the one still conscious.
  • 00:31:35 Emissary is awake and signals the guard to flee with him
  • 00:34:54 Fuck it, kill him.
  • 00:37:00 Dorian goes for the RNC (Rear Naked Choke)!
  • 00:38:26 She has the meats?
  • 00:39:16 Ira's abilities were wasted manipulating the minds of people that got killed or knocked out anyway.
  • 00:40:08 Dorian's equine dragon is a coupe that seats only two.
  • 00:43:00 Marisha gets in 'The Perch' position
  • 00:44:41 NM:"Apologies for the smell."
  • 00:48:07 Zaddy gets the bonk.
  • 00:48:48 Laudna conjurs the memory of Bor'dor into her next Spirit of Death
  • 00:51:41 Braius:"You know me. I love lying."
  • 00:53:11 CEO gets called away
  • 00:53:31 Sam:"You got hammered for geass?"
    Robbie:"Well..."
    VA Loreseveral of the CR cast did the English dubbing for characters in an animated series called Code Geass (pronounced like geese). Sam was Clovis la Brittania, Laura was Rakshata Chawla, Travis was Andreas Darlton, and Liam was Lloyd Asplund.
  • 00:54:54 Braius:"We'll all be dead by then and we'll be living in the third circle of hell."
    Fearne:"Okay, Negative Nancy."
    Braius:"No, that's positive! That's where I wanna go...Rents are crazy."
  • 00:58:17 Liam:"How's magic work?"
  • 00:58:32 Sam snatches an item from Travis that he didn't really want and immediately returns it.
  • 00:59:17 Fan Art Moment Matt describes the Fey Elf Emissary
  • 01:02:10 Green screen techniques
    Liam:"T-pose, please."
    Taliesin:"Too many moving parts."
    Travis walks off laughing loudly
  • 01:03:38 Imogen:"He knows you're Zathuda's daughter. You can't be in this play."
    Fearne:"I'm gonna cover my head."
    Imogen:"No, get out. You have hooves!"
  • 01:04:48 Emissary's eyes open. Action!
  • 01:05:38 Matt:"Oh, you knocked him out. I just wanted them to do the scene."
  • 01:07:28 Chet's taking a nap.
  • 01:07:57 Ashton wants to direct the play
  • 01:09:13 Take 2! Action!
  • 01:12:30 Braius:"Let's all take five..."
  • 01:12:58 Sam:"Who has my d6? My black and white d6?" (only the most common dice design on the planet)
  • 01:13:34 Sam removes his hoodie revealing a new shirt to torment Matt
  • 01:15:46 Fan Art Moment Chet snipes a fleeing Zathuda in a comical fashion (C-POP brand on the butt) and finishes his nap
  • 01:16:40 Gloamglut is back!
  • 01:20:00 Matt:"Aww, I just fuckin' saw your shirt. Goddamn it."
  • 01:23:54 Zathuda fails his last death save
  • 01:27:37 Gloamglut in mourning
  • 01:29:08 Braius:"It's bad out there...He turned into a dragon."
  • 01:30:21 Imogen is on the saddle
  • 01:32:33 Braius:"It's bad out here."
  • 01:34:16 A clutch Persuasion roll gets Ashley to hoot like a monkey.
    Sam:"Chimp stuff."
  • 01:35:19 Laura:"Do the 'How to Train Your Dragon'."
  • 01:37:20 Fearne:"Can we keep him?"
  • 01:42:13 Laura steps out
  • 01:46:58 No word from Nanna
  • 01:48:54 Robbie whistles well
  • 01:51:55 Fan Art Moment Braius leaves graffiti on the face of the Arch Heart

INTERMISSION

Coasting across the fey horizon, you guide your (currently mounted) fey dragon, clutching half of your team and the corpse of Sorrowlord Zathuda in the direction of the Ligament Manor. Behind that, Dorian carrying the emissary atop your dragon horse. The third troop is being held by the bird form of Nana Morri (Morrigan, the Fatestitcher). Not quite knowing where to go, you pull back a little bit until Morri can lead the charge. An hour transpires (getting you to the Harrowcall Fens, the fey marshland where the Ligament Manor sits).
Following the stretched black feathered wings, of the Morrigan as she circles down atop a large reaching portion of the Harrowvall Fens canopy, you pull the dragon to follow and you shortly thereafter towards the treetop garden topiary that she has cultivated for quite some time. As you begin to circle and come to land amongst it, you can notice, the two of you for the first time, the extensive, hedgemaze-like experience here. Numerous overgrown hedge tops reach up to eight, 10, 12 feet tall. Fountains throughout the entirety of this beautiful (if slightly Tim Burton-esque garden). Numerous colorful flowers all turn and greet you as you begin to arrive. You can see little firebug-type glowing bits, or are they will-o-wisps? Too far to tell. Numerous stone statues and massive green sculptures of carved bushes in the shapes of people (whether they be dancing or reaching, just a beautiful expression of art in this somewhat dark and lively space).
A number of critters and creatures begin to skitter out from the nearby roots, brush, and branches to watch the arrival as Nana Morri scoots down and then plops her clutched payload down into the center of this central garden region. She flaps her wings twice and they shrink in quickly and she returns to her hunched, hulking hag form.
She steps off the side from the center stone plinth-like raised platform in the middle of the garden where you had previously had your awakening ritual of the Titan shards within you. There you (Dorian) land with your mount, and the dragon glances down, you can feel tension in it. In the vicinity of this space, you get a quick sense (especially with your psychic connection towards it) this has been previously considered to be a "Do Not Go Here" type of location within the Fey. An off-limits locale and Gloamglut just hovers.

  • 02:11:08 Braius:"Do you want your father to be alive!?"
    Imogen:"You hear somethin'?"
    Fearne:"I didn't hear anything. God it's beautiful here."
  • 02:12:05 Fearne:(referring to letting Zathuda expire)"We can't. If we wake him up the whole thing could go kaput."
    Sam:"Are you a Russian asset?"
  • 02:14:15 Nanna reverts back from Ghibli Raven to her hulking hag form.
  • 02:16:51 Thanks for the rescue
  • 02:17:37 Orym is thinking about Fearne and fathers.
  • 02:19:05 Fan Art Moment Nanna Morri:"Welcome to my domain."
  • 02:20:25 Nanna Morri:"Perhaps I'll put him through The Loom." (more "Fate Stitcher" references)
  • 02:27:14 Heading into the Manor towards The Loom Room.
  • 02:29:23 NM:"You probably don't want to see this."
  • 02:31:30 Fan Art Moment Zathuda's stretched face in the hexagonal frame
    NM:"It's good to have hobbies. Isn't that right?"
    Zathuda:"That's right."
  • 02:33:30 Ligament Manor Theme
  • 02:34:46 Fan Art Moment The fun fey foray has Fearne looking 'extra' and she adds a cast of Primal Savagery on top of it.
  • 02:36:51 Fey cocktails
  • 02:37:35 Travis:"You okay, Matt?"
  • 02:42:05 Zaddy:"...So keep taking. Carry on my memory."
  • 02:45:54 Zaddy:"From what I understand, the final boundary that holds the god eater is built of similar material as the Divine Gate."
  • 02:47:53 Laura laughs at Zaddy saying "I would've opened every back door..."
  • 02:50:00 What about the dragon?
  • 02:50:33 Braius:"Guys, let the painting answer."
  • 02:51:26 Chetney's Blood Magic is useful for bonding with dragons.
  • 02:52:15 Marisha catches Robbie up on the ghost pirate cuddle.
  • 02:52:47 Sam:"He's got an itch."
  • 02:53:53 The Vanguard has had heavy losses, but the Ruidian army brings massive Vidulches, a deadly warrior named Ozo Cruth (who rides a Vidulch), 'Though Eaters', and more combatants and assassins as well.
    Zaddy:"It's an extermination squad. It's an invasion. So the question is, who is going to strike first? And why are all the exaltants disappearing?"
  • 02:57:40 The Unseelie have strong doubts about Ludinus. Combined with their opportunistic nature, it can be used to undermine their support to keep the Unseelie forces out of the fight.
  • 02:59:02 "Why the long face?"
  • 03:00:28 "We call it the Misty Step."
  • 03:03:23 Ollie and Birdie arrive. Nanna hides Zaddy and fixes them a drink.
  • 03:05:32 Tummy:"We'll miss you."
  • 03:08:50 Ashton talks about his migraines and fears of abandonment, then asks about the dragon.
  • 03:10:10 Imogen:"I barfed down there. I threw up."
    Dorian:"Oh, I absolutely saw it..."
    Imogen:"Dorian, that shit was nasty."

(continued)

 

With new television seasons, live shows, and a benchmark anniversary on the horizon, Critical Role’s Travis Willingham, Marisha Ray, and Sam Riegel reflect on the past, present, and future of the Dungeons & Dragons actual-play series heard ‘round the world in Paste's latest Digital Cover Story.
article by Casey Epstein-Gross

On December 19, 2012, voice actors Liam O’Brien (Gaara in Naruto) and Sam Riegel (Donatello in Teenage Mutant Ninja Turtles) discussed their upcoming one-time foray into the world of tabletop roleplaying games on their podcast All Work No Play: O’Brien, who last played Dungeons & Dragons when he was a sophomore in high school, explains that, normally, D&D is experienced in the form of campaigns, which are “ongoing…serial dramas,” à la “Charles Dickens,” requiring players to “get together regularly” to continue the story.

Riegel, who had never played the game, responded in disbelief: “Really?! People do this?!” People do—but not 2012 Sam and Liam. They, alongside some friends and voice-acting colleagues, were going to play a one-off run with their friend Matthew Mercer (Levi Ackerman in Attack on Titan); just a one-and-done game, or as Riegel put it, a “self-contained short story.”

13 years, millions of viewers, multiple books, a record-breaking Kickstarter campaign, a few sold-out stadium shows, a three-season Amazon Prime animated TV show (and another on the way), and hundreds upon hundreds of hours of gameplay later, it appears that their estimation may have been just a teensy bit off.

While that fateful first game (a birthday present from Mercer, who DM’d the game to O’Brien, who just wanted to recreate that good ole childhood nostalgia) took place in 2012, Critical Role did not become Critical Role proper until 2015—when Geek & Sundry’s Felicia Day, having heard about this gaggle of voice actors playing D&D together, invited the group to stream their campaign live on the company’s Twitch channel. That’s where Critical Role’s first campaign, Vox Machina, begins: in media res, three years into the friends’ home game. They had grown attached to the characters and world they had created, and didn’t want to leave it behind for the sake of a livestream that, in all likelihood, wouldn’t garner much attention in the first place.

Except, of course, it did: A few hundred viewers turned into more than 100,000, and then that soared into millions. (As of September 2024, the series’ first-ever stream has 23 million views on YouTube alone, and YouTube isn’t even the show’s primary platform.)

Eventually, Critical Role struck out on their own, forming an independent production company (Critical Role Productions LLC) and self-producing all their content. Next year, in 2025, the D&D actual-play livestream turned international phenomenon will be celebrating its official 10th anniversary. A decade might seem like a long time to spend every Thursday night rolling dice in front of a camera, but even with that milestone on the horizon, the eight friends at the heart of it all want everyone to know that Critical Role is just getting started.

In the interest of full disclosure, I am not, historically speaking, a D&D diehard myself. In fact, I came to Critical Role a severe skeptic, and only begrudgingly checked out the first episode of the crew’s second campaign, the Mighty Nein, six or so months ago, certain I’d watch an hour of it and never think about it again. I have since watched (or, often, listened to while in transit), about 480 hours of that campaign alone. In other words, it appears my estimation may have been just a teensy bit off as well.

I am far from the first to undergo such a transformation at the hands of Critical Role. Actually, I’m in very good company: Critical Role CEO Travis Willingham (Roy Mustang in Full Metal Alchemist), who is also the actor/mind/voice behind campaign characters like Grog, Fjord and Chetney, actually underwent a similar paradigm shift after O’Brien’s birthday game—which was Willingham’s first venture into tabletop roleplaying as well. “So much of my personal experience [with Dungeons & Dragons] was rooted in a pre-set bias about what it was, or that it was too nerdy or too cliche, or just not a thing that I wanted to be associated with,” he recalls. “And I was horribly, woefully wrong.”

Prior to that game, half of the eight main Critical Role founders had never touched Dungeons & Dragons before: while Dungeon Master Matthew Mercer had previously played with Taliesin Jaffe (The Flash/Barry Allen in various video games) and Marisha Ray (Margaret in Persona 4: Dancing All Night as well as the Creative Director of Critical Role, and also, adorably, Mercer’s now-wife), Liam O’Brien had only a cursory high-school experience with the game, and Sam Riegel, Travis Willingham and his wife, Laura Bailey (Abby in The Last of Us: Part II), all sat down at the table for the very first time that evening. Ashley Johnson (Ellie in The Last of Us franchise) joined the next game. None of them have wanted to get up since.

Critical Role’s astronomical success is, at once, completely mind-boggling and entirely understandable. Why would so many people spend hundreds of hours watching some nerdy-ass voice actors sit around and play Dungeons & Dragons? I know I asked myself that when I first stumbled across their YouTube channel. Now, over 100 episodes into their second campaign later, I am intimately familiar with the answer. I’m sure there are many fans (or “Critters,” as they’re often called) who were drawn to the actual-play by D&D itself, but speaking as someone who wasn’t, I can say with relative certainty that Critical Role is unlike anything else I’ve ever seen before, and that is a good thing.

It’s an entirely new narrative medium that combines appeals to so many different sensibilities that it’s almost surprising it took this long for the format to take off. It’s the worldbuilding of J.R.R. Tolkien with the parasocial intimacy of Youtuber friend groups, the sheer chance and mercuriality of professional improv with the dramatic chops of life-long actors, the slow-burn of intricately written novels with the narrative agency of… well, nothing, actually. What Critical Role offers isn’t just an amalgamation of different draws, but an entirely new form of storytelling: one in which the story feels like it’s written in real time by the characters within it, in which the fictional world is actively being shaped by its inhabitants as it actively shapes them in turn.

“It’s odd to explain, but [the characters] do kind of have their own autonomy as time goes on,” says Ray. “I think that’s something that is really a gift with this medium, and with playing it through a Let’s Play: you can have that organic development, and these characters take on a life of their own.” Her Vox Machina character, Keyleth, ended up falling in love with O’Brien’s character Vax’ildan—and none of that was planned in the slightest. It was just the way the narrative, the dynamic, naturally developed. As a long-time sucker for well-written character growth, Critical Role is my veritable Holy Grail. There are no shoehorned developments, no sudden heel-turns, just the realistic slow-burn of humanity all the way down—and it’s a long way down too, considering the massive length of Critical Role campaigns.

Riegel believes this is one of the reasons that Critical Role resonates with audiences so much: “The world’s content is getting shorter and shorter, everything becoming more and more short-term. I think there’s a real desire for longer stories, more in-depth stories, more in-depth characters.” Critical Role offers precisely that.

But it also offers something else, something no other storytelling medium can: uncertainty. Matthew Mercer builds the sandbox he lets his players run around in, but once they’re inside, the only true authorial force is the roll of a die. Exandria, the vast world of Mercer’s creation, can be turned on a dime by an ill-timed bad roll, or a particularly fortuitous good one. “There are so many great plans that should have worked and really didn’t,” Riegel says, immediately conjuring up memories of the innumerable bizarre plans that went unimaginably awry over the course of the three main campaigns. “This is a world of chance. We don’t know what’s going to happen. When something goes right, it’s just as surprising as when it goes wrong.”

With the structure of the game being as it is, there’s no such thing as a second take, a do-over. There’s no reloading a save file like a player of a video game, no rewriting a decision like an author realizing a story isn’t going in the direction they wanted. No matter what happens, the narrative has to keep moving forwards, and compared to other storytelling mediums, that in and of itself is strikingly unique. While so much of modern media is preoccupied with constructing a perfect character arc, reaching a satisfying conclusion, Critical Role’s story doesn’t have that luxury. As Willingham puts it, “Whereas other media is scripted, with beats that are planned out to take you on a defined journey—not only do we not know what we’re doing, but we’re all just hanging out with each other at the table,” and that’s how the story develops.

“It’s not just that the characters have a lot of agency, although they do, and not just that they are being piloted by, essentially, different writers as they go, although they are,” Riegel says. “It’s that we’re making decisions on the fly and then… that’s it! That sticks! We could be playing a game one night, and we have to pee, so we just say something, just because we really gotta go pee, and then… that’s it! That’s what happens in the story for the rest of the whole campaign!”

“I think there’s a certain amount of authenticity that comes with it,” Ray agrees after a laugh. “We’re riding by the seat of our pants, so these choices that we make are genuine because we’re just… reacting in real time to what is happening around us. And then there’s always two stories happening at once: there’s [the fictional narrative of the campaign] and then there’s almost a meta narrative of us as friends, as Travis said, just hanging out. Sometimes I make choices just because I want to make Sam Riegel laugh.”

And there’s the other particularly unique facet of Critical Role’s appeal: In addition to watching this fascinating Game of Thrones-style narrative that writes itself in real time, you’re also watching a friend group of eight intensely likable professional actors cracking each other up by pulling from a seemingly bottomless well of dick jokes—dick jokes that, in turn, get woven into the fabric of Mercer’s extensive narrative tapestry. Critical Role is steeped in the core friendship of its founders so thoroughly that it’s baked into the foundation of every moment; it’s an intensely collaborative process.

“That’s really what the show is,” Willingham says. “Showing people what friends can do when they get together with this kind of a format and some really vivid imaginations… We’re all such different people, personalities; I think one of the biggest feathers in our cap is that we were not cast. Like, we weren’t put together, you know? It wasn’t like ‘oh, let’s make sure we cover different bases, we’ll get the guy that plays a lot of sports [referring to himself] with the goth king [almost certainly referring to Jaffe].’ We just have immense love for each other as players and as people, and it’s this very rare lightning-in-a-bottle feeling. We’re here to make each other laugh, and we’re here to surprise each other, to catch each other off-guard, and that’s where the magic lies.”

This was evident even when speaking with the trio of Riegel, Ray and Willingham—who are, as Riegel jokes, by far the most important (they’re the “critical” of Critical Role, he quips, with the other five members being the “role”). Our conversation, not unlike those that make up Critical Role’s beloved Thursday night streams, not infrequently dissolves into extended bits and gags, for the sole purpose of, again, making each other laugh. (“It’s crazy that we’re approaching the 10-year anniversary,” Riegel says, “and we’re all in our mid-20s.” After a round of laughter, this naturally prompts an extended tangent about ritualistic sacrifice: As it turns out, the company’s new streaming service, Beacon, is actually “our phylactery,” says Willingham, referring to a D&D construct that, essentially, allows mages to live forever: “We are digital succubi.” So that’s what they mean when they say they’re just getting started—it’s a secret reference to their newfound immortality.)

Plain and simple, talking to them is just fun, and so is watching Critical Role. It’s hard not to get sucked into the series’ charm (perhaps Willingham has a point about the whole succubi thing)—simply put, people love watching friends be friends, and the cast of Critical Role are pretty great ones. “It’s why people used to like boy bands,” Riegel cracks. “Except, we’re now a boy band, and there’s girls, and… and I’m the bad boy.” (After teasing him for having the gall to call himself a bad boy, Willingham and Ray get in on the bit: “He’s got frosted tips and a bandana,” Willingham jokes. “He’s dangerous. He’s got a checkered past.” Ray adds: “He’s even got piercings.” Sometimes, I pipe in, he even wears a leather jacket.)

This dynamic is often genuinely wonderful, the close relationship between the Critical Role crew and their fanbase affirmed at the end of every episode as Matthew looks warmly at the camera and tells the audience: “We love you very much.” But this can also be a double-edged sword. Parasociality is a very real issue for all celebrities in the digital age (just look at Chappell Roan’s recent struggles), but Critical Role’s format lends itself to an even more intense version than most: fans watch the cast sit around a table, as themselves, to hang out with their real-life best friends for hours at a time. The specter of parasociality was especially present during and even after the pandemic, Ray says. “So many people were trapped at home, not seeing their friends or families, so we kind of ended up being almost like a surrogate for many people. Overall, I think that was a very great thing, and I’m so glad we were this regular, reliable source where every Thursday you could count on us coming on in your living room. But there are, of course, going to be challenges around that.”

“There can be an ownership factor that we have to grapple with, especially in terms of characters—and even ourselves as people—doing things that don’t align with the narratives in people’s heads,” Ray continues. “But it’s also a reminder that, once again, this is still our home game at the end of the day that we just kind of turned a camera on during, and we’re going to do what we’re going to do, for better or for worse.”

Although the audience itself has only grown in number and fervor since the stream’s humble beginnings, the cast does think dealing with the parasociality has gotten easier over time. “In the beginning there was a steep learning curve for all of us,” Willingham says. “The rise in success, in notoriety, especially online and on social media, certainly had its lessons for how we can interact better with our audience and with the community, but also how we can protect ourselves too. In the early, early years, we were certainly much more out there [online, interacting with fans], almost to a little bit of a detriment. Over time, we developed healthier habits in how we engaged digitally with everybody, and I think that was good for us, especially since a lot of us [such as Riegel, O’Brien, and Willingham and Bailey] are parents, and we have children now. Balance is something we constantly have to consider. We’re all so driven and so passionate about these stories that we just want to throw our entire selves into every single hour that we can, and that’s why it’s so important to be able to check in with each other and make sure everybody’s good, that there’s a healthy balance being maintained. But it’s always an ongoing conversation.”

But balance can be hard. “We, pretty much all of us, eat, sleep, and breathe Critical Role in some form or fashion,” Ray says. (Who needs sleep? Not Marisha Ray, apparently: “Eh… sleep is relative”). Critical Role is eight full-time jobs, and then some—as of 2021, the company had over 40 people in its employ, a number that surely has only increased from there. “We count ourselves lucky every day, because while so much of this is hard work and dedication, there’s a lot of luck in there as well,” Ray smiles. “We try not to take it for granted. I think that’s why we all kind of have this driving force to make the most of it while we can—while people still, for some reason, love watching us play D&D every Thursday night.”

And people love watching them play. In 2019, Critical Role fans made Kickstarter history and broke the site’s record for the most-funded TV or film project ever, pledging over $11.38 million toward a fully animated adaptation of the Vox Machina campaign. The Kickstarter’s initial aim, which seemed lofty to the members of Critical Role at the time, was to raise $750,000 to fund the production of a single 20-minute Vox Machina animated special. That goal was surpassed in under an hour.

Soon after, Amazon Prime ordered two full-length seasons—24 episodes, which is 14 more than even the updated Kickstarter campaign financed—of the Titmouse-animated series that has become The Legend of Vox Machina. For Critical Role, it became suddenly apparent that the sky itself was the limit—that, really, the sky itself was just the beginning.

“We are also constantly evaluating ourselves, like, how can we push the medium?” Willingham says. “What are some things we haven’t done before? What would excite our audience? What excites us as players, and as fans of this space?” He additionally teases some future long-term plans that “everybody is going to be extremely excited by,” calling it “something that our fans have never, ever seen before.”

The distant future aside, the next few months already hold exciting developments for Critical Role: the October 3 release of the third season of The Legend of Vox Machina on Amazon Prime is hardly a week away, and the first season of Amazon Prime’s animated series of the Mighty Nein campaign is on track for next year (“unless bad things happen,” Riegel says only a little ominously). Meanwhile, the third campaign, Bells Hells, is currently hurtling towards a dramatic climax that will likely have ramifications not only for its characters but all of Exandria—including for the main characters of the previous two campaigns, Vox Machina and the Mighty Nein. Ray confirms that it feels like a “big shake-up for Exandria” is en route, and that recent developments in the storyline have resulted in the crew “newly imagining these three campaigns as their own little trilogy.” And due to the scheduling of the two animated series and the third campaign, the cast of Critical Role is essentially working simultaneously on all three parts of this trilogy at once. To quote Willingham: “It gets a little screwy.” (“Or ‘tricksy,’ as Marisha would say,” Riegel adds, grinning at Ray.)

“Because Matthew has ended up orchestrating Campaign Three to be the climax of all three campaigns, where it’s all intertwining and intermelding,” Riegel says, “We’ll sometimes play a Campaign Three game and learn something brand new as characters that makes us have to immediately turn around the next morning and call the writers of [Amazon Prime’s] Vox Machina or Mighty Nein to be like, ‘Hey guys, we actually have to change something? We just learned that this thing we thought about the gods was not true, so we have to actually go back and rewrite this part before we ship it to get animated…’” Ray laughs, saying she actually had that exact conversation earlier that morning.

“We’re making iterative content based on a source material that is still being created in real time, and that is wild,” Ray says. (“And the source material is your husband, and he won’t talk about it with you,” Sam deadpans to Ray, who jokingly grumbles about Mercer’s frustrating refusal to tell her anything that would ruin the element of surprise. The eternal curse of dating a DM…)

One of the benefits of this odd arrangement, though, is that it allows for the series to foreshadow events that no one, at the time of the source campaign, had ever even considered. “There might be things we want to try and set up earlier in Exandria by working them into the first series,” Willingham says. “We have fun figuring out what those seeds are. How do we plant them? How can we keep our audience guessing?” He doesn’t want the animated series to read like “play-by-play recountings” of events fans have already seen; “We want to make it fresh and interesting for those that were with us from 2015-2018, and then also tee up a world that is even more exciting when we consider everything that has happened since [the original campaign] as well.”

He adds that an “unusual byproduct” of starting production on the animated series is that the consequences of character actions in-game began to feel more significant, often in a bit of a daunting way: “There started to become this sense of, like, ‘Oh, we need to do something cool’ or ‘I don’t want to mess it up,’ or ‘I don’t want to put us in too precarious of a situation for the other characters.’” Pressing that big red button feels scarier when there’s the weight of not only an audience (and a relatively judgmental one, at that) but an entire television series’ future resting on every decision made. That kind of fear can be paralyzing, which is why the Critical Role cast have had to learn to shut it out in favor of just playing the game the way they want to, the way they would back in 2013, at their home games. “Even if you make a bold choice and you roll a one and it goes horribly wrong, that can sometimes be more fun than if you succeed,” Willingham says. “We have to remind ourselves sometimes that even though there is this amazing group of Critters watching in the audience, it doesn’t mean that we have to be perfect about what we’re doing.”

“And we are still not perfect,” Riegel says. “We kind of still suck. It’s great.”

Overall, however, it hasn’t affected gameplay as much as one might think; the cast are certainly aware of the pressure, but when it comes down to it, they’re still the same people who sat down at a dining room table for Liam’s birthday twelve years ago. “We’re too goofy,” Willingham laughs. “Nothing’s going to change the way that we play our game.” Riegel adds: “We’ve always envisioned these characters in our minds as we play, so it almost feels like a natural segue to go from our imaginations to cartoon screens.”

While that might not be one of them, there are a lot of complications involved in adapting any source material into a TV show, and the massive length (with each campaign clocking in well over 400 hours) and D&D-specific mechanics of Critical Role make for even more of a challenge than most. Take the central role of magic in Dungeons & Dragons, for example: there are so many crucial moments throughout the campaign that revolve around it, and yet, what actually is its material form? A particularly climactic incident towards the end of the first campaign involves the use of a high-level casting of the spell “Counterspell,” which, as Ray says, “is such a weird, intangible concept. What does that even look like? There are so many forms of magic in Dungeons & Dragons, so trying to map them out such that their manifestations look different is something that’s absolutely discussed a lot—particularly with the Mighty Nein, because [that party] has even more spellcasters.”

That’s far from the only difference between Vox Machina and the Mighty Nein. Whereas the former campaign begins with its central heroes already knowing each other and setting off to fight evil, the latter spends many of its first hours chronicling the tales of a group of weirdos who don’t particularly like, let alone trust, one another and are only bonded together by their collective distaste for authority. The narrative structure of the campaign is different as well, with the Mighty Nein story being much more “sandbox” style, driven by the characters’ desires (or, often, aimless wandering) more than any overarching narrative, which makes it that much harder to translate into a medium as necessarily streamlined and linear as television.

“We had to crack out more than just our single whiteboard this time,” Willingham says. “The Mighty Nein campaign spanned continents, created new magic sets, and had, really, a much more complex and socioeconomically driven storyline. We had to figure out what we wanted to hit in those first two seasons, how we wanted to approach it, and how it would make sense to an audience. Because, even as players, at times, the sandbox feel of the Mighty Nein could feel confusing, like we didn’t quite know where we were going to go or where we needed to go. For the television series, it’s our job as producers and directors to make sure that we are giving a singular focus about what’s threatening to our characters, what they want, and what’s getting in the way of them achieving those things.”

That being said, however, Willingham makes sure to clarify that it will definitely “still be the Mighty Nein story.” (This one’s for you, Twitter: “I think in some of our previous commentary around it, we had said it’s a brand new story or something, and that might have been the wrong choice of words!” Yes, Critters, they saw your collective freak-out last month; don’t worry, that phrasing was hyperbolic. The show will still be the Mighty Nein you know and love!) “There’s just a new approach,” he continues. “A new approach to how the characters come together, how we hit the story beats. It’s going to be everything that everybody wants, but there will be some big changes. We started with a group of heroes in a tavern in the Legend of Vox Machina, and we will not be repeating that for the Mighty Nein… It’s been an iterative process, but one that we’ve loved, and while our fans might be surprised at first, we know that it’ll be something they love.”

And apparently, Critical Role has an extensive future planned for the small screen, even apart from the main three campaigns. Riegel talks about exploring “more film and television opportunities that don’t necessarily involve projects that are in Exandria.” This isn’t just a pipe dream, but a future that, while distant, is already well on its way to realization. Sam reveals that Critical Role is “already developing shows that are completely different IPs: some original, some from really cool creators. A couple of things are adjacent to Exandria, and then there’s a few things that are totally different in every way, shape and form.”

The dream, though, would be a video game, which “all of us are hungry to make,” Willingham says. It makes sense, considering so many of them got their start in voicing video game characters, and are so enmeshed with that world. “We’re constantly developing and talking with future potential partners about that as well.”

Evidently, the company has, by this point, expanded far beyond their main Exandrian campaigns. As made evident by the July launch of their streaming service Beacon (a move that allows the company to maintain further creative control instead of relying on third-party platforms), Critical Role is now an umbrella for a myriad of properties, series, and worlds: in addition to numerous one-shots, Critical Role and its production banner, Metapigeon, have created and/or enveloped numerous roleplaying-focused miniseries such as family-friendly campaign The Re-Slayer’s Take, ex-Rooster Teeth podcast Tales from the Stinky Dragon, the space-western epic Midst, and the investigative horror series Candela Obscura, a series that features Critical Role’s original TTRPG system of the same name, published by the company’s newly founded publishing label, Darrington Press. Candela Obscura was their first official self-developed system, but won’t be their last: the long-awaited, sprawling system Daggerheart, which is intended to be a peer to D&D itself.

Fans have long speculated about the seismic shifts the release of Daggerheart might have on the Critical Role empire, with some theorizing that the company might pivot away from D&D entirely. That is, perhaps, a bit dramatic. “You will for sure be seeing Daggerheart played by the Critical Role crew, but that certainly does not mean that we are going to be putting our Players Handbooks on the shelves,” Ray reassures.

That’s not to say, however, that no changes are in store for Critical Role now that it’s approaching the tenth year of its tenure—but they’re less changes than they are expansions. “We do have the desire to mix it up,” Ray says, “and that’s why we brought in Robbie Daymond [whose character Dorian Storm has become a permanent fixture of the third campaign]. We really want to bring in more fresh blood.” (Willingham: “And when Marisha says fresh blood, she means ritualistic sacrifice.”) She continues: “And whenever you add anything to this big cauldron, this chemistry we have going on, it’s going to alter it in some way, shape, or form, and that’s also very refreshing—to take this world that we have known for so long and breathed so deeply, and have someone come in with a fresh set of eyes.”

Getting burnt out on a passion project after it morphs into a responsibility is a tale as old as time, but a decade later, Critical Role is still going strong, in part because of its willingness to shake things up—but also simply because its founders just love what they do, almost as much as they love each other.

“I mean, the catalyst of it all is the brilliance of Matthew Mercer,” Willingham says. “I think if the setting had somehow become stale or stagnant, then we might be in trouble. But every time we go to sit at the table, Matthew has prepared a gourmet meal of imagery and location and new characters—like, we often forget that we’re on camera. We have to remind ourselves to close our mouths, stop chewing, don’t pick our noses, because it’s really hard not to just watch Matthew do his thing and be in awe of the tale that he is spinning. We’re all in a gravitational pull around him, and every once in a while we collide, and that’s where the good stuff happens.”

“It helps that we spend time as friends outside of Critical Role, and that keeps things fresh,” Riegel says. “And we, just… sort of all support each other’s weird ideas? So whatever anyone wants to do, we sort of just…do! That’s why we make all these weird shows, do all these weird promos, make all these weird ads.”

Of the campaigns themselves, Willingham adds, “I mean, if playing a 400-year-old gnome [Willingham’s current character, Chetney], a demon from the Hells [Riegel’s current character, Braius], or an undead creepy lady [Ray’s character, Laudna] is not enough to make it super interesting, then certainly our choices will be… I would say, also, that we are full of stories, and even as we’re playing the current campaign, it would be dishonest to say that, as players, we aren’t constantly thinking of new characters or new storylines we want to try.” Even after the third campaign concludes, there’s still so much more that the cast wants to explore in the future—in other words: don’t worry, Critters.

There is a real desire to expand the Critical Role IP beyond just the names of Riegel, Willingham, and Ray (the “critical”) and Mercer, Bailey, O’Brien, Johnson, and Jaffe (the “role”). As Ray says: “The conundrum that we run into from time to time is that Critical Role is this group of eight people. Those two have become synonymous. So how do you grow what the definition of Critical Role is beyond the original eight founders?”

That’s the mindset that has prompted Critical Role’s ever-growing accumulation of new content, new players, and new stories. “We want to continue to honor that,” Ray says, “and to bring in more people, and tell stories from other perspectives.” This might mean opening the doors to not only other players, but other Dungeon Masters and other game systems (both from Darrington Press and beyond) as well. “Even though we are, as Sam said, youthful mid-twenty-somethings,” Ray laughs, “We won’t be able to do this forever.” (Willingham makes a face at this). “So a lot of what we want to do is bring in fresh faces, fresh perspectives, and push the boundaries of what Critical Role can mean to our audience.”

But part of the goal is also to expand the bounds of that audience—and not because the company just wants more viewership revenue. That was never Critical Role’s raison d’être. As Willingham puts it, what Critical Role really wants is to “see how much more of a mainstream audience might be untapped”—not just for their series, their shows, but “for the stories and the interaction that goes on when you sit down at a table and roll dice with friends.” In other words: for D&D and TTRPGs in general, for the concept of joint storytelling (story-making) as a genuine platonic love language. And despite the modern renaissance of D&D in popular culture (which Critical Role served a, well, critical role in bringing about), “there is still a lot of work to be done in showing that there is a seat at the table for everybody,” from the jock to the goth kid.

“We’re always going to be trying to push the envelope and show that this can have appeal for all sorts of people. That’s what we task ourselves with,” Willingham continues. “It’s a lofty goal. But, you know, if you’re not aiming high, I don’t know what you’re doing.”

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Sam's Mug


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by TealBird5


by Wrenegade Pilot


by Draethius

 

Please note that these broadcasts are only scheduled for the times listed below.

The Re-Slayer’s Take

Season 2

Follow the escapades of the second-coolest monster hunters this side of Exandria: The Re-Slayer’s Take! After six misfit mercenaries are rejected from the elite monster hunting group, The Slayer’s Take, they band together, battling supernatural creatures across the rugged continent of Issylra.

  • Episode 3 releases Monday, September 23rd on your favorite podcast streaming service at 5am Pacific
  • Bonus Episode with Caroline Lux releases Monday, September 23rd on Beacon at 5am Pacific

LIVE Fireside Chat with Ashley Johnson

Join us in the tavern for a monthly Ask Me Anything (AMA) series where you can sit down with us and learn more about our Critical Role cast and guests! Questions will be curated directly from Beacon members via Discord and each episode will feature a different cast member for a 30-60 minute fireside chat. Cozy up by the fire and enjoy the deep dive with us!

  • Starts Monday, September 23rd at 7pm Pacific only on Beacon

Critical Role Abridged

All the twists and turns of an episode of Critical Role in half the time! In Critical Role Abridged, the rich tapestry of a Critical Role campaign is lovingly distilled to its most pivotal, hilarious, and poignant moments in about 60-90 minutes per episode.

  • Campaign 3, Episode 23 releases Tuesday, September 24th at 10am Pacific on YouTube
  • Campaign 3, Episode 23 Podcast out Tuesday, September 24th on your favorite podcast streaming service at 5am Pacific
  • Campaign 3, Episode 45 releases Tuesday, September 24th at 10am Pacific on Beacon

#EverythingIsContent

SINK!

Set sail for an evening of adventure with Marisha Ray, Taliesin Jaffe, Johnny Stanton, Sam Rusk, and Game Master Rick Esquivias for a swashbuckling game of SINK! from Hit Point Press

Learn more about SINK!

  • Airs Tuesday, September 24th at 7pm Pacific on Twitch and YouTube
  • VOD out Tuesday, September 24th at 7pm Pacific on Beacon
  • VOD out Thursday, September 26th at 12pm Pacific on YouTube

UNEND Series Trailer

Check out the official series trailer of UNEND! Several decades after the events of MIDST and Moonward, a supernatural ship and a remarkable crew set forth on an expedition to explore the highest heights, deepest depths, and furthest reaches of the known cosmos. But their journey is fraught with peril as they discover truths and realities far stranger than any of them could ever have imagined.

  • Releases Wednesday, September 25th on the Midst Podcast YouTube, the Critical Role YouTube, your favorite podcast streaming service, Beacon, and Midst.co at 10am Pacific
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Avast, me hearties!

September 19th is Talk Like a Pirate Day!

This year it coincides with the kickstarter of a kickass RPG supplement SINK! A DnD supplement filled with magical tattoos, adventures, lore and more. Also featuring loads of art from the infamous artist Samurai Rusk, known for their hundreds of celebrated Critical Role tattoos.

Would you like the battle map, soundtrack mp3, and additional resources for a SINK one-shot in Deep Grotto?
Here's the Google Drive link (53MB).

Personally I love that vessel-boarding/storm-the-castle aspect of pirates. There is another supplement for naval combat known as Limithron's Guide to Naval Combat available for purchase or by the link below for free.
The link to the guide itself is here (11MB)

There's more!

As of this post it has only been officially announced in an email notification. This Tuesday will feature a Critical Role episode of Everything is Content with Taliesin and Marisha playing SINK! with Samurai Rusk, Ricardo Esquivias, and Johnny Stanton IV.

The Seas beckon ye!

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submitted 2 weeks ago* (last edited 14 hours ago) by [email protected] to c/[email protected]
 

Watch the episode live on Twitch and YouTube at 7pm PST. Restreams on Twitch at midnight and the next day at 9am PST

Runtime Break start
4h 18m 1h 53m

Episode 108: Looming

Bell's Hells (after being granted one of the highest responsibilities in the days to come) had intercepted via your (Imogen) mother psychically telling you of a meeting between (a Simulacrum of) Ludinus Da'leth, the Sorrowlord Zathuda, and the Unseelie Court in the Fey Realm to shore up and discuss the coming conflicts.
You then traveled to the Fey Realm to intercept this communication. You slowly destroyed all the guardians on the outside of the abandoned Arch Heart temple where they were having this meeting, and then stepped in to talk, and then ambushed them. A massive conflict ensued in which the structrure of the temple was heavily fractured, and then eventually set to collapse. With the Sorrowlord brought to near death, the emissary left onconscious as well, Ludinus' simulacrum destroyed, and Gloamglut, the fey dragon, escaped through the temple roof as it collapsed. You all rushed to the exterior, with only most of you making it out. However, Imogen and Braius, who were left in the rubble, found themselves protected by some unseen force, and the crumbled temple reassembled itself and called you all into its sanctum. There, the (now restored statue of the) Arch Heart spoke to you as you were plucked from your current awareness and brought to the Arch Heart's realm into communion with one of the gods of Exandria, the one that you saw in your vision of the fall of Aeor.
Here, you conversed. Here you were asking questions of each other, debating, and then eventually given a surprising message of intent from the Arch Heart. That the god (of beauty, art, arcana, and the fey) seems to believe that the time of the gods is done and wishes you all to be the harbingers of Predathos' release, to chase the Pantheon away and begin a new age where mortals reign over their future.
As that vision came to a close, you all found yourselves set back into the sanctum of this Shrine of Gilded Gifts.
As you still process the moments that have just transpired, you glance around at this quiet space, at each other, and the two unconscious prisoners that you keep here.


Previous Episode: "Under the Arch Heart's Eye"

 

Episodes and other media available on YouTube and Twitch

Episode 13: The God Killers

You began in the cellars of Castle Grenwyrd, stood before Lesota, Endellion's Mother. Seemingly in shock, she automatically began to prepare bread and soup while Roose (the castle priest) introduced to Isolde, Eden's wife. Lesota took Endellion aside and briefly burst into tears telling her they had much to talk about but that she had better go and inform her brothers that she was home. You decided to split up.
Dolly, Raidion, and I (tCntM) heading off to explore the castle whilst Kelnys went with Endellion as she reunited with her brother Kellin while she trained villagers in the use of a longbow. The others climbed the ramparts to the top of the tower at the southwest corner of the castle where they found Eden (eldest of the brothers) being guarded by Kylen (the youngest of the Grenwyrds) still resident in the castle. On telling them that their sister lived, it was immediately apparent that Eden had been aware all along, sparking anger from Kylen who thundered away to find her. Raidion took the opportunity to ask how he could best gain Endellion's confidence. Eden telling him that his sister would only respect actions, not words.
Down at the training grounds, Endellion was painfully embraced by Kylen and greeted with a wry smile by Eden before the brothers went inside and you were reunited with one another outside at the castle gates. You were led up to Endellion's room, covered as it was in dust, and still full of her old belongings.
Raidion and Endellion buried the hatchet after their set two in the tunnels before Jeremy Teaberry (valet to Eden) asked the party to meet with the Grenwyrd family in Riodhir and Iota's chambers. The reunion was complete, as Endellion was embraced by her final brother Torian. You shared stories of The Gloam, attempting to form a plan of action that would break their siege. Eventually you resolved that the party would journey through the tunnels arriving to flank the Gloam as the brothers attacked from the gate. A plan of action decided upon, Lesota once again took Endellion aside for an unfamiliar heart to heart. Despite her discomfort Lesota apologized for her daughter, offering explanation and context for the choices she made on her behalf (during a childhood in which mother and daughter had often felt distant). As recompense, she gifted Endellion her own family short sword of a life Lesota had wanted to escape, but realized now, her daughter had always craved.
Back in Endellion's room, you shared stories of your families. Endellion reading a letter her father had left on her bed; written to the daughter he thought he'd lost. She was snapped out of her reverie by shouts from the battlements, where you joined the rest of the Grenwyrd family.
In the field beyond the walls, fires had been lit. Dolly heard a message in her head as a masked woman delivered an offer:

Leave with the wounded and surrender the castle. Her threat accompanied by the sounds of screaming from nearby buildings.
Bolstered by the support of his sister, Eden refused to abandon the keep. The Gloam emissary then calling out to imply that there may be traitors in our midst, ending her threat with the words,
"The Web is Wide."
Dolly demanded to speak with you all and left the battlements. In a stable far from the burning buildings and the Grenwyrds, Dolly revealed she had been told to deliver the supplies to the Gloam and that the Web had allied itself with the cult. Knowing that to disobey orders was to risk everything, you resolved to strike out from the Web. Flies no more, you would fight for one another and for the survival of House Grenwyrd


Previous Episode: Flies in the Ointment

YouTube VoD

Alternate Frontend VoD

 

Please note that these broadcasts are only scheduled for the times listed below.

The Re-Slayer’s Take, Season 2

Follow the escapades of the second-coolest monster hunters this side of Exandria: The Re-Slayer’s Take! After six misfit mercenaries are rejected from the elite monster hunting group, The Slayer’s Take, they band together, battling supernatural creatures across the rugged continent of Issylra.

  • Episode 2 releases Monday, August 12th on your favorite podcast streaming service at 5am Pacific
  • Episode 4 releases Monday, August 12th on your favorite podcast streaming service at 5am Pacific Beacon!

Critical Role Abridged

All the twists and turns of an episode of Critical Role in half the time! In Critical Role Abridged, the rich tapestry of a Critical Role campaign is lovingly distilled to its most pivotal, hilarious, and poignant moments in about 60-90 minutes per episode.

  • Campaign 3, Episode 22 releases Tuesday, September 17th at 10am Pacific on YouTube
  • Campaign 3, Episode 22 Podcast out Tuesday, September 17th on your favorite podcast streaming service at 5am Pacific
  • Campaign 3, Episode 44 releases Tuesday, September 17th at 10am Pacific on Beacon

Critical Role: Campaign 3, Episode 108

Bells Hells continue on their adventure…

  • Airs Thursday, September 19th at 7pm Pacific on Twitch and YouTube
  • VOD and Podcast out Thursday, September 19th at 7pm Pacific on Beacon
  • Rebroadcasts Friday, September 20th at 12am Pacific and 9am Pacific on Twitch
  • VOD out Monday, September 23rd at 12pm Pacific on YouTube
  • Podcast out September 26th on your favorite podcast streaming service at 5am Pacific

Critical Cooldown: Campaign 3, Episode 108

Get a backstage pass to Campaign 3, Episode 108! You’ll be right there at the table immediately after Matt says “Is it Thursday yet?”, experiencing the cast’s post-show reactions.

  • Releases Thursday, September 19th at 7pm Pacific only on Beacon
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