Feral Business | Critical Role | Campaign 2, Episode 52

Critical Role171 minutes read

Voice actors play Dungeons & Dragons in Critical Role, with Sam Riegel running for president of D&D Beyond against Liam O'Brien. The group encounters gnolls and a roc in Xhorhas, disguises themselves, and explores Asarius to secure transport and embark on new missions.

Insights

  • Critical Role is a show where voice actors play Dungeons & Dragons.
  • Sam Riegel is running for president of D&D Beyond against Liam O'Brien, focusing on accountability and the rules of the game.
  • A Kickstarter project for a Vox Machina animated special will launch on March 4th.
  • The group successfully enters Asarius, a city filled with various creatures, including a minotaur in silvered armor.
  • The group negotiates to purchase Moorbounders, dangerous creatures capable of traversing various terrains.
  • The group engages in a battle with rats and demon-specific fiends in a chamber beneath the city.
  • Lady Zethriss offers the group missions to find an Empire spy or investigate strange murders in Asarius, with substantial rewards.

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Recent questions

  • What is Critical Role?

    Critical Role is a show where voice actors play Dungeons & Dragons, creating engaging and immersive storytelling experiences through role-playing.

  • Who is running for president of D&D Beyond?

    Sam Riegel is running for president of D&D Beyond against Liam O'Brien, with Liam focusing his campaign on accountability and the rules of the game.

  • When will the Kickstarter project for a Vox Machina animated special launch?

    The Kickstarter project for a Vox Machina animated special will launch on March 4th, offering fans a chance to support and bring the animated special to life.

  • What enhancements are planned for the live-viewing experience of Critical Role?

    Critical Role plans to enhance the live-viewing experience with a new Twitch overlay, ensuring a more engaging and visually appealing presentation for viewers.

  • What is the group encountering in Xhorhas on the episode of Critical Role?

    The group, known as The Mighty Nein, is encountering gnolls and a roc in Xhorhas, facing challenges and making strategic decisions as they progress through their adventure.

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Summary

00:00

"Critical Role: D&D, Campaigns, and Animated Special"

  • Critical Role is a show where voice actors play Dungeons & Dragons.
  • D&D Beyond is the sponsor of Campaign Two.
  • Sam Riegel is running for president of D&D Beyond against Liam O'Brien.
  • Liam O'Brien's campaign focuses on accountability and the rules of the game.
  • A Kickstarter project for a Vox Machina animated special will launch on March 4th.
  • The show has a new Twitch overlay and plans to enhance the live-viewing experience.
  • Critical Role will now air on their Twitch channel with VOD available for subscribers.
  • Talks Machina will also air on the official Critical Role channels.
  • The show thanks Geek & Sundry and Legendary Digital Networks for their partnership.
  • The episode of Critical Role involves The Mighty Nein in Xhorhas encountering gnolls and a roc.

14:31

"City of Beasts: Infiltration and Disguises"

  • Jester shaves a portion of a furry form and tattoos with a classic Tusktooth special.
  • The group crosses the Ifolon River through clever Moses-like parting of waters and good rope work.
  • They spot the distant fire light of Asarius, the City of Beasts, where bugbear Gluzzo resides.
  • Camping for the night, they sleep protected under Caleb's dome and prepare for a morning journey.
  • The group wakes to gentle rainfall, cold air, and a gray field with leafless trees, planning their next move.
  • Caleb reveals a new ability to change appearances, lasting roughly an hour.
  • They discuss disguising themselves to blend in, with the ability to change appearance for an hour.
  • Gluzzo shares insights on the city, advising caution and offering to guide them in exchange for gold.
  • They plan to enter the city together, seeking transportation, potions, weapons, and possibly books.
  • They consider meeting at the city wall if separated, noting the Aurora Hold as a landmark.

27:07

Group discusses Luxon and disguises for city

  • Before leaving, the group discusses taking something out
  • Laura wants to talk to Gluzzo and hands over a haversack
  • Gluzzo is described as tall with wide ears and heavy fur
  • Laura asks Gluzzo about the Luxon, a god they worship
  • Gluzzo explains the Luxon as a god of rebirth and light
  • The group speculates about the Luxon's connection to souls and rebirth
  • They discuss the possibility of souls being trapped in the haversack
  • Caleb mentions the Luxon's connection to darkness and dunamancy
  • The group disguises themselves before heading towards the city
  • Travis uses Disguise Self to appear muscular, Laura goes goth, Taliesin looks emaciated, and Marisha becomes a male tiefling

40:08

Approaching Asarius: City of Beasts

  • The group, resembling a male version of Jester, blue, and similar but less goth, hustles through muddy fields towards Asarius.
  • Gluzzo joins them, bounding alongside, as they maintain a decent pace towards the City of Beasts.
  • Approaching the city, they see tall fort-like wooden walls with purple-colored planks and watchtowers.
  • The group is approaching from a southern-southwestern direction, with mud fields and crews of hobgoblins visible.
  • Outside the walls, there are wheeled carts, armored orcs, gnolls, and goblinoid soldiers preparing for war.
  • Large hills serve as resting places for ballista and supplies, with goblins unloading boxes and affixing heavy artillery.
  • A colossal war tortoise, 60 to 80 feet in size, is revealed as mud and dirt shift from its sides.
  • Large, tailless, panther-like beasts are tethered for combat, while gargantuan shapes roam the surrounding grounds.
  • The massive furred hulks, with iron chains and red eyes, are 30 feet tall and 20 feet wide, patrolling the area.
  • The group successfully enters Asarius, a city filled with waste folk, ogres, orcs, goblins, bugbears, gnolls, kobolds, and a majestic minotaur in silvered armor.

52:50

City of Feral Humans and Unique Structures

  • Travis and the group enter a city and look for recognizable sights like a blacksmith or weapons store.
  • Humans in the city appear scarred and rough, possibly feral, indicating a tough survival environment.
  • The humans don't seem enslaved but have undergone rough experiences to survive.
  • The group observes various structures in the city, including huts, mud-brick buildings, and domes.
  • A dormant tortoise in the city has a goblin neighborhood built on its shell, showcasing unique living arrangements.
  • Panther-like beasts are kept in a pen with chain collars, displaying a sleek and muscular appearance.
  • The group sees a three-story spire called Aurora Hold, made of gray stone and tinted glass, standing out in the city.
  • Inner-city livestock pens hold pigs and giant aurochs used as beasts of burden.
  • The group considers talking to the livery folk to potentially ride the panther-like beasts or aurochs.
  • As the group explores the city, they have about 20-25 minutes left of their spells, and Travis suggests splitting up to acquire transport.

01:05:07

"Group seeks work and transportation in fantasy world"

  • Humans are seen around, and the group discusses disguising themselves or recasting a spell.
  • The group plans to obtain something to ride and leave.
  • A minotaur approaches the group, asking about their business and whom they serve.
  • The minotaur suggests seeking work from Lady Zethriss Olios at the Aurora Hold.
  • The minotaur introduces himself as Sunbreaker Oloman and offers work as sellswords.
  • The group deceives the minotaur about their origins and receives information about Lady Zethriss Olios.
  • The minotaur warns them not to cause trouble and leaves.
  • The group heads to Zorth's Pits to do business with Zorth, who manages the stables.
  • Zorth offers Moorbounders for sale, which can carry up to three people.
  • The group discusses the affordability and capacity of the Moorbounders and inquires about larger creatures, but Zorth only has Moorbounders for sale.

01:17:33

High-demand creatures for sale, dangerous and versatile.

  • Prices for the creatures have been rising, now at around five hundred gold each due to high demand.
  • The creatures are described as dangerous, quick, and able to jump thirty feet in a single bounce.
  • They can traverse various terrains easily, including trees, mountains, and cliff sides.
  • Resale value depends on sales skills and care for the creatures, with convincing sales potentially yielding high returns.
  • Each creature can hold two fully grown individuals, with larger creatures accommodating up to three.
  • Training the creatures involves a few hours of bonding and basic maintenance, with one person ideally bonding with each creature.
  • A deal is struck to explore a subterranean nest in exchange for a reduced price on three creatures.
  • The nest is located beneath the premises and has been sealed off due to a mysterious threat.
  • Negotiations lead to a final price of 600 gold and a unique statue as collateral.
  • The group prepares to explore the nest, led by the seller, encountering younger goblins along the way.

01:29:16

Exploring the Dark Chamber: Rats and Danger

  • The breeding grounds are located underneath a holding area where large bundles of food and rolled chain are stored.
  • A hatch leads into a downward slope, with a chamber that emits a foul smell of moorbounder waste and rot.
  • Two heavy iron doors are present, one barricaded on the right and the other secured with various tools and furniture on the left.
  • Noises heard inside the left door included small squeaks and a growl, indicating potential danger.
  • The group plans to enter the left door to investigate, with the owner of the area opting to stay outside.
  • The door is heavily barricaded with poles and furniture, showing signs of being pushed against from the inside.
  • The group removes the barricades, allowing the door to open partially, creating an entryway.
  • Frumpkin, a cat familiar, stealthily enters the chamber and discovers a group of rats feeding on a moorbounder carcass.
  • Frumpkin also spots a large, muscular creature hanging from the ceiling with feline-like features, observing the room.
  • The chamber is pitch black, prompting discussions on using fire-based spells or oil to illuminate or confront the creatures inside.

01:41:39

"Daylight reveals chamber layout, rats react"

  • Laura casts Daylight into the chamber, illuminating it brightly.
  • Nott moves forward and to the right, seeking a hiding spot.
  • The rats in the chamber hiss and react to the sudden light.
  • Jester's action reveals the chamber's layout, showing an arcing path.
  • Nott fails to spot the creature on the ceiling despite the light.
  • Laura's spell choice was to deter the rats due to their aversion to light.
  • Nott's perception check to locate the creature on the ceiling yields a four.
  • Laura refrains from using a bonus action after casting Daylight.
  • Nott positions herself strategically for potential cover or concealment.
  • Laura and Nott take the lead in the chamber, setting the stage for the upcoming encounter.

02:14:03

Battle in Cave: Rats, Creatures, and Attacks

  • Matt counts in increments of five, discussing natural stone formations on a wall.
  • Sam uses a bonus action to hide and readies a crossbow to shoot a creature.
  • Yasha moves into a cave, positioning herself to protect Nott.
  • Beau expresses interest in rats, shares a childhood story, and holds her action for an attack.
  • A flask of oil shatters near rats, and a skeletal, cat-like creature attacks Yasha.
  • Nott and Yasha successfully attack the creature, causing significant damage.
  • The creature retaliates, inflicting damage on Yasha with its bite and stinger attacks.
  • Beau throws shurikens at the creature, dealing damage.
  • Fjord casts Hexblade's Curse on the creature and holds his attack action.
  • Caduceus casts Bane on multiple targets and summons a swarm of beetles to attack the creature.

02:26:01

"Explosions, battles, and magic in cave"

  • Caleb creates a fireball that hits oil on the ground, causing an explosion affecting rats, beetles, and a creature.
  • Rats take 5 points of fire damage each, beetles take 5 points, and the creature takes no damage due to a successful save.
  • Caleb then retreats from the room and stands next to Jester.
  • Jester casts Spiritual Weapon at 4th level but misses, then casts Toll the Dead which the creature saves against.
  • Nott disengages and runs deeper into the cave, firing a crossbow bolt at a creature for 29 damage.
  • Yasha grapples the creature's tail, preventing it from moving, and takes an attack from it.
  • Beau attacks the creature, causing it to fall unconscious after a series of hits.
  • Two more creatures appear, attacking Nott who gets paralyzed and poisoned after taking significant damage.
  • Fjord uses Thunder Step to teleport next to Nott, dealing 14 points of thunder damage to one of the creatures.

02:38:32

Caduceus and allies battle rats and beasts.

  • Fjord and the player vanish, choosing to reappear where Caduceus is.
  • Rats move towards Caduceus, forming two swarms that start attacking.
  • Caduceus uses Shield of Retribution on one swarm, dealing 14 points of force damage.
  • The rats are pushed back 20 feet and form another swarm, now reduced in numbers.
  • Caduceus casts Lesser Restoration on Nott, removing paralysis.
  • Caleb casts Slow on two beasts, affecting one successfully.
  • Jester's Spiritual Weapon misses, but her Guiding Bolt hits for 27 radiant damage.
  • Nott attacks a beast with a regular bolt, dealing 8 points of damage.
  • Yasha attacks the beasts, dealing 22 and 14 points of slashing damage.
  • Beau attacks a beast with her staff, but misses with a roll of 11.

02:50:36

"Battle with Demon: Natural 20 Strikes"

  • Matt: 11 does not hit; jaws catch edge of staff, wrench free
  • Marisha rolls a Natural 20 on the next hit, dealing damage
  • Bonus action Flurry of Blows, first two hits miss, third hits
  • Creature identified as a demon-specific fiend
  • Creature shows resistance to necrotic essence, not from this plane
  • Vulnerabilities and resistances checked, no vulnerabilities found
  • Yasha attacked, paralyzed and poisoned, unconscious but not dead
  • Beau attacked, poison resisted, creature not slowed anymore
  • Fjord moves to comrades, Eldritch Blast misses one rat, hits another
  • Rats still present, swarm attacks Caleb

03:01:50

D&D Battle: Eldritch Blast, Banishment, Critical Hit

  • Travis rolled a natural 15 plus eight to hit, dealing 15 points of Eldritch Blast force damage.
  • The Eldritch Blast hit the creature in the jaw and nose, leaving a burn mark and a dent.
  • Rats moved into Caleb's space, attacking him, but he used Shield as a reaction to protect himself.
  • Caduceus moved 30 feet closer to the action, getting attacked by rats and taking nine points of piercing damage.
  • Caduceus cast Bane on two creatures, successfully affecting one of them.
  • Caduceus' swarm attacked the rats, dealing 14 points of piercing damage.
  • Caleb cast Banishment on a creature, successfully banishing it from the plane.
  • Jester cast Guiding Bolt at 1st-level, scoring a critical hit and dealing 31 points of damage to a creature.
  • Nott threw a vial of acid at the rats, hitting them and dealing eight points of damage.
  • Yasha, previously paralyzed, succeeded in her saving throw and regained mobility.

03:11:52

Group battles rats, demons, and rifts in abyssal realm.

  • Marisha and Sam discuss fighting rats, with Marisha using a stick to attack them.
  • Laura expresses sadness over the situation, questioning why the rats don't run away.
  • Marisha rolls an attack, with Taliesin reminding her to add a d4 to her roll.
  • Marisha successfully attacks the rats, dealing 11 damage and saving some by shooing them away.
  • Caleb banishes a creature to its realm after concentrating for a minute.
  • The group discusses looking for a portal and healing those affected by poison.
  • Caduceus heals the group, with Marisha distracted by an unconscious demon dog.
  • Nugget is summoned to dispatch the demon dog, with Caduceus providing healing to the group.
  • Jester successfully dispels a rift, preventing another creature from coming through.
  • Marisha identifies the abyssal nature of the creatures and discusses the potential connection to Tharizdun.

03:24:30

"Venom extraction leads to potential alliance"

  • Laura and Sam discuss the possibility of rolling two natural 20s.
  • Matt explains the process of extracting venom from a creature's body.
  • The group successfully acquires a vial of paralysis venom.
  • The venom is purified and good for a single application.
  • The venom has a shelf life, possibly weeks to months.
  • The group disguises themselves before leaving the cave.
  • They encounter a locked trap door on their way out.
  • After convincing the guard, they are allowed to leave.
  • The group considers reporting their deeds to Lady Olios.
  • They decide to head towards Lady Olios' tower to potentially make allies.

03:36:19

"Aurora Church: Lady Zethriss' Mysterious Offer"

  • The Aurora building in Asarius resembles a classic church with a central spire and intricate details on the edges.
  • The stained glass windows of the Aurora feature a muted palette of grays, purples, silvers, blacks, and blues.
  • The interior of the Aurora is filled with calming blue-purple light, creating a welcoming atmosphere.
  • Two Kryn soldiers walk by and split in different directions as the group approaches the Aurora.
  • Upon entering the Aurora, they find a chamber with comfortable chairs and two closed doors.
  • Braided cords with bells are located next to each door, leading to a man and a drow girl opening the doors.
  • The man and the drow girl inquire about the reason for the visit and inform Lady Zethriss.
  • Lady Zethriss invites the group to a separate chamber with guards and a brass dodecahedron on an altar.
  • Lady Zethriss, a dark elf woman with violet skin and white hair, questions the investigators about their skills and offers work.
  • Lady Zethriss expresses concern about demonic activity in the area and offers the investigators a chance to work for coin or trade based on their specialties, including healing and artistic abilities.

03:52:08

"Sharpshooters on Mission: Empire Spy Hunt"

  • Sam and Laura possess unique skills, including being sharpshooters and having a talent for solving conundrums.
  • They are offered a mission by a high-ranking individual to find an Empire spy in Asarius, potentially near the Four Corners, with a reward of 5,000 gold alive or 3,000 gold dead.
  • Another task involves investigating strange murders in the city linked to a demonic presence, with a reward of 10,000 gold for resolving the issue.
  • Sam and Laura consider the monetary rewards and the possibility of gaining favor with the Bright Queen for completing the tasks.
  • They discuss the term "consecuted" and its connection to royal or proper families, seeking clarification on its meaning.
  • The group plans to rest for the evening and split up the next day, with some members attending shadow panther riding classes while others investigate the Four Corners.
  • They decide to sleep outside the city and inform Zorth to keep their beasts safe until they return.
  • The group acknowledges the need for preparation before delving deeper into their missions and expresses interest in finding the spy and uncovering the source of the demonic presence.
  • They debate the potential conflict of interest in dealing with the Empire spy mission, emphasizing the need for caution in their discussions.
  • Despite their fatigue, the group plans to rest and strategize before embarking on their separate tasks the following day.

04:05:42

City of Beasts: Journey Begins

  • The group decides to leave the city and sets up camp on the outskirts, where they observe soldiers preparing for an upcoming movement. Taliesin keeps watch for birds, and they witness a large beast approaching the city before abruptly turning and heading northward.
  • As they settle in for the night, they contemplate their next steps on the outskirts of the City of Beasts, preparing for day two of their journey. The session ends with plans to continue exploring the new environment next week.
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