The Beat of the Permaheart | Critical Role | Campaign 2, Episode 82

Critical Role218 minutes read

Voice actors play Dungeons & Dragons in Critical Role, sponsored by D&D Beyond and Hit Point Press, with the group facing a challenging battle against a terrifying creature with strategic combat tactics leading to a cliffhanger ending as they explore a mysterious location.

Insights

  • Critical Role features voice actors playing Dungeons & Dragons, with sponsors D&D Beyond and Hit Point Press.
  • D&D Beyond hosts games at Gamehole Con to raise money for Extra Life, thanked in a video by Sam Riegel and Liam O'Brien.
  • Hit Point Press promotes its Humblewood campaign guide for Fifth Edition, allowing players to be birdfolk and woodland creatures.
  • UnDeadwood part two premieres, with Mini Primetime following the next week.
  • The group faces a terrifying creature, discussing tactics, vulnerabilities, and combat strategies.
  • Combat unfolds with significant damage dealt, spells cast, and tactical decisions made during the battle.
  • The group explores a mysterious chamber, facing necrotic damage, tentacles, and a pulsating heart.
  • A challenging battle ensues against the Permaheart, with teamwork, spells, and attacks crucial for victory.
  • The session ends with the group planning to rest, communicating with Allura, and preparing to explore the Dreadnought for potential clues on Yussa's whereabouts.

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Summary

00:00

"Voice actors play D&D with new sponsors"

  • The episode of Critical Role features a group of voice actors playing Dungeons & Dragons.
  • D&D Beyond and Hit Point Press are announced as sponsors for the evening.
  • D&D Beyond is hosting games at Gamehole Con to raise money for Extra Life.
  • A video is shown to thank D&D Beyond, featuring Sam Riegel and Liam O'Brien.
  • Hit Point Press is promoting their campaign guide set for Fifth Edition called Humblewood.
  • The guide allows players to play as birdfolk and woodland creatures.
  • The guide includes character creation, world building elements, and a full adventure.
  • UnDeadwood part two premieres the next day, and Mini Primetime with Will Friedle premieres the following week.
  • New chibi pins featuring Beau and Caduceus are released in the shop.
  • The group prepares to jump into the next episode of Critical Role after a recap of their previous adventures.

12:28

Players strategize and battle a terrifying creature.

  • Fjord and Laura discuss positioning in a battle scenario, with Laura moving her character to a specific location.
  • Willi is mentioned, and his location is confirmed by Matt.
  • A terrifying creature is introduced, causing shock and concern among the players.
  • Laura attempts to pick up a character named William, requiring a separate roll for the action.
  • Initiative is rolled by the players, with some achieving high numbers.
  • Nott, a character, deals a significant amount of damage in combat, showcasing her abilities.
  • Beau, another character, follows suit with successful attacks and a stunning strike attempt.
  • Caleb, a character, casts a spell to enlarge Beau, providing tactical advantage.
  • Caleb warns the group about the creature's immunities and vulnerabilities, specifically to lightning, poison, and mind-affecting effects.
  • Fjord attacks the creature, causing visible damage and revealing unsettling aspects of its anatomy.

22:35

Marisha and Liam battle a creature

  • Marisha and Liam discuss using Sentinel against a creature
  • Marisha confirms she can use Sentinel if an attack of opportunity is provoked
  • The creature grapples Fjord, causing him to be restrained
  • Fjord takes three points of damage from the Star Razor
  • Marisha lands a critical hit on the creature, dealing 24 damage
  • The creature's neck snaps back into place, and it climbs up into the chains above
  • The creature makes six melee attacks, grappling Nott and Fjord
  • Nott is bitten by the creature, taking 20 points of piercing damage
  • The creature continues to attack Nott, dealing 39 points of bludgeoning damage
  • Caduceus weakens the creature with Ray of Enfeeblement, reducing its strength-based attacks

31:54

Struggle to Escape: Grappling and Failed Attacks

  • Laura and Sam discuss trying to escape a grapple, with Laura mentioning disadvantage on strength checks.
  • Sam attempts to escape the grapple but fails despite a high roll.
  • There is confusion about whether the strength check is contested or not.
  • Sam considers bonus actions like hiding or defending but is limited to dashing, disengaging, or hiding.
  • Beauregard attempts to attack the creature but slips and falls, missing her attacks.
  • Beauregard tries to use Flurry of Blows but fails to hit the creature.
  • Caleb attempts to use Fire Bolt on the creature's head but misses.
  • Fjord tries to break free from the grapple but fails, unable to move.
  • The creature tries to climb away but is stopped by Beauregard's reaction.
  • The creature goes into a fearful rage and attacks Beauregard multiple times, with the damage being halved due to Caduceus' spell.

42:14

Battle unfolds as party faces formidable foe.

  • Taliesin's turn ends, passing to Jester who attempts to cast Polymorph on an enemy, choosing a turtle form with multiple heads.
  • Unfortunately, the spell fails due to the enemy's Immutable Form, a common ability among golems.
  • Jester's turn concludes without using Healing Word, passing to Willi.
  • Nott, in a mouth, stabs the enemy with a dagger, activating the dagger's ability to close the mouth, which fails due to Nott being inside.
  • Beauregard attacks the enemy, focusing on the one holding Nott, dealing significant damage.
  • Caleb transforms Nott into a giant green ape, breaking Nott free from the enemy's grasp.
  • Fjord uses Relentless Hex to teleport behind the enemy, attacking twice with the Star Razor and dealing substantial damage.
  • The enemy attempts to flee, provoking attacks of opportunity from Beau, Fjord, and the giant ape Nott.
  • The enemy leaps into the chains, landing near Caduceus and unleashing a series of attacks on him.
  • Caduceus takes significant damage from the enemy's attacks but manages to resist a debilitating effect, continuing the battle.

52:59

"Battle with Healing Creature Ends in Chaos"

  • Taliesin takes 13 points of bludgeoning damage from a bite attack.
  • Jester deals 26 points of radiant damage with a Guiding Bolt, defeating the creature.
  • Fjord checks a dead body, confirming it's not moving.
  • Caduceus pokes a healing creature, causing it to revive and attack again.
  • The creature attacks Caduceus, knocking him unconscious.
  • Jester uses Hellish Rebuke, dealing 20 points of cold damage to the creature.
  • The party attacks the creature, trying to prevent it from healing.
  • Beau attempts to remove the creature's heart but struggles due to its healing abilities.
  • Caleb summons Frumpkin to investigate other tubes with creatures.
  • Jester heals Caduceus with Cure Wounds, but the creature revives and attacks again.

01:03:24

"Group battles torso creature, uses fire and acid"

  • Laura chooses to use Guiding Bolt at 1st level on the creature, which is now mostly just a torso and arms.
  • Laura deals 16 points of damage to the creature with her spell.
  • The group recalls that fire and acid are effective against creatures like this one due to a previous encounter with a similar creature.
  • Fjord uses the Glove of Blasting to deal fire damage to the creature, preventing its regeneration.
  • Laura attempts to cut the creature's heart out, but struggles due to its state.
  • The group finds acid and uses it to further damage the creature.
  • Caduceus is healed by Fjord using Lay on Hands.
  • Jester attempts to mend Caleb's damaged golem, but the spell doesn't fully repair it.
  • Sam investigates for bananas but doesn't find any in the area.
  • The group considers taking a short rest to recover and regroup after the battle.

01:13:59

"The Sea: Acid Jars and Mangled Corpse"

  • The group encounters a locked door with a purple gem embedded in it, inscribed with the words "The Sea" in Draconic.
  • The gem is non-magical, but the door is magically locked and can only be opened with a loud knocking sound.
  • Inside the room, they find large glass jars filled with potent acid, tools for manipulation and dissection, and a mutated heart cluster.
  • The heart cluster is placed in one of the jars, which doesn't fit in the haversack but can go into the bag of holding.
  • Jester and Beau search for hidden compartments or doors in the room but find none, eliminating that possibility.
  • The group decides to open the brass door to the study, which is magically locked until Caleb uses the Knock spell to open it.
  • They discover a staircase leading downward, which Frumpkin investigates but loses connection once it steps on the stairs.
  • Despite the unknown danger, Jester and Fjord enter the staircase, followed by the rest of the group.
  • The staircase spirals downwards, leading them to a dark door at the end, where they all gather, with Caleb taking a moment to stare at a mangled corpse resembling Halas before joining the group.

01:24:12

"Magical darkness reveals hidden experiments and secrets"

  • Jester feels a handle on a door in magical darkness but cannot see anything.
  • Despite trying to invoke light with a sword, the darkness remains magical.
  • Jester opens the door to a cramped room with shelves of jars, a roller desk with notes and tools, and a hanging chandelier.
  • The room's layout resembles a batarang shape with a central hardwood floor and stone walls.
  • The group enters the room, feeling a faint vibrational pattern.
  • Notes found on the desk detail the discovery of an extraplanar chamber and a heart with regenerative properties.
  • Halas experimented with the heart's flesh for soul transference and creating magical clones of himself.
  • Failed experiments were jettisoned into the Astral Sea, and Halas prepared for soul transference via a magical jar.
  • The notes mention a ritual chamber within the Dreadnought for soul transference.
  • Marisha discovers a hidden floorboard under the desk, perpendicular to the rest, prompting further investigation.

01:36:44

Exploring the Chamber: Heart and Magic

  • Taliesin performs Detect Magic in the chamber
  • Laura searches for a mechanism or button
  • Liam rolls an 18 for investigation
  • Laura rolls a natural 20 for investigation
  • Detect Magic reveals no specific magical presence except for candles and a faint aura below the floor
  • Jester finds jars of flesh with pieces of a heart that pulse with a heartbeat rhythm
  • Jester discovers a lantern that won't move, leading to a hidden staircase under the desk
  • Discussion on taking pieces of heart tissue with them for experimentation
  • Extracting Aspects from the heart is discussed, but it requires a connection to the entity
  • The group descends a staircase into a room with the Laughing Hand's heart under arcane-reinforced glass, pulsing with tendrils of flesh

01:49:03

"Unraveling Mysteries in Dark Chamber"

  • Fjord and Caduceus missed Wild's Grandeur, the holiday to the Wildmother, due to a syncing issue with their iCalendar.
  • Mica Burton's appearance on Pub Draw raises questions about the beginning of UnDeadwood and its impact on the host of Talks.
  • Beau's identity is shaped by her presentation to the world, influenced by past experiences and expectations.
  • Tina returns as a ghost, revealing her journey to the Gates of Diemore, the holy plane for critters.
  • The Diemore is where souls go after being released by the Ove, the 12th and final maker.
  • A spooky game leads to a terrifying encounter in a dark chamber with a floor of blood and runic symbols.
  • Dwarven Forge's resin restock is promoted for Halloween, with a floor of blood created using their products.
  • Symbols on a jar in the chamber prompt questions about their significance and potential importance in the situation.
  • The group navigates the eerie setting, trying to decipher the symbols and understand their role in the unfolding events.
  • Tension rises as the group faces unknown dangers and mysteries within the dark chamber.

02:16:11

Peril in Chamber: Unraveling Symbols and Stones

  • The chamber contains chains, stones, symbols, and plaques.
  • Real chains are present, not gross tendrils.
  • Caleb is examining the symbols closely.
  • The stone in the center of the chamber has veins and flesh rooted into it.
  • Faint glowing glyphs are at each corner of the chamber.
  • Initiative is rolled, with Jester going first.
  • Jester attempts Divine Intervention but fails.
  • Caduceus casts Bless on Fjord, Beau, and Nott.
  • Nott casts Mage Hand and moves towards a pillar.
  • Beau investigates a glyph and successfully weakens it, cracking the stone around the heart.
  • Caleb attempts to dispel a glyph but fails.
  • The Permaheart pulses with necrotic energy, dealing damage to everyone.
  • The Permaheart summons tendrils that attack Fjord.
  • The fleshy tendrils break loose and begin to move independently.

02:27:21

"Characters face grapples and glyph mysteries"

  • Character takes 15 points of bludgeoning damage and makes a strength saving throw
  • Character successfully saves with a 15, avoiding being grappled
  • Another character is attacked, taking 13 points of bludgeoning damage and making a strength saving throw
  • Character attempts to use Uncanny Dodge to reduce damage
  • Character fails strength saving throw and is grappled
  • Third character is attacked, taking 7 points of bludgeoning damage and making a strength saving throw
  • Character successfully saves with a 17, avoiding being grappled
  • Character successfully destroys a tendril with two attacks
  • Character moves to see a glyph on the far wall
  • Character casts Bless on themselves and two others, then investigates a glyph but fails to affect it

02:37:36

Perilous Battle Unfolds in Chamber

  • Laura expresses excitement.
  • Matt retracts a statement.
  • Liam positions himself behind Beauregard and Caleb.
  • The Permaheart's turn begins.
  • Everyone in the chamber takes four points of necrotic damage.
  • Tendrils are summoned and attack various characters.
  • The tendril attacks involve strength saving throws.
  • Caduceus successfully repels an attack with Shield of Retribution.
  • Fjord's Eldritch Blast hits a tendril but misses the heart case.
  • Jester's spiritual weapon and Guiding Bolt target tendrils.
  • Caduceus attempts Sacred Flame against a tendril.
  • Nott investigates a glyph but finds it confusing.
  • Nott drinks alcohol for a possible boost.
  • Beauregard tries to assist Caleb with the glyph.

02:47:16

"Strategic teamwork and combat tactics in RPG"

  • Using your action to help a teammate grants them advantage on their next roll if you are close by.
  • Spending your action to assist a teammate can be beneficial during their turn.
  • Bonus actions are available for use during combat.
  • A golem can be effective in combat, aiding in defeating enemies.
  • Making successful attacks can lead to enemies being defeated and players being released from grapples.
  • Making skill checks with advantage can be beneficial when receiving help from a teammate.
  • The overall equation of a situation can be discerned to find solutions.
  • The Permaheart inflicts necrotic damage on all players in the chamber.
  • Tentacles have a range of 10 feet and can grapple players.
  • Players can strategically use spells and attacks to damage enemies and free themselves from grapples.

02:57:39

"Choosing Mass Healing Word over Mass Cure Wounds"

  • Taliesin considers using Mass Healing Word or Mass Cure Wounds.
  • Laura suggests Mass Cure Wounds over Mass Healing Word.
  • Taliesin opts for Mass Healing Word and moves to get a view of everyone.
  • He casts Mass Healing Word at third level, healing everyone for nine points.
  • Nott is just out of range for the healing.
  • Nott successfully disables a glyph with her Dagger of Denial.
  • Nott's action frees Caleb from a tentacle's grasp.
  • Caleb struggles to decipher a glyph with Jester's help.
  • Fjord damages the heart's cage with his Star Razor.
  • Jester attacks a tentacle with her Spiritual Weapon.

03:07:48

Battle Against Permaheart: A Summary

  • Travis strikes the tentacle ensnaring Caduceus, freeing him.
  • Caduceus attacks a tendril with Sacred Flame, successfully hitting it.
  • Caduceus then heals everyone with Mass Healing Word, providing nine points of healing.
  • Nott investigates a glyph with a magnifying glass but is unable to do so due to proximity.
  • Nott attacks a tendril twice, dealing damage to it.
  • Beau attempts to help Caleb with a glyph puzzle, but they struggle to find the correct one.
  • Caleb inspects a glyph with a magnifying glass, but fails to decipher it correctly.
  • The Permaheart deals six points of necrotic damage to everyone and summons an additional tentacle.
  • Fjord attacks and destroys the tentacle ensnaring Caduceus, then damages another tentacle.
  • Jester attacks the glass case around the heart with a spiritual weapon, cracking it.
  • Jester casts Dawn, creating a radiant column that damages the heart and surrounding glyphs.
  • Caduceus uses Sacred Flame to eliminate the last remaining tentacle on the battlefield.

03:17:56

"Spell, Healing, and Battle: D&D Adventures"

  • The spell is fifth level and can hurt anyone who walks into it.
  • Creatures within the spell's area must make a save when their turn ends.
  • A Mass Healing Word spell is cast, providing nine points of healing to everyone.
  • Nott shoots a crossbow at a glass object, damaging it.
  • Beau attacks the glass object, cracking it with her fists and a Flurry of Blows.
  • Caleb tries to interact with the glass object but fails due to its complexity.
  • Willi, Caleb's companion, attacks the glass object, dealing damage.
  • The glass object shatters, revealing a beating heart that is then attacked by Jester's Guiding Bolt spell.
  • The heart takes damage but continues to beat.
  • Caduceus casts Holy Weapon on Beau, adding 2d8 radiant damage to her attacks.

03:29:01

Group defeats heart, plans to rest

  • Caduceus turns invisible
  • Nott shoots a regular bolt at the heart
  • Nott deals 27 damage with the bolt
  • Beau attacks the heart, dealing 32 damage
  • Beau finishes off the heart with a final strike
  • Caleb inspects the runes and detects no magic in the chamber
  • The group heads back to the Permaheart study
  • The pieces of the heart in jars turn black and unmoving
  • The group plans to rest in the golem workshop
  • Allura is informed of the group's progress, including the defeat of the heart

03:40:19

Allura's Updates on City and Laughing Hand

  • The mirror is used to communicate with Allura, who provides updates on the cityscape and temperature where she is located.
  • Allura mentions it has been about a day and a half since their last conversation.
  • Allura offers to scry on the Laughing Hand, describing its poor condition and possible involvement of Obann.
  • The scry ritual takes 10 minutes to prepare, and Allura requests to be contacted afterward for results.
  • Allura reports the Laughing Hand's deteriorating state and mentions an upcoming event causing frustration.
  • Allura did not see a woman or another creature besides the Laughing Hand and Obann during the scry.
  • The group discusses finding Yussa and potential locations to explore, including the Dreadnought and other areas.
  • They decide to take a long rest in the workshop, with the option of two-hour watches within the dome.
  • Caleb attempts to repair the golem but lacks sufficient materials, only managing to heal it slightly.
  • Before heading to the Dreadnought, Caduceus casts Divination to inquire about Yussa's presence and status, learning he is not in the Dreadnought or Crystal Mines.

03:51:31

"Divine Intervention Fails, Yussa's Location Revealed"

  • Attempting Divine Intervention for a specific location using percentile dice fails.
  • Laura tries Divine Intervention as well but also fails.
  • Speculation on potential locations like the bedroom and the Fleshmend Facility.
  • Discussion on various chamber names like the Circle-bound chamber and the Deadnought.
  • Consideration of Halas potentially being in the Dreadnought or on the mainland.
  • Contemplation on Halas' knowledge and potential whereabouts of Yussa.
  • Deliberation on the difficulty of reaching the Prison of Soot and potential routes.
  • Inspection of a doorway with a fuzzy purple color and discussion on potential dangers.
  • Concerns about time passing and missing Traveler Con.
  • Casting of Commune to inquire about Yussa's location, confirming he is on the mapped area and potentially in the Prison of Soot.

04:01:43

Exploring the Dreadnought: Group's Dilemma

  • Taliesin acknowledges the unexplored rooms and suggests checking them out.
  • Travis proposes checking out the Dreadnought.
  • The group stands at the purple doorway, contemplating their next move.
  • Taliesin mentions the Circlebound Chamber and the door auto-locking behind someone.
  • The group debates the route to take, considering the Dreadnought's distance.
  • Marisha and Laura disagree on whether to proceed to the Dreadnought.
  • The group discusses the different paths and the number of unknown rooms.
  • They consider splitting up to explore different paths.
  • The group decides to peek into the Dreadnought but emphasizes caution.
  • The group leaps through the purple door and finds themselves drifting in a strange, gravity-defying space.

04:13:38

Astral dreadnought discovery and daring entrance.

  • Liam and Matt discuss structures and perception checks.
  • Travis attempts to propel the group towards a door using astronaut-like movements.
  • Movement speed in the astral sea is three times the intelligence score.
  • The group notices an astral dreadnought bound to an island.
  • The dreadnought is dormant and bound by numerous chains.
  • Laura and Sam investigate levers connected to the dreadnought's chains.
  • The left lever releases all chains, while the right lever opens the dreadnought's jaw.
  • The group debates entering the dreadnought through its mouth.
  • Frumpkin, Caleb's cat, enters the dreadnought's mouth and disappears.
  • The group, holding hands, decides to enter the dreadnought's mouth, with Nott reluctantly joining them.

04:24:29

Mysterious chamber sparks confusion and anticipation

  • The group finds themselves in a dark, cavernous chamber with no visible walls, only stone floors, and distant burning torches. They notice a set of tables in the center of the chamber, off the map they were following.
  • Despite the lack of light to see the chamber's perimeters, they realize there is no doorway behind them, leading to confusion and anticipation for the next week's Halloween episode.
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