Dark Bargains | Critical Role | Campaign 2, Episode 83

Critical Role2 minutes read

Critical Role's Halloween episode features voice actors in character costumes of roles they've voiced, highlighting a dire situation against Obann, exploring the Folding Halls of Halas, and encountering the mysterious Halas himself within a dreadnought, leading to a risky decision involving the Chained Oblivion and Tharizdun. The group navigates through traps, potential deals with Halas, and revelations about Yasha's situation, culminating in a shocking discovery of the true identity of the Angel of Irons, setting the stage for a new chapter with grave consequences.

Insights

  • Critical Role is a show featuring voice actors playing Dungeons & Dragons, with the Halloween episode showcasing the cast in character costumes based on roles they have voiced in various media.
  • The Mighty Nein face a dire situation against Obann, who serves the Angel of Irons, while also navigating through the complex Folding Halls of Halas within the Heirloom Sphere.
  • Halas, an ancient Zaidelian, communicates telepathically through a ruby, offering help and seeking a leader among the group to converse with.
  • The group discovers Halas' laboratory filled with arcane tomes, soul manipulation spells, and clues hinting at his attempt to alter his body permanently.
  • Halas guides the group through his chambers, offering assistance in exchange for release from his gem prison, revealing his interest in extending life without lichdom or undeath.
  • Yussa, an ally, warns against releasing Halas due to his experiments and questions the group's trustworthiness, leading to a decision to keep the Permaheart safe and leave Halas trapped.
  • A ritual to reveal the Angel of Irons' deception as the Chained Oblivion shatters, leaving the group shocked and concerned, prompting Allura to inform the council about the grave discovery.
  • The group returns home after harvesting dragon parts, negotiating their value, and undergoing a ritual that unveils the Chained Oblivion's presence, signaling a dangerous revelation about the Angel of Irons' true nature.

Get key ideas from YouTube videos. It’s free

Recent questions

  • What is Critical Role?

    A show where voice actors play Dungeons & Dragons.

  • Who sponsors the Halloween episode?

    Eldritch Foundry and D&D Beyond.

  • What is the theme of the Halloween costumes?

    Characters they have voiced in various media.

  • What is the group's current mission?

    To find Yussa and complete their benefactor's mission.

  • Who is Halas?

    An ancient Zaidelian society member.

Related videos

Summary

00:00

"Voice actors in character costumes for Halloween"

  • Critical Role is a show where voice actors play Dungeons & Dragons.
  • The Halloween episode features the cast in character costumes.
  • The theme of the costumes is characters they have voiced in various media.
  • Taliesin is dressed as The Flash, Laura as Kait Diaz from Gears of War 5, and Liam as Gaara from Naruto.
  • Marisha pays homage to minor voice roles with Soldier B lines.
  • Travis is dressed as Two-Face from Batman: The Animated Series.
  • Sam is absent but represents Overwatch as McCree.
  • Eldritch Foundry sponsors the episode, offering customizable miniatures with a 15% discount using the code critrole.
  • D&D Beyond is also a sponsor, with Liam toasting their partnership.
  • Daylight savings time is ending in the US, and upcoming content includes painting episodes and the UnDeadwood series.

12:04

"The Astral Dreadnought's Mysterious Laboratory"

  • The Mighty Nein were in a dire situation against Obann, who was pursuing a mysterious goal in the name of the Angel of Irons.
  • Yussa disappeared into the Heirloom Sphere given to him months prior, leading the group to seek help from his ally, Allura Vysoren.
  • They entered the Folding Halls of Halas within the sphere, a complex of inter-dimensional rooms connected by a twisting tower, with only some areas explored.
  • Following Yussa's path, they navigated through chambers, battled golems, created golems, and located the Permaheart, a crucial artifact linked to the Laughing Hand's immortality.
  • They discovered Halas had experimented with cloned bodies and a ritual chamber in a dreadnought, leading them to investigate and find an astral dreadnought chained in the Astral Sea.
  • By pulling a lever, they opened the astral dreadnought's jaws and entered its mouth.
  • Inside, they found a cavern with furniture and a body in red robes, prompting cautious exploration.
  • The laboratory they discovered contained strange instruments, ritual components, tomes, and the mysterious body.
  • The group split up to surround the laboratory, with some noticing a faint red glow on the ceiling between the pillars.
  • They proceeded cautiously, with Fjord pointing out the mysterious light above and warning against touching anything in the area.

24:05

Mysterious Encounter with Halas in Sigils

  • Beauregard points out a faint glow that only a few can see, including a human man in his mid-50s resembling Halas.
  • The man is sitting on glyphs drawn with black dust and powdered chalk, forming overlapping sigils.
  • The body appears healthy, with amber eyes, not decaying, and breathing, resembling Halas from portraits.
  • Nott uses Mage Hand to tickle and search the body, finding gold dust, chalk, blackened soot, and a magical ruby.
  • Detect Magic reveals magical essence in the ruby and symbols on the floor, which are necromantic.
  • Halas communicates telepathically with Nott, offering help and seeking a leader to converse with.
  • Caleb recognizes Halas as a Zaidelian, an ancient society related to Zemnian culture.
  • Halas requests to speak with a leader or decision-maker among the group.
  • Caleb warns Jester to put down the ruby as it communicates with her, asking if she is the leader of the group.
  • Jester sees swirling mist and golden amber eyes in the ruby, indicating a telepathic connection with Halas.

36:16

"Ruby Reliquary Sparks Amusement and Intrigue"

  • Liam warns not to touch the ruby, as it is a reliquary designed for worship or ritual.
  • Jester sketches a penis on the ruby, causing amusement.
  • Caleb casts Identify on the ruby, revealing its purpose as a focus for worship or ritual.
  • Jester and Nott find books in Zemnian on the table, including spellbooks and research notes.
  • Caleb examines the books, assisted by Nott, finding arcane symbols and sketches resembling the ruby.
  • Jester and Caduceus check the body, confirming it appears healthy.
  • Concerns arise about moving the body out of the sigil area and potential consequences.
  • Frumpkin is placed near the ruby to alert Caleb of any issues.
  • Caleb and Nott explore the spellbooks for new spells and information.
  • Jester suggests calling Caleb "Labia," leading to amusement among the group.

46:26

"Uncovering Ancient Spells of Soul Manipulation"

  • Investigation check reveals ancient ritual tomes and spells on soul manipulation
  • Books contain spells like Magic Jar, Trap the Soul, and Clone
  • Partially developed spells hint at Halas' attempt to alter his body permanently
  • Spells connect to Halas' work on transforming his body indefinitely
  • Magic Jar spell requires a focus like a gem to possess individuals within 100 feet
  • Halas' spell allows placing the soul back into the body within 100 feet
  • Attempt to scale a pillar to reach a glyph on the ceiling
  • Fortune's Favor spell cast for a reroll on the athletics check
  • Successfully climb the pillar to find a red circle with connected symbols
  • Glyphs appear intentionally placed and permanent

57:47

Deciphering the Mysterious Conjuration Glyph

  • Tink hits the center of the runes, causing a series of tingling sounds.
  • The group discusses the need to dispel the rune and speculates on its purpose.
  • Marisha rolls an arcana check to decipher the conjuration-based glyph.
  • She identifies it as conjuration-based but is unsure of its exact function.
  • Marisha slides down a pole and safely lands on the floor with Laura's help.
  • The group debates the potential summoning of dead entities through the glyph.
  • Taliesin searches for an exit but finds only darkness in one direction.
  • Caleb and Sam find valuable spell components in the laboratory.
  • The group considers using Frumpkin to activate the glyph on the ceiling.
  • Caleb climbs up to inspect the intricate conjuration-based circle but fails to fully understand its purpose.

01:08:55

"Frumpkin's Fey Essence Scattered, Group Investigates Halas"

  • Frumpkin begins to float for a second, then is scattered to atoms.
  • The fey essence of Frumpkin vanishes, leaving behind a cloud of sparkle dust.
  • The group realizes that the circle does not like cats.
  • Caleb climbs up to explore the ceiling, finding nothing of note.
  • The group discusses the possibility of Halas transferring his soul into another body using a ruby.
  • They consider the idea of the ruby being a failsafe in case of emergency.
  • The group decides to inspect Halas's body for clues.
  • They discuss using Zone of Truth to communicate with Halas through the ruby.
  • Beau volunteers to be the one to communicate with Halas, as she is not a magic user.
  • The group plans to combine their efforts by creating a dome and having Beau communicate with Halas using the ruby.

01:19:46

Interrogating trapped Halas reveals time manipulation

  • The group decides to cast Zone of Truth and set up a dome to interrogate Halas, who is trapped in a gem.
  • They examine Halas' body for any signs of injury or undead presence.
  • Halas' body appears intact, with a smooth chest and a beating heart, but no scars for his age.
  • They use magical manacles on Halas and prepare the dome for the interrogation.
  • Beau communicates with Halas through the gem, learning that he's been trapped due to a sabotaged design.
  • Halas offers riches and boons in exchange for being released from the gem.
  • Halas mentions a time dilation effect and a way to adjust the passage of time within the gem.
  • The group discusses whether to release Halas, considering his promises and the potential risks.
  • They strategize on how to gather more information from Halas, including asking about the symbols in the room and how to dispel the gem.
  • Beau continues the conversation with Halas, exploring his motives, the length of his imprisonment, and his ability to manipulate time within the gem.

01:30:54

"Escape Plan: Mighty Nein and Halas"

  • Marisha acts as the liaison for the Mighty Nein in a conversation with Halas.
  • The year is 836 PD according to Halas.
  • Halas is unfamiliar with the term PD and is troubled by the time difference.
  • The Mighty Nein offer to help Halas in exchange for guidance to escape.
  • Halas hints at his experiments with necromancy and offers to assist the group.
  • Halas discusses his interest in extending life without resorting to lichdom or undeath.
  • The group learns they are in the dreadnought's donjon, a space within the creature's belly.
  • Halas proposes a way to guide the group out if they take his gem and body with them.
  • The Mighty Nein agree to take Halas' gem and body to escape the donjon.
  • The conversation with Halas continues as the group plans their escape.

01:43:42

Escape plan with Halas in dreadnought

  • Halas will guide the party out in exchange for being released from his gem.
  • The party is unsure how to release Halas from the gem.
  • Halas may not have known his actions were wrong if they weren't illegal.
  • The party is inside a dreadnought and can only escape through a Plane Shift spell.
  • Caleb can Banish one person to a random spot in their world.
  • They consider letting Halas guide them out and then deciding what to do.
  • Allura might be able to help them escape the dreadnought.
  • Allura advises caution in dealing with Halas and suggests not giving him what he wants until they discuss it in person.
  • The party plans to make a deal with Halas to ensure everyone's safety.
  • They consider asking Halas about the Prison of Soot and Yussa's whereabouts.

01:53:59

"Mission to Find Yussa Ends in Mystery"

  • The group is on a mission to find Yussa, their subject of interest, and complete their benefactor's mission.
  • They discuss carrying Yussa's body and potential risks of being attacked.
  • Yussa agrees to help them in exchange for their assistance.
  • Yussa reveals a Plane Shift circle above the laboratory to take them to his study.
  • They realize they could have used the Plane Shift circle earlier to escape.
  • They discuss how to reach the Plane Shift circle, considering options like Polymorph and Reverse Gravity.
  • Yussa explains that touching the circle will transport them to his study.
  • They decide to use Polymorph to carry Yussa and his body to the circle.
  • They successfully transport everyone to the Plane Shift circle, with some close calls.
  • The group, except for Beau and Laura, vanishes upon touching the circle, leaving their fate uncertain.

02:04:41

Critical decisions and spooky encounters discussed

  • Taliesin and Brian are discussing a decision made, with Sam supporting Brian's choice.
  • Jerry reminds Brian of the time elapsed in the show.
  • Brian asks about a specific episode from campaign two, episode 26.
  • The group discusses their concerns about Obann's plans and the uncertainty surrounding his intentions.
  • Taliesin emphasizes the importance of being prepared before engaging in battle.
  • Sam appreciates the mystery and continuous learning in the campaign.
  • A winner's photo is shared, sparking admiration and discussion among the group.
  • Arsequeef interrupts with a humorous exchange and a mention of Mini Primetime with Will Friedle.
  • A segment from Yee-Haw Game Ranch involving a ghostly encounter with T.N. Tina is recounted.
  • A tense and spooky gaming experience is described, leading to fear and excitement among the participants.

02:15:35

Travis and group encounter Halas's warnings.

  • Travis goes under the bed, with Brian urging to reload batteries.
  • Travis speaks of strangers united by gold, seeking guidance and protection.
  • Dani expresses a desire to watch Critical Role.
  • Taliesin portrays a Critter yearning for Critical Role content, mentioning the Twitch Subscription Zone.
  • The winner of a Wyrmwood giveaway is announced as Notfishhh.
  • The group finds themselves in a hexagonal chamber with a portrait of Halas and broken mage hunter golem pieces.
  • Halas advises on avoiding spells of a certain level to evade mage golems and describes the Prison of Soot.
  • Halas mentions various types of golems in his chambers for different purposes.
  • The group discovers a hidden door leading to the Circlebound Chamber, housing a horned devil from the Hells.
  • Halas warns against trusting the horned devil's words and advises caution in dealing with it.

02:43:24

"Exploring Halas' Traps and Dragon Lair"

  • Perception check requested by Matt, with Travis and Liam rolling for it.
  • Stained glass portal noticed, shelves empty, items of interest likely taken.
  • Single brown door and red gold door identified in the chamber.
  • Trapdoor exposed under the carpet, now askew.
  • Painting of Halas inspected for differences, none found.
  • Halas warns against entering his personal bed chambers due to heavy traps.
  • Discussion on potential dangers in Halas' bedroom, decision to proceed cautiously.
  • Trapdoor leads to the Fleshmend Facility for injuries.
  • Thelashas named as the dragon in the dragon's lair.
  • Prison of Soot described as a containment and information gathering chamber with potential for 27 floors.

02:53:54

Magic, speech, and escape in the Garden.

  • The usage of magic attracts beings in the Garden.
  • The vocal cords' vibration from speech draws the soot.
  • Paints might offer an escape route.
  • Polymorph abilities allow transitioning between creatures and objects.
  • Limited ability individuals can acquire useful magic.
  • The group plans to break someone out of prison in exchange for help.
  • Stepping into the Circlebound Chamber reveals a dark, charcoal-colored room.
  • Tapestries depict the Blood War between devils and demons.
  • A 15-foot circle with leathery wings sits atop a glyph in the room.
  • A Horned Devil appears, 12-foot tall, with red and brown skin, claws, and horns.

03:06:45

"Green Book Holds Special Poem, Door Opens"

  • Liam is at the door, overhearing a mention of a tome.
  • Matt describes four books on a shelf near the entrance.
  • Nott investigates a locked and trapped door, finding it magical.
  • Laura questions Halas about the door, learning golems open it.
  • Sam attempts to disarm the trap on the door but fails.
  • Liam examines books on the shelf, noticing a green one.
  • The demon hints at a poem in the green book.
  • Laura casts Zone of Truth on the demon, learning he doesn't know his name.
  • The demon claims the green book contains a special poem.
  • Caleb successfully opens the door with a Knock spell, leading to a staircase downwards.

03:18:22

Group discovers trapped adamantine chests; chaos ensues.

  • Laura speculates that the chests contain items taken from people.
  • Sam gestures approval and suggests stealing from the chests.
  • The group notices the chests are made of adamantine, a strong material.
  • Sam attempts to pick the lock on one of the chests.
  • Laura reminds Sam to check for traps before proceeding.
  • Sam successfully picks the lock but triggers a trap, collapsing as a result.
  • Nott is revived using a diamond and a spell called Revivify.
  • The group takes a short rest to recover before continuing.
  • Beau notices a shift in a depiction of different planes on a platform.
  • The group proceeds cautiously through the chambers, avoiding further traps.

03:29:42

Mysterious Prison Tower Holds Dark Secrets

  • The prison tower's floor layout is revealed to have a strange angled arrangement with new stairs replacing the old ones.
  • Each room on the floor is an extension of the previous one with minor design adjustments.
  • The floor features two sets of barred prison cells, one on each side, each about 20 by 20 feet, containing bodies.
  • One cell holds a skeletal body, while the other has a decaying body in nice clothes with a collar around its neck.
  • Moving to the fourth floor, each cell contains a new body, one dead and rotting, the other appearing to be sleeping.
  • Both bodies on the fourth floor have collars around their necks.
  • The bars on the cells are not trapped, but the door is, connected to a hidden line leading upstairs.
  • The group frees Yussa from his collar by removing it in the study, where he expresses gratitude and mentions missing components.
  • Yussa learns about Halas being trapped in a gem prison and warns against fulfilling any arrangement with him.
  • The group decides to take the gem with them and entrust it to Yussa or Allura for safekeeping.

03:40:55

"Deception, Trust, and Decisions: The Halas Dilemma"

  • 35 years have passed since the characters last interacted
  • A deception check is made, resulting in a natural one
  • The group discusses the idea of freeing Halas, who created freaks of nature
  • Yussa expresses appreciation for the group's actions
  • Concerns arise about Halas' morality and the consequences of freeing him
  • The group decides not to release Halas and to keep the Permaheart safe
  • Yussa becomes suspicious of the group, questioning if any of them are Halas
  • The group debates leaving Halas' body behind and sealing the gem away
  • Yussa's trustworthiness is questioned, leading to an insight check
  • The group decides to leave Halas' body in the study and take the gem, while also retrieving the anti-magic manacles

03:52:10

Group Overcomes Challenges, Focuses on Positivity

  • Last time, the group was in a dire situation, with one member almost dying, but they managed to help each other out.
  • They express gratitude towards each other for the support provided during their previous encounter.
  • The group is preparing to return to face challenges but expresses a desire to focus on positive experiences rather than the negative ones.
  • Caleb shares information from Halas' books with Nott to alleviate her fears.
  • The group harvests dragon parts, obtaining nine blue dragon's teeth and four claws.
  • The dragon parts are from a younger blue dragon, and the group decides to negotiate their value.
  • The group decides to return home through a sphere, emerging in Yussa's study after what seems like a short time but has actually been longer.
  • Allura arrives, dressed for a formal event, and expresses relief at the group's safe return.
  • Allura suggests a ritual to gain insight into the Angel of Irons situation, requiring specific items and a personal effect of the target, Yasha.
  • The group struggles to find a personal item of Yasha's for the ritual, settling on a drawing Jester made of her. The ritual begins, involving incantations and a circle formation, leading to the appearance of a chained form resembling Yasha.

04:06:28

"Revealing the Chained Oblivion: Allura's Revelation"

  • Allura performs a ritual with the group to reveal the form of her captor, leading to the discovery of a black, lightless void and the presence of the Chained Oblivion, a guise for the mad god Tharizdun.
  • The ritual is shattered, windows break, and the group feels their arms thrust apart, breaking the connection, as they learn that the Angel of Irons is a deception for the Chained Oblivion, a harbinger of destruction and endless hunger.
  • Allura decides to inform the council about the revelation, signaling a grave portent and leaving the group shocked and concerned about the implications of their discovery.
Channel avatarChannel avatarChannel avatarChannel avatarChannel avatar

Try it yourself — It’s free.