The first arc of Campaign Two of Critical Role begins a new campaign set twenty-three years after Vox Machina defeated Vecna. The campaign is set on the continent of Wildemount, which is northeast of Tal'Dorei. Seven disparate individuals first meet by chance in the sleepy town of Trostenwald, but they quickly become involved in an investigation after a zombie attacks the recently arrived traveling carnival. Out of necessity, they come together as a group, calling themselves the Mighty Nein and setting off north. In the aftermath of the attack on the Zauber Spire, they find themselves exploring the underbelly of Zadash, gambling their fates with the Gentleman, and riding across the swamps of Berleben before engaging in merriment and mayhem among the folks of Hupperdook, oblivious to their soon-to-be changing fortunes.
On the way to Zadash, the party passed through the town of Alfield while it was under siege by a pack of gnolls. The group helped the Crownsguard repel the assault then tracked the gnolls to a nearby abandoned mine. With the assistance of a mysterious human cleric named Shakäste, they cleared the mine of gnolls and rescued several townspeople from Alfield who had been captured.
Caleb described the new party as "a motley group of assholes". In the city of Zadash, the group encountered various factions: the local Crownsguard, the Righteous Brand, a dissenting group known as the "Knights of Requital", and a local crime boss known as "The Gentleman". After doing a few odd jobs, the party finally decided to ally with the Gentleman, agreeing to do two jobs for him north of the city.
On their way to their first task in the Labenda Swamp, the party encountered a defenseless Kenku girl named "Kiri". They decided to bring her along with them and protect her.
They completed their task (securing a safe house owned by The Gentleman's organization) with the help of a draconic sorcerer named Calianna Mordsson. They also helped Cali accomplish her goal to find and destroy a ritual bowl used for contacting Tiamat. In the tunnels underneath the safe house, the party discovered a mysterious yellow orb. As soon as Fjord touched the orb, he had a vision of his former captain and mentor, Vandran, absorbing the same orb. The rest of the Mighty Nein saw Fjord push the orb into his chest and absorb it. When he came out of the vision, Fjord was unaware of what he had done. Later a yellow eye the same color as the orb appeared in the hilt of Fjord's sword.
On their way to the second task in Shadycreek Run, they passed through the town of Hupperdook and found a new home for Kiri.
Seven people, all with different backgrounds, meet by chance in a tavern in Trostenwald. Though not entirely sure of each other, they all decide to go to a local carnival together. But, what was meant to be a brief diversion soon turns into a fight for their very lives...
After killing the zombies, the new party find themselves under orders not to leave town and partial house arrest. The group decides to attempt their own investigation, but struggles to find any clues. They then return to the scene of the initial attack, to disastrous results.
The party faces off against two zombified guards and try to find Kylre. They discover Kylre has fled into the Ustaloch and track him to a small island where they must confront the fiend and Toya.
The group questions the Crownsguard for clarity about last night’s attacks, and their hunt for the gnolls leads them to a descent down a mysterious mine.
In claiming a reward for defeating the gnolls, the group names themselves the Mighty Nein before leaving Alfield for the bustling city of Zadash. What dangers lurk along the Amber Road, and what discoveries await them to the north?
The Mighty Nein finally make it into the Tri-Spire, exploring the upper echelon of Zadash and investigating the Knights of Requital’s claims of corruption within the government.
The Mighty Nein deal with the fallout from the night’s events, working to repair the fraying edges of the Knights of Requital and learning how to trust their own team.
The Mighty Nein strike a deal with The Gentleman. Mollymauk's worst nightmare comes to fruition when he is forced to confront and explain his own past.
Heading down an underground river, the Mighty Nein explore a long abandoned research facility, uncovering dangerous foes and even more dangerous secrets.
The Mighty Nein deal with the ramifications of their actions in the research facility, exploring more of the dark caverns beneath Zadash and experimenting with dangerous unknowns.