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.
Bells Hells delve into the claustrophobic caverns of Athos Peak, seeking the resting place of an ember of the great fire primordial Emperor Rau'shan...
Bells Hells explore the island of Kalutha and prepare themselves to take counsel from the fated wisdom of the Great Tree of Atrophy...
Bells Hells continue their journey through the fog-shrouded ocean of the Shattered Teeth with the skeletal crew of the Crimson Abyss, where surprising requests lead to surprising results...
Bells Hells engage with a cursed pirate ship filled with ghosts, seeking passage across the waters of the Shattered Teeth, but a parley is not easily granted...
Bells Hells travel to the fog shrouded islands of the Shattered Teeth and meet several of the unusual denizens of the chaotic land...
Bells Hells return to Bassuras, seeking their friend Imahara Joe's assistance, but they quickly discover that Joe needs their aid first... and fast...
Bells Hells take some time to enjoy Zephrah before resuming their search for answers and aid in their fight against Ludinus and the Ruby Vanguard...
Bells Hells race to return to Zephrah with faith that their gains in the Grey Valley will save Keyleth and return hope to their fight...
Bells Hells search for a way to cure Keyleth and confront the demonic denizens that have made the cursed Grey Valley their homebase...
Bells Hells arrive in Orym's hometown of Zephrah and learn of a possible solution to Keyleth's lingering wounds, but acquiring the key ingredient is a dangerous endeavor...
Bells Hells settle into their reunion, comparing notes between experiences and dealing with the consequences of past actions...
Though split across the continents of Exandria and separated by the constraints of weird magic, both teams of Bells Hells converge in Jrusar to finally reconvene with their companions...
Team Issylra must battle a strange shadow entity in order to find a way home, but plans stall when a shocking revelation rocks the group to its core...
Team Issylra trek towards the mountains of the Demithore Valley in search of a teleport spell while taking time to bond as friends and as a team...
Team Issylra battles agents of the Dawnfather as they attempt to release the temple's unwanted and autocratic rule over the town of Hearthdell...
Team Issylra makes their way towards civilization, where a small town's troubles with an overbearing temple offers a new perspective on how helpful the gods can be...
Orym, Ashton, and Laudna find themselves in an unfamiliar land, meeting unfamiliar people, as they attempt to piece together why they were separated from their friends and where exactly they are in the world...
Bells Hells' Team Wildemount are assailed by the corrupted creatures of Molaesmyr as they attempt to flee with the secrets they've obtained from the ruins...
Bells Hells’ Team Wildemount venture deeper into the haunted ruins of Molaesmyr and search for the tower that once belonged to the imperious mage Ludinus Da’leth…
Bells Hells' Team Wildemount travel through the cursed Savalirwood as they attempt to locate the ruins of the corrupted city Molaesmyr...
Bells Hells' Team Wildemount meets with the King and Queen of Uthodurn, where insight on Ludinus Da'leth reveals a new focus and destination for the group...
Bells Hells' Team Wildemount tangles with the pasts of some of their own through enigmatic dreams and illuminating confrontations...
The Team Wildemount half of Bells Hells arrive in Uthodurn, where they get a wider sense of how magic is responding to the events of the apogee solstice...
With the magic of the apogee solstice having split the party across Exandria, half of Bells Hells must contend with the dangers and surprising connections of Northern Wildemount...
Bells Hells race against time and lifelong plotting as they attempt to stop the Ruby Vanguard from releasing the god-eater Predathos and potentially dooming the world...
With the apogee solstice imminent, Bells Hells begin their infiltration of the Tishtan ruins, where they encounter new faces in the fight against the Ruby Vanguard...
Bells Hells travel the aurora-filled skies of the Hellcatch Valley, concocting plans and gathering allies as the days tick down to the apogee solstice...
Bells Hells need to leave the Fey Realm behind, but the threats on their scent are extremely unkind...
Bells Hells carefully traverse the shadowy side of the Fey Realm and dodge numerous dangers in their attempt to destroy the first Malleus Key…
Bells Hells travel to the Fey Realm, where they meet Fearne's curious Nana Morri and learn more about Fearne's unconventional upbringing...
Bells Hells return to the Aydinlan Seminary to speak with two professors about the mysteries affecting their friends, but an unexpected guest complicates everything...
Trapped in the basement of a fugitive, Bells Hells turn to chaos in an effort to escape their hunters and learn more about who leads their adversaries...
Bells Hells seek out answers about the stolen texts from members of the Grim Verity, but the knowledge revealed could change everything they know about the gods of Exandria…
Bells Hells depart from their new allies and head to Yios, where they are quickly dazzled by the lake-top metropolis' glamor and gambling...
Bells Hells travel deep into the Gloomed Jungles with the Gorgynei to seek a godly trial that may help Chetney's plight...
Bells Hells reflect upon the latest and strangest moon developments as they near the Gloomed Jungles and prepare for a potential rendezvous with the Gorgynei lycans...
Bells Hells must contend with the bureaucracy of being murder suspects before they can begin their turbulent travels to southern Marquet...
Bells Hells return to safety from the treacherous shadow realm with renewed hope to save their lost friend...
Bells Hells traverse a dark and corrupted Whitestone and face twisted traumatic shadows of the past in their effort to save Laudna's soul...
Bells Hells magically arrive in the city of Whitestone and meet a few legendary heroes in their search to save Laudna, but discover that her soul is not so easily retrieved...
Bells Hells sail the stormy skies as they return to Jrusar and reconnect with allies in a race to keep hope alive...
Bells Hells grapple with a devastating loss, refusing to accept fate's machinations as they attempt to stay a step ahead of Paragon's Call...
Surrounded by chaos, Bells Hells act quickly to secure their quarry, but their attempted escape leads to an unexpected confrontation with a deadly foe...
Bells Hells tinker with former friendships and robotic inner workings before returning to Paragon's Call, this time as newly minted members...
Bells Hells process their feelings as they work through moon mysteries, family conflict, and a shocking revelation about one of their own...
Bells Hells entangle themselves further in dangerous Fey business as they ride across the treacherous Hellcatch Valley to find answers to a growing mystery…
With a mother-daughter reunion interrupted by deception, Bells Hells must decide who they can trust and how to navigate the tides of dangerous new knowledge...
Bells Hells enter the deadly crawler race known as Deathwish, where survival is the only rule and winning is the only option...
Bells Hells tend to their inner relationships before returning to the Seat of Disdain, but a surprising face in Paragon's Call rattles several members of the group...
Bells Hells seek out allies and options in their evolving plan to infiltrate Paragon’s Call…
Bells Hells explore Bassuras and the Paragon's Call stronghold while getting to know their new friend Dusk, whose past strangely intersects with one of their own...
Bells Hells’ fantastical flight takes them to the lawless town of Bassuras, where danger, deception, and delight lurk behind every corner…
Bells Hells finish their business in Jrusar and take to the skies on The Silver Sun skyship, where wonders and dangers lurk among the clouds…
Now returned to Jrusar, Bells Hells meet with old and new allies to catch up on the city news and determine their next mission...
Bells Hells may have located their quarry, but the heist is far from over as they face down freshly formed formidable foes...
With the heist underway, Bells Hells explore the traps and trinkets of the Twilight Mirror Museum, finding unexpected dangers as they venture deeper into the vault...
Newly arrived in the Heartmoor Hamlet, Bells Hells seek answers to long-sought questions and prepare for the midnight museum heist...
While traveling to the Heartmoor Hamlet, Bells Hells find their night's rest interrupted by an enormous fey plant creature intent on devouring them whole...
With a strange job to take and stranger mysteries to chase, Bells Hells prepares for their journey into the Oderan Wilds while opening up about their lives and their secrets...
With a new alliance made, Bells Hells discover an unsettling entity within the mines beneath the city whose terrors are more potent than any of them bargained for...
Bells Hells awaken to the repercussions of their antics at the ball, but the unwanted attention of certain parties could be the key to unraveling some of Jrusar’s mysteries…
The ball takes several unexpected twists and turns when dancing shifts to fighting and fighting shifts to fleeing...
With a heist somewhat planned the group attends the masquerade ball but have trouble keeping a low profile as various complications arise...
The group readies themselves for the ball while beginning to piece together a cryptic puzzle of criss-crossing threads of fate...
The group comes face to face with the terrifying entity known as the Nightmare King but the interaction leaves only questions to an increasingly perplexing puzzle...
After a successful but interrupted burglary, the party splits in order to follow leads, go on a date, and investigate the machinations of the mysterious Nightmare King...
The group continues their search for Chetney's missing friend, even as their discoveries yield stranger and stranger reports about the man they're looking for...
The group gets to know a very unusual new friend who requests their help in a missing person's case while Dorian receives some unwelcome tidings from a beloved family member...
After a performance goes slightly awry, the group begins investigating the strange disappearances that have all taken place in and around the Dreamscape Theater...
The group celebrates their success by getting to know each other better and looking into the background of Orym's contact in the city, but the past is following one of them closely...
After stumbling into a literal den of thieves, the group picks up their quarry’s trail and seek the end of the thread they’ve pulled…
Determined to avenge a tragic loss, the group takes to the streets in search of answers, but their probing into Jrusar's secrets could have dangerous ramifications...
While investigating a series of thefts at the behest of their potential patron, the group stumbles onto something much more dangerous than they anticipated, with lasting consequences...
The three groups of adventurers slowly begin to form a cohesive unit as a tentative alliance is forged with the vigilant and mysterious Lord Eshteross...
Disparate souls collide in the mountain spires of Jrusar when three different groups of adventurers meet during a battle against an unusual array of enemies...
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.
as Dungeon Master
as Imogen Temult
as Orym