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Campaign One, or The Campaign of Vox Machina, is the first campaign of Critical Role. It follows a group of adventurers, Vox Machina, first in their adventures across the continent of Tal'Dorei and eventually the larger world of Exandria and other Planes of Existence.

Vox Machina arrives at the cavernous underground city of Kraghammer intent on rescuing a missing halfling paladin. They sample the culture of the city and find themselves coming face-to-face with the horrors coming from beneath the city...

Vox Machina makes a deal with Nostoc Greyspine to put an end to the darkness now rising up from the bowels of the earth. The party gears up and makes their way into Kraghammer's mine, beginning a miles-long trek down into the veins of Khaloor.

After saving Grog, the party comes across a duergar war camp controlled by a mind flayer. After a failed initial attack, Vex'ahlia and Keyleth find a powerful and unlikely ally.

Vox Machina forms a tentative alliance with an illithid outcast, named Clarota, deep inside the caverns under Kraghammer. The heroes devise a plan and fly themselves down to the center of the enemy's war camp to chance a risky assassination attempt on a creature that could easily break their wills with a glance.

Having successfully slain a dangerous illithid and its dwarven general, Vox Machina finds themselves surrounded by a small army of duergar. Barely escaping with their lives, they press forward, quickly realizing their path is growing more dangerous with every step into the darkness.

Vox Machina and Clarota continue to wind their way ever downward, eventually reaching the duergar fortress of Emberhold. With a little dash of gnomic derring-do, the group sneaks in through a secret entrance to begin searching for the captive Lady Kima of Vord.

With an uneasy agreement struck between Lady Kima of Vord and Clarota, Vox Machina quietly begins a search of Emberhold. Lady Kima means to strike a blow against their unseen enemy by cutting off the head of K'Varn's military forces, but the ensuing battle may come at a price...

Vox Machina, broken and battered, struggles to survive after a catastrophic battle with the duergar king and queen. Relying on Vex'ahlia's knowledge of the Underdark and her skill at tracking prey, the weary adventurers press on into the depths only to come across a perilous sea of bone and glass...

Vox Machina battles the duergar queen, Ulara, before she can make a thrall of Grog. Keyleth and Lady Kima settle their differences, Vax'ildan encourages the druid that she is not alone, and the party makes their way to the illithid colony of Yug'Voril.

After encountering a menagerie of trouble, Vox Machina looks into a cavern alcove and discovers the veil between planes that K'Varn stepped through to gain entrance to Yug'Voril. Making their way forward, Keyleth performs a Scrying ritual on the being himself, and discovers his true identity...

Vox Machina and their allies commence their assault on K'Varn's temple. Who will survive this grueling battle?

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With K'Varn killed and the dread god Orcus's machinations put to an end, the party struggles with what to do next. Before a decision can be reached, several illithid glide into the chamber of the elder brain, and victory quickly yields to impending doom as Vox Machina struggles to escape the city alive...

After allowing themselves a single night's rest back in the city of Emon, the members of Vox Machina set out for their meeting with Sovereign Uriel Tal'Dorei II and the Tal'Dorei Council. Once the Council learns of the Horn of Orcus, a course of action is eventually decided upon, and the party then heads out into the city to gear up for the mission at hand.

With the arrival of the envoys of Bahamut and the holy container in which to transport the evil Horn of Orcus, Vox Machina prepares to travel to the distant and ancient city of Vasselheim.

As Vox Machina completes the journey across the Ozmit Sea, Lady Kima of Vord arrives and prepares the group for the culture shock awaiting them in Othanzia's capital city of Vasselheim.

Parting ways with one of their members, Vox Machina is now adrift in a strange and unfamiliar city. After Grog dukes it out in a fighting pit, Vox Machina rushes to help against an attacking beast outside the city, which ends up setting a chain of events in motion.

With Vox Machina now split, Scanlan, Percy, Vex'ahlia, and Grog find themselves teaming up with an unlikely duo assigned by Huntmaster Vanessa Cyndrial of the Slayer's Take guild. The task at hand: ridding the wilds around Vasselheim of a troublesome white dragon past the frost-harried north of the Vesper Timberland...

Scanlan, Percy, Vex'ahlia, and Grog continue their quest with Lyra and Zahra to hunt Rimefang, an adult white dragon who was pursued by previous bands of veteran adventurers from the Slayer's Take who never returned! Is this a suicide mission or a true test of will?

Like their companions before them, Keyleth, Vax'ildan, and Tiberius begin their contract for the Slayer's Take along with a driven and mysterious young cleric named Kashaw and a hardened dwarf by the name of Thorbir. The group's mission—to track down and kill an elusive rakshasa that has been preying on wealthy travelers within the city—leads to the Velvet Cabaret, an exotic establishment in the Duskmeadow District...