Campaign 2 is the second campaign of Critical Role. It takes place in 835 P.D., approximately twenty years after the adventures of Vox Machina. The returning cast plays all-new characters (with the exception of Laura Bailey's character, Jester, who previously appeared in two one-shot adventures) and features the continent of Wildemount as its primary setting. In the eighth episode, the adventuring party adopted the name "The Mighty Nein".
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. Then they return to the scene of the initial attack, to disastrous results.
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?
For Campaign 2, Matthew Mercer used a houserule for the players to roll their ability scores during character creation. For each score, they rolled 4d6 and dropped the lowest die. If the sum of all ability scores for a player was less than 70, then that player had the option to reroll all scores. They could rearrange the scores as desired.