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.
Seasons & Episode
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...
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...
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...
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...
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…
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 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 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...
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...
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 comes face to face with the terrifying entity known as the Nightmare King but the interaction leaves only questions to an increasingly perplexing puzzle...
The group readies themselves for the ball while beginning to piece together a cryptic puzzle of criss-crossing threads of fate...
With a heist somewhat planned the group attends the masquerade ball but have trouble keeping a low profile as various complications arise...
The ball takes several unexpected twists and turns when dancing shifts to fighting and fighting shifts to fleeing...
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…
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...
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...
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...
Newly arrived in the Heartmoor Hamlet, Bells Hells seek answers to long-sought questions and prepare for the midnight museum heist...
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...
Bells Hells may have located their quarry, but the heist is far from over as they face down freshly formed formidable foes...
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 finish their business in Jrusar and take to the skies on The Silver Sun skyship, where wonders and dangers lurk among the clouds…