Akční film s adrenalinem u kterého neusnu

Set in the magical world of Exandria, on the continent of Marquet, Critical Role's third campaign is the story of an eccentric band of adventurers who find themselves entangled in fey chaos within the city of Jrusar and embroiled in the ancient mysteries surrounding the red moon Ruidus.

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...

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 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 enter the deadly crawler race known as Deathwish, where survival is the only rule and winning is the only option...

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 entangle themselves further in dangerous Fey business as they ride across the treacherous Hellcatch Valley to find answers to a growing mystery…

Bells Hells process their feelings as they work through moon mysteries, family conflict, and a shocking revelation about one of their own...

Bells Hells tinker with former friendships and robotic inner workings before returning to Paragon's Call, this time as newly minted members...

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 grapple with a devastating loss, refusing to accept fate's machinations as they attempt to stay a step ahead of Paragon's Call...

Bells Hells sail the stormy skies as they return to Jrusar and reconnect with allies in a race to keep hope alive...

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 traverse a dark and corrupted Whitestone and face twisted traumatic shadows of the past in their effort to save Laudna's soul...

Bells Hells return to safety from the treacherous shadow realm with renewed hope to save their lost friend...

Bells Hells must contend with the bureaucracy of being murder suspects before they can begin their turbulent travels to southern Marquet...

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 travel deep into the Gloomed Jungles with the Gorgynei to seek a godly trial that may help Chetney's plight...

Bells Hells depart from their new allies and head to Yios, where they are quickly dazzled by the lake-top metropolis' glamor and gambling...