Just like last week’s episode, this week has brought us revelation after revelation about the Mighty Nein’s deepest secrets. Just like in Campaign 1, it seems that about fifty episodes is the time it takes for the story to really kick into high gear.
Art by Hugo Cardenas (@Takayuuki_art)
Episode Summary
Previously on Critical Role, the Mighty Nein traveled to Nott’s hometown, the village of Felderwin. They knew that the town had just suffered a sneak attack from Kryn soldiers, but the heroes were not prepared for the secrets the village had in store for them. They visited the Brenatto Apothecary, the shop of someone Nott knew as Yeza. They learned that bizarre arcane experiments on a Kryn power called dunamis were being performed there by the Cerberus Assembly, aided by the loyal-but-foolish alchemist Yeza.
They also met Nott’s son, Luke. A young halfling who believed that his mother was dead. That she had been killed by goblins.
This episode, Jester asked Nott for answers. Is Luke her real son? What happened to her? Nott explained that she was once a halfling woman named Veth. She and Yeza were married, and had a child named Luke together. (Note that “Nott the Brave” is an anagram of “Veth Brenatto” and Nott has used the aliases of “Veth,” “Bren,” and “Otto” while in disguise throughout the campaign so far.) Veth died. One long, hard winter, she and her family tried to flee from Felderwin to somewhere with more food, but they were attacked by goblin raiders in the wilderness.
Veth broke off from her family to draw the goblins off. It worked. The goblins cornered her, tied her up, and took her back to their camp. Veth flung acid her husband had made into the face of their chieftain, and he died from the burns. The chieftain’s wife, incensed, took Veth to the clan’s shaman and commanded her to make Veth suffer. They took her to a river and drowned Veth in it. Even now, Nott can still feel the water in her ears and eyes and nose—explaining her debilitating hydrophobia. And then she died.
But not long after, she woke up again. She looked at her hands and saw them green and shriveled. Somehow, she had been reborn as a goblin. The goblins bound her once more and enslaved her. Nott’s told the rest. She managed to escape. But now she has a new mission. Nott begged for Caleb’s help in finding Yeza Brenatto, her halfling husband. Caleb’s old organization, the Cerberus Assembly, probably has him in their custody, forcing him to help them with their dunamis experiments.
But Caleb had a secret to reveal, too. His name was Bren Aldric Ermendrud, not Caleb Widogast. He had revealed some choice details about his story to Nott and Beau several months ago, but he finally came clean to everyone else. He came from the imperial capital, Rexxentrum, and attended the Soltryce Academy to learn magic. He was plucked out of his classes by the Cerberus Assembly, and was being primed to study the secret art of dunamancy, but before his instruction in this unknown art could begin, he “went a little crazy, and ran away.” He’s been on the run from his former teachers for a long time. He warned them that, if the Cerberus Assembly caught even a whiff of him, everyone’s lives would be in grave danger.
With all this new information bouncing around in their restless minds, the group traveled to an inn in Felderwin and bought a room for the night. Jester cleverly asked after Yeza, but learned precious little new information. Beau interviewed some townsfolk, using her status as a member of the Cobalt Soul to get information out of people.
The party learned from a group of soldiers that the Kryn soldiers attacked after a creature with giant jaws burst through the ground. The next morning, Caduceus asked the Wildmother for guidance: “What is Yeza’s destination?” A voice on the wind whispered to him Ghor Dranas—the ancient citadel of the Betrayer Gods, and the capital of the Kryn Dynasty. Yasha said that the entire city was covered in perpetual night.
Jester risked contacting Yeza with sending, and he responded. He knew not where he was. It was dark, and he had to stay quiet, but he thanked her for telling him that Veth was still alive. Jester then arranged for Nott’s son, Luke, to be escorted to Alfield. They paid some Righteous Brand soldiers to help keep Luke and Old Edith safe on the journey.
The Mighty Nein then burrowed into the collapsed tunnel the Kryn dug to invade Felderwin, and began their underground journey towards Xhorhas. The true adventure has just begun.
Art by Caio Santos (@BlackSalander)
Spotlight: Reincarnation
It’s not exactly clear how Veth changed shape, but the spell reincarnate seems like a good bet. This 5th-level transmutation spell is a druid-only alternative to the more common raise dead, which is gained by clerics and bards at the same level. This druidic method of resurrection is less commonly used than its clerical cousin, because reincarnate “fashions a new body for the [dead] creature to inhabit, which likely causes the creature's race to change.”
The spell includes an extensive d100 table containing every race and subrace found within the Player’s Handbook. However, many new player character races have been added to D&D since the release of the Player’s Handbook. If you’re playing with books such as Volo’s Guide to Monsters, Elemental Evil Player’s Companion, Mordenkainen’s Tome of Foes, or Guildmaster’s Guide to Ravnica, you may wish to have a more comprehensive table.
If you roll a race from a setting you aren’t playing in, such as Eberron or Ravnica, you must have the DM’s approval to use this new race. The Eberron races of Valenar high and wood elves, and Aereni high and wood elves have been omitted because of their connection to a specific culture within the setting; if you’re playing in Eberron, you can choose one these results if you roll a high elf or wood elf.
d100 |
Race |
1–2 |
Aarakocra |
3 |
Aasimar, fallen |
4 |
Aasimar, protector |
5 |
Aasimar, scourge |
6–7 |
Bugbear |
8–9 |
Centaur |
10–11 |
Changeling |
12–14 |
Dragonborn, chromatic (scale color DM’s choice) |
15–17 |
Dragonborn, metallic (scale color DM’s choice) |
18 |
Dwarf, gray (duergar) |
19–20 |
Dwarf, hill |
21–22 |
Dwarf, mountain |
23 |
Elf, dark (drow) |
24 |
Elf, eladrin |
25–26 |
Elf, high |
27–28 |
Elf, sea |
29 |
Elf, shadar-kai |
30–31 |
Elf, wood |
32–33 |
Firbolg |
34 |
Genasi, air |
35 |
Genasi, earth |
36 |
Genasi, fire |
37 |
Genasi, water |
38–39 |
Githyanki |
40–41 |
Githzerai |
42 |
Gnome, deep (svirfneblin) |
43–44 |
Gnome, forest |
45–46 |
Gnome, rock |
47–48 |
Goblin |
49–50 |
Goliath |
51 |
Half-elf |
52 |
Variant half-elf, aquatic |
53 |
Variant half-elf, drow |
54 |
Variant half-elf, wood |
55–56 |
Half-orc |
57 |
Halfling, ghostwise |
58 |
Halfling, lightfoot |
59 |
Halfling, stout |
60–61 |
Hobgoblin |
62–63 |
Human |
64–65 |
Kalashtar |
66–67 |
Kenku |
68–70 |
Kobold |
71–72 |
Lizardfolk |
73–74 |
Loxodon |
75–76 |
Minotaur |
77–78 |
Orc |
79 |
Shifter, beasthide |
80 |
Shifter, longtooth |
81 |
Shifter, swiftstride |
82 |
Shifter, wildhunt |
83-84 |
Simic hybrid |
85–86 |
Tabaxi |
87–88 |
Tiefling |
89 |
Tiefling, feral |
90 |
Tiefling, infernal* |
91–92 |
Tortle |
93–94 |
Triton |
95–96 |
Vedalken |
97 |
Warforged, envoy |
98 |
Warforged, juggernaut |
99 |
Warforged, skirmisher |
100 |
Yuan-ti pureblood |
If you rolled a result of Infernal Tiefling, roll once on the table below to determine which Infernal Legacy your tiefling has inherited.
1d8 |
Infernal Legacy |
1 |
Baalzebul |
2 |
Dispater |
3 |
Fierna |
4 |
Glasya |
5 |
Levistus |
6 |
Mammon |
7 |
Mephistopheles |
8 |
Zariel |
What lessons can we learn from Matthew Mercer and the Mighty Nein next week? Is it Thursday yet?
Unless otherwise credited, all images in this article are courtesy of Chris Lockey and Critical Role.
James Haeck is the lead writer for D&D Beyond, the co-author of Waterdeep: Dragon Heist and the Critical Role Tal'Dorei Campaign Setting, the DM of Worlds Apart, and a freelance writer for Wizards of the Coast, the D&D Adventurers League, and Kobold Press. He loves watching Critical Role and wants everyone he knows to get into it, too. He lives in Seattle, Washington with his partner Hannah and his very own Frumpkins, Mei and Marzipan. You can usually find him wasting time on Twitter at @jamesjhaeck.
Nice! Thank you for the work on the table, James!
At level 8, our heroes venture into the Underdark on a rescue mission... we've come full circle to where the Vox Machina campaign began streaming! ;)
Thank you the expanded reincarnation table, too! We have toyed with the idea of having a future campaign start with all reincarnated characters, or even being wild and requiring death and reincarnation as necessary plot points in whatever quest they are on. At least it's nice having a full table even if it comes up in our current campaign. Very nice!
... and to rescue a halfling, too! :)
Well I'll be.
This table would probably be good for randomly generating character sheets for one shots, thank you for the table
Is the Winged Tiefling from SCAG on the table?
Just as the variant human isn't on this table, neither is the variant tiefling. If you want variant traits like Devil's Tongue, Hellfire, or Winged, you can choose them if you roll a normal tiefling.
I was hoping that Vax would get hit with reincarnate after he died in the Kraken episode, but they opted for the vanilla route. I felt it would have been much more interesting, especially since a large part of Vex and Vax's arc was about how they are twins and how their fates are tied together. For Vax to then become something totally off the wall would have really added some *spice* to the story. Anyways, great article!
From Talesin: push the edges of what should be possible with a spell. Don't expect it to work, just explain and ask about it. If it's cool enough and the dice are on your side, chances are you'll get somewhere with it. Cadeuces' usage of thaumaturgy to suss out the extent of the cave-in was really neat. I specifically like the way Matt handled this one because there isn't really a "sense depth" spell.
That's the beauty of Dungeons and Dragons. With enough imagination, along with an open minded DM, characters can reap all kinds of unique results with even the simplest of spells.
I should note that the DM could choose a new form without rolling; that is an option. But it's always more fun to gamble with chaos and roll the dice.
Well... almost. Vox Machina were level 9 when they first dove into the Underdark. The Mighty Nein are only level 8 right now. But close enough, I suppose.
Thanks for the expanded chart James. Will it be added to the Homebrew section, or in some way made discoverable via search?
While I agree that the reincarnate spell seems like the most logical explanation for Veth's transformation, there is a small problem with it. " If the target's soul isn't free or willing to do so, the spell fails." It seems likely that Veth wouldn't willingly return to life as a goblin.
We all know that Matt Mercer still has a fondness for Pathfinder, and there happens to be a Pathfinder spell (for the Witch class) that fits the bill perfectly. It's from the Pathfinder SRD, so I don't think I would be breaking any rules by printing the description here.
Forced Reincarnation (Su)
Now that we have an idea how Veth was transformed into Nott, I can't help but wonder how Veth can be restored to her halfling form. I can think of two possibilities.
The first is the True Polymorph spell, but that could be dispelled.
The second is True Resurrection. That would require dying again, and I'm not sure if Veth would be returned to life in her halfling form, or her goblin form. I believe it would be her halfling form, because true Resurrection removes all negative effects and can create a new body.
I don't think Wish would work, because it is mainly designed to reproduce the effects of 8th level or lower spells.
Do any of you have other ideas that could restore Veth to her halfling form?
Could be something homebrewed like that! However, also the wording of Reincarnate could be open to DM interpretation. I could easily see (and would likely run it this way in my games) that the spirit has to be willing to return to life in general, without knowing the form until after. In general, when I have had PCs brought back from the dead, they don't really know how it is happening or what spell is doing it unless maybe if they are a spellcaster who could recognize it if they were alive. So even in my campaigns, I would play it with the person feeling a pull to return them to life somehow and they can either accept it or resist it.
What I'm curious about is if it was a reincarnation (which my wife was guessing before this episode, kudos to her!), is why would this hooded woman* spend 1000gp in spell components just to punish a halfling that killed their chieftain? Doesn't sound like a goblin tribe with thousands of gold pieces of goods lying around to use up out of spite (although if anyone would do that out of spite, I suppose goblins would) especially when the same thing could have just brought the leader back instead of the halfling that killed him. Gotta love revelations that raise more questions!
* I will note that Nott just referred to her as a "hooded woman" and I believe referred to the goblins as just "goblins" not "men" and "women." So there's a decent chance the spellcaster wasn't a goblin at all. Also, I did read some fan theories that Nott's Hooded Woman might be Molly's mysterious spellcaster from his background as well. But Molly's was referred to by Cree as "that spell slinger from the capital", so more likely to be an arcane caster from the impression I get of Rexxentrum rather than a druid. But who knows! We still probably have a couple more years of revelations left in this campaign! :)
Unimportant side note: I believe The J Trio are part of the Crownsguard not the Righteous Brand, right? They were already in town before the attack. I could be wrong, but that's how I remember it before rewatching.
Like the table 😀
In the Pathfinder campaign I've been playing in for the past few years, a necromancer snuffed my barbarian and the party found a magical shroud to reincarnate him with a high probability I would return in my original form. But because my famously-awful dice luck, I instead shifted from a 6' 7" human barbarian to a 3' 4" halfling. I was reminded of this when I watched the recent episode, and I can see James agrees that reincarnate seems most likely.
For those being sticklers about spell description (even as part of a character's backstory) remember that (A) Matt Mercer is a story-focused DM, and (B) Veth's spirit almost certainly would want to return to life since she had a husband and son to reunite with and take care of. She wouldn't have any way of knowing she'd come back in the form of her captors.
It would be cool if you could be reincarnated as a monster. Like if you died and came back a little intelligent pseudodragon.