The Gates of Zadash

is the eighth episode of the second campaign of Critical Role. The group decides upon a name and leaves Alfield, heading back on the open road to Zadash... though not without having to deal with the dangers of the road.

Announcements

 * D&D Beyond returns as a sponsor! Sam reads stories from critters...all of which somehow revolve around Sam covering himself in mayo.
 * Amazon Prime users can get a free Twitch subscription every month with Twitch Prime.
 * Brian W. Foster hosts Talks Machina every Tuesday! Matt promises to foist this announcement onto Marisha in the future.
 * Podcast for Hush is up on the G&S website.
 * Emerald City Comic Con is this weekend! Dark Horse will be selling the limited print run of Vox Machina Origins there. Travis and Laura will get there around "noon-thirty" on Friday, March 2.
 * Issue #5 of Vox Machina comes out digitally on March 7.
 * The cast recommends you check out, support, and/or volunteer for 826 LA or local branches near you.
 * Matt will be at Lexington Comic and Toy Convention next weekend.
 * We're Alive: Frontier just began on Project Alpha, hosted by Ivan Van Norman. Marisha's new show with Matt Key, Key Questions, begins next Tuesday (March 6).
 * Laura and Travis are having a baby! Sam suggests having a naming contest (Laura shoots him down).

Part I
The party notes the disappearance of Shakäste before proceeding to drink and party for several hours. During this time, Caleb Identifies several of the items that the party has acquired, including a Wand of Smiles, nonmagical manacles, the gnoll Pack Leader's glaive, a ring of Water Walking, and a glove that can cast Scorching Ray.



The party ends up renting additional rooms for the night. In Nott and Caleb's room, Caleb resummons Frumpkin and wears him as a scarf.

Jester writes in her journal to the Traveler, noting that she misses him and wondering if he can still be with her this far from Nicodranas. The Traveler psychically comforts Jester. Beau opens the Baumbauch packages. One is an inventory update, one is a complaint, and one is a coded letter explaining a future shipment to the Baumbachs.

The next day, before heading north, Jester blackmails Starosta Kosh into writing a letter of recommendation for Fjord to attend the Soltryce Academy.

The day's travel was uneventful, but that night, Mollymauk fails to notice the bandits creeping up on the camp. Caleb wakes from his Alarm, rousing the rest of the Mighty Nein and greeting a group of several bandits led by Trevor. After attempting to intimidate Trevor with the help of Friends, Caleb incinerates him with a Scorching Ray, immediately falling unconscious due to several arrows hitting him. Molly utilizes his Charm Person spell to convince the remaining bandits to lay down their arms and strive for a more honest way of life.

Break

 * Journal promo for "We're Alive: Frontier."
 * Dry erase marker promo for Key Question
 * How to Play: Grimm Forest

Player Characters

 * Beauregard
 * Fjord
 * Frumpkin
 * Jester
 * Nott
 * Mollymauk Tealeaf
 * Caleb Widogast
 * Yasha (absent, mentioned)

New

 * Horses:  Loo, John, Crapper, and Toilet (named by Nott)
 * Pumat Sol (Prime)
 * Pumat Sol 2
 * Pumat Sol 3
 * Pumat Sol 4
 * Trevor (dead; killed by Caleb and Jester)
 * Durmas

Returning

 * Crute
 * Bryce Feelid
 * Kosh
 * The Traveler (telepathic communication only)

Mentioned

 * Jules
 * Herma
 * Petrov
 * Shakäste

Trivia

 * In this episode, the Campaign 2 adventuring party adopted a group name:  Mighty Nein.