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January 11, 2018

Arc 1: Come Together

Seven disparate individuals first meet by chance in the sleepy town of Trostenwald, but they quickly become involved in an investigation after a zombie attacks the recently arrived traveling carnival. Out of necessity, they come together as a group, calling themselves the Mighty Nein and setting off north. In the aftermath of the attack on the Zauber Spire, they find themselves exploring the underbelly of Zadash, gambling their fates with the Gentleman, and riding across the swamps of Berleben before engaging in merriment and mayhem among the folks of Hupperdook, oblivious to their soon-to-be changing fortunes.

01. Curious Beginnings

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...

3h 25min
January 11, 2018

02. A Show of Scrutiny

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. They then return to the scene of the initial attack, to disastrous results.

5h 54min
January 18, 2018

03. The Midnight Chase

The party faces off against two zombified guards and try to find Kylre. They discover Kylre has fled into the Ustaloch and track him to a small island where they must confront the fiend and Toya.

3h 57min
January 25, 2018

04. Disparate Pieces

The party presents evidence of the devil toad’s corruption at a midnight trial, and Beau confronts an envoy from her past.

3h 57min
February 1, 2018

05. The Open Road

The group hits the road, preparing for a long trip to Zadash. But trouble in the small town of Alfield stops the band of adventurers in their tracks.

3h 44min
February 8, 2018

06. The Howling Mines

The group questions the Crownsguard for clarity about last night’s attacks, and their hunt for the gnolls leads them to a descent down a mysterious mine.

4h 9min
February 15, 2018

07. Hush

The group plunges deeper into the gnoll mines, coming across an unexpected ally, and wandering into a nest of dangers.

4h 31min
February 22, 2018

08. The Gates of Zadash

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?

3h 48min
March 1, 2018

09. Steam and Conversation

The Mighty Nein explore Zadash, looking for new jobs, finding old allies, and stumbling upon intriguing mysteries.

3h 44min
March 8, 2018

10. Waste and Webs

The Mighty Nein delve into the sewers of Zadash in search of the mysterious beast that has been terrorizing the Crownsguard.

4h 14min
March 15, 2018

11. Zemnian Nights

The Mighty Nein finally make it into the Tri-Spire, exploring the upper echelon of Zadash and investigating the Knights of Requital’s claims of corruption within the government.

5h 57min
March 22, 2018

12. Midnight Espionage

Hijinks ensue as the Mighty Nein attempt subterfuge in order to carry out the mission of the Knights of Requital.

4h 17min
March 29, 2018

13. Lost & Found

The Mighty Nein deal with the fallout from the night’s events, working to repair the fraying edges of the Knights of Requital and learning how to trust their own team.

4h 24min
April 5, 2018

14. Fleeting Memories

The Mighty Nein strike a deal with The Gentleman. Mollymauk's worst nightmare comes to fruition when he is forced to confront and explain his own past.

3h 17min
April 12, 2018

15. Where The River Goes

Heading down an underground river, the Mighty Nein explore a long abandoned research facility, uncovering dangerous foes and even more dangerous secrets.

3h 52min
April 19, 2018

16. A Favor in Kind

The Mighty Nein deal with the ramifications of their actions in the research facility, exploring more of the dark caverns beneath Zadash and experimenting with dangerous unknowns.

4h 14min
April 26, 2018

17. Harvest Close

The Mighty Nein attend the Harvest Close Festival, taking part in sweets and games of skill, and entering the challenging Victory Pit.

4h 18min
May 3, 2018

18. Whispers of War

The end of the Harvest Close Festival brings a victory overshadowed by the bigger problems of the Empire.

4h 28min
May 10, 2018

19. The Gentleman's Path

The Mighty Nein find themselves facing multiple choices as to their next actions and alliance.

3h 55min
May 17, 2018

20. Labenda Awaits

As The Mighty Nein get closer to Berleben, trouble awaits them on the road and in the swamp.

3h 44min
May 24, 2018

21. Stalker in the Swamp

A new ally joins the Mighty Nein as they head deep into the Labenda Swamp to investigate The Gentleman's mysterious safe house.

4h 35min
May 31, 2018

22. Lost Treasures

The Mighty Nein delve into the waters below the safehouse in an attempt to finish their first task for The Gentleman...

3h 38min
June 7, 2018

23. Have Bird, Will Travel

After finishing up some loose ends in the Labenda Swamp, the Mighty Nein head to the town of Hupperdook...

3h 58min
June 14, 2018

24. The Hour of Honor

Several members of the Mighty Nein find their pockets picked the morning following a drinking competition.

3h 47min
June 21, 2018

25. Divergent Paths

The Mighty Nein face a killer Clockwork Warden in the Gearhole Prison.

4h 1min
June 28, 2018