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Critical Role: The Mighty Nein

10.0(1 votes)
2018

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Episodes

Curious Beginnings
205m

1. 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...

A Show of Scrutiny
354m

2. 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.

The Midnight Chase
237m

3. 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.

Disparate Pieces
237m

4. Disparate Pieces

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

The Open Road
224m

5. 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.

The Howling Mines
249m

6. 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.

Hush
271m

7. Hush

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

The Gates of Zadash
228m

8. 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?

Steam and Conversation
224m

9. Steam and Conversation

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

Waste and Webs
254m

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.

Zemnian Nights
357m

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.

Midnight Espionage
257m

12. Midnight Espionage

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

Lost & Found
264m

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.

Fleeting Memories
197m

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.

Where The River Goes
232m

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.

A Favor in Kind
254m

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.

Harvest Close
258m

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.

Whispers of War
268m

18. Whispers of War

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

The Gentleman's Path
235m

19. The Gentleman's Path

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

Labenda Awaits
224m

20. Labenda Awaits

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

Stalker in the Swamp
275m

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.

Lost Treasures
218m

22. Lost Treasures

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

Have Bird, Will Travel
238m

23. Have Bird, Will Travel

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

The Hour of Honor
227m

24. The Hour of Honor

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

Divergent Paths
241m

25. Divergent Paths

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

Overview

Set in the magical world of Exandria, on the continent of Wildemount, Critical Role's Mighty Nein campaign is the story of a group of motley and chaotic adventurers who find themselves caught in the middle of a war between two nations. NOTE: This differs from 254002-critical-role/season/2 as this version has separate seasons for each arc of the campaign

Details

Genres

Action & Adventure, Sci-Fi & Fantasy

Language

EN

First Air Date

2018-01-11

Seasons

7

Episodes

145

More Info

Cast

Matthew Mercer

Matthew Mercer

Laura Bailey

Laura Bailey

Ashley Johnson

Ashley Johnson

Marisha Ray

Marisha Ray

Liam O'Brien

Liam O'Brien

Travis Willingham

Travis Willingham

Sam Riegel

Sam Riegel

Taliesin Jaffe

Taliesin Jaffe