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1x15 Where The River Goes

4/19/2018232 minCritical Role: The Mighty Nein

Season 1 Episodes

25 episodes
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205 min

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...

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354 min

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.

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237 min

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.

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237 min

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.

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224 min

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.

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249 min

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.

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271 min

7. Hush

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

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228 min

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?

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224 min

9. Steam and Conversation

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

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254 min

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.

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357 min

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.

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257 min

12. Midnight Espionage

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

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264 min

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.

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197 min

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.

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232 min

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.

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254 min

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.

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258 min

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.

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268 min

18. Whispers of War

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

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235 min

19. The Gentleman's Path

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

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224 min

20. Labenda Awaits

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

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275 min

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.

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218 min

22. Lost Treasures

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

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238 min

23. Have Bird, Will Travel

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

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227 min

24. The Hour of Honor

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

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241 min

25. Divergent Paths

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