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.
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...
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 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.
The party presents evidence of the devil toad’s corruption at a midnight trial, and Beau confronts an envoy from her past.
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 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.
The group plunges deeper into the gnoll mines, coming across an unexpected ally, and wandering into a nest of dangers.
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?
The Mighty Nein explore Zadash, looking for new jobs, finding old allies, and stumbling upon intriguing mysteries.
The Mighty Nein delve into the sewers of Zadash in search of the mysterious beast that has been terrorizing the Crownsguard.
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.
Hijinks ensue as the Mighty Nein attempt subterfuge in order to carry out the mission of the Knights of Requital.
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.
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.
Heading down an underground river, the Mighty Nein explore a long abandoned research facility, uncovering dangerous foes and even more dangerous secrets.
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.
The Mighty Nein attend the Harvest Close Festival, taking part in sweets and games of skill, and entering the challenging Victory Pit.
The end of the Harvest Close Festival brings a victory overshadowed by the bigger problems of the Empire.
The Mighty Nein find themselves facing multiple choices as to their next actions and alliance.
As The Mighty Nein get closer to Berleben, trouble awaits them on the road and 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.
The Mighty Nein delve into the waters below the safehouse in an attempt to finish their first task for The Gentleman...
After finishing up some loose ends in the Labenda Swamp, the Mighty Nein head to the town of Hupperdook...
Several members of the Mighty Nein find their pockets picked the morning following a drinking competition.
The Mighty Nein face a killer Clockwork Warden in the Gearhole Prison.