The Adventure Zone
Justin, Travis and Griffin McElroy from My Brother, My Brother and Me have recruited their dad for a campaign of high adventure. Join The McElroys every other Thursday as they kill a nauseating number of gerblins in ... The Adventure Zone!
The Infinite Clam: Part Three. The heroes fend off a curious lionfish while getting their bearings within a curious bivalve. A slapdash infiltration brings them face-to-face with the Super Captain. We all love the Super Captain!
The Infinite Clam: Part Two. The Coriolis is visited by an inscrutable little guy whose name definitely does not appear on the manifest. They reach their destination in the Phytal Flats, and then things go very south, very quickly.
The Infinite Clam: Part One. The newly employed crew of the Coriolis take on their first official job with the Bluespan Brokerage. Devo confronts his past as he crosses paths with the leaders of the Benevolent Parish.
Our heroes take their new ship to a VERY familiar aftermarket vendor, tacking on a few much-needed improvements. We spend a bit of time talking character classes, and finally come up with a name for the crew's new vessel!
The Gallery Job: Part Five. Our three intrepid Etherseafarers have survived their first gig, though, boy howdy, it was a close one. With Lux in hand, they go shopping for a gently used ship to call home.
The Gallery Job: Part Four. As one crisis interrupts another, the Dreams of Deborah's plucky crew must weigh their priorities. A Brinarr precariously teeters on the brink of death.
The Gallery Job: Part Three. A brief diversion during their first undersea voyage has proven to be far more arduous (and far more dangerous) than our heroes initially expected. A race for the prize breaks out with a new, well-armed competitor.
The Gallery Job: Part Two Three prospective contractors for the Bluespan Brokerage embark on their first, questionable voyage in the waters surrounding Founder's Wake. A lucrative, outrageously spicy opportunity presents itself along the way. Join us for the start of a new adventure in the undersea metropolis of Founders' Wake! For more info on this new setting, give a listen to our Prologue mini-series (or our special, abridged recap!) to hear how the Ethersea first took form.
The Gallery Job: Part One A Finner, an Orator, and a Brinarr walk into a bar. Well, first they walk into a job interview, and it doesn't go so great, so THEN they walk into a bar. Join us for the start of a new adventure in the undersea metropolis of Founders' Wake! For more info on this new setting, give a listen to our Prologue mini-series (or our special, abridged recap!) to hear how the Ethersea first took form. [more inside]
Winter arrives. The shoreside community begins the arduous process of migrating to their new undersea home. A suspiciously dormant kingdom plays its final, cataclysmic hand. Our Prologue draws to a close. Join us as we build our next campaign while playing The Quiet Year, a brilliant mapmaking game designed and written by Avery Alder. Learn more about The Quiet Year and purchase it for yourself here: https://buriedwithoutceremony.com/the-quiet-year See the maps and their alt-text here: http://bit.ly/EtherseaMaps
New dangers loom over the shoreside community as the rest of the mortal world retreats from the storm.Join us as we build our next campaign while playing The Quiet Year, a brilliant mapmaking game designed and written by Avery Alder. Learn more about The Quiet Year and purchase it for yourself here: https://buriedwithoutceremony.com/the-quiet-year See the maps and their alt-text here: http://bit.ly/EtherseaMaps
The shoreside community stands divided over their priorities as the storm looms ever closer. Join us as we build our next campaign while playing The Quiet Year, a brilliant mapmaking game designed and written by Avery Alder. Learn more about The Quiet Year and purchase it for yourself here: https://buriedwithoutceremony.com/the-quiet-year and see the maps and their alt-text here: http://bit.ly/EtherseaMaps
Forgotten relics from the past are unearthed and put to use as the shoreside community continues plotting their undersea departure. Join us as we build our next campaign while playing The Quiet Year, a brilliant mapmaking game designed and written by Avery Alder. Learn more about The Quiet Year and purchase it for yourself here: https://buriedwithoutceremony.com/the-quiet-year See the maps here: http://bit.ly/EtherseaMaps
Travelers from four war-torn kingdoms congregate at the edge of a fearsome storm, following a divine invitation emanating from deep within the Ethersea.Join us as we build our next campaign while playing The Quiet Year, a brilliant mapmaking game designed and written by Avery Alder. Learn more about The Quiet Year and purchase it for yourself here: https://buriedwithoutceremony.com/the-quiet-yearSee the end-of-episode map here: https://bit.ly/EtherseaMap1 [more inside]
Where have all the good folks gone? Where is all of HOG? We need a streetwise thunderman to stop these scheming gods. Isn't there a Firbolg upon a flying steed? Reality is ripping, someone get me Argo Keene! We need some heroes. [more inside]
The Thundermen race to stop the machinations of the gods. But first, they have to make it past an army of demons and settle some unfinished business. Luckily, they have help. A lot of help. A paradox is solved. A wrong is righted. A resignation is accepted. It is the beginning of the end.
With all the hustle and bustle of life, it's so easy to lose touch. That's why it's nice when there's an important life event (two gods trying to open a rift to hell) to bring us all together! So, let's get connected! Send a g-mail! Visit someone's house! Tear down these walls!
Time to answer some questions. Time to make some plans. Time for everything to change.
The Thundermen have been brought before an Unbroken Chain tribunal. They need to prove that they are worthy of membership or they will lose the chance to win the group's help in the upcoming war. Winning them over might be tricky, especially since the head of the tribunal is Argo's nemesis!You know what they say: If at first you don't succeed, try tribunal again!
It's a very special episode for week one of MaxFunDrive 2020. The Thundermen are shown what could be. We learn about crimes, both past and future. We find out more about the boys and they find out more about themselves. Much is revealed and makes things even less clear.
The Thundermen's time with the centaurs has come to a close. While Fitzroy recovers from his recent cursing, a new and present danger threatens the team.While Fitzroy buys some time, Argo takes a swing and the Firbolg changes. Maybe it could be said that everyone changes, but only time will tell.We're donating the ad revenue from TAZ this week to the Nina Pop & Tony McDade Mental Health Funds, organized by The Okra Project, and would encourage you to consider donating as well if you can. https://www.theokraproject.com/
Fitzroy is not doing well. The curse is consuming him from the inside out. Argo does his best to comfort him. The Firbolg is on the hunt.Chaos rears its head and all hell is about to break loose.
The Thundermen work with the Centaurs to find a solution to the apple issue. They encounter a spirit and make a bad first impression. Also, they eat some road snacks.A question gets resolved. The Firbolg makes a sacrifice. Nobody trusts the wizard. It's a pretty solid day of adventuring! That is, right up until the end...
The Thundermen have headed out for another real world assignment. They also have an assignment from Higglemas that they are working on. Before they reach the centaur camp, they need to level up and deal with some new friends. Plus, a shopping trip!
On the eve of another real world mission, the Thundermen finally get the whole story.Major questions are answered, everything is on the line and dinner is ruined.
Investigator Althea Song has some questions for the Thundermen. Meanwhile, each of the fellas has their own missions.A friendship is forged in favors, allegiances are questioned and a letter is sent. Also, the Thundermen go toe to toe with an Arena Champion.
A new semester has begun and with it comes a new guests, new questions, and new mysteries.The Thundermen have moved into their new dorm. The Firbolg confides in a friend, Argo ignores hidden dangers and Fitzroy takes on a project. Can friends be trusted? Who is this person asking question? And where did that new crepe station come from?!
The Thundermen are moving up in the world! Specifically, to the second floor of the imp filled hospital. A new friend is made and a major(?) enemy is defeated.
It's the semester break and the Thundermen are getting paid to do a little exterminating. Birds and rats and imps, OH MY!
It's the end of the semester! The Thundermen meet with some teachers, trick a counselor and look for poison. When the sun goes down, it's party time. For some that means presents and dancing. For others, oaths and secrets. A dream turns into a nightmare and it seems a friend is missing.
The buddies return to get their evaluations as well as some big news for Fitzroy. The Firbolg checks on a friend, gets some troubling information, and returns a library book. Argo has a decision to make and some quiet thinking to do.
The dorm-mates are dispatched on their first mission, squaring off against magma monsters, interplanar behemoths and a child's word puzzle. You'll never guess which one of those gives them the hardest time!
What do you get when you cross the North Pole, Jason Statham, A Christmas Carol, and the wildly inscrutable plotting of the Metal Gear Solid franchise? Well, you get this live show. Whether or not that's something you actually want is up to you. This episode's game is The Fight Before Christmas by Paul Matijevic (@Ettin64), which is a hack of Lasers & Feelings by John Harper.
The fellas are out in the world and things get real. Real litigious that is! Also, everyone goes shopping and gets stronger! Plus, Fitzroy scams a free drink! Roll to enjoy this episode... it's a CRITICAL HIT!
A pleasant sleep is interrupted by an unsettling messenger, but leads to a delicious meal. Then, the fellas get some fake real world experience. Welcome back! Please enjoy! [more inside]
In the grim darkness of the far future, there are only Dads. [more inside]
Class is in session. The gang enjoys a nice breakfast. Argo takes the blame while the Firbolg struggles to keep it together. A friendly game goes off the rails. Fitzroy makes a new friend, literally. Welcome back! Hope you enjoy TAZ:Graduation Episode 2!
It's the first day of school! There are new friends to be made and plenty to explore! The teachers and staff are here to help with any problem that may arise! Just be sure to steer clear of Groundsy's hut... Please enjoy the first episode of The Adventure Zone: Graduation!
We're answering some questions about The Adventure Zone: Amnesty in this bonus episode, and talking very, very briefly about our next season! It's called Graduation, and it launches next week!
Travis takes the reins in this not-remotely-canonical prequel to our recently concluded Appalachian supernatural drama. This is the wildest live episode of any podcast we've ever done. We're still not entirely sure what happened up there.
As we ready ourselves for the next season of Adventure Zone, we've got some special programming lined up for you! The first is this: Our live show from this past summer, live at the Ryman Theater in Nashville! It's a country western space opera, or, if you will: A Space Opry. Enjoy!
The curtain rises, and the machine is exposed. The Pine Guard stands in judgment of judgment itself. Two doors — two choices — illuminate the darkness. The final episode of The Adventure Zone: Amnesty. Thank you for listening.
The defenders of Kepler, West Virginia continue their desperate struggle for survival. A world away, a softly spoken truth reverberates down a subterranean chasm. The Pine Guard's destiny waits below. The penultimate episode of the Amnesty campaign.
Storm and fury overtake Kepler, West Virginia. Pieces of an ancient puzzle move closer together. The survivors of Sylvain's fall take shelter. The source of an unimaginable power is revealed.
The Department of Unexplained Phenomena's grip on Kepler's topside begins to loosen as The Pine Guard attempts to infiltrate their compound. A deadline approaches. The Quell is waiting.
The allied forces of Kepler, WV finish their preparations for the daunting task that lies before them. As the sun sets over the shattered mountain above, wheels are put into motion.
In the wake of prophetic new information, the Pine Guard's plan to save both of their worlds undergoes an ambitious revision. To pull it off, they'll have to forge more than a few uneasy alliances.
As the town of Kepler recovers from an environmental disaster, the Pine Guard catch up with a long absent former member. A harrowing vision propels them into one final hunt; but can they bring potential allies together in time to stave off annihilation?
One last Lunar Interlude. As Kepler recovers from the devastation of the last hunt, the Pine Guard reflects on the events that brought them to their final confrontation.
The shadow of war looms over Kepler, West Virginia. A troubled Pine Guard must race to thwart a hundred insidious plans, all of which appear to be reaching toward a single, horrific conclusion. Duck opens the way. Aubrey takes a deadly risk. Ned writes his confession. [more inside]
THE YEAR IS 20XX. Organic organisms have all but been erased from the face of Faerun. Today, a small band of resistance fighters will execute their final operation to topple their robot overlords. They will be joined by three goobers who have no idea where they are, or what's going on, or anything, really.
The Pine Guard is scattered, in more ways than one. Kepler's long-held secrets are coming to light over the course of a single evening. Their foe is beginning to take shape, but how much farther will they fall before they can stop it? Duck pushes the panic button. Aubrey confronts her past. Ned holds onto what little he has left.
The Pine Guard continue to chase down their target — but when said target can look or sound like anyone, how do they tell friend from foe? Duck goes on a field trip. Aubrey discovers a treasure trove. Ned makes a startling announcement.
Our heroes try to contain the spread of information through the citizens of Kepler, and try to keep their overeager allies in check. Aubrey gets stonewalled. Duck fights destiny. Ned says farewell to an old friend.
We're back with everyone's favorite podcast-within-a-podcast-about-the-original-podcast, as hosted by the people in said podcast! We're answering your questions about Amnesty, Live Shows and all the other pies we've stuck our fingers in over the years.
The Pine Guard are scattered to the wind as their shape-shifting target wreaks havoc around Kepler. Duck tells the truth. Aubrey wields her mightiest magic yet. Ned just tries to stay alive.
Join the original rowdy boys on a quest to hold off the apocalypse — again — by confronting a deity whose machinations are too sinister to truly behold. Or, maybe, he really just wants to throw a bangin' party. One of the two.
The Pine Guard face off against their shapeshifting quarry in precariously tight quarters, while their long-guarded secret inches closer toward the light. Aubrey joins the feds, Duck puts his board to work. Ned goes digital.
The Pine Guard negotiate with their would-be monster-hunting rivals, while the true nature of their quarry continues to elude them. Duck wears a belt. Aubrey has a tough conversation. Ned reaches out beyond the grave.
A new threat to Kepler, West Virginia makes itself known — both to the Pine Guard, and to a group less patient with its wanton destruction. Duck plays detective. Aubrey does some counseling. Ned gets seen.