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 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.
A Lunar Interlude. The Pine Guard catch their breath after a hectic, fateful hunt. Ned goes car shopping. Aubrey confesses to her misdeed. Duck meets a kindred spirit.
Angus McDonald had but one item on his Candlenights list: A very special action doll of his very favorite wrestler. Unfortunately for him, Tres Horny Boys were assigned to acquire said toy. Can our three heroes fulfill the boy detective's Candlenights wish? Or will the forces of outrageous consumer demand prove an unbeatable foe?
With an apocalyptic calamity looming over Kepler, the Pine Guard make their final preparations, and march to battle against a stationary, reality-twisting foe. Aubrey speaks to oblivion. Ned gets a taste of his own medicine. Duck says goodbye.
The Pine Guard are dialing into the identity of the abomination that's been terrorizing Kepler with accidental mayhem. But will prying eyes and woodland brawls prevent them from finally cracking the case? Duck reminisces with an old friend. Ned goes on a walk with a new friend. Aubrey threatens a rival.
BOO! That's us jumping out and surprising you with an episode that is A) One day early and B) An exquisitely spooky live adventure! It's our Halloween Special, and boy howdy, is it a wild one. Thanks to the Paramount Theater in Seattle, and everyone who came out to see us!
The Pine Guard welcomes and interrogates their new companion, and has another brush with the intangible, unlucky forces that seem to be conspiring against them. Duck teaches talking. Aubrey throws a drink. Ned threatens a book.
With another accidental catastrophe averted, The Pine Guard catch their breath and split up to take care of some mid-Hunt business. Aubrey takes some magic lessons. Ned reflects on his larcenous past. Duck makes use of the In-fur-mary.
We're running behind on the next episode of Amnesty, so in it's stead, here's our most recent live show from Atlanta, GA! Follow Tres Horny Boys and their inscrutable companion on a journey across the planes as they learn the horrible history of one of their iconic armaments.
The Pine Guard meet the voice on the other end of the prophetic phone calls, and receive a new, even more dire warning of impending disaster. Duck makes some friends in the forest. Aubrey eyes some eyeglasses. Ned hits the brakes.
A mysterious caller has warned the Pine Guard of a disaster that will befall Kepler's citizens in mere minutes. Will they be able to prevent this impending calamity? And just who was on the other end of the telephone line? Duck rushes in. Aubrey flames on. Ned discovers the awful truth.
The holidays have descended upon Kepler, West Virginia. While the town prepares for its annual festivities, the Pine Guard prepares for the coming Abomination. Ned gets under the hood. Aubrey does some risky sleight of hand. Duck gets two fateful phone calls. (Thanks to Evan Palmer [@evantickles] for our new cover art!)
Our heroes receive a letter from an old friend requesting their aid on the open seas. Spurred on by the promise of incredible treasures, Tres Horny Boys set sail -- but what dangers await them beneath the ocean's waves?
A Lunar Interlude. The Pine Guard and the residents of Amnesty Lodge take a well-earned break at a local winter recreation hotspot. Aubrey meets the Hornets. Duck reveals soupy secrets. Ned logs onto the InterNed.
The Pine Guard arrive at an unlikely battleground, and face off against their shapeshifting foe. With an ominous vision predicting catastrophe, can they conquer the abomination before meeting their end in a watery grave? Aubrey taps into something new. Duck takes flight. Ned goes for a night swim.
With Amnesty Lodge and its residents in peril, the Pine Guard sets out to plan their next hunt post-haste — but can they find the strength to do so without the guidance of their absent leader? Aubrey does some recon. Duck gets the hard questions. Ned goes for a drive.
In order to defeat the abomination plaguing the waters of Kepler, the Pine Guard must first take an otherworldly field trip. Duck becomes a flyboy. Aubrey wants to touch a crystal. Ned makes his television debut. Additional music: http://www.purple-planet.com/
Travis is on vacation, so here's our live show in Dallas from earlier this year! Tres Horny Boys reunite to help out some old friends who've run into some stiff competition with their small business, and perform more than a few explosive stunts along the way.
The Pine Guard's prey proves too elusive for them to take down with their usual methods, forcing them to turn to outside help. Like ... FAR outside. Ned fights his reflexes. Aubrey flames out. Duck gets his victory fanfare.