The Abyssal Auction: Part FiveThe Coriolis crew collect their winnings — among other things — and begin their extraction from a doomed deep sea marketplace. A slight complication: The deep sea marketplace is trying to doom them as well.Additional music in this episode: "Troubadour" by Mirco Cortesi https://cormi57.wordpress.com/musica/; "Night III", "Day II", and "Day I" by Swelling https://swelling.bandcamp.com; "Outsiders in Nome" by Mystery Mammal https://soundcloud.com/mysterymammal; and "Epic Battle Music 01" by Airwolf89 https://freesound.org/people/Airwolf89/.
The Abyssal Auction: Part Three Let the money fight commence! As our turquoise heroes bid to claim their quarry, their opponents move against them, mostly because of the many terrible impressions they made in the previous episode.Additional music in this episode: "Piano Improvisation" by Moon Finger; "The Whisper" by Pipe Choir III www.pipechoir.com; and "Night I" by Swelling.
The Abyssal Auction: Part Two After an unfortunate journey, the Coriolis arrives at a fancy, clandestine deep sea auction house. Time to do what exactly one-third of this party is good at: Shmoozing the room. Additional music in this episode: "Creepy Bell Music 01" by Magmi Soundtrack; and "Piano" and "Late Jazz Piano" by Szegvari.
The Abyssal Auction: Part One The crew of the Coriolis take on a new mission, one that exchanges the slimy hazards of enormous mollusks for the slimy hazards of good old-fashioned capitalism. Let's have a money fight! Additional music in this episode: "Creepy Bell Music 01" by Magmi Soundtrack.
With their first proper mission under their belt, the crew of the Coriolis attempt a series of negotiations with mixed results. A night at the Cloaca forges new friendships, while morning at the Gills forges new ... enemy ships. Additional music in this episode: "Piano Abstract" by Ubik; and "Intense Horror Music 01" by Magmi Soundtrack
The Infinite Clam: Part Six Amber, Devo and Zoox face off against foes both tangible and cerebral, within and without, ancient and new. The Infinite Clam's power is harnessed at great cost. Additional music in this episode: "Phased Drops" by Michael Carrier
The Infinite Clam: Part Five The crew of the Coriolis approach the anomaly that has trapped them in their current bivalve environ. Amber takes a dive. Devo exercises surprising restraint. Zoox experiences a metaphysical identity crisis.
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!
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]
Welcome to the Adventure Zone! SEE! The illustrated exploits of three lovable dummies set loose in a classic fantasy adventure! READ! Their journey from small-time bodyguards to world-class artifact hunters! MARVEL! At the sheer metafictional chutzpah of a graphic novel based on a story created in a podcast where three dudes and their dad play a tabletop role playing game in real time! [more inside]
We're moving on to a new game, new genre and new world as we continue our run of experimental mini-arcs! This time around, Griffin's back in the saddle as GM as we play the Horror-Lite RPG Monster of the Week! Join us in this setup episode if you want to hear about this arc's setting, and get the 411 on our new characters.
Our heroes are joined by a familiar face as they take on a dangerous heist in another reality. ALSO: Some news about the next few experimental arcs!
Our new heroes attend a corporate mixer for the Do-Good Fellowship that will change the course of their very lives. The first chapter in Clint's superhero story, taking place inside of the Fate system. Remy embarks on a slider quest. Nadiya threatens a co-worker. Irene solves a particularly difficult employee benefit issue.
Earlier this year, Tres Horny Boys rolled up on Austin, Texas, and wove a tale of demons, dreamscapes and High School Drama. THIS IS THAT TALE.
Our heroes' party has just undergone a fairly shocking expansion. They're now tasked with an infiltration mission that hits close to home. As the pieces move into place for the endgame, what do our heroes hope to find -- and where do their allegiances lie? Merle goes along for the ride. Magnus faces a difficult decision. Taako makes one last deal.
With a fairly rowdy loop behind them, our heroes come face-to-face with divinity, and try their darndest not to make complete asses of themselves. With the Big Clock winding down and their prize in sight, can Tres Horny Boys save the day -- or, at least, one of the days? Merle goes deity shopping. Magnus takes a Chance. Taako lends a hand.
Our heroes explore an extremely deadly derelict mine in an attempt to find out what's happening to Refuge every time the clock strikes noon. They do so with the usual amount of caution and grace, which is to say things go very, very, very poorly, very, very, very often. Merle makes some furry friends. Magnus finds a trap the hard way. Taako flies to Heaven.
Our heroes start to get a hang of the difficult business of repetition as they learn more about Refuge and the events that led the town to such a sorry state. How much catastrophe can they undo in 60 minutes? Certainly they can't make things worse -- can they? Taako burns some spell slots. Magnus goes Over the Top. Merle's evangelism is met with the usual reception.
What waits for our heroes on the other side of the time-stuck barrier? Seriously, what could be in there? A dragon made out of time? A parallel universe where people eat time like snack chips? A genuinely kind of innocuous, rustic town? Whatever it is, one thing's for sure: There's about to be some trouble in that bubble. Merle does some successful evangelizing. Taako gets caught red-handed. Magnus rushes in!
After a fairly morose start to the episode, our heroes are launched -- with great speed -- into a new adventure. What awaits them inside of the time-stuck anomaly? More important question: Who's ready for SUMMER FASHIONS? Merle exhibits classic Dwarven jealousy. Magnus loves a fish. Taako accidentally saves the day.
That last adventure was a tough one. Our heroes have earned some time off -- both from mortal danger, and from each other. But how do adventurers spend their downtime between jobs? Also, what's hot and fresh at the bakery counter of the Fantasy Costco? Magnus considers a change in careers. Merle dishes out some beard-centric philosophy. Taako takes on a pupil.
Hey, things aren't really going that great for our heroes right now, but on the plus side -- it's MaxFunDrive time! You can support our show by going to maximumfun.org/donate, though unfortunately, you can't really support our heroes right now; they've got to un-goof this situation themselves. Merle saves a life. Magnus gets new legs. Taako introduces a long-overdue tentacle scene to the show. [more inside]
Our heroes recover after performing some impromptu emergency surgery on their holiest team member, and then, after kicking it for a while, learn the secrets of the universe. No big deal. Taako tries on a new voice. Magnus does some backseat Regulating. Merle learns about an exciting new plant.
Can our heroes achieve a competent victory against three relatively unkillable foes? More importantly: Can they do any sick stunts while doing so? Taako conjures up the ultimate terror. Magnus has a public service announcement. Merle faces a crystal conundrum.
We may have finally found a challenge that our heroes cannot overcome: Math-based trivia. Can our heroes stump their animatronic captor before turning extra crispy? Can they stave off a crystalline death for one more episode? Merle seeks divine intervention. Magnus makes an otherworldly find. Taako's good out here.
Having survived an encounter with their deadliest foe yet, our heroes take a moment to reflect on some of Faerun's most prodigious scientific achievements. Later, the trio is forced into a deadly test of intellect, and you can probably guess how well that goes. Merle does some pest control. Magnus makes a token of friendship. Taako enjoys some "Taako time."
Our heroes make their way into Lucas' floating, crystallized lab, and face off against their deadliest foe yet. Will they thrive under the pressure of an apocalyptic time limit? Or will they waste too much time just standing around, debating the names of members of the band U2? Magnus gets caught fibbing. Taako learns about a Grandpa. Merle gets Touched by an Angel.
A new adventure begins! Join our heroes as they host a relatively successful office holiday party, and mourn as that party gets totally sidelined by a potential apocalypse. Magnus puts his carpentry to good use. Taako perfects his macaroon recipe. Merle does some re-gifting.
Our heroes return to the Bureau of Balance's moonbase after a job kind-of well done. They've got a lot waiting for them: A heated debrief, a major change in the payroll and, of course, a visit to everyone's favorite fantasy bulk shopping outlet. Magnus makes a tentacle connection. Merle gets Zone of Truth-blocked. Taako really just wants to get down on some Quiznos.
In this penultimate installment of a race that has gotten wildly, profoundly out of hand, our heroes take on a trio of automotive threats. Merle starts himself a convoy. Magnus fights a shark. Taako catches up with an old friend.
This episode is basically a self-contained Fast and the Furious movie, if that film franchise incorporated actual arcane magicks, rather than just "movie magic." Magnus does some risky jumping. Merle takes a tumble. Taako summons a new best friend.
BWAAAAAAAAHHHHHHHH! That's the sound of a horn, meaning it's time for the Battlewagon Races we've been building up to for six episodes to begin. BUCKLE UP. Taako holds a coronation. Magnus leaps before looking. Merle gets a face hug.
Can our heroes secure their hairy compatriot and their arcane objective while not killing everyone in sight? Also, can they go five whole minutes without making a dildo joke? Merle soothes some anger. Magnus sets his axe to stun. Taako reveals his spirit animal.
Our heroes attempt a sneaking mission to retrieve a vital Battlewagon component, and end up doing something ghoulish that they'll have to keep secret forever. Also, a beloved character returns. Merle saves his heals. Taako grows a third eye. Magnus clefts.
Having straight-up embarrassed themselves in their first encounter with The Raven, our heroes look for alternative methods of defeating her. Merle channels a Train God. Magnus makes a fishy deal. Taako receives some bathroom aid.
In this installment, the question isn't 'Will our heroes survive,' it's, 'What's going to kill them first?' Our money's on either the elevator shaft full of sentient vines, or the godlike criminal waiting for them at the top of said shaft. Magnus has an embarrassing pants accident. Taako runs out of juice. Merle goes walking in Memphis.
Our heroes attempt to reconcile with Trent the Treant; a task made difficult by the fact that one of them just cut him in half. After that, buckle up y'all, because it's ELEVATOR TIME. YEEEEAAAAHHHHHH ELEVATORS. Merle befriends a crowbar. Taako does a rope trick. Magnus holds on for dear lives.
In this first chapter in a new Adventure Zone story, Merle, Taako and Magnus are in hot pursuit of a master criminal in the metropolitan city of Goldcliff. Can they stop The Raven before her crime spree tears the town apart? I don't know, because we haven't finished playing this part of the campaign yet. Magnus does some chopping. Taako learns to Nightcrawl. Merle has a genuinely upsetting encounter with some vines.
As you might have guessed from the title of the past few episodes, our heroes' journey isn't going to be an especially calm one. Because of all the murder, I mean. Taako mourns the dead. Merle finally plays his part. Magnus does one of the absolute coolest punches ever.
Having passed the Bureau of Balance's punishing test of initiation, our heroes stock up on supplies and learn abilities that will help them immeasurably in the future. Merle finds a new god. Taako has a difficult encounter with a coin slot. Magnus advocates for moon-dogs.
In this, the thrilling conclusion to our first Adventure, Merle, Taako and Magnus pursue their engulfed employer into the heart of Phandalin. Will they be able to douse him before things get out of hand? Also, are you going to finish that Luna Bar?
Merle, Taako and Magnus complete their rescue mission, but then completely fail an entirely new, far more important mission. Taako acquires a powerful artifact, and doesn't seem so stoked about it.