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.
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!
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!
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.
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?
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.
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.
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.
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.
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.
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.
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!)
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.
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/
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.
A new menace encroaches on Kepler, West Virginia. Have our heroes kept up with their training in the months since their last monstrous encounter? Or has this latest abomination caught them unawares? Aubrey takes a dip. Duck shows off some new moves. Ned gets airtime.
Everyone's favorite Talk Show About a Podcast Hosted By The People Who Do the Actual Podcast is back, just in time for the MaxFunDrive! We're answering your questions about the experimental arcs, and discussing our plans for season two with The Adventure Zone: Amnesty!
Sunlight creeps over the horizon. The Graysons are one big break away from cracking their case wide open -- but will they find their quarry before Dry River wakes up? Augustus does some spectral recon. Gandy cracks open a dangerous tome. Errol angers a friend.
The Graysons find an unexpected collaborator in their investigation of Jeremiah Blackwell's murder, but with slivers of sunrise shining down on the streets of Dry River, has their newfound luck come a moment too late? Gandy parts the veil. Augustus summons a snack. Errol meets the folks pulling the strings.
The Graysons continue their quiet investigation into the killing of Jeremiah Blackwater -- but outside interests are starting to take notice. Gandy plays a crazy game of poker. Errol ties up a quest. Augustus swears on his soul.
The Graysons set out to solve a murder in the streets of Dry River before sunrise. Augustus pulls some spectral pranks. Errol follows his nose. Gandy meets Death.
Travis takes the wheel as we create our characters for our next mini-arc, The Adventure Zone: Dust! We're playing the supernatural RPG Urban Shadows this time around. Listen in to get a brief primer on the game, our characters, and the unincorporated, Wild West-inspired town of Dry River.
Our heroes band together to hunt down the Beast terrorizing the woods outside Kepler. Ned remembers a fateful night. Aubrey receives a letter. Duck feels the weight of destiny.
Our heroes learn the whole truth of Mama's endeavors while recovering from a strange evening, and begin planning their first hunt. Aubrey remembers a relic from her past. Duck gets a late night visit from Minerva. Ned gets stuck.
Our heroes come face-to-face with the King of America in the climactic finale of our Commitment arc. Remy does those good flips. Nadiya causes some collateral damage. Kardala swears her very genuine, heartfelt loyalty.
Our heroes face their first test of combat with their newfound superpowers, with ... mixed results. Kardala tells a painful joke. Remy keeps the peace. Nadiya is good out here.
Our heroes are empowered by a somewhat gross and dangerous scientific process, and are dispatched on their first mission. Remy tries to keep the peace. Nadiya picks her favorite movie. Kardala breaks free.
As we prepare for Season Two of The Adventure Zone, we're going to be doing a handful of short-form, experimental arcs, taking turns running new games and exploring new genres. Our first experiment is a super hero story created by Dad, who's running us through the Fate system! Come learn the basics of the Fate rules, and meet the new characters we'll be playing over the next couple of episodes.
Our heroes reach their journey's end. Additional Music by Reeder: https://iamreeder.bandcamp.com/
Two lights shine down from the sky. Their story passes through reality. His song fills their hearts. The world fights back. Music: "Voidfish (Plural) by Rachel Rose Mitchell - https://rachelrosemitchell.bandcamp.com/
Our heroes' memories have returned. At the end of everything, will they stand together against the encroaching darkness? Or will their past sins leave them irrevocably driven apart?
Our heroes long, forgotten journey comes to an end.
The Hunger pursues, and our heroes escape. They've been keeping up the chase for decades now, evading without fail. But the Hunger's getting faster. The journey's getting harder. The team must take drastic steps, just to stay afloat. We're nearly caught up, now. Merle writes his story. Magnus breaks his bonds. Taako plans a very good day.
We're fairly deep into our trip down memory lane, but our heroes are no closer to figuring out how to stop the ever-evolving force that's pursuing them. With few other options, they'll have to adopt a new, remarkably costly strategy. Magnus helps out some Losers. Taako eats a fateful meal. Merle makes a powerful new friend.
Our heroes find themselves crossing between strange, deadly, beautiful worlds, pursued by a foe they cannot comprehend. Can they grow strong enough to defeat their cosmic enemy? Or will their journey take them down a road from which they can never return? Magnus leads an expedition. Taako is tempted. Merle leads his congregation.
We're nearly at our journey's end -- but before we can understand what lies ahead, we must first return to this story's true beginning. What brought our heroes together to the crisis they face today? What happened to the memories of their dear, forgotten friends? And just how long have they been running away? Taako learns a new language. Merle eats some beans. Magnus trains under an unlikely teacher.
Our heroes are out of time, out of options, out of places to hide. The holes in their history are starting to fill in; but are they going to like the answers they receive? We're almost caught up, now. Taako fights his fears. Merle loses faith. Magnus hears music.